Doctor Dot, the daily five-minute skilled emotion, for everyone who simply dotting about an accent. Greetings and welcome to the old Doctor Dot podcast. My name is Sean, and why am I talking about this? I have no idea, but I'm trying to be all fantasy, all Dungeons and Dragons, because that's the skill we're going to take a look at today.
It is Dungeon Adventure. This is a revisit to the dungeon as we last looked at it way back in episode one thousand and seven. But for me, this is my first visit. Let's go.
Okay, here's Dungeon Adventure. Welcome to Dungeon Adventure. You have been given a dangerous quest. The townspeople of Ravensburg have requested your assistance.
The town has experienced attacks from many different monsters lately. The monsters are coming from a nearby underground dungeon, and they need your help in defeating the evil Necromancer that is behind it all. Easy. Your quest is to go forth into the dungeon and find the Necromancer and kill him.
I hope you're up for the task. Will you accept the challenge? Yes. Great.
You've accepted the challenge. Now let's get started by creating your character. This could be done by rolling dice and assigning them to attributes for your character. Your characters attributes are strength, dexterity, intelligence, wisdom, constitution, charisma and perception.
Okay. We will roll four, six-sided dice and take the highest three dice and add them together for each attribute, which will give a range from three to eighteen. High numbers are better. Here is your first roll of the dice.
You roll to five, two, one and a three, so the highest three add together comes to ten. Where would you like to assign that value? Wisdom. Okay, I've set your wisdom to ten.
Ah, you get the idea. You keep rolling until you create all your characters' stats. Let's get this for now and get straight into the game. You're now ready to begin your adventure into the dungeon to destroy the evil necromancer.
Good luck. You are in the town. Some actions you can say are list weapons, armor, spells, or potions for sale, rest, train, sell, or you can say go to dungeon. What would you like to do?
List weapons. See why I can buy. Here is a list of the weapons currently for sale. Dagger, cost five gold, does one to six damage.
Short sword, cost ten gold, does one to ten damage. Morningstar, cost twenty-five gold, does two to twelve damage. Longsword, cost sixty gold, does three to eighteen damage. This is me.
Battle axe, cost one hundred and twenty-five gold. That's already. Twenty-four damage. Great sword, cost three hundred gold, does five to thirty damage.
You can say purchase in the name of the item. If you are done, you can go to the dungeon. What would you like to do? Purchase longsword.
Okay, you've purchased a longsword for sixty gold, so you've got forty-seven left. Okay, list armor. Here is a list of the armor currently for sale. Paddydama, cost thirty gold, gives armor class ten.
Leather armor, cost forty-five gold, gives armor class eleven. Studied leather armor, cost ninety gold, gives armor class twelve. Scale male armor, cost two hundred gold, gives armor class thirteen. Chain male armor, cost four hundred gold, gives armor class fourteen.
Plagued male armor, cost eight hundred gold, gives armor class fifteen. You can say purchase in the name of the item. If you are done, you can go to the dungeon. What would you like to do?
Purchase Paddydama. Okay, you've purchased the Paddydama for thirty gold, so you've got seventeen left. I'm ready. At any time, just say where in the name of the armor to change into any armor that you have.
Go to dungeon. Okay, you pack up and leave town heading for the dungeon. After a short journey, find yourself in front of a large hole in the ground with large stone steps leading down under ground. You go down the stairs.
You are in the dark, Dablon corridor. There is a door. South is back to town. You probably want to equip a weapon so that you are ready to fight with one, otherwise you'll just be using your fists.
Okay. You should wear your armor. You can say where in the name of your armor. Oh, where Paddydama?
Okay, you are now wearing your Paddydama and that gives you an armor class of ten. Equip long sword. Okay, you pull out your long sword and have it ready for attack. Hey!
North! You are not currently in town, so you cannot do that right now. North! You move north through the door.
You are in a room with a dirt floor. There are cobwebs everywhere. Spiders. In the center there is a chest.
North there is a door. Okay, south there is a door. Open chest. Zonkf, the chest is trapped.
