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
Cultists 1d6+4
rolled 1d6 and got a natural 3. After the modifier of +4, got
7
Note: Number of cultists
There are 7 cult members. LL will start the combat and use the wand of sleep next post.
Laralute steps forward and uses the wand of sleep and uses it on the cult members. (7 cultists, level 3) 1d6+2
Laralute Level 2 elf
Life: 5/5
Treasure: 56 gp
Long sword, bow +1
Spells: Sleep (x0), Fireball (x0)
Wand of sleep (x2)
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 (x0)
Wand of sleep (x2)
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 3. After the modifier of +2, got
5
Note: Sleep wand
2 cultists remain. Level 3, morale +1
Party XP: 6/10
Party XP: 6/10
Cultists morale:
There are 2 left (level 3 mininos)
1-2: Flee
3-4: Fight (check again next round)
5-6- Fight to death
There are 2 left (level 3 mininos)
1-2: Flee
3-4: Fight (check again next round)
5-6- Fight to death
rolled 1d6 and got a natural 4.
Note: cult member morale check
Dru will attack with her mace.
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
rolled 1d6 and got a natural 2. After the modifier of +1, got
3
Note: Attack
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