Loot?
Behind the Scenes: Day 11 Dice Rolls
Weapons Training:
- Winter. Rapier Weapon Check. Alex “Help” Action grants Winter advantage. Roll 3d6, +3 modifier, +3 modifier (Bardic Inspiration). Rolled a 15 (Critical Success). Rolled 5 XP.
- Tessa. Scimitar Weapon Check. Aelene “Help” Action grants Tessa advantage. Elven Accuracy grants Tessa advantage. Roll 4d6, +2 modifier. Rolled an 8 (Mixed Success). Rolled 4 XP.
- Ootah. Greataxe Weapon Check. Alex “Help” Action grants Winter advantage. Roll 3d6, +3 modifier, +3 modifier (Bardic Inspiration). Rolled an 18 (Critical Success). Rolled 7 XP.
- Tegan: Longbow weapons check. Mattie’s “Help” action grants Tegan advantage. Roll 3d6, +2 modifier, +2 modifier (Mona cast Guidance). Rolled a 14 (Critical Success). Rolled 7 XP.
Nature Training:
- Andromeda: Nature Skill Check. Nyadia’s “Help” action grants Andromeda advantage. Roll 3d6, +3 modifier. Rolled an 8. Rolled 4 XP.
- Jenny: Nature Skill Check. Nyadia’s “Help” action grants Jenny advantage. Enhance Ability grants Jenny advantage. Roll 4d6, +0 modifier. Rolled a 7. Rolled 4 XP.
Delve:
Zone 1 Fight: 2 acolytes, 2 cultists, 2 cult fanatic (lvl 2), 1 priest (lvl 2), 3 veterans (lvl 3), 1 living iron statue (lvl 5)
Zone 2 (Winding Way):
Fight 1: 4 drowned blades (lvl 2)
Fight 2: 3 drowned blades, 1 living iron statue
Fight 3: 2 living iron statues, 1 vampiric jade statue (lvl 8)
Initial specs:
- Andromeda – down to 14 SP (spent 2 SP during training)
- Gaia – no resources spent during the day
- Ootah – no resources spent during the day
- Tegan – down to 4 SP (spent 6 SP during training)
- Winter – no charges left on Frozen Needle (spent during training)
Zone 1:
Turn “0”:
- Winter: Stealth Check. Stealth Expertise grants Winter advantage. Roll 3d6, +3 modifier. Rolled an 11. Can report on basement main room contents without being seen.
- Winter: Stealth Check. Stealth Expertise grants Winter advantage. Roll 3d6, +3 modifier. Rolled a 14. Crit Success. Advantage on sneak attack.
- Tegan: Stealth Check. Roll 2d6, +2 modifier. Rolled a 14. Full Success (cannot crit)
- Winter: Sneak Attack on Cultist. Rapier check. Rapier Expertise grants Winter advantage. Strike Hard, Strike Fast grants Winter advantage. Stealth check crit grants Winter success. Roll 5d6, +4 modifier. Rolled a 16. Crit. Cultist very ded.
- Tegan: Bonus Action: Hunter’s Mark on Acolyte. Sneak Attack on Acolyte. Longbow Check. Longbow Expertise grants Tegan advantage. Roll 3d6, +4 modifier. Rolled a 13. Crit. Acolyte very dead.
- Winter: Perception Check. Perception Expertise grants Winter advantage. Roll 3d6, +0 modifier. Rolled a 7. Mixed Success. Can hear the convos from Rooms 7 and 8, but not the singleton rooms.
- Group Stealth check (everyone but Tegan). Roll 3d6 (adv), +3 modifier. Roll 2d6, +2 modifer. Roll 2d6, +1 modifer. Roll 3d6 (dis), +0 modifier. 1 crit success, 2 mixed success, 1 fail. Group result: Mixed Success.
Turn 0:
- Winter and Ootah: Action: Open Doors
- Andromeda: Scorching Ray. Arcana check. SP left: 12. Arcana Expertise grants Andromeda advantage. Roll 3d6, +4 modifier. Rolled a 14. 2 rays at priest (ded). 1 ray at a veteran. Vet A HP left: 11
- Tegan: Longbow Check. Longbow Expertise grants Tegan advantage. Roll 3d6, +4 modifier. Rolled a 9. Vet A HP left: 9
- Gaia: Summon Beast. SP left: 14. Lion Maul. Roll 2d6, +3 modifier. Rolled a 6. Miss.
Turn 1:
- Winter: Enter room. Rapier check. Rapier Expertise grants Winter advantage. Strike Hard, Strike Fast grants Winter advantage. Roll 4d6, +4 modifier. Rolled a 13. Vet B very ded.
