XP roll Dru needs a 3 or higher to level.
rolled 1d6 and got a natural 4.
Note: Level 3?
Drusilla Level 3 cleric
Life: 7/7
Treasure: 31gp
Healing: 3/3
Blessings: 3/3
Defense: 1d6+1
Adds +2 for attacks to normal creatures, +3 if undead (level bonus)
Armor: light, shield
Weapons: Mace
Spells: Healing x3, Blessing x3
Other items: Bandage x2
Life: 7/7
Treasure: 31gp
Healing: 3/3
Blessings: 3/3
Defense: 1d6+1
Adds +2 for attacks to normal creatures, +3 if undead (level bonus)
Armor: light, shield
Weapons: Mace
Spells: Healing x3, Blessing x3
Other items: Bandage x2
XP roll: 1d6 needs 3 or higher to level up.
Slappy Level 2 Halfling
Life: 5/5
Treasure: 42 gp
Attack: 1d6-1 (1d6 with his magic dagger)
Dagger: +1, sling
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, sling
Defense: 1d6+2 (+3 against ogres, giants, trolls)
Luck: 3/3
rolled 1d6 and got a natural 5.
Note: Slappy level
Slappy levels up!
Slappy Level 3 Halfling
Life: 6/6
Treasure: 42 gp
Attack: 1d6-1 (1d6 with his magic dagger)
Dagger: +1, sling
Defense: 1d6+2 (+3 against ogres, giants, trolls)
Luck: 4/4
Slappy Level 3 Halfling
Life: 6/6
Treasure: 42 gp
Attack: 1d6-1 (1d6 with his magic dagger)
Dagger: +1, sling
Defense: 1d6+2 (+3 against ogres, giants, trolls)
Luck: 4/4
3 treasure rolls:
1d6
1d6
1d6
1d6
1d6
1d6
rolled 1d6 and got a natural 3.
Note: Treasure 1
rolled 1d6 and got a natural 2.
Note: Treasure 2
rolled 1d6 and got a natural 6.
Note: Treasure 3
2d6 gold
1d6 spell
1d6 magic treasure
1d6 spell
1d6 magic treasure
rolled 2d6 and got a natural 10.
6
4
Note: Gold
rolled 1d6 and got a natural 2.
Note: Spell
rolled 1d6 and got a natural 4.
Note: Magic item
Stuff found:
10 gold
Fireball scroll
dagger +1
10 gold
Fireball scroll
dagger +1
rolled 1d6 and got a natural 2.
Note: Weapon type
Once the party returns to town with the demon's head, each member is gifted with a vial of holy water. Since Laralute died, Slappy returns Elvyn his sword. The temple also resurrects Laralute. Once she recovers, she prepares her spells and readies herself for their next quest. The party gives her the fireball scroll.
Laralute Level 2 elf
Life: 5/5
Treasure: 56 gp
Long sword, bow +1
Spells: Sleep (x0), Fireball (x2)
Scroll: Fireball (1x)
Wand of sleep (x2)
+2 to attack and spell rolls, +2 when fighting orcs +3 when using her bow
Holy water x1
Defense 1d6+1
Laralute Level 2 elf
Life: 5/5
Treasure: 56 gp
Long sword, bow +1
Spells: Sleep (x0), Fireball (x2)
Scroll: Fireball (1x)
Wand of sleep (x2)
+2 to attack and spell rolls, +2 when fighting orcs +3 when using her bow
Holy water x1
Defense 1d6+1
Slappy heals up after he returns to town. He enjoys a good meal. The party give him the other magic dagger since Laralute got the scroll. Olaf being a barbarian is superstitious about anything magic and refuses it and Drusilla cannot use it being a cleric.
