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Behind the Scenes: Day 14 Dice Rolls

The Show-Runner

I have some weirder rolls today. Check them out.

Knifey Spoony Rolls

  • Round 1: Roll 1d6, twice. Ootah: 3, Jo Jo: 4
  • Ootah: Perception check. Roll 2d6, +2 modifier. Rolled a 10. Not going to challenge Round 1.
  • Round 2: Roll 1d6, twice. Ootah: 1, Jo Jo: 6.
  • Ootah. Improvised Weapon Attack (Spoon). Roll 2d6, +3 modifier. Rolled a 15. Critical success! Knifey Spoony set proficiency allows the Crit to stand.
  • Jo Jo. Knife Weapon attack. Roll 2d6, +2 modifier. Rolled an 8. Mixed Success.
  • Round 3: Roll 1d6, twice. Ootah: 4, Jo Jo: 1

Training Sessions

  • Andromeda: Religion check. Alex “Help” action grants Andromeda advantage. Enhance Ability grants Andromeda advantage. Roll 4d6, +3 modifier. Rolled a 15. Full success (can’t crit when not proficient). Rolled 6 XP.
  • Round 1: Airika: Cutlass attack. Cutlass expertise grants Airika advantage. Roll 3d6, +3 modifier. Rolled a 12.
  • Harith. Half his movement standing up, the rest to get into position. Bonus Action: Wrathful Smite. SP left: 3. Roll 2d6, +2 modifier, twice. Rolled a 10 and a 5. Airika reaction: Evasion. Airika frightened.
  • Round 2: Airika: Cutlass attack. Cutlass expertise grants Airika advantage. Frightened condition grants Airika disadvantage. Roll 2d6, +3 modifier. Rolled a 10.
  • Harith: Broadsword Ability Check. Nyadia “Help” action grants Harith advantage. Roll 3d6, +1 modifier, +4 modifier (Inspiration). Rolled a 12. Rolled 8 XP.
  • Tessa. Scimitar Ability Check. Nyadia “Help” action grants Tessa advantage. Enhance Ability grants Tessa advantage. Roll 4d6, +2 modifier. Rolled an 11. Rolled 7 XP.

Tegan Break-in Attempt

  • Tegan: Stealth check. Stealth expertise grants Tegan advantage. Roll 3d6, +2 modifier, +6 modifier (Pass Without Trace). Rolled a 16.
  • Tegan: Perception check. Roll 2d6, +2 modifier. Rolled an 11.
  • Tegan: Stealth check. Stealth expertise grants Tegan advantage. Roll 3d6, +2 modifier, +6 modifier (Pass Without Trace). Rolled a 13. Still not detected.
  • Tegan: Sleight of Hand check. Roll 2d6, +2 modifier. Rolled a 10.
  • Tegan: Strength check. Roll 2d6, +2 modifier. Rolled a 9.
  • Clank: Slam attacks (non-lethal). Roll 2d6, +3 modifier, twice. Rolled 13 and 7. Tegan HP left: 8. Pass without trace stays up, for what good it does.
  • Tegan: Dagger attack. Roll 2d6, +2 modifier. Rolled a 13. Clank HP left: 34. Heated Body retaliation. Tegan HP left: 3. Web around them from Guards and Wards starts to burn.
  • Clank: Slam attacks (non-lethal). Roll 2d6, +3 modifier, twice. Rolled 12 and 6. Miss doesn’t matter. Tegan unconscious.

Delve

Starting Notes:

  • Tessa – starting SP: 14

Wave 1 (8 Quasits):

Round 1:

  • Winter: Move and stab a Quasit. SH, SF grants Winter advantage. Roll 3d6, +4 modifier. Rolled a 14. Quasit very ded.
  • Tessa: Move and slash a Quasit. Elven Accuracy grants Tessa advantage. Scimitar Expertise grants Tessa advantage. Roll 4d6, +3 modifier, then Roll 4d6, +2 modifier. Rolled 10, then 8. Quasit A HP left: 11.
  • Caoimhe: Bonus Action: Spiritual Weapon. SP left: 14. Elven Accuracy grants Caoimhe advantage. Roll 3d6, +3 modifier. Rolled a 9. Quasit B HP left: 18. Sacred Flame on same Quasit. Elven Accuracy grants Caoimhe advantage. Roll 3d6, +3 modifier. Rolled a 12. Quasit B HP left: 10.
  • Harith: Double slash with Alanis. Roll 2d6, +3 modifier, twice. Rolled 14 and 7. Quasit C HP left: 1. C attacks with disadvantage.
  • Quasits: A and 1 more on Tessa, C on Harith, 4 on Winter. All attacks against Tessa and Winter Roll 2d6, +2 modifier. Tessa attacks: 11 and 6. Tessa resist poison. Tessa HP left: 34. Winter attacks: Two full success, 2 miss. Winter resist both poisons. Winter HP left: 30. Slasher feat grants Quasit C disadvantage. Roll 3d6, +2 modifier. Miss.

