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
New room
rolled 1d6 and got a natural 3.
Note: place 1
rolled 1d6 and got a natural 4.
Note: place 2
The party come to a door. The ogre forces it open.
rolled 1d6 and got a natural 4.
Note: Monster
Kobolds
rolled 1d6 and got a natural 3. After the modifier of +3, got
6
Note: Monsters
There are 6 demonic kobolds. They are level 3. Olaf attacks the first kobold.
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
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
rolled 1d6 and got a natural 4. After the modifier of +3, got
7
Note: Attack
Olaf kills the first kobold.
Party XP 2/10
Party XP 2/10
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 sets the lantern down. He grabs his sling and hurls a rock at one of the kobolds.
Attack 1d6-1
Life: 5/5
Treasure: 42 gp
Attack: 1d6-1
Defense: 1d6+2 (+3 against ogres, giants, trolls)
Luck: 3/3
Slappy sets the lantern down. He grabs his sling and hurls a rock at one of the kobolds.
Attack 1d6-1
rolled 1d6 and got a natural 4. After the modifier of -1, got
3
Note: Attack- need 3 or better
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