Shapechange Is A Hell Of A Drug...
Behind the Scenes: Day 10 Dice Rolls
The Show-runner
Training Sessions first, as per usual
Longbow Expertise
- Tegan: Longbow Weapons Check. Mattie’s Help action grants Tegan advantage. Roll 3d6, +2 modifier, +3 modifier (Bardic Inspiration from Tessa). Rolled a 12. Full Success. Rolled 7 XP
Insight Training
- Andromeda: Insight Check. Scarlet’s Help action grants Andromeda advantage. Enhance Ability grants Andromeda advantage. Roll 4d6, +2 modifier. Rolled a 12. Full Success. Rolled 8 XP.
Rapier Expertise
- Winter: “dagger” rolls: 2d6 twice, +3 modifier. Rolled 11 and 8.
- Winter: Rapier Weapons Check. Skye’s Help action grants Winter advantage. Kevin’s Enhance Ability grants Winter advantage. Roll 4d6, +3 modifier. Rolled a 15. Rolled 9 XP.
Nature Training
- Gaia: Nature check. Nyadia Help action grants Gaia advantage. Hawk Spirit grants Gaia advantage. Roll 4d6, +2 modifier. Rolled a 13. Rolled 12 XP.
- Mineko: Nature check. Nyadia Help action grants Mineko advantage. Hawk Spirit grants Mineko advantage. Roll 4d6, +0 modifier. Rolled a 9. Rolled 4 XP.
Craig Shenanigans
“Turn Zero”
- Craig: Wisdom check. Roll 2d6, +0 modifier. Rolled a 9.
“Turn One”
- Craig: Stealth check. Roll 2d6, +2 modifier. Rolled a 6.
- Glitterdust: Perception check. Perception expertise grants Glitterdust advantage. Roll 3d6, +2 modifier. Rolled a 7. Somewhat aware. Advantage on subsequent perception rolls.
“Turn Two”
- Craig: Stealth check. Roll 2d6, +2 modifier. Rolled a 4
- Glitterdust: Perception check. Perception expertise grants Glitterdust advantage. Awareness of intruder grants Glitterdust advantage. Roll 4d6, +2 modifier. Rolled an 11.
“Turn Three”
- Craig: Athletics check. Roll 2d6, +2 modifier. Rolled an 11. Full Success means he gets away and Glitterdust spends her turn hunting where he was.
“Turn Four”
- Craig: Athletics check. Roll 2d6, +2 modifier. Rolled a 7
- Glitterdust: Move to get line of sight. Cast Mental Prison. Persuasion check. Expertise in Persuasion gives Glitterdust advantage. Roll 3d6, +3 modifier, +6 modifier (bardic inspiration using peerless skill). Rolled a 17. Critical success.
- Glitterdust: Cast Geas. Persuasion check. Expertise in Persuasion gives Glitterdust advantage. Roll 3d6, +3 modifier, +6 modifier (bardic inspiration using peerless skill). Rolled a 13. Critical success.
Craig’s Evening Shenanigans
- Wisdom check. Roll 2d6, +0 modifier. Rolled a 10. Not immediately attacking
- Wisdom check. Roll 2d6, +0 modifier. Rolled a 6. Revenge!
- Craig: Bonus Action: Bloodlust. Action: Bite! Bloodlust grants Craig advantage. Roll 3d6, +2 modifier. Rolled an 11. Guard HP left: 3.
Delve:
Fight 1: 4 giant rats
Fight 2: 6 wererats, 4 giant rats
Fight 3: 1 grell, 2 giant rats
Fight 1:
Round 1:
- Tessa: Scimitar Weapon checks. Elven Accuracy grants Tessa advantage. Roll 3d6 twice, +2 modifier. Rolled a 12 and an 11. Rat dead.
- Gaia: Summon Beast. SP left: 8. Tiger Maul. Roll 2d6, +3 modifier. Rolled an 11. Ded rat.