Round 2:

  • Winter: Bonus Action: Disengage. Move to a quasit engaging Tessa. Roll 2d6, +4 modifier. Rolled an 11. Quasit D HP left: 4.
  • Tessa: Slash a Quasit. Elven Accuracy grants Tessa advantage. Scimitar Expertise grants Tessa advantage. Roll 4d6, +3 modifier. Rolled an 11. Slashing Flourish on Thunder attack. Flourish left: 2. Quasit A and D ded.
  • Caoimhe: Bonus Action: move and use Spiritual Weapon. Elven Accuracy grants Caoimhe advantage. Roll 3d6, +3 modifier. Rolled a 15. Quasit B ded. Sacred Flame on a new Quasit. Elven Accuracy grants Caoimhe advantage. Roll 3d6, +3 modifier. Rolled a 13. Quasit E HP left: 3.
  • Harith: Double slash with Alanis. Roll 2d6, +3 modifier, twice. Rolled two 10s. Quasit C ded.
  • Quasits (3 left): 1 at each of the melee gang. Reaction from Caoimhe: Spiritual Weapon attack of opportunity. Elven Accuracy grants Caoimhe advantage. Roll 3d6, +3 modifier. Rolled a 10. Quasit E ded. E was going for Winter. Roll 2d6, +2 modifier, twice. Tessa attack: 11. Tessa resists poison. Tessa HP left: 32. Harith attack: 11. Harith resist poison. Harith HP left: 34.

Round 3:

  • Winter: Attack Quasit engaging Tessa. Roll 2d6, +4 modifier. Rolled a 10. Quasit F HP left: 4.
  • Tessa: Slash a Quasit. Elven Accuracy grants Tessa advantage. Scimitar Expertise grants Tessa advantage. Roll 4d6, +3 modifier. Rolled a 14. Quasit F ded.
  • Caoimhe: Bonus Action: move Spiritual Weapon closer to Winter/Tessa. Sacred Flame on the last Quasit. Elven Accuracy grants Caoimhe advantage. Roll 3d6, +3 modifier. Rolled an 11. Quasit G HP left: 12.
  • Harith: Double slash with Alanis. Roll 2d6, +3 modifier, twice. Rolled 12 and 9. Quasit G HP left: 2.
  • Quasit: Attack on Harith. Roll 2d6, +2 modifier. Rolled a 7. No damage.

Round 4:

  • Winter: Engage and stab last Quasit. Roll 2d6, +4 modifier. Rolled a 12. Last Quasit ded. Rest of the turn order for the round for prep for Wave 2.
  • Tessa: Healing Word on Winter. SP left: 13. Winter HP left: 35
  • Caoimhe: repositions.
  • Harith: Infernal Armor. SP left: 3. Harith Temp HP: 15

Wave 2 (2 Incubus, 2 Quasits)

Round 1:

  • Winter: Move and stab an Incubus. SH, SF grants Winter advantage. Roll 3d6, +4 modifier. Rolled a 12. Incubus A HP left: 17.
  • Tessa: Hideous Laughter on other Incubus. SP left: 12. Rolled an 8. Incubus has advantage to resist. Resist roll a 9. Incapacitated for round.
  • Caoimhe: Bonus Action: Move Spiritual Weapon and attack a Quasit. Elven Accuracy grants Caoimhe advantage. Roll 3d6, +3 modifier. Rolled a 9. Quasit A HP left: 18. Guiding Bolt. SP left: 13. Elven Accuracy grants Caoimhe advantage. Roll 3d6, +3 modifier. Rolled a 12. Quasit A HP left: 5.
  • Harith: Double slash with Alanis. Roll 2d6, +3 modifier, twice. Rolled two 10s. Incubus B HP left: 58.
  • Incubus: Charm on Winter. Winter rolled a 10 to resist. Resisted.
  • Quasits: 1 Quasit to Winter and Harith. Caoimhe Reaction: Spiritual Weapon attack. Guiding Bolt grants Caoimhe advantage. Elven Accuracy grants Caoimhe advantage. Roll 4d6, +3 modifier. Rolled a 12. Quasit A ded. A was going to Winter. Attack on Harith. Roll 2d6, +2 modifier. Rolled a 10. Harith resists poison. Harith temp HP left: 13. Infernal Armor retaliation. Quasit B HP left: 13.

