It is a magic +1 bow that is given to Laralute. She is also given the potion .
Slappy gets a roll to level up
Slappy gets a roll to level up
rolled 1d6 and got a natural 2.
Note: level up
Slappy is now a level 2 halfling.
Slappy Level 2 Halfling
Life: 5/5
Treasure: 62 gp
Attack: 1d6-1
Defense: 1d6+2 (+3 against ogres, giants, trolls)
Luck: 2/3
Slappy Level 2 Halfling
Life: 5/5
Treasure: 62 gp
Attack: 1d6-1
Defense: 1d6+2 (+3 against ogres, giants, trolls)
Luck: 2/3
Laralute accepts the healing potion and drinks it, bringing her back to full health. She takes the bow and examines it. It is elven and very high quality. She can sell her old bow later.
Laralute Level 2 elf
Life: 5/5
Treasure: 1 pendant, 33 gp
Long sword, bow +1
Spells: Sleep (x1), Fireball (x1)
+2 to attack and spell rolls, +2 when fighting orcs +3 when using her bow
Defense 1d6+1
Laralute Level 2 elf
Life: 5/5
Treasure: 1 pendant, 33 gp
Long sword, bow +1
Spells: Sleep (x1), Fireball (x1)
+2 to attack and spell rolls, +2 when fighting orcs +3 when using her bow
Defense 1d6+1
Dru checks over Elvyn. He's exhausted and bruised up, but no serious injuries that warrant a healing spell. Since Laralute found a healing potion and is back to full strength, the cleric can save her spell. When the others can't find the keys to the shackles, she realizes their only choice is to smash the locks. Realizing that Olaf is better suited to the task, Drusilla offers the ogre her mace and steps aside.
Drusilla Level 2 cleric
Life: 5/6
Treasure: 56 gp
Healing: 1/3
Blessings: 3/3
Defense: 1d6+1
Adds +1 for attacks to normal creatures, +2 if undead (level bonus)
Armor: light, shield
Weapons: Mace
Spells: Healing x3, Blessing x3
Other items: Bandage x1
Drusilla Level 2 cleric
Life: 5/6
Treasure: 56 gp
Healing: 1/3
Blessings: 3/3
Defense: 1d6+1
Adds +1 for attacks to normal creatures, +2 if undead (level bonus)
Armor: light, shield
Weapons: Mace
Spells: Healing x3, Blessing x3
Other items: Bandage x1
When the keys are not found to the chains, Olaf takes Dru's hammer and tries to break them. He has a +2 to the attack roll and needs 6 or better.
Olaf Level 2 Barbarian
Life: 7/9
Treasure: 2 gp
+2 for level to attacks, +1 for a 2 handed weapon (+3 total)
No magic allowed (can accept healing spells and use holy water)
Rage once per game (roll 3 attacks, use best) Rage does 2 wounds on a boss -USED
Defense roll= 1d6+1
Olaf Level 2 Barbarian
Life: 7/9
Treasure: 2 gp
+2 for level to attacks, +1 for a 2 handed weapon (+3 total)
No magic allowed (can accept healing spells and use holy water)
Rage once per game (roll 3 attacks, use best) Rage does 2 wounds on a boss -USED
Defense roll= 1d6+1
rolled 1d6 and got a natural 6. After the modifier of +2, got
8
Note: Chains
With one swift blow, the chains shatter and Elvyn is free. Now the party have to make it back out. Fortunately, the noise of the chains being broken did not attract any wandering monsters. The party must now make it to the exit of the cave.
The group exits the room where Elvyn was held. He's between the two rows of the group in the middle so he is protected. Slappy peeks his head out and raises his lantern to see if the coast is clear along the banks of the river.
A roll of 1 indicates a random encounter.
A roll of 1 indicates a random encounter.
rolled 1d6 and got a natural 2.
Note: Random encounter check
Laralute takes a look at the bridge once the party exits. The strange ruins are gone. It seems it was a one-time trap. She holds her breath and steps on the bridge. Nothing happens.
"I think it is safe," she tells the rest of the group.
Random encounter. A 1 generates a wandering party of monsters.
"I think it is safe," she tells the rest of the group.
Random encounter. A 1 generates a wandering party of monsters.
rolled 1d6 and got a natural 6.
Note: Wandering monster check
Dru moves Elvyn in front of her as the party crosses the bridge. They begin to head down the main passageway to the exit.
rolled 1d6 and got a natural 4.
Note: Wandering Monster check
The party makes it down the hallway without incident and a few minutes later the entrance to the dungeon is in sight.
Olaf sees the exit further down the passage and leads the group toward the door.
Random encounter check: 1 on a 1d6
Random encounter check: 1 on a 1d6
rolled 1d6 and got a natural 6.
Note: wandering monsters
There are no signs of monsters. "Look, Teddy! We made it! Now we have to get Elvyn to the village!"
Olaf can attempt to level up.
rolled 1d6 and got a natural 3.
