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
There is 1 cult member left (level 3 mininos)
Roll for morale
Party XP: 6/10
Roll for morale
Party XP: 6/10
Cultist morale check:
1-2: Flee
3-4: Fight (check again next round)
5-6- Fight to death
Minion, level 3 (morale +1)
1-2: Flee
3-4: Fight (check again next round)
5-6- Fight to death
Minion, level 3 (morale +1)
rolled 1d6 and got a natural 6.
Note: morale check
The final cultist resolves to fight to the death. He attacks Olaf.
rolled 1d6 and got a natural 4. After the modifier of +3, got
7
Note: cult member
"That wasn't very nice," Olaf scolds the cult member. "You could have hurt Teddy! He is much smaller than you." Olaf attacks the last cult member. 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 6. After the modifier of +3, got
9
Note: Attack
He takes the cultist's head clean off of his shoulders! All of the cult members are dead.
Party XP: 7/10
Roll for treasure: 1d6
Party XP: 7/10
Roll for treasure: 1d6
rolled 1d6 and got a natural 6.
Note: Treasure
Magic item: 1d6
rolled 1d6 and got a natural 4.
Note: Magic item type
Type: 1d6
rolled 1d6 and got a natural 5.
Note: Magic item type
Slappy gets a dagger +1
Slappy Level 2 Halfling
Life: 5/5
Treasure: 42 gp
Attack: 1d6-1 (1d6 with his magic dagger)
Dagger: +1
Defense: 1d6+2 (+3 against ogres, giants, trolls)
Luck: 3/3
Slappy Level 2 Halfling
Life: 5/5
Treasure: 42 gp
Attack: 1d6-1 (1d6 with his magic dagger)
Dagger: +1
Defense: 1d6+2 (+3 against ogres, giants, trolls)
Luck: 3/3
New Room
1d6: Tens
1d6: ones
1d6: Tens
1d6: ones
rolled 1d6 and got a natural 2.
Note: tens
rolled 1d6 and got a natural 6.
Note: Ones
The new room is a hallway with another door leading south.
Contents: 2d6
Contents: 2d6
rolled 2d6 and got a natural 3.
2
1
Note: Contents
Treasure (protected by a trap!)
Roll for who finds it:
Olaf
Slappy
Laralute
Drusilla
Roll for who finds it:
Olaf
Slappy
Laralute
Drusilla
rolled 1d4 and got a natural 3.
Note: Who?
Laralute finds...
1d6
1d6
rolled 1d6 and got a natural 4.
Note: treasure type
A gem worth 2d6x 5 gp
rolled 2d6 and got a natural 8.
3
5
Note: x5
The gem is worth 40 gp. Save Vs. Traps!
rolled 1d6 and got a natural 4.
Note: Save
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