So, Can Tegan Salvage Her Date?

Day 13 Dice Rolls

The Show-Runner

Training Sessions:

  • Andromeda: Nature check. Alex “Help” action grants Andromeda advantage. Roll 3d6, +2 modifier. Rolled a 10. Full Success. Rolled 6 XP.
  • Ootah: Athletics check. Josie’s “Help” action grants Ootah advantage. Roll 3d6, +3 modifier. Rolled a 10. Full Success. Rolled 4 XP.

Insight Checks:

Hey, I actually rolled some skill checks not related to training or delving. They are here.

  • Gaia: Insight Check (Lie Detection Against Tegan). Roll 2d6, +3 modifier. Rolled a 9. Mixed success. Feels uneasy.
  • Tegan: Insight Check (Lie Detection). Vulpine Cunning grants Tegan advantage. Roll 3d6, +2 modifier, +2 modifier (Many Tails of Wisdom). Rolled a 13. Critical Success. Not going to be suspicious for the rest of the conversation.
  • Tegan: Insight Check (Honest with Herself?). Roll 2d6, +2 modifier, +2 modifier (Many Tails of Wisdom). Rolled a 13. Critical Success.

Delve:

Sky Check:

  • Caoimhe: Religion Check. Roll 2d6, +0 modifier, +2 modifier (Guidance). Rolled a 7. Mixed Success.
  • Jenny: Arcana (Charisma) Check. Roll 2d6, +3 modifier. Rolled a 10. Full Success.
  • Mineko: Arcana Check. Roll 2d6, +2 modifier. Rolled a 9.
  • Harith: Arcana (Charisma) Check. Roll 2d6, +2 modifier. Rolled an 8.

Perception Check:

  • Mineko: Perception Check. Roll 2d6, +0 modifier, +2 modifier (Guidance). Rolled a 9. Mixed Success.
  • Caoimhe: Perception Check. Roll 2d6, +3 modifier. Rolled a 7. Mixed Success.

Avoiding the Walkway Deathtrap:

  • Mineko: Survival Check. Roll 2d6, +0 modifier. Rolled an 8. Mixed Success. Moving despite danger, but taking it safeish?
  • Mineko: Acrobatics Check. Roll 2d6, +1 modifier. Rolled an 8. Mixed Success. Floor gives, but Mineko latches onto the doorknob.
  • Harith: Athletics Check. Roll 2d6, +1 modifier. Rolled an 8. Mixed Success. Glass gives, but Harith takes damage. Harith HP left: 34
  • Harith: Athletics Check. Roll 2d6, +1 modifier. Mineko’s “Help” Action grants Harith advantage. Roll 3d6, +1 modifier. Rolled a 10. Mineko doesn’t die!

Avoiding the Magic Item Deathtrap:

  • Caoimhe: Perception Check. Roll 2d6, +3 modifier. Rolled a 5. Let’s pick up the explodey orb.
  • Caoimhe: Sleight of Hand Check. Roll 2d6, +2 modifier. Rolled a 10. Avoid holding onto the explosion.
  • Caoimhe: Acrobatics Check. Roll 2d6, +2 modifier. Rolled a 10. Avoid getting caught in the explosion.

Ghost!

  • Caoimhe: Cast Sacred Flame. Religion(Wisdom) check. Roll 2d6, +3 modifier. Rolled an 11.
  • Jenny: Cast Eldritch Blast. Arcana(Charisma) check. Roll 2d6, +4 modifier, twice. Rolled 11 and 8.

Repair the Summer Star

  • Mineko: Arcana Check. Blueprints provide advantage. Roll 3d6, +2 modifier. Rolled a 14. Crit Success! Advantage on repair checks!
  • Mineko: Smith’s Tools Check. Crit provides advantage. Roll 3d6, +2 modifier. Rolled an 11. Full Success. Ring is good!
  • Mineko: Arcana Check. Crit provides advantage. Tinker Tools proficiency provides advantage. Roll 4d6, +2 modifier. Rolled an 11. Ring is good!

Fight (1 Yuki Statue, 4 Ora Statues)

Round 0:

  • Ora Statues: Fog Cloud casts. Roll 2d6, +0 modifier, four times. Rolled 10, 7, 6, 10. One Fog Cloud around Mineko and the melee folk, one around Jenny and Caoimhe. One (poorly) positioned between the two.

