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Post by azullimao on Jan 1, 2017 18:45:47 GMT -5
You shouldn't make fun of our bad luck haha. Everyone is going to get killed by those bees if the dice don't start working on our behalf.
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Post by kaptaincarbon on Jan 1, 2017 19:06:58 GMT -5
Hahah, I am rooting for you guys and cringe each time someone rolls a 2 for attack. Running away of always an option and is in fact encouraged.
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Post by andrewwerdna on Jan 1, 2017 22:20:38 GMT -5
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Post by dungeonsnake on Jan 2, 2017 0:27:17 GMT -5
we're all going to fucking die to these bees
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Post by Verminaard on Jan 2, 2017 4:41:03 GMT -5
I am indeed rolling a d20 to attack, this fucking dice roller is broken I tell you! I added a second attack roll in there (which was a 17, of course) if you're feeling nice.
But yeah, if my attack doesn't end up hitting, just run. As much as I hate to say it considering it's the first encounter, just get out.
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Post by azullimao on Jan 2, 2017 7:15:39 GMT -5
We should definitely run away. In a marching order by HP, also, so that Dockzer is the last one in line.
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Post by kaptaincarbon on Jan 2, 2017 8:08:45 GMT -5
Run Away! Run Away! Run Away!
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Post by kaptaincarbon on Jan 2, 2017 10:33:53 GMT -5
Sleep is awesome by the way. No Saving throw. So basically, this spell can get you out of a lot of jams or prevent combat or even take down a boss if there is one. Sleep
Spell Level: Magic-User, 1st Level
Range: 240 feet
Duration:1 hour
This spell puts enemies into an enchanted slumber (no saving throw is permitted). It affects creatures based on their hit dice.
Hit Dice of Victims | Number Affected
| Less than 1 to 1+
| 4d4 | 1+ to 2+
| 2d6 | 3 to 3+
| 1d6 | 4 to 4+
| 1 |
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Post by azullimao on Jan 2, 2017 11:08:33 GMT -5
So all the bees are sleeping now? Also, is someone able to lock the door from where they come from? Should we move forward? This worked so well I'm lost hahah.
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Post by kaptaincarbon on Jan 2, 2017 12:48:49 GMT -5
haha...everyone was prepared for death that success is puzzling.
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Post by kaptaincarbon on Jan 2, 2017 15:19:56 GMT -5
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Post by azullimao on Jan 2, 2017 15:58:45 GMT -5
Actually it isn't just reddit and the FB group that are here, there's also /mu/. All the 3 people there that were on /dsd/ I mean. Also, does somebody have a strategy to what to do in the game? Can we find a way to replenish the HP of Ypres and Jurlis? I'd go outside the dungeon if it's needed.
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Post by dungeonsnake on Jan 2, 2017 16:06:59 GMT -5
Ypres Zo's HP is just naturally 2. i don't need replenishment.
if we want to replenish Jurlis's HP our best best is probably to leave the dungeon & return to the fort. otherwise he'll just have to soldier on. Without a Cleric, we don't have access to magical healing, and resting in the dungeon is probably a bad idea considering the bees will only be asleep for an hour & who knows what else will find us down here while we are resting.
I think probably we can afford to just keep exploring, but it's up to Jurlis. he's the one most likely to die at this juncture.
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Post by kaptaincarbon on Jan 2, 2017 17:11:59 GMT -5
Sleeping will also replenish the sleep spell which saved your guy's ass last round. there are also wandering monster checks that are going to be done ever X turns. Not knowing is apart of the fun/terror
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Post by kaptaincarbon on Jan 2, 2017 22:24:19 GMT -5
Also remember that a sling is 0GP to buy so I am assuming every character has a sling and you can find rocks on the ground which deal 1d4 of damage. Anything outside of 20ft will incur a -2 penalty when firing. I am just letting you know because a group of warriors hurling rocks at bees in the dark sounds hilarious. a 13 and above of dex will get a +1 bonus on missile fire which applies to Calahas and Juris Ek.
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