- Jenny: Eldritch blast. Roll 2d6, +3 modifier. Rolled a 10. Rat A HP left: 1
- Rats: 1 rat on each of Tessa and Beast. Pack tactics grant rats advantage. Roll 3d6, +1 modifier. 9 and 8 on rolls. Tessa armor absorbs all damage. Beast armor absorbs all damage.
Round 2:
- Tessa: Scimitar Weapon checks. Elven Accuracy grants Tessa advantage. Roll 3d6 twice, +2 modifier. Rolled a 10 and an 11. Rat A ded. Rat B HP left: 5
- Gaia: Tiger Maul. Roll 2d6, +3 modifier. Rolled a 12. Ded rat.
Fight 2:
Round 1:
- Tessa: Sword slashes. Scimitar Weapon checks. Elven Accuracy grants Tessa advantage. Roll 3d6 twice, +2 modifier. Rolled an 11 and a 9. Slashing Flourish on full. Fink A HP left: 8. Fink B HP left: 14
- Gaia: Whip on a Fink, then Beast Maul. Whip Check. Roll 2d6, +2 to hit. Rolled a 7. Fink B HP left: 13. Tiger Maul. Roll 2d6, +3 modifier. Rolled a 10. Fink B HP left: 3.
- Jenny: Spike Growth on area with the ratfinks. Arcana (Charisma) check. SP left: 2. Roll 2d6, +3 modifier. Rolled a 6. Finks notice the spikes.
- Ratfinks: A melees Tessa. Roll 2d6 twice, +1 modifier. 10 on bite, miss on sword. Tessa HP left: 28. Fail to save; ratfinked until end of delve. B melees beast. Miss on bite, 8 on sword. Beast HP left: 29. 3 shots at Jenny. Roll 2d6 thrice, +1 modifier. 3 full successes. Reaction: rebuke first shot. Jenny HP left: 13. Drops concentration on first hit (so no damage). 1 shot at Gaia. Full success. Gaia HP left: 25. Con check 10.
- Rats: 2 rats on each of Jenny and Gaia. Pack tactics grant rats advantage. Roll 3d6, +1 modifier. 2 misses on Jenny. 2 full successes on Gaia. Gaia HP left: 19. Tiger drops.
Round 2:
- Tessa: Thunderwave, upcast to 2nd Level. SP left: 8. Performance check. Roll 2d6, +3 modifier. Rolled a 9. Fink A HP left: 2. Fink B ded.
- Gaia: Summon Beast. SP left: 6. Tiger Maul. Roll 2d6, +3 modifier. Rolled a 9. Ratfink C HP left: 12.
- Jenny: Eldritch blast. Roll 2d6, +3 modifier. Rolled a 13. Ratfink D ded.
- Ratfinks: A persuasion check to get Tessa to switch sides. Enemy combatant grants A disadvantage, Roll 3d6, -1 modifier. Rolled a 1. C melees tiger. Full on bite, mixed on sword. Tiger HP left: 27. 2 shots at Gaia. 1 mixed success, 1 miss. Gaia HP left: 17. Mixed success on con check. Disadvantage on next one.
- Rats: 2 rats on each of Jenny and Gaia. Pack tactics grant rats advantage. Roll 3d6, +1 modifier. 1 bite on Jenny. Jenny HP left: 10. 1 full, 1 mixed on Gaia. Gaia HP left: 13. Tiger stays up.
Round 3:
- Tessa: Thunderwave, upcast to 2nd Level. SP left: 6. Performance check. Roll 2d6, +3 modifier. Rolled an 11. Fink A, E and F ded.
- Gaia: Whip a rat. Whip Check. Roll 2d6, +2 to hit. Rolled a 12. Rat A: 6. Tiger Maul. Roll 2d6, +3 modifier. Rolled a 7. Ratfink C HP left: 8.
- Jenny: Eldritch blast. Roll 2d6, +3 modifier. Rolled a 9. Ratfink C HP left: 4.
