Flying Squid@lemmy.worldM to Lemmy Shitpost@lemmy.world · 8 months agoNew best friend for life!lemmy.worldimagemessage-square50fedilinkarrow-up1724arrow-down117
arrow-up1707arrow-down1imageNew best friend for life!lemmy.worldFlying Squid@lemmy.worldM to Lemmy Shitpost@lemmy.world · 8 months agomessage-square50fedilink
minus-squareVej@lemm.eelinkfedilinkarrow-up21·8 months agoIs there a Fedi for looking for D&D groups?
minus-squareGladiusB@lemmy.worldlinkfedilinkarrow-up30·8 months agoYou fell for the trap. Roll to see if you can escape. Your game has begun.
minus-squareVej@lemm.eelinkfedilinkarrow-up13·8 months agoMy dice roller app said I got a 19. It’s on.
minus-squareGladiusB@lemmy.worldlinkfedilinkarrow-up9·8 months agoYou needed a 20 to escape. Now back to the cauldrons of deeper consciousness. You awaken on a bed made of old wood and only a candle lighting a room. It was small, maybe 10x10. There is a side table with a key, to unlock the door and a book. You must roll to choose one or the other. One leads to knowledge ahead. The other is your way out.
minus-squareDonkter@lemmy.worldlinkfedilinkarrow-up9·8 months agoSetting a lvl 1 trap to DC 20 makes me iffy about starting a campaign with you.
minus-squarehoshikarakitaridia@lemmy.worldlinkfedilinkarrow-up3·8 months agoThat’s how I like my DMs. Always trying to kill the party.
minus-squareMrBusiness@lemmy.ziplinkfedilinkEnglisharrow-up5·8 months agoI would like to use the book to beat down the door.
minus-squareGladiusB@lemmy.worldlinkfedilinkarrow-up1·8 months agoYou get the book of knowledge. You can now ask about any enemy and their stats and strengths and weaknesses through the entire campaign. You must roll under 10 to get the key to escape. For every roll you lose 1 strength until you obtain the key.
Is there a Fedi for looking for D&D groups?
You fell for the trap. Roll to see if you can escape. Your game has begun.
My dice roller app said I got a 19. It’s on.
You needed a 20 to escape. Now back to the cauldrons of deeper consciousness. You awaken on a bed made of old wood and only a candle lighting a room.
It was small, maybe 10x10. There is a side table with a key, to unlock the door and a book.
You must roll to choose one or the other. One leads to knowledge ahead. The other is your way out.
Setting a lvl 1 trap to DC 20 makes me iffy about starting a campaign with you.
You are now the DM.
Sucker!
Rocks fall, everyone dies.
That’s how I like my DMs. Always trying to kill the party.
I would like to use the book to beat down the door.
You have to roll silly
Hooboy, got a 14.
You get the book of knowledge. You can now ask about any enemy and their stats and strengths and weaknesses through the entire campaign.
You must roll under 10 to get the key to escape. For every roll you lose 1 strength until you obtain the key.