- Andromeda: Ray of Frost. Arcana check. Arcana Expertise grants Andromeda advantage. Roll 3d6, +4 modifier. Rolled a 15. Vet A ded.
- Tegan: Longbow Checks. Longbow Expertise grants Tegan advantage. Roll 3d6, +4 modifier, twice. Rolled a 10 and 14. Cult Fanatic ded.
- Gaia: order lion friend out of room and move towards the ranged girls.
- C2 Statue: activate!!!!! Mixed melee combo against lion friend. Lion HP left: 24
- Veteran: wakes up. Get up w/ just longsword and gets to door (no armor)
- Cult Fanatic: get to door, open.
- Cultist: get to door, open.
- Ootah: move to statue. Greataxe Checks. Greataxe expertise grants Ootah advantage. Roll 3d6 twice, +4 modifier. Rolled a 16. Statue HP left: 44, Armor 1. Rolled a 15. Statue HP left: 11, Armor: 0.
- Acolyte: get to door, open.
Turn 2:
- Winter: move to acolyte. Rapier check. Rapier Expertise grants Winter advantage. Roll 3d6, +4 modifier. Rolled a 16. Acolyte ded.
- Andromeda: Bonus Action: Arcana check to notice acid vulnerability. Arcana Expertise grants Andromeda advantage. Roll 3d6, +3 modifier. Rolled an 11. Chromatic Orb (Acid). SP left: 11. Arcana check. Arcana Expertise grants Andromeda advantage. Roll 3d6, +4 modifier. Rolled an 11. Statue down.
- Tegan: Bonus Action: Move Hunter’s Mark to Cult Fanatic. Longbow Checks. Longbow Expertise grants Tegan advantage. Roll 3d6, +4 modifier, twice. Rolled a 7 and an 11. Cultist Fan HP left: 1.
- Gaia: lion friend to cultist. Lion Maul. Roll 2d6, +3 modifier. Rolled a 15. Cultist ded.
- Veteran: open door. Bonus action: Wisdom check. Roll 2d6, +0 modifier. Rolled a 6. Run! Winter reaction: Rapier check. Rapier Expertise grants Winter advantage. Roll 3d6, +4 modifier. Rolled a 16 (again). Vet is ded.
- Cult Fanatic: Inflict Wounds on Beast. SP left: 8. Religion check. Roll 2d6, +1 modifier. Rolled a 6. Miss.
- Ootah: Move to Fanatic. Greataxe Checks. Greataxe expertise grants Ootah advantage. Roll 3d6 twice, +4 modifier. Rolled a 16 and a 10. Fanatic very ded.
Zone 2, Fight 1:
Turn 0:
- Winter: Stealth Check. Stealth Expertise grants Winter advantage. Roll 3d6, +3 modifier. Rolled a 14. Report on room’s contents. Advantage on religion check.
- Winter. Religion Check. Stealth crit grants Winter advantage. Roll 3d6, +0 modifier. Rolled an 11. ID drowned.
- Group Stealth Check. Roll 3d6 (adv), +3 modifier. Roll 2d6, +2 modifer. Roll 2d6, +0 modifier. 1 full success, 2 mixed success. Group result: Mixed Success.
- Winter: move behind downed and stab. Rapier check. Rapier Expertise grants Winter advantage. Strike Hard, Strike Fast grants Winter advantage. Roll 4d6, +4 modifier. Rolled a 14. Ded zombo.
- Tegan: Bonus Action: Move Hunter’s Mark to a Drowned. Longbow Checks. Longbow Expertise grants Tegan advantage. Roll 3d6, +4 modifier, twice. Rolled a couple of 10s. Drowned A HP left: 6.
- Gaia: Lion Maul. Roll 2d6, +3 modifier. Rolled a 15. Drowned B HP left: 6.
Turn 1:
- Winter: move behind downed and stab. Rapier check. Rapier Expertise grants Winter advantage. Strike Hard, Strike Fast grants Winter advantage. Roll 4d6, +4 modifier. Rolled a 15. ded Drowned.
- Andromeda: Bonus Action: Religion check to notice acid vulnerability. Roll 2d6, +3 modifier. Rolled a 7. Necrotic damage might work? Chill Touch. Arcana Expertise grants Andromeda advantage. Roll 3d6, +4 modifier. Rolled a 9. Drowned A HP left: 3.
- Tegan: Longbow Checks (one at each zombo). Longbow Expertise grants Tegan advantage. Roll 3d6, +4 modifier, twice. Rolled a 10 and 13. Drowned A Con save for Undead Fortitude. Roll 2d6, +2 modifier. Rolled an 11. Drowned A HP left: 1. Drowned B ded.
