Not long down the road, the group runs into another merchant. "I have recently sold my wares and heading home. If you have any gems or jewelry to sell, I will happily appraise it and give you a fair offer.
Dru holds up the gem she founds. The merchant uses his eye glass to examine it.
Dru holds up the gem she founds. The merchant uses his eye glass to examine it.
rolled 1d6 and got a natural 3.
Note: Appraisal roll
After a few minutes, he offers 40 gp for the gem and Dru accepts. She seems happy with the deal and the merchant and his guards continue on and the party heads down the path looking for more signs of the orc thugs that took the other 2 rings.
The party parts ways with the merchant and his entourage and continue down the path in search of the rings. Time for a new event.
rolled 1d6 and got a natural 1.
Note: Tens
rolled 1d6 and got a natural 5.
Note: Ones
Not far down the path, the group sees a shrine off to the side of the road and decide to investigate it. Roll 1d6
rolled 1d6 and got a natural 3.
Note: Shrine type
It appears to be abandoned and dilapidated. Dru examines it for several minutes and determines it has no powers and has been disused for some time. Slappy pauses to eat a snack. After not finding anything else of interest here, they move on.
The party get back to the main road and continue on. Time for a new event.
rolled 1d6 and got a natural 2.
Note: Tens
rolled 1d6 and got a natural 2.
Note: Ones
After a few minutes, there is an intersection and more orc tracks! Laralute examines them to see if she can get a clue as to where they went.
Clues: 1/3
XP: 4/10
Rings recovered: 1/3
Clues: 1/3
XP: 4/10
Rings recovered: 1/3
rolled 1d6 and got a natural 5.
Note: Tracks?
"That way,," Laralute said excitedly after studying them. The party gains a new clue and begins following the trail.
Clues: 2/3
XP: 4/10
Rings recovered: 1/3
Clues: 2/3
XP: 4/10
Rings recovered: 1/3
Excited, the party continue to follow the trail. New event roll:
rolled 1d6 and got a natural 2.
Note: Tens
rolled 1d6 and got a natural 5.
Note: Ones
The party finds another cave that generates another random dungeon.
Dungeon Entrance roll.
Dungeon Entrance roll.
rolled 1d6 and got a natural 3.
Note: Entrance
Upon entering, the group finds a hallway. There are 3 passages, each going north. Roll 2d6 to generate contents.
rolled 2d6 and got a natural 10.
5
5
Note: Room contents
The room is empty.
Clues: 2/3
XP: 4/10
Rings recovered: 1/3
Editor's note: Last time, I played the dungeon out until something was found that impacted the story. The rules say the dungeon in this encounter is only 10 rooms deep, so I will limit it this go round.
XP: 4/10
Rings recovered: 1/3
Editor's note: Last time, I played the dungeon out until something was found that impacted the story. The rules say the dungeon in this encounter is only 10 rooms deep, so I will limit it this go round.
Time for a new room.
rolled 1d6 and got a natural 5.
Note: Tens
rolled 1d6 and got a natural 2.
Note: Ones
Olaf consults Teddy who chooses the middle passageway. It goes about 30 feet north and the group enters a 30 x 30 foot room. There is an open passage to the east, a door to the west and a door continuing north.
Roll for contents:
Roll for contents:
rolled 2d6 and got a natural 7.
3
4
Note: Contents
Roll on the minions table:
rolled 1d6 and got a natural 2.
Note: minions
Goblins: 1d6+3
rolled 1d6 and got a natural 2. After the modifier of +3, got
5
Note: Goblins
Goblins:
Level 3:
5/5
Treasure: 1d6-1
Surprise roll on a 1
Level 3:
5/5
Treasure: 1d6-1
Surprise roll on a 1
Surprise roll on a 1
rolled 1d6 and got a natural 3.
Note: Surprise?
Olaf steps forward to attack the goblins. He needs a 3 or better to hit.
rolled 1d6 and got a natural 3. After the modifier of +5, got
8
Note: Attack
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