Statue Making Time?

Behind the Scenes: Dice Rolls Day 8

Chapter 94 by 4og8zzjkc 4og8zzjkc

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.
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