As soon as you try to open it. Oh, that doesn't sound good. A blue mist starts spraying out from the chest. To avoid the blue mist requires you to roll a fifteen or higher on a twenty sided die.
This requires a dexterity test. Your dexterity of fourteen gives you a modifier of plus two to the roll. That's okay. Rolling die.
You roll a nine and your modifier of plus two gives you eleven. I'm dead. Blah. The blue mist has made you slower.
Your current dexterity is temporarily reduced by three, so your dexterity is now eleven. North. You move north through the door. You are in a long corridor.
North there is a door. West there is a door. East there is a door. South there is a door.
West. You move west through the door. Uh-uh. You are in a stone corridor.
West there is a passageway. East there is a door. West. South where I came from.
You move west. No. You are in a long corridor. North there is a door.
East there is a passageway. South opens into a room. South. You move south.
You are in a large room. In the corner there is a large chest. Oh. On guard.
You notice the tall. Skinny. Green rubbery skinned humanoid creature with a long nose and coarse greenish my hair. Orgatertron.
North leads into a passageway. West there is a door. East leads into a passageway. To act first before the troll requires you to roll the 12.
Rolling die. You roll the 15. You get the first action. Some actions you can say are attack high, attack middle, attack low, avail run and a direction, cast a spell or drink a potion.
It is your turn. What would you like to do? Attack high. You slice at the troll up high with your long sword.
The troll defends down low. The troll can be hit but you must roll to hit it. You need to roll the troll's armor class at 11 or higher on a 20 sided die. Gotcha.
Your strength of 16 gives you a modifier of plus 3 to your roll. Aye. Rolling to hit the troll. You roll a 13.
Plus your strength modifier of plus 3 is 16. Whoa. You hit the troll with your long sword. You roll a 4.
1 and 6 for a total of 11 points of damage to the troll. The troll has 11 hit points left. Oh, why not? The troll is attacking you.
How will you attempt to defend? Defend middle. The troll attacks you down low. You defend in the middle.
The troll is rolling to hit you. Your armor class is 10. So the troll must roll a 10 or higher on a 20 sided die to hit you. The troll rolls a 4.
Hush. The troll missed. It is your turn. What would you like to do?
Attack high. You strike at the troll up high with your long sword. The troll defends in the middle. Rolling to hit the troll.
You roll a 17. Plus your strength modifier of plus 3 is 20. A bit. You hit the troll with your long sword.
You roll a 4. 4 and 4 for a total of 12 points of damage to the troll. Whoa. You have killed the troll.
Whoa. You search the dead troll and find 50 gold. Wowzer. You now have 67 gold.
You also earn 25 experienced points for killing the troll. Who? Open chest. This chest is locked.
You can try to pick the chest lock. Or you can try to pry open the chest lock. Pick lock. You are trying to pick the chest lock.
Nice. Successfully pick the lock requires you to roll a 13 or higher on a 20 sided die. This requires an intelligence test. Your intelligence of 12 gives you a modifier of plus 1 to the roll.
Rolling die. You roll a 14 and you're modifier of plus 1 gives you 15. Cheers. You successfully pick the chest lock.
Now the chest is unlocked. Open chest. Really? Heads up.
The chest is trapped. Ah. As soon as you try to open it. A red burning ooze starts coming out of the chest.
To avoid the red ooze requires you to roll a 13. Rolling die. You roll the 13. You move quickly out of the way to avoid getting damaged by the red ooze.
Expecting something good in that. That's a nice thing to say to your dungeon master. Thanks. Your dungeon master appreciates you and you notice a cloth sack hidden in the darkness.
You open it and find 38 gold. You now have 105 gold. See? Always pays to be polite even if it's by accident.
Stop. Okay. You've decided to quit your adventure for now. Join us on Facebook under a like, because it's a dungeon adventure for news and tips.
If you're enjoying dungeon adventure, please consider giving it a nice review. Until next time. Goodbye. Wow.
I really like that one. I'm definitely going to be playing this one again. If you like this thing a bit too, why not try it out? That was dungeon adventure.
Thanks and see you next time. Feedback comments demos. The.com podcast at gmail.com. Briefcast.fm.