Slappy Level 3 Halfling
Life: 5/6 (July 12)
Treasure: 42 gp
Attack: 1d6-1 (1d6 with his magic dagger)
Dagger: +1 x2, sling
Holy water x1
Defense: 1d6+2 (+3 against ogres, giants, trolls)
Luck: 4/4
Slappy Level 3 Halfling
Life: 5/6 (July 12)
Treasure: 42 gp
Attack: 1d6-1 (1d6 with his magic dagger)
Dagger: +1 x2, sling
Holy water x1
Defense: 1d6+2 (+3 against ogres, giants, trolls)
Luck: 4/4
Drusilla also heals up after the village. She opts to give the gold they found to Olaf and decides she doesn’t need any of the reward although she does accept a vial of holy water. As the group prepare to set out for their next adventure, a group of priestesses and scholars arrive. "Our temple is under attack by demons," The head priestess says. "Please help us! They are trying to avenge their demon lord!"
Drusilla- Level 3 cleric
Life: 6/7 (July 12)
Treasure: 31gp
Healing: 3/3
Blessings: 3/3
Defense: 1d6+1(+2 vs demons)
Adds +2 for attacks to normal creatures, +3 if undead or demon(level bonus)
Armor: light, shield
Weapons: Mace
Spells: Healing x3, Blessing x3
Other items: Bandage x2, holy water x1
Drusilla- Level 3 cleric
Life: 6/7 (July 12)
Treasure: 31gp
Healing: 3/3
Blessings: 3/3
Defense: 1d6+1(+2 vs demons)
Adds +2 for attacks to normal creatures, +3 if undead or demon(level bonus)
Armor: light, shield
Weapons: Mace
Spells: Healing x3, Blessing x3
Other items: Bandage x2, holy water x1
Olaf accepts the gold and holy water before the group from the temple arrives. "We must save the town temple, right Teddy," the barbarian says raising his bear. He leads his party and the group follows the scholars and priestesses. Elvyn is well enough to help now. He takes his sword and joins the group.
Olaf Level 3 Barbarian
Life: 10/10
Treasure: 14 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
Defense roll= 1d6+1
1 vial of holy water
The demons might be in one of three places or a combination of them: The front doors, the hallway leading to the alter or the alter itself.
1d6 for location:
Olaf Level 3 Barbarian
Life: 10/10
Treasure: 14 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
Defense roll= 1d6+1
1 vial of holy water
The demons might be in one of three places or a combination of them: The front doors, the hallway leading to the alter or the alter itself.
1d6 for location:
rolled 1d6 and got a natural 5.
Note: Where the demons are
The demons are split evenly between the alter and the door. There are 9 demons at the door and 9 at the alter once the party get through their defenses.
Demon stats:
Level 6
Poison pitchforks (save 4, 5 for Olaf and Slappy)
Holy water does 1 wound automatically
Attack priestesses and clerics first.
Demons go first. One attack each.
Failed save means defense for a character is -1
Priestesses (attack and defense 1d6)
Argolia 2 life
Limna 2 life
Thesia 2 life
Scholars Level 1, no armor (1d6-1 attacks, 1d6 defense)
Migrus- 2 life, 1 lightning bolt
Taltas- 2 life, 1 fireball (LL's scroll)
Deo- 2 life
Farah- 2 life
Elvyn: 3rd level
1d6+1 (attack)
Defense +2
Demon stats:
Level 6
Poison pitchforks (save 4, 5 for Olaf and Slappy)
Holy water does 1 wound automatically
Attack priestesses and clerics first.
Demons go first. One attack each.
Failed save means defense for a character is -1
Priestesses (attack and defense 1d6)
Argolia 2 life
Limna 2 life
Thesia 2 life
Scholars Level 1, no armor (1d6-1 attacks, 1d6 defense)
Migrus- 2 life, 1 lightning bolt
Taltas- 2 life, 1 fireball (LL's scroll)
Deo- 2 life
Farah- 2 life
Elvyn: 3rd level
1d6+1 (attack)
Defense +2
Demons go first:
1. Argolia 1d6
2. Limna 1d6 -1 to defense
3. Thesia 1d6 -1 to defense
4. Drusilla 1d6+2
5. Elvyn 1d6+2
6. Olaf 1d6+1
7. Slappy. 1d6+2
8. Laralute 1d6+1
9. Migrus 1d6 -1 defense
1. Argolia 1d6
2. Limna 1d6 -1 to defense
3. Thesia 1d6 -1 to defense
4. Drusilla 1d6+2
5. Elvyn 1d6+2
6. Olaf 1d6+1
7. Slappy. 1d6+2
8. Laralute 1d6+1
9. Migrus 1d6 -1 defense
rolled 1d6 and got a natural 1.
