Drusilla went next. She raised her hammer and went after a skeleton. Since she has a crushing weapon, her attack bonus is +2
Skeletons 3/5
Party XP: 9/10
Clues: 1/3
Skeletons 3/5
Party XP: 9/10
Clues: 1/3
rolled 1d6 and got a natural 2. After the modifier of +2, got
4
Note: Attack on skeleton
Another skeleton down! 2 to go! The skeletons get to go next.
Target:
Olaf
Slappy
LL
Dru
Skeletons 2/5
Party XP: 9/10
Clues: 1/3
Target:
Olaf
Slappy
LL
Dru
Skeletons 2/5
Party XP: 9/10
Clues: 1/3
rolled 1d4 and got a natural 4.
Note: skeleton 1 target
rolled 1d4 and got a natural 1.
Note: skeleton 2 target
The first skeleton goes for Olaf. 1d6+1
The second skeleton goes for Dru. 1d6+1
The second skeleton goes for Dru. 1d6+1
rolled 1d6 and got a natural 2.
Note: Olaf
rolled 1d6 and got a natural 2.
Note: Dru
Both take a wound! Next round.
Skeletons 2/5
Party XP: 9/10
Clues: 1/3
Skeletons 2/5
Party XP: 9/10
Clues: 1/3
Olaf attacks with his ax. He has a +5 with his level and weapon bonus. He needs a 3 or better.
Skeletons 2/5
Party XP: 9/10
Clues: 1/3
Skeletons 2/5
Party XP: 9/10
Clues: 1/3
rolled 1d6 and got a natural 4. After the modifier of +5, got
9
Note: Attack on a skeleton
Olaf destroys another skeleton! There is only one left. Will Slappy finish the job?
Skeletons 1/5
Party XP: 9/10
Clues: 1/3
Skeletons 1/5
Party XP: 9/10
Clues: 1/3
It was up to Slappy. He tried again with his magic dagger, Stewart and charged the last skeleton. He hoped that he would not let his companions down.
Skeletons 1/5
Party XP: 9/10
Clues: 1/3
Skeletons 1/5
Party XP: 9/10
Clues: 1/3
Slappy 1d6+1. He needs a 3 or better. The party can make a roll to level up one character if he hits.
Skeletons 1/5
Party XP: 9/10
Clues: 1/3
Skeletons 1/5
Party XP: 9/10
Clues: 1/3
rolled 1d6 and got a natural 1. After the modifier of +1, got
2
Note: Attack
To his embarrassment, the halfling misses!
Laralute moved in quickly with her sword. She needs a 3 to hit the skeleton and has a +5 on her attack.
Skeletons 1/5
Party XP: 9/10
Clues: 1/3
Skeletons 1/5
Party XP: 9/10
Clues: 1/3
rolled 1d6 and got a natural 4. After the modifier of +5, got
9
Note: Final skeleton.
Laralute downs the last skeleton. There is no treasure. Slappy can make a level up roll since the party has defeated 10 random encounters. He's level 3 and needs a 4 or higher to become level 4.
rolled 1d6 and got a natural 4.
Note: Level 4?
Slappy levels up! The group will move forward on Dru's turn.
Party XP: 0/10
Clues: 1/3
Party XP: 0/10
Clues: 1/3
The party entered this room from the south. They can go north, east or west. Dru suggests going west, leading them down a passage that takes a sharp turn to the south. It is a long narrow corridor. that is about 100 feet in length. The group have to make a random encounter check mid-way down to see if they run into a random monster patrol. On a 1, there will be an encounter. If not, the party can continue on down the passage.
Party XP: 0/10
Clues: 1/3
Party XP: 0/10
Clues: 1/3
rolled 1d6 and got a natural 5.
Note: wandering monster check
There is no encounter. The party continues down the corridor. They can go straight or turn left taking them east. A quick check of that direction shows going that way would take them back to the entrance and an area they have already been. Beyond that there is still more to explore, but Olaf suggests they continue south.
Olaf moves forward to kick open the door. He has his ax ready and makes sure Slappy has his lantern set to shine light into the room. The ogre covers the halfling so he is not attacked immediately.
Generating room:
Generating room:
rolled 1d6 and got a natural 5.
Note: Tens
rolled 1d6 and got a natural 5.
Note: Ones
There is a corridor. It goes right and left once the door is opened.
Contents:
rolled 2d6 and got a natural 12.
6
6
Note: Contents
Use empty room table:
rolled 1d6 and got a natural 4.
Note: empty room
After a careful search, there is nothing in this corridor.
New room
rolled 1d6 and got a natural 2.
Note: tens
rolled 1d6 and got a natural 2.
Note: ones
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