Both of the rats miss! Dru goes next. She adds her full level due to them being undead.
Clues: 2/3
XP: 5/10
Rings recovered: 1/3
2/6 skeletal rats
Level 3, undead
Cannot be attacked by bows or slings
Clues: 2/3
XP: 5/10
Rings recovered: 1/3
2/6 skeletal rats
Level 3, undead
Cannot be attacked by bows or slings
Dru gets to use her full level since these creatures are undead. She attacks with her mace and has +5 to hit. She needs 3 or better to succeed.
Clues: 2/3
XP: 5/10
Rings recovered: 1/3
2/6 skeletal rats
Level 3, undead
Cannot be attacked by bows or slings
Clues: 2/3
XP: 5/10
Rings recovered: 1/3
2/6 skeletal rats
Level 3, undead
Cannot be attacked by bows or slings
rolled 1d6 and got a natural 4. After the modifier of +5, got
9
Note: Dru attack
Dru kills the rest of the rats. Because they are vermin, they do not have treasure or generate XP. Now, the group has to back track to the main room. They have to check for a wandering monster. On a roll of 1, there is an encounter. Otherwise, Olaf will lead the exploration of the room to the east next turn.
rolled 1d6 and got a natural 1.
Note: Wandering monster
A random encounter occurs!
1d6 to determine what is found.
1d6 to determine what is found.
rolled 1d6 and got a natural 1.
Note: Wandering monster
Roll 1d6 on the vermin table.
rolled 1d6 and got a natural 3.
Note: Vermin table
Goblins. Roll 2d6.
rolled 2d6 and got a natural 4.
3
1
Note: How many goblins
Goblins 4/4
Level 3
-1 morale, -1 treasure
They go first- reaction roll
Level 3
-1 morale, -1 treasure
They go first- reaction roll
rolled 1d6 and got a natural 6.
Note: Goblin reaction
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
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