Note: Argolia
rolled 1d6 and got a natural 3.
Note: Limna
rolled 1d6 and got a natural 1.
Note: Thesia
rolled 1d6 and got a natural 3. After the modifier of +2, got
5
Note: Dru
rolled 1d6 and got a natural 5. After the modifier of +2, got
7
Note: Elvyn
rolled 1d6 and got a natural 5. After the modifier of +1, got
6
Note: Olaf
rolled 1d6 and got a natural 1. After the modifier of +2, got
3
Note: Slappy
rolled 1d6 and got a natural 6. After the modifier of +1, got
7
Note: LL
rolled 1d6 and got a natural 4.
Note: Migras
Saving throws. Must get 4 or higher.
Argolia
Limna
Thesin
Migras
Slappy
Drusilla
Argolia
Limna
Thesin
Migras
Slappy
Drusilla
rolled 1d6 and got a natural 4.
Note: Argolia
rolled 1d6 and got a natural 6.
Note: Slappy
rolled 1d6 and got a natural 4.
Note: Dru
Limna
Thesin
Migras
Thesin
Migras
rolled 1d6 and got a natural 3.
Note: L
rolled 1d6 and got a natural 1.
Note: Th
rolled 1d6 and got a natural 3.
Note: M
Olaf throws a vial of holy water at a demon. It takes a wound.
Olaf Level 3 Barbarian
Life: 9/10
Treasure: 14 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
Defense roll= 1d6+1
Olaf Level 3 Barbarian
Life: 9/10
Treasure: 14 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
Defense roll= 1d6+1
Elvyn attacks with his magic sword. 1d6+1 vs. 6
rolled 1d6 and got a natural 5. After the modifier of +1, got
6
Note: Attack demon 2
The priestess Argolia attacks with her war hammer 1d6.
rolled 1d6 and got a natural 1.
Note: Demon 3
Demons:
1- 5/6
2. 5/6
3. 6/6
4. 6/6
5. 6/6
6. 6/6
7. 6/6
8. 6/6
9. 6/6
Next round will be Slappy, Limna, and Migrus. Slappy uses holy water.
1- 5/6
2. 5/6
3. 6/6
4. 6/6
5. 6/6
6. 6/6
7. 6/6
8. 6/6
9. 6/6
Next round will be Slappy, Limna, and Migrus. Slappy uses holy water.
Slappy flings his holy water at the first demon. It does a wound.
Limna the priestess attacks with her war hammer. 1d6+1 on the first demon.
Slappy Level 3 Halfling
Life: 5/6
Treasure: 42 gp
Attack: 1d6-1 (1d6 with his magic dagger)
Dagger: +1, sling
Defense: 1d6+2 (+3 against ogres, giants, trolls)
Luck: 4/4
1- 4/6
2. 5/6
3. 6/6
4. 6/6
5. 6/6
6. 6/6
7. 6/6
8. 6/6
9. 6/6
Limna the priestess attacks with her war hammer. 1d6+1 on the first demon.
Slappy Level 3 Halfling
Life: 5/6
Treasure: 42 gp
Attack: 1d6-1 (1d6 with his magic dagger)
Dagger: +1, sling
Defense: 1d6+2 (+3 against ogres, giants, trolls)
Luck: 4/4
1- 4/6
2. 5/6
3. 6/6
4. 6/6
5. 6/6
6. 6/6
7. 6/6
8. 6/6
9. 6/6
rolled 1d6 and got a natural 2. After the modifier of +1, got
3
Note: Limna attack
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