Repeat. Roll again.
rolled 1d6 and got a natural 3.
Note: Tens
rolled 1d6 and got a natural 5.
Note: Ones
The fire was put out. Roll again.
rolled 1d6 and got a natural 6.
Note: tens
rolled 1d6 and got a natural 2.
Note: ones
As the party continues on, everyone is hit by a whirlwind from out of nowhere. The violent winds don't appear to be natural and are likely of a magical origin. Everyone must make a saving throw at 5 or above. Anyone who fails takes 1 wound and loses an item. Those that pass the saving throw are unaffected.
rolled 1d6 and got a natural 1.
Note: LL save
rolled 1d6 and got a natural 6.
Note: Dru Save
rolled 1d6 and got a natural 1.
Note: Olaf save
rolled 1d6 and got a natural 1.
Note: Slappy save
Everyone but Drusilla takes a wound. Olaf grabs Teddy, but his purse comes loose in the process and blows away. Slappy's satchel with all of his snacks is lost and Laralute's coil of rope falls out of her pack when the violent wind scoops her up and throws her.
Next entry...
Note: Before the group leaves, Dru will cast some healing spells on her turn.
Next entry...
Note: Before the group leaves, Dru will cast some healing spells on her turn.
rolled 1d6 and got a natural 1.
Note: Tens
rolled 1d6 and got a natural 3.
Note: Ones
Olaf and Slappy are pretty beaten up. She decides to hold off on Olaf because he has more health than Slappy, but casts a healing a spell on the halfling.
rolled 1d6 and got a natural 1. After the modifier of +3, got
4
Note: Healing
After Slappy is healed, the party continues on searching for the orcs and the rings. They encounter a wagon accompanied by 6 guards. The wagon's owner is a merchant. He has sold all of his wares at market and is headed back to town. Unfortunately, he is sold out of supplies but offers to buy any jewelry the party has. Since they have not acquired anything this adventure, there is nothing to sell and they continue onward.
rolled 1d6 and got a natural 3.
Note: Tens
rolled 1d6 and got a natural 5.
Note: Ones
This entry has already been done. Reroll
rolled 1d6 and got a natural 2.
Note: Tens
rolled 1d6 and got a natural 4.
Note: Ones
A giant serpent man rushes out of the woods and attacks! Olaf steps forward to protect his friends and raises his ax.
Serpent Man Abomination, level 8 boss, 4 life, +1 treasure, +1 morale. Anyone bitten must save at level 5 or be poisoned.
Party XP: 9/10
Clues: 1/3
Serpent Man Abomination, level 8 boss, 4 life, +1 treasure, +1 morale. Anyone bitten must save at level 5 or be poisoned.
Party XP: 9/10
Clues: 1/3
rolled 1d6 and got a natural 6. After the modifier of +5, got
11
Note: Olaf attack, need 8 or better
Olaf hits the serpent man squarely and it takes max damage. He gets another attack.
rolled 1d6 and got a natural 6. After the modifier of +5, got
11
Note: Attack 2
He gets a third attack! Since it is at half hit points, he now only needs a 7.
rolled 1d6 and got a natural 4. After the modifier of +5, got
9
Note: attack 3
The serpent takes 3 points total and is down to one hit point:
Level 7 Abomination: 1/4
Party XP: 9/10
Clues: 1/3
Level 7 Abomination: 1/4
Party XP: 9/10
Clues: 1/3
Slappy attacks with his magic dagger, Stewart. He has +1 to his attack and needs a 7 to hit.
Level 7 Abomination: 1/4
Party XP: 9/10
Clues: 1/3
Level 7 Abomination: 1/4
Party XP: 9/10
Clues: 1/3
rolled 1d6 and got a natural 6. After the modifier of +1, got
7
Note: Attack
He succeeds and the abomination dies!
LL can roll to get level 4.
There are 2 treasure rolls.
LL can roll to get level 4.
There are 2 treasure rolls.
rolled 1d6 and got a natural 3.
Note: LL level up
rolled 1d6 and got a natural 6.
Note: roll 1
rolled 1d6 and got a natural 3.
Note: treasure roll 2
LL does not level.
The party gets 3d6 gold total.
The party gets 3d6 gold total.
rolled 3d6 and got a natural 9.
2
5
2
Note: treasure
Olaf gets the coins since his gold was lost. The giant dropped a purse earlier, so the party gives it to the ogre so he has a place to put his replenished treasure.
Time for a new event!
rolled 1d6 and got a natural 3.
Note: Tens
rolled 1d6 and got a natural 4.
Note: Ones
Repeat. New roll.
rolled 1d6 and got a natural 5.
Note: Tens
rolled 1d6 and got a natural 1.
Note: Ones
Repeat. Roll again.
rolled 1d6 and got a natural 6.
Note: Tens
rolled 1d6 and got a natural 2.
Note: Ones
It's another magical whirlwind. Since the party has already encountered this magical gust of wind, they get +1. If they fail, they take a wound and lose an item. They must get higher than a 5 to pass.
rolled 1d6 and got a natural 6. After the modifier of +1, got
7
Note: LL
rolled 1d6 and got a natural 2. After the modifier of +1, got
3
Note: Dru
rolled 1d6 and got a natural 6. After the modifier of +1, got
7
Note: Olaf
rolled 1d6 and got a natural 4. After the modifier of +1, got
5
Note: Slappy
This time Dru loses an item and takes a wound. She was the only one not affected previously. She loses a bandage.
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