Dru fails to hit the fungi person. There are still 3 standing. Olaf goes next.
Fungai folk:
3/5
Level 3
Normal treasure
Save vs. poison level 3 or take +1 damage
Halflings add level to save
Clues: 2/3
XP: 5/10
Rings recovered: 1/3
Fungai folk:
3/5
Level 3
Normal treasure
Save vs. poison level 3 or take +1 damage
Halflings add level to save
Clues: 2/3
XP: 5/10
Rings recovered: 1/3
Olaf moves in quickly with his ax ready to take care of some mushroom people. He has +5 to hit.
Fungai folk:
3/5
Level 3
Normal treasure
Save vs. poison level 3 or take +1 damage
Halflings add level to save
Clues: 2/3
XP: 5/10
Rings recovered: 1/3
Fungai folk:
3/5
Level 3
Normal treasure
Save vs. poison level 3 or take +1 damage
Halflings add level to save
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: Olaf attack
Olaf does enough damage to destroy two of the fungal folk. There is only 1 left. Morale check.
Fungai folk:
1/5
Level 3
Normal treasure
Save vs. poison level 3 or take +1 damage
Halflings add level to save
Clues: 2/3
XP: 5/10
Rings recovered: 1/3
Fungai folk:
1/5
Level 3
Normal treasure
Save vs. poison level 3 or take +1 damage
Halflings add level to save
Clues: 2/3
XP: 5/10
Rings recovered: 1/3
rolled 1d6 and got a natural 2.
Note: Morale
The remaining fungus flees through some cracks too small to be pursued.
Treasure:
Treasure:
rolled 1d6 and got a natural 3.
Note: Treasure check
Poking around, Olaf finds a scroll. The ogre dislikes magic, so he lets Laralute take a look. Roll for spell.
rolled 1d6 and got a natural 5.
Note: spell
Laralute gets a copy of the spell "Escape." She copies it into her spell book since she does not have this spell already. On Slappy's turn, the party will have to make a random encounter check as they pass through a room they've already visited to continue their exploration.
Slappy leads the party back through the previous room. If a 1 is rolled, there is a random encounter with a wandering monster.
Clues: 2/3
XP: 6/10
Rings recovered: 1/3
Clues: 2/3
XP: 6/10
Rings recovered: 1/3
rolled 1d6 and got a natural 2.
Note: Encounter?
No encounter. Time for a new room. Slappy leads the party north 30 feet and then the passage goes right.
Clues: 2/3
XP: 6/10
Rings recovered: 1/3
Clues: 2/3
XP: 6/10
Rings recovered: 1/3
rolled 1d6 and got a natural 1.
Note: tens
rolled 1d6 and got a natural 1.
Note: ones
The corridor goes 50 feet east and dead ends. There is a door going north about 30 feet down and one going south at the end.
Contents roll:
Contents roll:
rolled 2d6 and got a natural 6.
2
4
Note: Contents
Vermin table. They do not give treasure or XP.
Clues: 2/3
XP: 6/10
Rings recovered: 1/3
Clues: 2/3
XP: 6/10
Rings recovered: 1/3
rolled 1d6 and got a natural 2.
Note: vermin
3d6 vampire bats
Reaction: 1d6
Reaction: 1d6
rolled 3d6 and got a natural 8.
4
1
3
Note: How many
rolled 1d6 and got a natural 4.
Note: Reaction
There are 8 bats and they are agitated and fight.
Slappy pulls his sling and attacks. He has a -1 to hit.
He has to roll a 1 to hit. Each bat has 1 hp.
Slappy pulls his sling and attacks. He has a -1 to hit.
He has to roll a 1 to hit. Each bat has 1 hp.
rolled 1d6 and got a natural 5. After the modifier of -1, got
4
Note: Attack
He flings several rocks and takes out 4 of them.
Vampire bats:
4/8
1 hp each
Clues: 2/3
XP: 6/10
Rings recovered: 1/3
Vampire bats:
4/8
1 hp each
Clues: 2/3
XP: 6/10
Rings recovered: 1/3
Morale check: On a 3 or less, they escape through a small crack in the ceiling. Otherwise, they fight to the death.
rolled 1d6 and got a natural 5.
Note: Bat morale
Laralute attacks the bats with her bow +5 (+6 orcs).
Vampire bats:
4/8
1 hp each
Clues: 2/3
XP: 6/10
Rings recovered: 1/3
Vampire bats:
4/8
1 hp each
Clues: 2/3
XP: 6/10
Rings recovered: 1/3
rolled 1d6 and got a natural 1. After the modifier of +5, got
6
Note: Attack on bats
Because of the natural one, Laralute misses. Dru does not have a missile weapon and will be limited to swatting at a single bat if she hits.
Dru attacks with her mace. She has +1
Vampire bats:
4/8
1 hp each
Clues: 2/3
XP: 6/10
Rings recovered: 1/3
Vampire bats:
4/8
1 hp each
Clues: 2/3
XP: 6/10
Rings recovered: 1/3
rolled 1d6 and got a natural 2. After the modifier of +1, got
3
Note: Attack
She hits. 3 bats remain. Olaf is up next.
Vampire bats:
3/8
1 hp each
Clues: 2/3
XP: 6/10
Rings recovered: 1/3
Vampire bats:
3/8
1 hp each
Clues: 2/3
XP: 6/10
Rings recovered: 1/3
Olaf attacks with his ax. He has +5 to hit.
Vampire bats:
3/8
1 hp each
Clues: 2/3
XP: 6/10
Rings recovered: 1/3
Vampire bats:
3/8
1 hp each
Clues: 2/3
XP: 6/10
Rings recovered: 1/3
rolled 1d6 and got a natural 4. After the modifier of +5, got
9
Note: Attack
Olaf kills another bat. The remaining two attack:
Vampire bats:
2/8
1 hp each
Clues: 2/3
XP: 6/10
Rings recovered: 1/3
Vampire bats:
2/8
1 hp each
Clues: 2/3
XP: 6/10
Rings recovered: 1/3
rolled 1d6 and got a natural 3. After the modifier of +1, got
4
Note: Olaf attacked
rolled 1d6 and got a natural 3. After the modifier of +1, got
4
Note: Slappy attacked
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