Drusilla attacks a cultist with her mace.
Party XP: 5/10
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
Party XP: 5/10
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
rolled 1d6 and got a natural 4. After the modifier of +1, got
5
Note: Attack
She kills him. There is one left. Morale check.
rolled 1d6 and got a natural 4.
Note: Morale
The cultists continues to fight.
Party XP: 5/10
Party XP: 5/10
Olaf readied his ax. He hoped to make short work of the last of the cult members.
Olaf Level 3 Barbarian
Life: 10/10
Treasure: 4 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: 4 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 5. After the modifier of +3, got
8
Note: Cult member attack.
Olaf kills the final cult member. Party XP: 6/10
Roll for treasure: 1d6
Roll for treasure: 1d6
rolled 1d6 and got a natural 6.
Note: Treasure
Roll again on random treasure table: 1d6
rolled 1d6 and got a natural 1.
Note: Treasure
It's a wand! Laralute takes it. After a short examination she determines it is a wand of sleep.
Laralute Level 2 elf
Life: 5/5
Treasure: 56 gp
Long sword, bow +1
Spells: Sleep (x0), Fireball (x1)
Wand of sleep (3 charges)
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
Laralute Level 2 elf
Life: 5/5
Treasure: 56 gp
Long sword, bow +1
Spells: Sleep (x0), Fireball (x1)
Wand of sleep (3 charges)
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
Olaf leads the party to the left. Next room: 2d6:
rolled 1d6 and got a natural 3.
Note: Room 10s
rolled 1d6 and got a natural 6.
Note: Ones
Contents:
2d6
2d6
rolled 1d6 and got a natural 5.
Note: Tens
Ones place
rolled 1d6 and got a natural 2.
Note: Ones
Minions: 1d6
rolled 1d6 and got a natural 1.
Note: Minions
Vampire bats
4d6
4d6
rolled 4d6 and got a natural 7.
1
4
1
1
Note: Vampire bats
There are 7 bats. Level 1 minions. Olaf attacks one.
rolled 1d6 and got a natural 1. After the modifier of +3, got
4
Note: Attack
Olaf kills a bat. There are 6 left.
Party XP: 6/10
Party XP: 6/10
Slappy pulls out his trusty sling and takes aim at a bat.
6 vampire bats, level 1 minions.
Slappy Level 2 Halfling
Life: 5/5
Treasure: 42 gp
Attack: 1d6-1
Defense: 1d6+2 (+3 against ogres, giants, trolls)
Luck: 3/3
6 vampire bats, level 1 minions.
Slappy Level 2 Halfling
Life: 5/5
Treasure: 42 gp
Attack: 1d6-1
Defense: 1d6+2 (+3 against ogres, giants, trolls)
Luck: 3/3
rolled 1d6 and got a natural 5. After the modifier of -1, got
4
Note: Attack on bats.
One of the bats falls from the ceiling.
Party XP: 6/10
5 bats remain, level 1 minions.
Party XP: 6/10
5 bats remain, level 1 minions.
Laralute casts fireball at the bats. 1d6+2-1 at the 5 bats (level 1 minions).
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
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
rolled 1d6 and got a natural 1. After the modifier of +1, got
2
Note: Fireball
Two of the bats are killed. 3 remain. Party XP: 6/10.
Drusilla attacks a bat with her mace as it swoops down at her. 1d6+1 (currently there are 3 bats remaining).
Party XP: 5/10
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
Party XP: 5/10
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
Attack on vampire bat, level 1.
rolled 1d6 and got a natural 6. After the modifier of +1, got
7
Note: Attack
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