The room is a large 30 x 60 foot chamber. There are doors leading east and west. Room contents.
rolled 2d6 and got a natural 6.
2
4
Note: contents
Vermin table: 1d6
rolled 6d6 and got a natural 16.
2
5
1
4
1
3
Note: Vermin
Bad roll. Redo: 1d6
rolled 1d6 and got a natural 6.
Note: Vermin
2d6 skeletal rats
rolled 2d6 and got a natural 6.
3
3
Note: skeletal rats
Flee on a roll of 1 or 2.
rolled 1d6 and got a natural 4.
Note: Reaction
The rats fight. Dru adds her level being a cleric. She has +5 to hit with her mace and goes to work.
6/6 skeletal rats
Level 3, undead
Cannot be attacked by bows or slings
6/6 skeletal rats
Level 3, undead
Cannot be attacked by bows or slings
rolled 1d6 and got a natural 1. After the modifier of +5, got
6
Note: Dru attack
Although her roll totals 6, Dru gets a natural 1 and fumbles. She misses.
Olaf steps forward with his two-handed ax. He has +5 to hit and needs a 3 or better to succeed.
Clues: 2/3
XP: 5/10
Rings recovered: 1/3
6/6 skeletal rats
Level 3, undead
Cannot be attacked by bows or slings
Clues: 2/3
XP: 5/10
Rings recovered: 1/3
6/6 skeletal rats
Level 3, undead
Cannot be attacked by bows or slings
rolled 1d6 and got a natural 1. After the modifier of +5, got
6
Note: Attack roll
Although Olaf got a 6 with his bonuses, he also rolled a natural one and fails. He clumsily lets his ax drop and the rats scatter. A miss!
Surprised that both Dru and Olaf missed, Slappy grabs his magic dagger Stewart and attacks the nearest rat. He hopes his luck will be better. He needs a 3 or higher to hit.
Clues: 2/3
XP: 5/10
Rings recovered: 1/3
6/6 skeletal rats
Level 3, undead
Cannot be attacked by bows or slings
Clues: 2/3
XP: 5/10
Rings recovered: 1/3
6/6 skeletal rats
Level 3, undead
Cannot be attacked by bows or slings
rolled 1d6 and got a natural 2. After the modifier of +1, got
3
Note: Attack
One down! Five to go!
Clues: 2/3
XP: 5/10
Rings recovered: 1/3
5/6 skeletal rats
Level 3, undead
Cannot be attacked by bows or slings
Clues: 2/3
XP: 5/10
Rings recovered: 1/3
5/6 skeletal rats
Level 3, undead
Cannot be attacked by bows or slings
Laralute attacks with her sword. She has a +5 to hit and needs a 3 or better.
Clues: 2/3
XP: 5/10
Rings recovered: 1/3
5/6 skeletal rats
Level 3, undead
Cannot be attacked by bows or slings
Clues: 2/3
XP: 5/10
Rings recovered: 1/3
5/6 skeletal rats
Level 3, undead
Cannot be attacked by bows or slings
rolled 1d6 and got a natural 5. After the modifier of +5, got
10
Note: Attack
She takes out of the rats! Two of them are left and get to attack.
Rat 1: LL
Rat 2: Slappy
Clues: 2/3
XP: 5/10
Rings recovered: 1/3
2/6 skeletal rats
Level 3, undead
Cannot be attacked by bows or slings
Rat 1: LL
Rat 2: Slappy
Clues: 2/3
XP: 5/10
Rings recovered: 1/3
2/6 skeletal rats
Level 3, undead
Cannot be attacked by bows or slings
rolled 1d6 and got a natural 3. After the modifier of +1, got
4
Note: Rat 1- LL
rolled 1d6 and got a natural 3. After the modifier of +1, got
4
Note: Rat 2- Slappy
Both of the rats miss! Dru goes next. She adds her full level due to them being undead.
Clues: 2/3
XP: 5/10
Rings recovered: 1/3
2/6 skeletal rats
Level 3, undead
Cannot be attacked by bows or slings
Clues: 2/3
XP: 5/10
Rings recovered: 1/3
2/6 skeletal rats
Level 3, undead
Cannot be attacked by bows or slings
Dru gets to use her full level since these creatures are undead. She attacks with her mace and has +5 to hit. She needs 3 or better to succeed.
Clues: 2/3
XP: 5/10
Rings recovered: 1/3
2/6 skeletal rats
Level 3, undead
Cannot be attacked by bows or slings
Clues: 2/3
XP: 5/10
Rings recovered: 1/3
2/6 skeletal rats
Level 3, undead
Cannot be attacked by bows or slings
rolled 1d6 and got a natural 4. After the modifier of +5, got
9
Note: Dru attack
Dru kills the rest of the rats. Because they are vermin, they do not have treasure or generate XP. Now, the group has to back track to the main room. They have to check for a wandering monster. On a roll of 1, there is an encounter. Otherwise, Olaf will lead the exploration of the room to the east next turn.
rolled 1d6 and got a natural 1.
Note: Wandering monster
A random encounter occurs!
1d6 to determine what is found.
1d6 to determine what is found.
rolled 1d6 and got a natural 1.
Note: Wandering monster
Roll 1d6 on the vermin table.
rolled 1d6 and got a natural 3.
Note: Vermin table
Goblins. Roll 2d6.
rolled 2d6 and got a natural 4.
3
1
Note: How many goblins
Goblins 4/4
Level 3
-1 morale, -1 treasure
They go first- reaction roll
Level 3
-1 morale, -1 treasure
They go first- reaction roll
rolled 1d6 and got a natural 6.
Note: Goblin reaction
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