Everyone manages to avoid damage and being poisoned. Next round begins again with Dru.
Dru goes after one of the monsters with her hammer. She needs a 3 or better to hit.
Fungal folk 6/9
Clues: 1/3
Minions: 0/10
Rings recovered: 0/3
Fungal folk 6/9
Clues: 1/3
Minions: 0/10
Rings recovered: 0/3
rolled 1d6 and got a natural 4. After the modifier of +1, got
5
Note: Attack
A hit! Olaf goes next. 5 remain.
Fungal folk 5/9
Clues: 1/3
Minions: 0/10
Rings recovered: 0/3
Fungal folk 5/9
Clues: 1/3
Minions: 0/10
Rings recovered: 0/3
Olaf takes his ax and goes after one of the monsters. He has +5 to hit and needs a 3 or higher.
Fungal folk 5/9
Clues: 1/3
Minions: 0/10
Rings recovered: 0/3
Fungal folk 5/9
Clues: 1/3
Minions: 0/10
Rings recovered: 0/3
rolled 1d6 and got a natural 6. After the modifier of +5, got
11
Note: Attack
Another fungalfolk destroyed. Slappy goes next. 4 left!
Fungal folk 4/9
Clues: 1/3
Minions: 0/10
Rings recovered: 0/3
Fungal folk 4/9
Clues: 1/3
Minions: 0/10
Rings recovered: 0/3
Slappy takes his magic dagger Stewart and goes after one of the fungal folk. He needs a 3 or better and has +1 to hit.
Fungal folk 4/9
Clues: 1/3
Minions: 0/10
Rings recovered: 0/3
Fungal folk 4/9
Clues: 1/3
Minions: 0/10
Rings recovered: 0/3
rolled 1d6 and got a natural 2. After the modifier of +1, got
3
Note: Slappy attack
He hits! 3 left. Laralute is up next. The surviving monsters will go after she attacks.
Fungal folk 3/9
Clues: 1/3
Minions: 0/10
Rings recovered: 0/3
Fungal folk 3/9
Clues: 1/3
Minions: 0/10
Rings recovered: 0/3
Laralute attacks with her sword. She has a +5 to hit and needs a 3. She will succeed as long as she does not roll a nat. 1.
rolled 1d6 and got a natural 4. After the modifier of +5, got
9
Note: Sword attack
The two remaining fungal folk attack Olaf and Laralute.
Fungal folk 2/9
Clues: 1/3
Minions: 0/10
Rings recovered: 0/3
Fungal folk 2/9
Clues: 1/3
Minions: 0/10
Rings recovered: 0/3
rolled 1d6 and got a natural 2. After the modifier of +1, got
3
Note: Olaf
rolled 1d6 and got a natural 3. After the modifier of +1, got
4
Note: Laralute
Neither are hit. Dru picks up next turn.
Fungal folk 2/9
Clues: 1/3
XP: 0/10
Rings recovered: 0/3
Fungal folk 2/9
Clues: 1/3
XP: 0/10
Rings recovered: 0/3
Dru attacks one of the 2 remaining fungal folk with her mace. She needs a 3 or better and has +1 to hit.
Fungal folk 2/9
Clues: 1/3
XP: 0/10
Rings recovered: 0/3
Fungal folk 2/9
Clues: 1/3
XP: 0/10
Rings recovered: 0/3
rolled 1d6 and got a natural 2. After the modifier of +1, got
3
Note: Dru attacks
She just barely takes it out. One remains! Olaf is up next.
Fungal folk 1/9
Clues: 1/3
XP: 0/10
Rings recovered: 0/3
Fungal folk 1/9
Clues: 1/3
XP: 0/10
Rings recovered: 0/3
Olaf steps up with his ax, hoping to finish off the mushroom people.
Fungal folk 1/9
Clues: 1/3
XP: 0/10
Rings recovered: 0/3
Fungal folk 1/9
Clues: 1/3
XP: 0/10
Rings recovered: 0/3
rolled 1d6 and got a natural 3. After the modifier of +5, got
8
Note: Attack
He succeeds! Roll for tresaure.
Fungal folk 0/9
Clues: 1/3
XP: 1/10
Rings recovered: 0/3
Fungal folk 0/9
Clues: 1/3
XP: 1/10
Rings recovered: 0/3
rolled 1d6 and got a natural 3.
Note: Treasure
Tucked under the fungus is a piece of parchment. Laralute takes it and looks at it. She can't read it and hands it to Dru. It turns out to be a healing spell! Searching the room further, Slappy peeks his head through the door to the south. It is another exit concealed from the outside. The party goes through the door to the west to backtrack. It's a corridor. On Slappy's turn, there will be a check for a wandering encounter which will occur if he gets a 1.
Slappy leads the party down an unexplored corridor that loops behind a room the party explored. Roll for random encounter. On a 1, the party runs into a patrol.
Clues: 1/3
XP: 0/10
Rings recovered: 0/3
Clues: 1/3
XP: 0/10
Rings recovered: 0/3
rolled 1d6 and got a natural 3.
Note: Random event?
After about 60 feet, the party comes to a turn to the right. They realize they have been here before and go back through a door they previously explored to get back to where they left off. Random encounter on a 1.
rolled 1d6 and got a natural 5.
Note: Encounter check 2
The party return to the large 30 x 60 room they visited previously. They already checked the north door. The east door leads to new territory. Random encounter?
rolled 1d6 and got a natural 6.
Note: random encounter 3
Time to generate a new room:
rolled 1d6 and got a natural 5.
Note: tens
rolled 1d6 and got a natural 3.
Note: ones
The door opens to a passageway that goes east but also has a passage that turns to the south. Roll 2d6 to generate contents:
rolled 2d6 and got a natural 10.
5
5
Note: Contents
You are on: Forums » Fantasy Roleplay » Four Against Darkness (Private Game)
Moderators: Mina, Keke, Cass, Claine, Sanne, Dragonfire, Ilmarinen, Darth_Angelus