Note: XP
Olaf Level 3 Barbarian
Life: 10/10
Treasure: 2 gp
+3 for level to attacks, +1 for a 2 handed weapon (+3 total)
No magic allowed (can accept healing spells and use holy water)
Rage once per game (roll 3 attacks, use best) Rage does 2 wounds on a boss -USED
Defense roll= 1d6+1
Life: 10/10
Treasure: 2 gp
+3 for level to attacks, +1 for a 2 handed weapon (+3 total)
No magic allowed (can accept healing spells and use holy water)
Rage once per game (roll 3 attacks, use best) Rage does 2 wounds on a boss -USED
Defense roll= 1d6+1
After the party recovers, Elvyn reveals that he learned of a demon inspiring the evil deeds of the kobold slave masters. The demon resides in Kokras Tharn, a complex of caves not far from the location from the caves where Elvyn was held captive,
Elvyn himself is too weak to go on the adventure himself, but lends the party his magic sword Ailisia. This ornate sword gives +1 to attack rolls vs. undead and demons. If the character wielding the weapon rolls a natural 1. This power ceases to work for the rest of the adventure due to a lack of faith. Only an elf or warrior may wield the sword, so it must go to Laralute.
Although she got a magic bow during their last adventure, she accepts it and promises to take good care of the weapon and promises to return to Elvyn once they have defeated the demon.
LL purchases a vial of holy water from the local church before the party heads out.
Laralute Level 2 elf
Life: 5/5
Treasure: 56 gp
Long sword, bow +1
Spells: Sleep (x1), Fireball (x1)
holy water
+2 to attack and spell rolls, +2 when fighting orcs +3 when using her bow
Sword +3 for demons and undead, bonus lost if a natural 1 is rolled.
Defense 1d6+1
Elvyn himself is too weak to go on the adventure himself, but lends the party his magic sword Ailisia. This ornate sword gives +1 to attack rolls vs. undead and demons. If the character wielding the weapon rolls a natural 1. This power ceases to work for the rest of the adventure due to a lack of faith. Only an elf or warrior may wield the sword, so it must go to Laralute.
Although she got a magic bow during their last adventure, she accepts it and promises to take good care of the weapon and promises to return to Elvyn once they have defeated the demon.
LL purchases a vial of holy water from the local church before the party heads out.
Laralute Level 2 elf
Life: 5/5
Treasure: 56 gp
Long sword, bow +1
Spells: Sleep (x1), Fireball (x1)
holy water
+2 to attack and spell rolls, +2 when fighting orcs +3 when using her bow
Sword +3 for demons and undead, bonus lost if a natural 1 is rolled.
Defense 1d6+1
Slappy Level 2 Halfling
Life: 5/5
Treasure: 42 gp
Attack: 1d6-1
Defense: 1d6+2 (+3 against ogres, giants, trolls)
Luck: 3/3
Slappy stocks up on snacks and also buys holy water upon hearing about the demon before the group sets off.
Life: 5/5
Treasure: 42 gp
Attack: 1d6-1
Defense: 1d6+2 (+3 against ogres, giants, trolls)
Luck: 3/3
Slappy stocks up on snacks and also buys holy water upon hearing about the demon before the group sets off.
Dru purchases another bandage for her healer bag and a vial of holy water before the party sets off.
Drusilla Level 2 cleric
Life: 5/6
Treasure: 31gp
Healing: 3/3
Blessings: 3/3
Defense: 1d6+1
Adds +1 for attacks to normal creatures, +2 if undead (level bonus)
Armor: light, shield
Weapons: Mace
Spells: Healing x3, Blessing x3
Other items: Bandage x2
Holy water x1
Drusilla Level 2 cleric
Life: 5/6
Treasure: 31gp
Healing: 3/3
Blessings: 3/3
Defense: 1d6+1
Adds +1 for attacks to normal creatures, +2 if undead (level bonus)
Armor: light, shield
Weapons: Mace
Spells: Healing x3, Blessing x3
Other items: Bandage x2
Holy water x1
Later.... the ogre lead his band to a cave entrance. "Look, Teddy," The barbarian said holding up his stuffed bear. "I think this must be the entrance!" He let the stuffed animal gaze at the opening a moment before turning back to the party. "You should ready your lantern, Slappy. It is probably dark in there!"
He waited for the group to get into position. He took the lead, followed by the halfling, then the elf, and the cleric bringing up the rear.
Party XP 2/10
He waited for the group to get into position. He took the lead, followed by the halfling, then the elf, and the cleric bringing up the rear.
Party XP 2/10
rolled 1d6 and got a natural 5.
Note: Opening room
The corridor goes 30 feet and the party comes to a 4 way intersection. The halfling shines the light from under Olaf's arm. Let's go left!
Random encounter check. The party find monsters on a roll of 1.
Random encounter check. The party find monsters on a roll of 1.
rolled 1d6 and got a natural 2.
Note: wandering monsters
New room.
rolled 2d6 and got a natural 7.
2
5
Note: New room
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