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
Two bats collide. One remains.
5/10 XP
Remaining bat attacks:
1. Olaf
2. Slappy
3. Laralute
4. Drusilla
5/10 XP
Remaining bat attacks:
1. Olaf
2. Slappy
3. Laralute
4. Drusilla
rolled 1d4 and got a natural 1.
Note: Who is attacked.
Attack on Olaf. Olaf does not take any damage.
rolled 1d6 and got a natural 3.
Note: Bat
Olaf attacks the last bat. 1d6+3.
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 4. After the modifier of +3, got
7
Note: Attack on bat.
The last bat dies. The group checks the entrance to the west. It is a cave entrance. They go south and find a passage that also goes west and descends into the depth. They decide to double back and reach the main corridor.
Random monster check: On a 6, a random encounter occurs.
Random monster check: On a 6, a random encounter occurs.
rolled 1d6 and got a natural 3.
Note: Check
No encounter
Room generation: 2d6
Room generation: 2d6
rolled 1d6 and got a natural 2.
Note: Tens
rolled 1d6 and got a natural 4.
Note: Ones
Room contents: 2d6
rolled 2d6 and got a natural 9.
5
4
Note: Contents
The room is empty. Need to check for treasure on last room.
1d6.
1d6.
rolled 1d6 and got a natural 5.
Note: treasure
Jewelry value 3d6 x 10
rolled 3d6 and got a natural 11.
6
4
1
Note: treasure
A ring worth 110 is found. Olaf will get it since he has the least treasure.
Olaf Level 3 Barbarian
Life: 10/10
Treasure: 4 gp
Non-magic ring worth 110 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: 4 gp
Non-magic ring worth 110 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
The group heads south.
2d6
2d6
rolled 1d6 and got a natural 2.
Note: 10s
rolled 1d6 and got a natural 4.
Note: ones
The room is identical with another door going south.
Contents: 2d6
Contents: 2d6
rolled 1d6 and got a natural 1.
Note: ones
rolled 2d6 and got a natural 4.
3
1
Note: tens
Use special features table: 1d6
rolled 1d6 and got a natural 2.
Note: Special features
Random monsters. 1d6
rolled 1d6 and got a natural 3.
Note: Random monsters
You are on: Forums » Fantasy Roleplay » Four Against Darkness (Private Game)
Moderators: Mina, Keke, Cass, Claine, Sanne, Dragonfire, Ilmarinen, Darth_Angelus