Olaf leads the group down the hall back toward the unexplored area.
OOC: Since this dungeon has a 10 room limit, I am not generating random rooms for the last few. We have 2 left. As the party backtracks to where they have already explored, it is necessary to roll for random monsters. A roll of 1 means a random encounter occurs. I will roll the remaining 4 here, if I come to a 1, the encounter will be played out. Any other rolls of 1 will be ignored. If a 1 doesn't occur, then the contents of the next room will be determined.
Clues: 2/3
XP: 6/10
Rings recovered: 1/3
OOC: Since this dungeon has a 10 room limit, I am not generating random rooms for the last few. We have 2 left. As the party backtracks to where they have already explored, it is necessary to roll for random monsters. A roll of 1 means a random encounter occurs. I will roll the remaining 4 here, if I come to a 1, the encounter will be played out. Any other rolls of 1 will be ignored. If a 1 doesn't occur, then the contents of the next room will be determined.
Clues: 2/3
XP: 6/10
Rings recovered: 1/3
rolled 1d6 and got a natural 3.
Note: random encounter area 1
rolled 1d6 and got a natural 5.
Note: random encounter area 2
rolled 1d6 and got a natural 3.
Note: random encounter area 3
rolled 1d6 and got a natural 6.
Note: random encounter area 4
The party makes it across the dungeon without issue and enters a cooridor. There is a door to the north and one at the end of the hall going west.
Contents check in the hallway:
1. Wandering monster
2-4. Empty
3-6. Clue
Clues: 2/3
XP: 6/10
Rings recovered: 1/3
Contents check in the hallway:
1. Wandering monster
2-4. Empty
3-6. Clue
Clues: 2/3
XP: 6/10
Rings recovered: 1/3
rolled 1d6 and got a natural 3.
Note: Contents
The party find a clue! That gives them 3 clues which leads to an orc that has a ring. The party kicks in the door going north.
The orc strikes first. Roll 1d6 to determine the details of the Orc Reaver:
The orc strikes first. Roll 1d6 to determine the details of the Orc Reaver:
rolled 1d6 and got a natural 5.
Note: Which orc?
The party gets Zorr
Level 4
8 life points
2 attacks
normal treasure
Party is at -1 to defense (no bonus in this case)
The orc boss sees Olaf and immediately goes for him since he is the largest.
Level 4
8 life points
2 attacks
normal treasure
Party is at -1 to defense (no bonus in this case)
The orc boss sees Olaf and immediately goes for him since he is the largest.
rolled 1d6 and got a natural 2.
Note: first attack on Olaf
rolled 1d6 and got a natural 2.
Note: Second attack on Olaf
Olaf takes 2 wounds. He uses his rage attack which gives him 3 rolls. The best roll is used.
rolled 1d6 and got a natural 5. After the modifier of +5, got
10
Note: Attack roll 1
rolled 1d6 and got a natural 1. After the modifier of +5, got
6
Note: Attack roll 2
rolled 1d6 and got a natural 5. After the modifier of +5, got
10
Note: Attack roll 3
Zorr takes 2 damage. Because a rage attack was used and the total was more than twice its level, it takes 4 wounds.
OOC: Zorr rolls for morale at the start of the next turn since he's at half his life points.
Zorr
Level 4
4/8 life points
2 attacks
normal treasure
Party is at -1 to defense (no bonus in this case)
OOC: Zorr rolls for morale at the start of the next turn since he's at half his life points.
Zorr
Level 4
4/8 life points
2 attacks
normal treasure
Party is at -1 to defense (no bonus in this case)
Zorr makes a morale check.
Clues: 0
XP: 6/10
Rings recovered: 1/3
Zorr
Level 4
4/8 life points
2 attacks
normal treasure
Party is at -1 to defense (no bonus in this case)
Clues: 0
XP: 6/10
Rings recovered: 1/3
Zorr
Level 4
4/8 life points
2 attacks
normal treasure
Party is at -1 to defense (no bonus in this case)
rolled 1d6 and got a natural 5.
Note: Morale
Zorr is in it until the end, but loses a level. Slappy attacks with his magic dagger and has +1.
