Dru curses as the whirl wind drops her and her healers bag falls open. Her last bandage is whisked away. She is bruised but not seriously hurt. Time for a new event.
rolled 1d6 and got a natural 5.
Note: Tens
rolled 1d6 and got a natural 5.
Note: Ones
Bad Weather- It begins to rain, making tracking harder and there is a chance of lightning. A wizard may use a lightning spell to suck the energy out of the air. LL has one prepares and casts it to discharge the electricity in the air. The storm is now reduced to just normal rain and there is no threat of a thunderstorm. (Event 41 is now no longer available).
Party XP: 9/10
Clues: 1/3
Party XP: 9/10
Clues: 1/3
Time for a new event:
Party XP: 9/10
Clues: 1/3
Party XP: 9/10
Clues: 1/3
rolled 1d6 and got a natural 4.
Note: Tens place
rolled 1d6 and got a natural 4.
Note: Ones place
Underground Lair
The group finds an underground lair. "Hmmm, I wonder if this could be a hide out for the orcs," Olaf says holding Teddy up. "Come on everybody, let's check it out!"
OOC: This encounter generates a random dungeon using the rules from the standard Four Against Darkness Rulebook.
Party XP: 9/10
Clues: 1/3
The group finds an underground lair. "Hmmm, I wonder if this could be a hide out for the orcs," Olaf says holding Teddy up. "Come on everybody, let's check it out!"
OOC: This encounter generates a random dungeon using the rules from the standard Four Against Darkness Rulebook.
Party XP: 9/10
Clues: 1/3
The party prepare to enter the dungeon.
rolled 1d6 and got a natural 2.
Note: Entrance Type
The chamber is 30 x 50 feet. There is an open hallway leading north opposite the entrance. To the left of that is a closed door also going north. There is also a closed door on the east wall.
rolled 1d6 and got a natural 4.
Note: Room contents tens
rolled 1d6 and got a natural 2.
Note: Room contents ones
OOC: That should have been 2d6. The total was a 6. The result means a roll on the vermin table is necessary. These minor monsters do not count as a random encounter.
rolled 1d6 and got a natural 2.
Note: Vernin tabke
3d6 vampire bats. These are just large bats and not actual vampires or undead.
rolled 3d6 and got a natural 6.
2
1
3
Note: How many?
Reaction: 1-3, flee. 4-6 fight
rolled 1d6 and got a natural 3.
Note: Fight or flight?
The bats got a 3. This is good as they do not give experience or treasure. When Slappy enters and lights his lantern, the bats all flee down the northern passage.
Slappy raises his lantern and approaches the far north door. He listens for a moment and then opens it. His dagger, Stewart, is in his right hand and the lantern is in his left.
Party XP: 9/10
Clues: 1/3
Party XP: 9/10
Clues: 1/3
rolled 1d6 and got a natural 5.
Note: tens
rolled 1d6 and got a natural 1.
Note: ones
The door leads to a long coridoor. Check for random encounter.
rolled 1d6 and got a natural 6.
Note: On a 1, roll an encounter.
The passage splits. There is a door to the right and a door to the left. Slappy approaches the left door and listens. He then pushes it open, and raises his lantern, dagger ready. Room contents:
rolled 2d6 and got a natural 9.
6
3
Note: Contents
Room description:
rolled 1d6 and got a natural 1.
Note: Tens
rolled 1d6 and got a natural 1.
Note: One
The passage is empty. About 30 feet down, there is a door to the north. The passage continues on westward.
New room roll and contents:
rolled 1d6 and got a natural 6.
Note: tens
rolled 1d6 and got a natural 1.
Note: Ones
rolled 2d6 and got a natural 3.
1
2
Note: Contents
Laralute steps into the next room. It is 30 by 60. At the far end of the room is a door to the north and another to the east. There are no immediate threats. There is a chest in the middle of the room.
Roll on treasure and traps table.
Roll on treasure and traps table.
Trap table
rolled 1d6 and got a natural 2.
Note: Trap
Poison gas fills the room. Everyone must save or lose a life point. The roll requires a 3 or better to pass.
rolled 1d6 and got a natural 3. After the modifier of +3, got
6
Note: LL
rolled 1d6 and got a natural 3. After the modifier of +3, got
6
Note: Dru
rolled 1d6 and got a natural 1. After the modifier of +4, got
5
Note: Olaf
rolled 1d6 and got a natural 5. After the modifier of +3, got
8
Note: Slappy
Everyone passes. Roll on the treasure table:
rolled 1d6 and got a natural 2.
Note: Treaure
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