- Gaia: Thorn Whip. Nature Check. Nature Expertise grants Gaia advantage. Roll 3d6, +3 modifier. Rolled an 8. Drowned A Con save for Undead Fortitude. Roll 2d6, +2 modifier. Rolled a 10. Drowned A HP left: 1. Lion Maul. Roll 2d6, +3 modifier. Rolled a 14. Drowned A ded.
Tunnels:
- Winter: Traps (Perception) Check. Perception Expertise grants Winter advantage. Roll 3d6, +0 modifier. Rolled a 5. Fail. Winter HP left: 15.
- Tegan: Traps (Perception) Check. Roll 2d6, +2 modifier. Rolled a 10.
- Group Perception Check. Roll 2d6 twice,+2 modifier. Roll 2d6, +3 modifier. Gaia full succeeds.
- Winter: Climb Athletics check. Roll 2d6, +0 modifier. Roll an 8. Gets to try again? Disadvantage on next attempt
- Tegan: Trap Disarm (Thieves’ Tools) Check. Roll 2d6, +2 modifier. Rolled a 10. Not squished. Calls for Ootah’s help.
- Gaia: Help action for Winter’s next turn. Whip as a rope!
- Ootah: Athletics Check. Roll 2d6, +3 modifier. Rolled a 10. Pushed the block into the pit!
- Winter: Climb Athletics check. Gaia’s “Help” Action grants Winter advantage. Mixed success last turn grants Winter disadvantage. Roll 2d6, +0 modifier. Roll a 10. Winter is out of the acid pit!
- Group Survival Check. Roll 2d6 twice, +2 modifier. Rolled 9s. Right direction. Oooooh, door!
- Andromeda: use Familiar to check directions. Roll 2d6, +2 modifier. Rolled a 14.
- Winter: Trap Disarm (Thieves’ Tools) Check. Roll 2d6, +3 modifier. Rolled a 6. Fail. Winter downed.
- Tegan: open door. Reaction. Crossbow trap triggers. Roll 3d6 twice, +2 modifier. 2 full successes. Tegan HP left: 7.
- Ootah: Athletics Check. Gaia’s “Help” Action (lion pushes!) grants Ootah advantage. Roll 3d6, +3 modifier. Rolled a 13. Critical Success. Block triggers the next trip line!
- Ootah: Athletics Check. Gaia’s “Help” Action (lion pushes!) grants Ootah advantage. Roll 3d6, +3 modifier. Rolled a 7. Takes a bit to get the block in the pit.
Zone 2, Fight 2:
Turn 1:
- Andromeda: Spiritual Weapon. SP left: 11. Arcana check. Arcana Expertise grants Andromeda advantage. Roll 3d6, +4 modifier. Rolled a 14. Crit Hit. Drowned A HP left: 12.
- Tegan: Bonus Action: Move Hunter’s Mark to C2 Statue. Longbow Checks. Longbow Expertise grants Tegan advantage. Roll 3d6, +4 modifier, twice. Rolled a 12 and a 15. C2 Statue HP left: 44.
- Gaia: Heat Metal on C2 statue. Lion drops. SP left: 12. Nature Check. Nature Expertise grants Gaia advantage. Roll 3d6, +3 modifier. Rolled a 14. C2 Statue HP left: 28.
- C2 Statue: Melee Combo on Gaia. Heat Metal grants statue disadvantage. Roll 3d6 twice, +2 modifier. Rolled a 12 and a 9. Gaia HP left: 23. Gaia maintains concentration.
- Ootah: Greataxe Checks. Greataxe expertise grants Ootah advantage. Roll 3d6 twice, +4 modifier. Rolled a 15 and a 12. Statue very ded.
- Drowned: 2 at Ootah, 1 at Gaia. Andromeda reaction: Spiritual Weapon AoO. Arcana check. Arcana Expertise grants Andromeda advantage. Roll 3d6, +4 modifier. Rolled a 15. Drowned A ded. That was the one at Gaia. Roll 2d6 four times, +2 modifier. 1 crit, 1 full success, 1 mixed success, 1 miss. Ootah HP left: 29.
