The goblins will fight. Since this is an encounter, they go first since the party is surprised.
1. Olaf- 1d6+1
2. Slappy- 1d6+1
3. LL- 1d6+1
4. Dru- 1d6+1
1. Olaf- 1d6+1
2. Slappy- 1d6+1
3. LL- 1d6+1
4. Dru- 1d6+1
rolled 1d6 and got a natural 4. After the modifier of +1, got
5
Note: Olaf
rolled 1d6 and got a natural 3. After the modifier of +1, got
4
Note: Slappy
rolled 1d6 and got a natural 2. After the modifier of +1, got
3
Note: LL
rolled 1d6 and got a natural 5. After the modifier of +1, got
6
Note: Dru
Laralute takes a wound. Olaf will attack on his turn.
Goblins 4/4
Level 3
-1 morale, -1 treasure
Clues: 2/3
XP: 5/10
Rings recovered: 1/3
Goblins 4/4
Level 3
-1 morale, -1 treasure
Clues: 2/3
XP: 5/10
Rings recovered: 1/3
Olaf steps up to attack the goblins. He has +5 and needs a 4 or better to hit one.
Goblins 4/4
Level 3
-1 morale, -1 treasure
Clues: 2/3
XP: 5/10
Rings recovered: 1/3
Goblins 4/4
Level 3
-1 morale, -1 treasure
Clues: 2/3
XP: 5/10
Rings recovered: 1/3
rolled 1d6 and got a natural 5. After the modifier of +5, got
10
Note: Attack on Goblins
He does enough damage to kill 2 of them.
Goblins 2/4
Level 3
-1 morale, -1 treasure
Clues: 2/3
XP: 5/10
Rings recovered: 1/3
Goblins 2/4
Level 3
-1 morale, -1 treasure
Clues: 2/3
XP: 5/10
Rings recovered: 1/3
The goblins must make a morale check since they lost half of their numbers. On a 3 or less, they flee.
rolled 1d6 and got a natural 2.
Note: Goblin morale
The goblins flee. Treasure roll at -1.
rolled 1d6 and got a natural 5. After the modifier of -1, got
4
Note: Goblin treasure
They have 2d6 x 5 gold.
rolled 2d6 and got a natural 3.
1
2
Note: multiply result by 5
Slappy raises his lantern and leads the others out of the room back to the main chamber as the goblins flee. Time for a new room! Roll 2d6.
OOC: The rules say the dungeon is limited to 10 rooms and the party must leave once the tenth room is explored. This is room 7. I went ahead and created a room for the 2 possibilities in this area. If I don't find a ring or a clue in these chambers, there is one more area to back track to. I didn't want to force the characters to leave the dungeon unexplored without explanation.
OOC: The rules say the dungeon is limited to 10 rooms and the party must leave once the tenth room is explored. This is room 7. I went ahead and created a room for the 2 possibilities in this area. If I don't find a ring or a clue in these chambers, there is one more area to back track to. I didn't want to force the characters to leave the dungeon unexplored without explanation.
rolled 2d6 and got a natural 6.
3
3
Note: Contents
More vermin! Yay! Roll 1d6
rolled 1d6 and got a natural 4.
Note: vermin table
D6 giant centipedes
rolled 1d6 and got a natural 3.
Note: centipedes
There are 3 centipedes. Reaction:
1. Flee
2.-3 Flee if outnumbered
4-6. Fight
1. Flee
2.-3 Flee if outnumbered
4-6. Fight
rolled 1d6 and got a natural 6.
Note: Fight or flight?
They fight. Slappy grabs his magic dagger, Stewart, and attacks. He has +1 to hit.
Level 3
Save vs. poison if hit at level 2 or take double damage
No treasure
Clues: 2/3
XP: 5/10
Rings recovered: 1/3
Level 3
Save vs. poison if hit at level 2 or take double damage
No treasure
Clues: 2/3
XP: 5/10
Rings recovered: 1/3
rolled 1d6 and got a natural 1. After the modifier of +1, got
2
Note: Attack
Slappy fumbles. He misses!
Giant centipedes 3/3
Level 3
Save vs. poison if hit at level 2 or take double damage
No treasure
Clues: 2/3
XP: 5/10
Rings recovered: 1/3
Giant centipedes 3/3
Level 3
Save vs. poison if hit at level 2 or take double damage
No treasure
Clues: 2/3
XP: 5/10
Rings recovered: 1/3
Laralute charges forward bravely with her sword. She has +5 to hit and must roll a 3 or better to kill the oversized insects.
Giant centipedes 3/3
Level 3
Save vs. poison if hit at level 2 or take double damage
No treasure
Clues: 2/3
XP: 5/10
Rings recovered: 1/3
Giant centipedes 3/3
Level 3
Save vs. poison if hit at level 2 or take double damage
No treasure
Clues: 2/3
XP: 5/10
Rings recovered: 1/3
rolled 1d6 and got a natural 2. After the modifier of +5, got
7
Note: Laralute's attack
LL kills 2 of the centipedes, chopping them in half.
Giant centipedes 1/3
Level 3
Save vs. poison if hit at level 2 or take double damage
No treasure
Clues: 2/3
XP: 5/10
Rings recovered: 1/3
Giant centipedes 1/3
Level 3
Save vs. poison if hit at level 2 or take double damage
No treasure
Clues: 2/3
XP: 5/10
Rings recovered: 1/3
Dru moves in to crush the last centipede with her mace. She has +3 to hit.
Giant centipedes 1/3
Level 3
Save vs. poison if hit at level 2 or take double damage
No treasure
Clues: 2/3
XP: 5/10
Rings recovered: 1/3
Giant centipedes 1/3
Level 3
Save vs. poison if hit at level 2 or take double damage
No treasure
Clues: 2/3
XP: 5/10
Rings recovered: 1/3
rolled 1d6 and got a natural 5. After the modifier of +3, got
8
Note: attack centipede
SQUISH! The centipede is crushed by Dru's mace. It has no treasure and there is no XP. The party goes back into the main chamber. A random monster encounter appears on a 1.
rolled 1d6 and got a natural 3.
Note: Random encounter
No monsters. They exit the chamber and go back to the main hallway. There is one last unexplored door in this area. Random encounter on a 1. If not, Olaf will kick in the last door on his turn.
rolled 1d6 and got a natural 6.
Note: Random encounter?
"Let's see what's in here, Teddy," Olaf says as he forces the next door open. This is the last door in this hallway. Slappy stands behind the ogre with his lantern ready. Time to generate the contents for a new room.
OOC: Since this is a 10 room dungeon, I am not rolling for room shape. This room is a dead end and I left room for 2 rooms at the other end since there was one unexplored area.
Clues: 2/3
XP: 5/10
Rings recovered: 1/3
OOC: Since this is a 10 room dungeon, I am not rolling for room shape. This room is a dead end and I left room for 2 rooms at the other end since there was one unexplored area.
Clues: 2/3
XP: 5/10
Rings recovered: 1/3
rolled 2d6 and got a natural 3.
2
1
Note: Contents
Treasure protected by a trap.
rolled 1d6 and got a natural 5.
Note: Trap type
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