- Ratfinks: C melees tiger. Crit on bite, mixed on sword. Tiger HP left: 21.
- Rats: 2 rats on each of Jenny and Gaia. Pack tactics grant rats advantage. Roll 3d6, +1 modifier. 1 full, 1 mixed on Jenny. Jenny HP left: 6. 2 mixed on Gaia. Gaia HP left: 11. Tiger stays up (double disadvantage on next check).
Round 4:
- Tessa: Sword slashes. Scimitar Weapon checks. Roll 2d6 twice, +2 modifier. Rolled an 11 and a 9. Slashing Flourish on full. Rat C ded. Rat D HP left: 7.
- Gaia: Whip a rat. Whip Check. Roll 2d6, +2 to hit. Rolled an 8. Rat A: 4. Tiger Maul. Roll 2d6, +3 modifier. Rolled a 12. Ratfink C ded.
- Jenny: Action: disengage. Get back by Tiger.
- Rats: 2 rats on Gaia, 1 on Tessa. Pack tactics grant rats on Gaia advantage. Roll 3d6, +1 modifier. 1 crit, 1 mixed on Gaia. Gaia HP left: 4. Tiger drops. Mixed hit on Tessa. Tessa armor absorbs damage.
Round 5:
- Tessa: Sword slashes. Scimitar Weapon checks. Roll 2d6 twice, +2 modifier. Rolled a 14 and a 6. Rat D ded.
- Gaia: Summon Beast. SP left: 4. Tiger Maul. Roll 2d6, +3 modifier. Rolled a 13. Rat B ded.
- Jenny: Eldritch blast. Roll 2d6, +3 modifier. Rolled a 10. Rat A ded.
Short Rest:
- Tessa: Song of Rest: +3 to all HP. Tessa at full HP, 6 SP
- Gaia: Hit die: +9 HP. Gaia at 16 HP, 4 SP
- Jenny: Hit die: +9 HP. Short rest SP recovery. Jenny at 18 HP, 4 SP
Fight 3:
Round 1:
- Tessa: Move in. Sword slashes. Scimitar Weapon checks. Roll 2d6 twice, +2 modifier. Rolled a 9 and an 8. Mobile slash on one of them, move out. Grell HP left: 19.
- Gaia: Summon Beast. SP left: 2. Tiger Maul. Roll 2d6, +3 modifier. Rolled an 11. Grell HP left: 10.
- Jenny: Cast Earthbind. SP left: 2. Arcana (Charisma) check. Roll 2d6, +3 modifier. Rolled an 8. Loss of fly speed, but not pulled prone and has advantage on breaking out of spell.
- Grell: Melee combo on Tessa. Tentacle attack. Roll 2d6, +1 modifier. Rolled an 8. Tessa HP left: 28.
- Rats: rats run out from deeper in the tunnel. Tessa reaction: scimitar slash. Roll 2d6, +2 modifier. Rolled a 10. Rat A HP left: 5. Beast reaction: bite. Roll 2d6, +3 modifier. Rolled a 7. Rat A ded. Gaia reaction: Whip. Roll 2d6, +2 to hit. Rolled an 8. Rat B HP left: 8.
Round 2:
- Tessa: Hold action (Sword slash if Grell not dead before it tries to attack again)
- Gaia: Whip. Roll 2d6, +2 to hit. Rolled a 12. Grell HP left: 7. Tiger Maul. Roll 2d6, +3 modifier. Rolled a 9. Grell HP left: 3.
- Jenny: Eldritch Blast. Roll 2d6, +3 modifier. Rolled a 12. Grell ded.
- Rats: remaining rat keeps running away. Stealth check to escape. Roll 2d6, +1 modifier. Rolled an 8.
Round 3:
- Jenny: Eldritch Blast. Rat Stealth check grants Jenny disadvantage. Roll 3d6, +3 modifier. Rolled a 7. Rat B HP left: 4.
- Rats: Rat escapes.
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