Not talking to you, buddy
All Alone in the Watchtower
You’ll have to go through me first
Don’t judge a goblin by its size
FINAL
500

In a noisy tavern smelling of spilled ale and burnt stew, a sly level 4 rogue with a Charisma of 16 and proficiency in Deception spins a tale about being a harmless traveling merchant carrying nothing more than cheap trinkets. He rolls a 12 on his Deception check

Across the table, a young suspicious level 5 city guard with a Wisdom of 14 and proficiency in Insight narrows his eyes, thinking to himself: "Can this be true?", rolling a 14 on his Insight check. Calculating their total checks, this is the man that comes out on top.

What is the City Guard?

Rogue’s Deception: 12 (roll) + 3 (Charisma) + 3 (proficiency) = 18
Guard’s Insight: 14 (roll) + 2 (Wisdom) + 3 (proficiency) = 19

500

In a quiet tower filled with the scent of old parchment and flickering candlelight, an old white-haired level 5 wizard with 17 hit points, Dexterity 13, and Constitution 16 mutters an incantation, enveloping himself in the shimmering protective aura of Mage Armor. Moments later, a sudden rush of magical energy from the Haste spell courses through him, quickening his reflexes and sharpening his defenses. While both magical effects pulse around the wizard, what is his total Armor Class?

What is 16 AC?

Mage Armor = 13 + Dex
Dex 13 = +1 modifier
Haste = +2 AC
Total = 13 + 1 + 2 = 16 AC

500

In the heat of battle, a towering and steadfast level 10 Dragonborn Paladin, muscles rippling with Strength 20, grips his longsword with both hands. With a mighty roar, "FOR THE KING", he lands a devastating critical hit and channels divine power through a 2nd-level Divine Smite. The foe—an ordinary, mortal creature, neither undead nor fiend—staggers under the assault.
This is the maximum damage he can roll.

What is 73?

Longsword (versatile) = 1d10 → crit = 2d10 (20)
Divine Smite (2rd-level slot): 3d8 → crit = 6d8 (48)
Strength modifier: +5

Total dice rolled: 6d8 + 2d10 + 5 = 73

500

“Really? Two goblins think they can take me down?” sneers the cocky level 3 paladin, armored in his trusty chain shirt and flashing a confident smirk. With Dexterity 16, he squares off as two shortsword-wielding goblins charge. The first goblin rolls an 11, the second a 13 on their attack rolls; both add +4 to hit and deal maximum damage (1d6 + 2) if they connect.
Starting with 27 hit points, this is how many hit points the paladin has left.

What is 11?

Chain shirt: 13 + Dex modifier (max 2) = 15
Goblin 1: 11 + 4 = 15 → hits
Goblin 2: 13 + 4 = 17 → hits
Begge rammer → 8 + 8 = 16 damage
27 – 16 = 11 HP

500

Smoke thickens. Heat rises. A level 5 wizard, cloaked only in Mage Armor and raw nerve, watches as a fire elemental raises its blazing fist. With a Dexterity score of 14 and 27 hit points to his name, the wizard sees the blow coming—and with a snap incantation, casts Shield. The elemental rolls a 15 on the die and adds +6 to hit. If it lands, the strike would deal 11 fire damage. Fortunately, the wizard carries an enchanted token granting resistance to fire.
This is the number of hit points the wizard has after the flames clear.

What is 21 HP?

Base AC = 13 (Mage Armor) + 2 (Dex) = 15
With Shield = 15 + 5 = 20
Attack roll = 15 + 6 = 21 → Hit
Damage = 11 fire → resisted → halveret til 5
Remaining HP = 27 – 6 = 21 HP

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