Statue Making Time?
Behind the Scenes: Dice Rolls Day 8
The Show-Runner
Training Sessions first.
Broadsword Expertise Training
- Kevin: Broadsword Attack Check. Peerless Athlete grants Kevin advantage. Nyadia “Help” action grants Kevin advantage. Roll 4d6, +3 modifier, +2 modifier from Mona’s Guidance. Rolled a 13 (Critical success). Rolled 7 XP.
Armor Training
- Andromeda: Endurance Skill Check. Mattie’s “Help” action grants Andromeda advantage. Rolled 3d6, +2 modifier. Rolled a 12 (Full Success). Rolled 7 XP.
- Tegan: Dexterity Skill Check. Mattie’s “Help” action grants Tegan advantage. Rolled 3d6, +2 modifier. Rolled a 12 (Full Success). Rolled 4 XP.
Arcana Training
- Jenny: Arcana (Charisma) skill check. Cast Charm Person. SP left: 2. Roll 2d6, +2 modifier. 5 (Fail). Tina not charmed.
- Jenny: Arcana (Charisma) skill check. Cast Charm Person. SP left: 0. Roll 2d6, +2 modifier. 10 (Full success). Tina charmed.
- Jenny: Concentration check. Roll 2d6, +1 modifier. Rolled a 7 (Mixed success). Tina calms down, but Jenny soon gets hit by the orgasm trigger.
- Jenny: Arcana (Charisma) skill check. Tina’s “Help” action grants Jenny advantage. Roll 3d6, +2 modifier. Rolled a 14 (Full Success [can’t crit]). Rolled 5 XP.
Craig’s Misadventures Dice Rolls
-
Bonnie: Improvised thrown weapon attacks. Roll 2d6, +0 modifier. Rolled a 7. Second attempt rolled a 9. Mixed Success.
-
Craig: Insight check. Roll 2d6, +0 modifier. Rolled a 7. Mixed Success. Realizes that Esme is trying to milk him for money, but still tempted by the PP anyways. Negotiate for a better deal.
-
Craig: Insight check. Roll 2d6, +0 modifier. Rolled a 4. Fail. Buys the deal.
Contested Intelligence check for game:
-
Craig. Roll 2d6, +0 modifier. Rolled a 3. Fail.
-
Esme. Vintage deck power differential grants Esme triple advantage. Esme expertise grants her advantage. Roll 6d6, +2 modifier. Rolled a 13. Crit Success. Find a Turn Zero Vintage win deck for Esme to embarrass Craig.
Delve 1:
For the basic delves, I am not going to list out the monster stat blocks. I built them in my spreadsheet file and used them, but I have a feeling that I am mostly posting these dice roll reports for myself. They don’t get a lot of views.
Wave 1:
Round 1:
- Andromeda: Action: Dragon’s Breath, SP left: 8, Arcana Skill Check. Arcana Expertise grants Andromeda advantage. Roll 3d6, +3 modifier. Rolled a 9. Thugs A-C HP left: 7
- Tessa: Action and Bonus Action: Scimitar Attack Check. Elven Accuracy grants Tessa advantage. Roll 3d6, +2 modifier. Rolled 10 and 11. Thug E HP left: 3
- Ootah: Bonus Action: Frost Rune. Action: Greataxe Attack Check. Frost Rune grants Ootah advantage. Roll 3d6, +3 modifier. Rolled an 11. Thug B ded.
- Thugs: Thugs A and C melee attacks on Ootah, Thugs D and E melee attacks on Tessa, Thug F ranged attack on Andromeda. Melee attacks have advantage (pack tactics). 4 3d6 rolls, +1 modifier on Ootah. Rolls: 13, 10, 13, 8. Ootah HP left: 23. 4 3d6 rolls, +1 modifier on Tessa. Rolls: 11, 10, 12, 5. Tessa HP left: 23. 1 2d6 roll, +0 modifier on Andromeda. Rolled an 11. Andromeda HP left: 15.
Round 2:
- Andromeda: Action: Ray of Frost. Skill Check. Arcana Expertise grants Andromeda advantage. Roll 3d6, +3 modifier. Rolled a 13. Thug A ded.
- Tessa: Action: Thunderwave. SP left: 9. Performance Skill Check. Performance Expertise grants Tessa advantage. Elven Accuracy grants Tessa advantage. Roll 4d6, +3 modifier. Rolled a 14. Thugs D and E ded.