Zorr
Level 3
4/8 life points
2 attacks
normal treasure
Party is at -1 to defense (no bonus in this case)
Zorr
Level 3
4/8 life points
2 attacks
normal treasure
Party is at -1 to defense (no bonus in this case)
rolled 1d6 and got a natural 3. After the modifier of +1, got
4
Note: Slappy attack
The orc reaver takes a wound!
Zorr
Level 3
3/8 life points
2 attacks
normal treasure
Party is at -1 to defense (no bonus in this case)
Zorr
Level 3
3/8 life points
2 attacks
normal treasure
Party is at -1 to defense (no bonus in this case)
Laralute has a +6 since she's fighting an orc, which are the natural enemies of orcs. She attacks Zorr with her sword.
Zorr
Level 3
3/8 life points
2 attacks
normal treasure
Party is at -1 to defense (no bonus in this case)
Zorr
Level 3
3/8 life points
2 attacks
normal treasure
Party is at -1 to defense (no bonus in this case)
rolled 1d6 and got a natural 6. After the modifier of +6, got
12
Note: Attack on Zorr
She gets a natural 6, but because she does 4 times the reaver's level already, she has done enough damage to kill it. On a roll of 1, Zorr has one of the rings the party seeks.
rolled 1d6 and got a natural 3.
Note: Ring?
The party thoroughly search Zorr and the room, but come up empty handed. There is still one more room to search. Since the party has to backtrack, they'll have a random encounter next turn in addition to checking the last room. In addition to the treasure roll, they get an XP for the fight.
Clues: 0
XP: 7/10
Rings recovered: 1/3
Treasure roll 1d6
Clues: 0
XP: 7/10
Rings recovered: 1/3
Treasure roll 1d6
rolled 1d6 and got a natural 6.
Note: Treasure
Magic item from the treasure table: 1d6
rolled 1d6 and got a natural 4.
Note: Magic item
type: 1d6
rolled 1d6 and got a natural 5.
Note: type
Zorr had another magic sword. Unfortunately, LL already has a +1 sword and none of the other party members can use one. The party will have something to trade at the end of the adventure.
"Arggh! I can't believe that orc didn't have one of the rings," Dru groaned in frustration. "If we're sure it's not here, then let's keep checking!"
OOC: There is a check for a random monster as they go to the last room. On a roll of 1, there is an encounter. If not, then I'll roll the contents of the final room. Since there is a 10 room limit, I am progenerating it instead of rolling for the shape of the room. A boss fight is not guaranteed here.
Clues: 0
XP: 7/10
Rings recovered: 1/3
OOC: There is a check for a random monster as they go to the last room. On a roll of 1, there is an encounter. If not, then I'll roll the contents of the final room. Since there is a 10 room limit, I am progenerating it instead of rolling for the shape of the room. A boss fight is not guaranteed here.
Clues: 0
XP: 7/10
Rings recovered: 1/3
rolled 1d6 and got a natural 1.
Note: Random encounter check
There are monsters lurking in the hallway! They will attack first.
rolled 1d6 and got a natural 5.
Note: Wandering monster type
Weird monster type: 1d6:
rolled 1d6 and got a natural 2.
Note: weird monster table
Iron Eater:
Level 3
Life: 4/4
3 attacks
No treasure
Reaction:
Level 3
Life: 4/4
3 attacks
No treasure
Reaction:
rolled 1d6 and got a natural 4.
Note: Reaction
It fights:
Attack 1 destroys armor, then shield (no one has one), main weapon, then 3d6 gold. It does not give physical damage. Dru is in the lead. She'll take all 3 attacks.
Attack 1 destroys armor, then shield (no one has one), main weapon, then 3d6 gold. It does not give physical damage. Dru is in the lead. She'll take all 3 attacks.
rolled 1d6 and got a natural 2. After the modifier of +1, got
3
Note: Attack 1
rolled 1d6 and got a natural 1. After the modifier of +1, got
2
Note: Attack 2
rolled 1d6 and got a natural 2. After the modifier of +1, got
3
Note: Attack 3
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