Turn 2:
- Andromeda: Chill Touch. Arcana Expertise grants Andromeda advantage. Roll 3d6, +4 modifier. Rolled a 13. Drowned B HP left: 9 (can’t heal). Bonus Action: Move and use Spiritual Weapon. SP left: 11. Arcana check. Arcana Expertise grants Andromeda advantage. Roll 3d6, +4 modifier. Rolled a 9. Drowned C HP left: 24
- Tegan: Bonus Action: Move Hunter’s Mark to Drowned C. Longbow Checks. Longbow Expertise grants Tegan advantage. Roll 3d6, +4 modifier, twice. Rolled a 14 and an 11. Crit at C kills it. Drowned B HP left: 4
- Gaia: Thorn Whip. Nature Check. Nature Expertise grants Gaia advantage. Roll 3d6, +3 modifier. Rolled a 13. Drowned B ded.
Short Rest:
- Andromeda: Arcane Recovery. Endurance Check. Roll 2d6, +2 modifier. Rolled a 10. SP full.
- Tegan: HP full
- Gaia: Cast Healing Spirit. SP left: 10. Everyone gains 30 HP. HP full
- Ootah: HP full
Zone 2, Fight 3:
Turn 1:
- Andromeda: Bonus Action: Fear the Frog discard Enhance Ability (+2d6 damage). Andromeda Temp HP: 7. Chromatic Orb (Acid), upcast to 3rd level. SP left: 13. Arcana check. Arcana Expertise grants Andromeda advantage. Roll 3d6, +4 modifier. Rolled a 15. A C2 statue is very, very ded. Shar Statue Legendary Action: Move to Gaia
- Tegan: move away from Statue. Reaction: claw. Roll 2d6, +2 modifier. Rolled an 8. Tegan HP left: 34. Bonus Action: Hunter’s Mark on Shar Statue. Longbow Checks. Longbow Expertise grants Tegan advantage. Roll 3d6, +4 modifier, twice. Rolled a 6 and a 13. Shar Statue HP left: 84. Shar Statue Legendary Action: Bite Gaia. Roll 2d6, +2 modifier. Rolled a 12. Reaction: Silvery Barbs. New Roll a 10. Gaia HP left: 28. Gaia Cursed Cup Size: K-cups.
- Gaia: Bonus Action: Misty Step away from statue. Move towards C2. Thorn Whip. Nature Check. Nature Expertise grants Gaia advantage. Roll 3d6, +3 modifier. Rolled a 13. C2 Statue HP left: 65.
- Shar Statue: Move to Tegan. Melee Combo. Bite Roll 2d6, +2 modifier. Rolled a 12. Tegan HP left: 29. Tegan Cursed Cup Size: M-cup. 7 on concentration check. Disadvantage for next time. Claws. Roll 3d6, twice, +2 modifier. Rolled a 5 and an 11. Tegan HP left: 21. Concentration check 10.
- C2 Statues: Melee Combo on Gaia. Roll 2d6 twice, +2 modifier. Rolled a 7 and a 14. Gaia HP left: 5. Gaia prone.
- Ootah: Move to Shar Statue. Greataxe Checks. Greataxe expertise grants Ootah advantage. Roll 3d6 twice, +4 modifier. Rolled a 14 and 16. Armor burns off of first crit. Shar Statue HP left: 22. Shar Statue Legendary Action: Bite Ootah. Roll 2d6, +2 modifier. Rolled a 10. Ootah HP left: 36. Ootah Curse Cup Size: M-cup.
Turn 2:
- Andromeda: Chromatic Orb (Acid), upcast to 3rd level. SP left: 10. Arcana check. Arcana Expertise grants Andromeda advantage. Roll 3d6, +4 modifier. Rolled a 14. The other C2 statue is very ded. Shar Legendary Action: Boob Reaper. Gaia downed, Tegan HP left: 16, Ootah HP left: 31
- Tegan: move away from Statue. Reaction: claw. Roll 3d6, +2 modifier. Rolled a 13. Tegan down. Death save. Roll 2d6, +1 modifier. Rolled an 8. Neutral. Disadvantage on next roll. Shar Legendary Action: Boob Reaper. Gaia 1 Fail, Tegan 1 Fail, Ootah HP left: 26
- Gaia: Death save. Roll 2d6, +2 modifier. Rolled a 6. 2 Fail.
- Shar Statue: Melee Combo. Bite Roll 3d6, +2 modifier. Rolled a 12. Ootah HP left: 20. Ootah’s New Cursed Cup Size: S-cup. Claws. Roll 3d6, twice, +2 modifier. Rolled a 12 and a 14. Ootah down.
- Ootah: Death save. Roll 2d6, +2 modifier. Rolled a 12. 1 Success. Shar Legendary Action: Move to Andromeda.
Turn 3:
- Andromeda: Dragon’s Breath (Fire), upcast to 3rd level. SP left: 7. Arcana check. Arcana Expertise grants Andromeda advantage. Roll 3d6, +4 modifier. Rolled a 16. Shar Statue ded.
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