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Chapter 73 by 4og8zzjkc 4og8zzjkc

So, We Got A Puzzle Instead Of Just A Dungeon Crawl. How Is That Going To Go?

Behind the Scenes: Day 7 Dice Rolls

The Show-runner

The dice were not kind to Tegan today. For the morning meeting, I gave Tegan a chance to realize that she did not succeed in her stealth training. She had a mixed success.

The bulk of our dice rolls today were for the actual challenge. The general premise: the gang needs to rescue Mona from a vault at a hu-cow ranch overrun with orcs. They don’t know that Mona is the prize.

Now, some monster stat blocks:

Orc (Level 1 Monster)

  • Str +2
  • Dex +1
  • End +2
  • Int -2
  • Wis +0
  • Cha +0
  • HP 11

Aggressive – As a bonus action, the orc can move up to half of it’s move speed towards a hostile creature it can see.

Greatdong – +2 to hit. 9 damage on full success.

Javelin – +2 to hit. 5 damage on full success

Orc Boss (Level 4 Monster)

  • Str +2
  • Dex +0
  • End +2
  • Int +0
  • Wis +1
  • Cha +1
  • HP: 26
  • Armor: 3 (4, with shield)

Aggressive – As a bonus action, the orc boss can move up to half of it’s move speed towards a hostile creature it can see.

Multiattack – The orc boss makes two attacks with its greatdong or with its javelins. If Orcish Command is available to use, the boss can use it after these attacks

Greatdong – +2 to hit. 13 damage on full success.

Javelin – +2 to hit. 5 damage on full success

Orcish Command (Recharge 4-6) – Up to three allied orcs within 120 ft of the boss can use their reactions to each make one weapon attack

Stealth Section

  • Tegan: Stealth skill check. Center of Gravity shift gives Tegan disadvantage. Overconfidence gives Tegan disadvantage. Distracted enemies give Tegan advantage. Roll 3d6, +2 modifier. Rolled a 9. Mixed success. Not detected looking for basement access. Opens door noisily.
  • Tegan: Stealth skill check. Center of Gravity shift gives Tegan disadvantage. Overconfidence gives Tegan disadvantage. Roll 4d6, +2 modifier. Rolled a 5. Fail. Lost Overconfidence. Roll initiative.
  • Tessa: Stealth skill check. Stealth expertise gives Tessa advantage. Distracted enemies give Tessa advantage. Roll 4d6, +2 modifier. Rolled a 13. Critical Success. Not detected and gets an accurate enemy count downstairs.
  • Khol: Stealth skill check. Distracted enemies give Khol advantage. Roll 3d6, +2 modifier. Rolled an 11. Full success. Not detected and gets a general enemy count upstairs.

Tegan vs. the Boss Fight (1 Orc Boss and 3 regular orcs)

Round 1:

  • Tegan: Half movement to stand, get halfway up the stairs. Bow Attack Check. No practice with big boobs puts her at a disadvantage. Roll 3d6, +2 modifier, Rolled a 6. Miss.
  • Orcs: Two throw javelins, one gets in melee range. Javelin throws. 1 full success, 1 mixed success. Tegan HP left: 14, Greatdong hit. Full success. Tegan HP left: 5.
  • Orc Boss: Two javelin throws. 2 mixed successes. Tegan HP left: 1, Orcish Command. 2 more javelin throws. 1 full success, 1 mixed success. Tegan de-spawns.

The Gang vs. the Boss Fight (1 Orc Boss and 11 regular orcs)

Surprise Round:

  • Gaia: SP left: 6. Kangaroo beast maul attack. Roll 2d6, +2 modifier. Rolled an 8. Mixed Success. Orc A HP left: 6.
  • Andromeda: Dragon’s Breath. SP left: 6, Arcana Skill Check. Arcana Expertise grants Andromeda advantage. Surprise attack grants Andromeda advantage. Roll 4d6, +2 modifier. Rolled a 13. Critical success. Rolled 1d6 for number of enemies in range. Rolled a 5. 5 dead orcs.
  • Tessa: movement to support ‘roo. Cast Hold Person on Orc Boss. SP left: 6, Performance Skill Check. Performance Expertise grants Tessa advantage. Roll 3d6, +2 modifier. Rolled a 9. Mixed Success. Boss has advantage on first attempt to break out.
  • Kevin: movement to support ‘roo.