Round 2:

  • Winter: Stab an Incubus. Roll 2d6, +4 modifier. Rolled a 15. Incubus A ded.
  • Tessa: Move and slash Incubus. Elven Accuracy grants Tessa advantage. Scimitar Expertise grants Tessa advantage. Roll 4d6, +3 modifier, then Roll 4d6, +2 modifier. Rolled 14, then 9. Slashing Flourish on Thunder attack. Flourish left: 1. Incubus B HP left: 25. Quasit B ded.
  • Caoimhe: Bonus Action: Move Spiritual Weapon closer in range. Guiding Bolt. SP left: 12. Elven Accuracy grants Caoimhe advantage. Roll 3d6, +3 modifier. Rolled a 9. Incubus B HP left: 20.
  • Harith: Double slash with Alanis. Roll 2d6, +3 modifier, twice. Rolled 13 and 11. Incubus B ded

Wave 3 (Barlgura, 2 Quasits)

Round 1:

  • Winter: Move and stab the Barlgura. SH, SF grants Winter advantage. Roll 3d6, +4 modifier. Rolled a 16. Barlgura HP left: 27.
  • Tessa: Move and slash Barlgura. Elven Accuracy grants Tessa advantage. Scimitar Expertise grants Tessa advantage. Roll 4d6, +3 modifier, then Roll 4d6, +2 modifier. Rolled 11, then 14. Mobile Flourish on Bonus slash. Fourish left: 0. Barlgura HP left: 11. Move to a Quasit.
  • Caoimhe: Bonus Action: Move Spiritual Weapon and attack a Quasit. Elven Accuracy grants Caoimhe advantage. Roll 3d6, +3 modifier. Rolled a 13. Quasit A HP left: 6. Sacred Flame on same Quasit. Elven Accuracy grants Caoimhe advantage. Roll 3d6, +3 modifier. Rolled a 12. Quasit A ded.
  • Barlgura: Melee combo on Winter. Roll 2d6, +2 modifier, thrice. Rolled 7, 9, 7. Winter HP left: 28.
  • Harith: Bonus Action: Hexblade’s Curse on Barlgura. Double slash with Alanis. Roll 2d6, +3 modifier, twice. Rolled 10 and 11. Barlgura ded.
  • Quasits: Attack on Tessa. Roll 2d6, +2 modifier. Rolled a 10. Tessa Resists. Tessa HP left: 30.

Round 2:

  • Winter: Dagger shot on last Quasit. Roll 2d6, +4 modifier. Rolled an 8. Cold resistance reduce damage.
  • Tessa: Move and slash Quasit. Elven Accuracy grants Tessa advantage. Scimitar Expertise grants Tessa advantage. Roll 4d6, +3 modifier, then Roll 4d6, +2 modifier. Rolled 8, then 13. Quasit B HP left: 9.
  • Caoimhe: Guiding Bolt. SP left: 11. Elven Accuracy grants Caoimhe advantage. Roll 3d6, +3 modifier. Rolled a 6. Miss.
  • Harith: Move and double slash with Alanis. Roll 2d6, +3 modifier, twice. Rolled 10 and 11. Quasit ded.

Spin the Bottle:

I rolled for several of the pairings for the Spin the Bottle activity. A couple (Mona’s and Jenny’s spins) were set up for story reasons.

For the rest of the rolls, I assigned each person with a number, then rolled a digital d5, re-rolling if the result didn’t make sense.

  • Die Face Assignments: Mona 1, Mineko 2, Gaia 3, Andromeda 4, Ootah 5
  • Mineko’s spin: 4. Andromeda
  • Gaia’s spin: 4. Andromeda
  • Andromeda’s turn: 1. Mona
  • Ootah’s turn: 2. Mineko
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