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
Slappy takes the lead with his lantern. They go right and head east. There is a door going south a short way down in the hallway. Opening the door reveals a 30 x 30 room. Another door goes back west and an open passage then goes south.
Room contents: 2d6
Room contents: 2d6
rolled 2d6 and got a natural 4.
1
3
Note: contents
Special events table: 1d6
rolled 1d6 and got a natural 5.
Note: Random event
A beautiful woman with long flowing hair looks up. She is a cleric and wandering healer. She'll heal the party one life point for each gold spent. Slappy is at full. Olaf has only 9 gold after losing his purse, but is hurt quite badly. Slappy offers to pay for him and gives the healer 60 gold. Laralute is down a life point and pays 10 gold to get healed. Dru pays 40 gp to get her wounds healed back to full.
Time for a new room:
rolled 1d6 and got a natural 6.
Note: Tens
rolled 1d6 and got a natural 6.
Note: Ones
Contents: 2d6
rolled 2d6 and got a natural 5.
2
3
Note: Contents
LL goes west to a large room that appears to be empty. Special features table.
rolled 1d6 and got a natural 1.
Note: Special table
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