Round 1:

  • Gaia: Whip on Orc A. Roll 2d6, +2 modifier. Rolled a 9. Mixed Success. Orc A HP left: 4. ‘Roo maul attack on Orc A. Pack Tactics grant the ‘roo advantage. Roll 3d6, +2 modifier. Rolled an 11. Orc A ded.
  • Andromeda: Scorching Ray. SP left: 4. Arcana Skill Check. Arcana Expertise grants Andromeda advantage. Roll 3d6, +2 modifier. Rolled a 13 again. 2 ded orcs. Orc Boss HP left: 15.
  • Tessa: Thunderwave. SP left: 5, Performance Skill Check. Performance Expertise grants Tessa advantage. Roll 3d6, +2 modifier. Rolled a 10. Rolled 1d4 for number in range. Rolled a 3. Orcs B-D HP left: 2
  • Orcs (3 left): 1 each at the three melee characters. Orc B dongs Tessa. Rolled a 5. Miss. Orc C dongs ‘Roo. Rolled a 9. Mixed Success. ‘Roo HP left: 26. Orc D dongs Kevin. Miss.
  • Orc Boss: Hold Person resist check. Rolled a 5. Fail.
  • Kevin: Attack Orc D. Longsword Weapon Attack. Roll 2d6, +2 modifier. Rolled an 8. Orc D ded.

Round 2:

  • Gaia: Whip on Orc C. Roll 2d6, +2 modifier. Rolled a 10. Orc C ded. ‘Roo hops to Tessa, then mauls Orc B. Pack Tactics grant the ‘roo advantage. Roll 3d6, +2 modifier. Rolled an 11. Orc B ded.
  • Andromeda: Move away from window and enters the house. Hold Ray of Frost (give Tessa a chance to get a kill)
  • Tessa: Action and Bonus Action: Scimitar Attack Check. Boss paralyzed grants advantage. Roll 3d6, +2 modifier. Rolled two 10s. Melee hits auto-crit due to paralysis. Boss dead.

Vault Door Puzzle Section

  • Andromeda: History skill check. Roll 2d6, +2 modifier. Rolled a 6. Failed to recognize puzzle.
  • Tessa: Ritually cast Comprehend Languages
  • General Intelligence check: 2 mixed successes (Gaia and Andromeda), 2 fails (Kevin and Tessa)

Upstairs Fight

Setup

  • Andromeda: Stealth skill check. Distracted enemies give Andromeda advantage. Roll 3d6, +1 modifier. Rolled a 12. Full success.
  • Tessa: Stealth skill check. Stealth expertise gives Tessa advantage. Distracted enemies give Tessa advantage. Roll 4d6, +2 modifier. Rolled a 14. Critical Success.

Surprise Round:

  • Andromeda: Chromatic Orb. SP left: 3. Arcana Skill Check. Arcana Expertise grants Andromeda advantage. Sneak attack grants Andromeda advantage. Roll 4d6, +2 modifier. Rolled a 9. Mixed Success. Orc HP left: 5
  • Tessa: Action and Bonus Action: Scimitar Attack Check. Sneak attack grants advantage. Roll 3d6, +2 modifier. Rolled 12 and 13 on hits. Slashing flourish on attack action. One orc ded, other orc at 3 HP.
  • Gaia: Whip on an orc. Sneak attack grants advantage. Roll 3d6, +2 modifier. Rolled an 11. Orc HP left: 7. ‘Roo maul attack on Orc. Pack Tactics grant the ‘roo advantage. Sneak attack grants advantage. Roll 4d6, +2 modifier. Rolled an 11. That orc ded.
  • Kevin: movement, then defense stance at doorway.