Round 1:

  • Tessa: Dispel Magic. SP left: 13. Performance Check. Performance Expertise grants Tessa advantage. Roll 3d6, +3 modifier. Rolled a 9. Badly aimed one dispelled instead of the one she wanted.
  • Caoimhe: Guiding Bolt. SP left: 15. Religion (Wisdom) Check. Fog Cloud grants Caoimhe disadvantage. Elvish Accuracy grants Caoimhe advantage. Roll 2d6, +3 modifier. Rolled a 10. Ora A HP left: 6. A not one w/ Fog Cloud concentration. Next attack on A has advantage.
  • Jenny: Eldritch Blast. Arcana (Charisma) Check. Fog Cloud grants Jennt disadvantage. Guiding Bolt grants Jenny advantage on one attack. Roll 2d6, +4 modifier. Rolled a 10. Roll 3d6, +4 modifier. Rolled a 9. Ora A ded.
  • Harith: Move to Yuki Statue. Bonus Action: Hexblade’s Curse. 2 swipes with Alanis. Roll 2d6, +3 modifier, twice. Rolled 11 and 14. Yuki statue HP left: 51
  • Mineko: Move out of Fog Cloud. Magic Missile, upcast to 2nd Level. SP left: 6. Auto-hits. Ora B HP left: 14, Oras C and D HP left: 17. C and D need to each make a concentration check. Roll 2d6, +0 modifier. Rolled a 7 and 8. Disadvantage next concentration check. Still Up.
  • Yuki Statue: Bonus Action. Blinding Light on Harith. Roll 2d6, +2 modifier. Rolled a 9. Disadvantage on next attempt. Two slams. Roll 2d6, +2 modifier, twice. Rolled a 12 and 13. Harith reaction on first hit: Hellish Rebuke. SP left: 3. Roll 2d6, +2 modifier. Rolled a 5. Miss. Harith downed.
  • Ora Statues: The two concentrating use Frost Breath on downed Harith. Roll 2d6,+0 modifier, twice. Rolled 3 and 8. One failed death save. Other goes for the claws on Harith. Harith prone gets them advantage. Roll 3d6, +1 modifier. Harith two death saves.

Round 2:

  • Tessa: Move to Yuki. Free Action: “Harith is down!” Slashing Flourish w/ Thunder. Elvish Accuracy grants Tessa advantage. Inspiration left: 2. Roll 3d6, +3 modifier. Rolled an 11. Yuki HP left: 40. Ora B HP left: 10. Bonus Action: regular scimitar hit. Roll 3d6, +2 modifier. Rolled a 6. Miss.
  • Caoimhe: Bonus Action: Healing Word on Harith, upcast to 2nd level. SP left: 13. Harith HP: 12. Sacred Flame on Ora C. Move out of Fog Cloud. Religion (Wisdom) Check. Elvish Accuracy grants Caoimhe advantage. Roll 3d6, +3 modifier. Rolled a 7. Ora C HP left: 13. Fog Cloud still up, disadvantage on next check.
  • Jenny: Move out of Fog Cloud. Eldritch Blast on Ora B and D. Roll 2d6, +4 modifier, twice. Rolled a 9 and 10. Full hit and genie bonus damage on B. Ora B ded. Ora D HP left: 13. Fog Cloud drops.
  • Harith: Half his movement speed to stand. 2 swipes with Alanis. Roll 2d6, +3 modifier, twice. Rolled a 9 and 13. Yuki HP left: 25.
  • Mineko: Shatter. SP left: 4. Arcana Check. Inorganic foes grant Mineko advantage. Roll 3d6, +2 modifier. Rolled a 14. Yuki ded.
  • Ora Statues: Frost Breath does not recharge. One Ora on Harith, one on Mineko. Roll 2d6, +1 modifier, twice. Attack on Mineko crit misses. 11 on Harith. Harith HP left: 8.

Round 3:

  • Tessa: Thunder, then regular scimitar on Ora C. Elvish Accuracy grants Tessa advantage. Roll 3d6, +3 modifier. Rolled two 14s. Ora C ded.
  • Caoimhe: Guiding Bolt on Ora D. SP left: 12. Religion (Wisdom) Check. Elvish Accuracy grants Caoimhe advantage. Roll 3d6, +3 modifier. Rolled a 13. Ora D ded.

Tegan Rescue (Tegan starting with only 1 SP):

  • Tegan: Stealth Check. Roll 2d6, +2 modifier. Rolled a 9. Mixed Success. Baddies get a shot to find her.
  • Kobolds: Perception Check. Roll 2d6, -1 modifier, twice. Rolled a 7 and 8. Hidden.
  • Tegan: Bonus Action- Hunter’s Mark on one of them (free cast). Hidden grants Tegan advantage. Longbow expertise grants Tegan advantage. Roll 4d6, +4 modifier, then roll 3d6, +4 modifier. Rolled an 11 and a 16. Both dead.
  • Tegan: Stealth Check. Roll 2d6, +2 modifier. Rolled a 6. Goofs real bad.
  • Mona: Deception Check. Thaumaturgy use grants Mona advantage. Roll 3d6, +0 modifier. Rolled a 12. Full Success. Kobolds frightened.
  • Tegan: Bonus Action- move Hunter’s Mark on one of them. Longbow expertise grants Tegan advantage. Roll 3d6, +4 modifier, twice. Rolled 11s. Marked Kobold ded. Other Kobold HP left: 3.
  • Kobolds: Wisdom check to remove frightened condition. Roll 2d6, -1 modifier, twice. Rolled 4 and 1. Still afraid. They be runnin’. Runnin’ towards Tegan.
  • Tegan: Bonus Action- move Hunter’s Mark on uninjured one. Longbow expertise grants Tegan advantage. Roll 3d6, +4 modifier, twice. Rolled a 12 and a 13.
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