- Ootah: Action: Greataxe Attack Check. Frost Rune grants Ootah advantage. Roll 3d6, +3 modifier. Rolled an 8. Thug C HP left: 4. Bonus Action: Second Wind. Ootah Temp HP left: 9.
- Thugs: Thug C melee attacks on Ootah. Thug F ranged attack on Andromeda. 2 2d6 rolls, +1 modifier on Ootah. Rolls: 10 and 11. Ootah Temp HP left: 7. 1 2d6 roll, +0 modifier on Andromeda. Rolled an 11. Reaction: Shield. SP left: 7. Andromeda HP left: 7.
Round 3:
- Andromeda: Action: False Life (Upcast to 2nd Level). SP left: 5. Andromeda Temp HP left: 11
- Tessa: Action and Bonus Action: Scimitar Attack Check. Elven Accuracy grants Tessa advantage. Roll 3d6, +2 modifier. Rolled 12 and 7. Thug F HP left: 6
- Ootah: Action: Greataxe Attack Check. Frost Rune grants Ootah advantage. Roll 3d6, +3 modifier. Rolled a 13. Thug C ded.
- Thugs: Thug F melee attacks on Tessa. 2 2d6 rolls, +1 modifier on Tessa. Rolls: 8 and 3. Tessa Armor absorbs all damage.
Round 4:
- Andromeda: Action: Ray of Frost. Arcana Skill Check. Arcana Expertise grants Andromeda advantage. Roll 3d6, +3 modifier. Rolled a 15. Thug F ded.
- Tessa: Bonus Action: Healing Word (Upcast to 2nd Level). SP left: 7. Andromeda HP left: 15. Action. Dodge Action
- Ootah: Action: Hold Action: Greataxe Attack on Thug Lt.
Wave 2:
Round 1:
- Andromeda: Action: Scorching Ray. SP left: 3. Arcana Skill Check. Arcana Expertise grants Andromeda advantage. Roll 3d6, +3 modifier. Rolled a 12. Thug LT HP left: 11. Thugs G-H left: 5
- Tessa: Hold Action: Thunderwave on Thug attack. SP left: 6.
- Thug LT: Move. Trigger Ootah held action. Greataxe Attack Check. Frost Rune grants Ootah advantage. Roll 3d6, +3 modifier. Rolled a 13. Thug LT ded.
- Ootah: Action: Greataxe Attack Check. Frost Rune grants Ootah advantage. Roll 3d6, +3 modifier. Rolled a 14. Thug G ded.
- Thugs: Thug H melee attacks on Tessa. Trigger Thunderwave. Performance Skill Check. Performance Expertise grants Tessa advantage. Elven Accuracy grants Tessa advantage. Roll 4d6, +3 modifier. Rolled a 14. Thug H ded.
Wave 3:
Round 1:
- Andromeda: Action: Scorching Ray. SP left: 1. Arcana Skill Check. Arcana Expertise grants Andromeda advantage. Roll 3d6, +3 modifier. Rolled a 12. Thug Capt HP left: 18. Thugs I-J left: 5
- Tessa: Action: Thunderwave on Thug attack. SP left: 5. Performance Skill Check. Performance Expertise grants Tessa advantage. Elven Accuracy grants Tessa advantage. Roll 4d6, +3 modifier. Rolled a 10. Thug Capt HP left: 12. Thug J ded.
- Thug Capt: Melee Attack combo on Tessa. 2 longsword, 1 shortsword. 3 2d6 rolls, +2 modifier. Rolls: 8, 6, 9. Tessa HP left: 22
- Ootah: Action: Greataxe Attack Check. Frost Rune grants Ootah advantage. Roll 3d6, +3 modifier. Rolled an 11. Thug I ded. Bonus Action: Aggressive. Flank Thug Capt.
Round 2:
- Andromeda: Action: Chromatic Orb. SP left: 0. Arcana Skill Check. Arcana Expertise grants Andromeda advantage. Roll 3d6, +3 modifier. Rolled a 10. Thug Capt HP left: 2. Andromeda stunned for a minute.
- Tessa: Action and Bonus Action: Scimitar Attack Check. Elven Accuracy grants Tessa advantage. Roll 3d6, +2 modifier. Rolled 10 and 9. Thug Capt ded.
What's next?
- No further chapters
- Add a new chapter
0 comments
No comments yet
The story has no discussion yet. Leave a note here when a branch gives you something to say.
No chapter comments yet
No one has commented on this branch yet. Add the first note above.