Round 1:

  • Andromeda: Ray of Frost. Arcana Skill Check. Arcana Expertise grants Andromeda advantage. Roll 3d6, +2 modifier. Rolled a 13. Crit Hit. Orc ded.
  • Tessa: Action and Bonus Action: Scimitar Attack Check. Roll 2d6, +2 modifier. Rolled a 10 and an 8. Orc ded.
  • Gaia: Whip on an orc. Roll 2d6, +2 modifier. Rolled an 8. Orc HP left: 10. ‘Roo maul attack on Orc. Pack Tactics grant the ‘roo advantage. Roll 3d6, +2 modifier. Rolled a 12. Orc ded.
  • Orcs: Each orc left swings a dick at Kevin. Kevin defense stance grants them disadvantage. Roll 3d6, +2 modifier. Rolled a 6 and a 9. Armor absorbs mixed success.
  • Kevin: Bonus action: Searing Smite. SP left: 2. Longsword attack. Roll 2d6, +2 modifier. Rolled a 9. Orc A HP left: 7. No burn.

Round 2:

  • Andromeda: Move to check others. Kevin too big. Hold Ray of Frost, in case orc gets past him.
  • Tessa: Move. Hold Person on untouched orc. SP left: 3. Performance Skill Check. Performance Expertise grants Tessa advantage. Roll 3d6, +2 modifier. Rolled a 10. That orc frozen.
  • Gaia: Entangle on hurt orc. SP left: 5. Nature (Wisdom) Skill Check. Roll 2d6, +2 modifier. Rolled an 11. That orc restrained. Bonus action: Bear Spirit for all the gang. Temp HP for all: 8. Advantage on strength checks.
  • Orcs: Entangled orc attacks. Entanglement grants orc disadvantage. Roll 3d6, +2 modifier. Rolled a 9. Armor absorbs damage. Hold Person orc breaks free.
  • Kevin: Longsword attack. Entanglement grants Kevin advantage. Bear spirit grants Kevin advantage. Roll 4d6, +2 modifier. Rolled a 13. That orc ded.

Round 3:

  • Andromeda: Kevin still too big to get a clean shot.
  • Tessa: Hold Person on untouched orc. SP left: 1. Performance Skill Check. Performance Expertise grants Tessa advantage. Roll 3d6, +2 modifier. Rolled an 11. That orc frozen.
  • Gaia: Entangle on last orc. SP left: 4. Nature (Wisdom) Skill Check. Auto-fails. That orc also restrained.
  • Orc: fails to break Hold Person.
  • Kevin: Longsword attack. Entanglement grants Kevin advantage. Hold Person grants Kevin advantage. Bear spirit grants Kevin advantage. Roll 5d6, +2 modifier. Rolled an 11. Auto-crit due to paralysis. Orc ded.

Upstairs Clue Finding Section

Gaia spends 2 SP to cast Healing Spirit. SP left: 2.

Initial Perception checks:

  • Andromeda: Roll 2d6, +2 modifier. Rolled a 7. Mixed Success.
  • Kevin: Roll 2d6, +0 modifier. Rolled a 10. Full Success.
  • Gaia: Roll 2d6, +2 modifier. Rolled a 6. Fail.
  • Tessa: Comprehend Languages grants Tessa advantage. Roll 3d6, +0 modifier. Rolled an 11. Full success.

Initial Intelligence checks for clue solving:

  • Andromeda: Roll 2d6, +2 modifier. Rolled an 8.
  • Gaia: No check. She’s happy with her guess.
  • Kevin: Roll 2d6, +0 modifier. Rolled a 9.
  • Tessa: Roll 2d6, +0 modifier. Rolled a 5.

Andromeda: Perception check Number 2. Roll 2d6, +2 modifier. Rolled a 4. Fail.

Andromeda: Intelligence check Number 2. Listed possibilities grants Andromeda advantage (Help action). Roll 3d6, +2 modifier, +2 modifier (Guidance cast), +3 modifier (Bardic Inspiration). Rolled a 16. Full Success (can’t crit on a general check roll).

What's next?

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