It fails. Mud flies everywhere! The monsters are defeated!
Party XP: 9/10
Clues: 1/3
Treasure: 2d6
1 in 6 chance of having one of the 3 rings
Party XP: 9/10
Clues: 1/3
Treasure: 2d6
1 in 6 chance of having one of the 3 rings
rolled 2d6 and got a natural 8. After the modifier of +6, got
14
5
3
Note: Treasure
rolled 1d6 and got a natural 2.
Note: Ring?
Note: On a roll of 1 on a defensive roll, everyone should have taken 2 points of damage. Each character got a natural 1 at some point during the fight. LL got 2 natural 1s and is down to 1 hit point. I went back and adjusted. She is at one hit point. Dru is going to cast healing on her.
rolled 3d6 and got a natural 17. After the modifier of +6, got
23
5
6
6
Note: Healing on LL
correction. Should be 1d6+3
rolled 1d6 and got a natural 2. After the modifier of +3, got
5
Note: Healing on LL
Time for a new event!
rolled 1d6 and got a natural 5.
Note: tens
rolled 1d6 and got a natural 3.
Note: Ones
A hill giant passes by, the earth shaking under his thunderous steps. As he passes the party. he drops something.
rolled 1d6 and got a natural 1.
Note: what does he drop?
A purse falls containing coins (2d6)
rolled 2d6 and got a natural 6.
2
4
Note: coins
Slappy waits until he thinks it is safe and then rushes forth to collect the dropped sack. He needs to roll a 4 or better to succeed. Slappy gets a +1 to his roll for being a halfling. If he fails, then the giant sees him. If he fails, he'll use a luck point to try again.
rolled 1d6 and got a natural 6. After the modifier of +1, got
7
Note: Sneak roll.
Slappy collects the coins safely and the giant continues on, unaware he dropped anything. The purse turns out to be normal sized, probably taken from a human or demi-human the monster killed earlier. The coins have been added. Time to roll a new encounter.
rolled 1d6 and got a natural 1.
Note: tens
rolled 1d6 and got a natural 6.
Note: Ones
Fire!
A fire rages through the woods. Since it is on Laralute's turn and she's an elf, she insists that the group stay and fight it to save the forest. These are regular flames and not a monster. No significant water is available, so the group must try to beat it out and smother it with large branches.
The fire is treated as a boss with 6 life points. It loses a level once reduced to 3 life. Weapon bonuses do not apply here, only level.
LL adds her level when fighting the fire, giving her a plus 3 to fighting the fire. She'll need a 6 or higher to affect the flames. The monsters attack when it comes back around to Slappy since the round will end after his turn.
Fire- 6/6
A fire rages through the woods. Since it is on Laralute's turn and she's an elf, she insists that the group stay and fight it to save the forest. These are regular flames and not a monster. No significant water is available, so the group must try to beat it out and smother it with large branches.
The fire is treated as a boss with 6 life points. It loses a level once reduced to 3 life. Weapon bonuses do not apply here, only level.
LL adds her level when fighting the fire, giving her a plus 3 to fighting the fire. She'll need a 6 or higher to affect the flames. The monsters attack when it comes back around to Slappy since the round will end after his turn.
Fire- 6/6
rolled 1d6 and got a natural 2. After the modifier of +3, got
5
Note: Fire suppression roll
Laralute begins trying to stamp out the fire with a large tree branch.
Fire: 5/6
Fire: 5/6
Drusilla grabs a branch and begins attacking the flames. Clerics only add half their level rounded down, so her attempt is +1. She needs a 6 or better.
Party XP: 9/10
Clues: 1/3
Party XP: 9/10
Clues: 1/3
rolled 1d6 and got a natural 3. After the modifier of +1, got
4
Note: Firefighting
The heat is a bit too much and the flames are too high for her.
Party XP: 9/10
Clues: 1/3
Party XP: 9/10
Clues: 1/3
Olaf grabs an even larger branch and rushes to where Dru is struggling. "Be careful, Teddy! It's really hot and I don't want you to get burned," he tells his bear. Olaf gets +4 with his level while fighting the fire. He needs a 6 or higher.
Party XP: 9/10
Clues: 1/3
Party XP: 9/10
Clues: 1/3
rolled 1d6 and got a natural 5. After the modifier of +4, got
9
Note: Firefighter Olaf
Olaf reduces the flames!
Fire 4/6
OOC: Correction, only a 5 is needed so LL did put some of the flames out.
Fire 4/6
OOC: Correction, only a 5 is needed so LL did put some of the flames out.
Slappy also grabs a branch and also tries to help. He needs a 5 or better and has no bonus to his roll.
Fire 4/6
Fire 4/6
rolled 1d6 and got a natural 3.
Note: Firemarshall Slappy
Fire round:
Slappy 1d6+2
Laralute 1d6+1
Dru 1d6+2
Olaf 1d6+1
Fire 4/6
The characters need 5 or higher on their defense or take 1 burn wound.
Slappy 1d6+2
Laralute 1d6+1
Dru 1d6+2
Olaf 1d6+1
Fire 4/6
The characters need 5 or higher on their defense or take 1 burn wound.
rolled 1d6 and got a natural 6. After the modifier of +2, got
8
Note: Slappy
rolled 1d6 and got a natural 1. After the modifier of +1, got
2
Note: LL
rolled 1d6 and got a natural 6. After the modifier of +2, got
8
Note: Dru
rolled 1d6 and got a natural 4. After the modifier of +1, got
5
Note: Olaf
Slappy takes a burn wound. LL moves in and tries to suffocate another burning area. She needs 5 or better.
rolled 1d6 and got a natural 6. After the modifier of +3, got
9
Note: LL attack
LL snuffs out a large section and got a natural 6 and can try for another section due to her effectiveness. Because it is at half, the fire is lowered to level 4.
rolled 1d6 and got a natural 2. After the modifier of +3, got
5
Note: LL fire extinguisher
The fire is now down to 2. Dru goes next.
Fire: 2/6
Fire: 2/6
Dru moves in to try to get the fire under control. The fire is at half so only a 4 or better is needed for success.
1d6+1
Fire: 2/6
Party XP: 9/10
Clues: 1/3
1d6+1
Fire: 2/6
Party XP: 9/10
Clues: 1/3
rolled 1d6 and got a natural 4. After the modifier of +1, got
5
Note: Fire
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