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Forums » Fantasy Roleplay » Four Against Darkness (Private Game)

First off, this is a private game and it will not be taking players at any point. Please do not post here for any reason. If there is some reason you want to contact me, send a PM instead.

For those that are curious, Four Against Darkness is a solitaire dungeon crawling adventure inspired by the original Dungeons & Dragons system from the 1970s. The game does not require cooperative play or a Dungeon Master or moderator. There are rules to generate monsters, the dungeon and encounters. The dungeon is created on graph paper using dice rolls based on instructions in the rules book. If anyone is interested in learning more, you can go here. (link provided for informational purposes only.)

The purpose of posting the game here is to help me track my game turns and make dice rolls. I also thought other people might be interested in following along. Since I already have some fantasy characters ready to go that can be modified for this game, I will be adapting them into my party. I do not plan to post the dungeon maps. However, for the benefit of lurkers, I will describe the rooms as they are entered. Lurkers are people who just follow the game and do not participate.
AgentMilkshake Topic Starter

Adventure 1: Caves of the Kobold Slave-Master

The kobold slave-masters are a plague upon the lands, capturing goblins and other creatures. Recently, they have even captured Elvyn, an old, much-loved adventurer who started to police their area, wanting to put wrongs to right. However, in a new development, an escaped goblin has revealed the location where the kobolds keep Elvyn.

The town council has hired a party of four adventurers to rescue Elvyn. The party will be paid 100 gp if Elvyn is rescued and safely returned to town before nightfall.

The party arrives at the dungeon mid-morning. A set of stone stairs lead into the darkness of the kobold lair. The passage is wide enough to go double file. An unnatural sense of dread permeates the air. This is an old spell that protects the cave from intruders.

All characters must make a save vs. level 2 fear or a -1 penalty when attacking any kobolds until the end of the adventure or a blessing is cast to remove the curse.
AgentMilkshake Topic Starter

Current party sumary:

Slappy Level 1 Halfling
Life: 4/4
Treasure: 32 gp

Olaf Level 2 Barbarian
Life: 8/9
Treasure: 2 gp

Laralute Level 1 elf
Life: 5/5
Treasure: 1 pendant, 3 gp
Spells: Sleep (x1)

Drusella Level 1 cleric
Life: 5/5
Treasure: 26 gp
Healing: 2/3
Blessings: 3/3

Party XP to leveling next character: 0
AgentMilkshake Topic Starter

Party:

Olaf Level 2 Barbarian
Life: 8/9
Treasure: 2 gp
+2 for level to attacks, +1 for a 2 handed weapon (+3 total)
No magic allowed (can accept healing spells and use holy water)
Rage once per game (roll 3 attacks, use best) Rage does 2 wounds on a boss -USED
Defense roll= 1d6+1

Laralute Level 1 elf
Life: 5/5
Treasure: 1 pendant, 3 gp
Spells: Sleep (x1)
+1 to attack and spell rolls, +2 when fighting orcs
Defense 1d6+1

Slappy Level 1 Halfling
Life: 4/4
Treasure: 32 gp
Attack: 1d6-1
Defense: 1d6+1 (+2 against ogres, giants, trolls)
Luck: 1/2

Rikka
Life: 1/2
Treasure: 0
Attack: 1d6 (Short Sword), 1d6 bow, +1 against goblins (1d6+1)
Defense: 1d6
AgentMilkshake Topic Starter

The dragon takes 2 damage.
Level: 6
Life: 2/6
1-3 dragon breaths gas with a save of 5 or better. Any failed save is -1 life
4-6 Bite attack against 1 random character. -2 life

Olaf Level 2 Barbarian
Life: 8/9
Treasure: 2 gp
+2 for level to attacks, +1 for a 2 handed weapon (+3 total)
No magic allowed (can accept healing spells and use holy water)
Rage once per game (roll 3 attacks, use best) Rage does 2 wounds on a boss -USED
Defense roll= 1d6+1

Slappy Level 1 Halfling
Life: 2/4
Treasure: 32 gp
Attack: 1d6-1
Defense: 1d6+1 (+2 against ogres, giants, trolls)
Luck: 1/2

Laralute Level 1 elf
Life: 5/5
Treasure: 1 pendant, 3 gp
Spells: Sleep (x1)
+1 to attack and spell rolls, +2 when fighting orcs
Defense 1d6+1

Drusella Level 2 cleric
Life: 6/6
Treasure: 26 gp
Healing: 1/3
Blessings: 3/3
Defense: 1d6+1
Adds +1 for attacks to normal creatures, +2 if undead (level bonus)
Armor: light, shield
Weapons: Mace
Spells: Healing x3, Blessing x3
Other items: Bandage x1
AgentMilkshake Topic Starter

After recouping briefly, the party continue on. There is another door further down the beach from the door the party entered and fought the dragon. Olaf forces the door open. Inside are 8 kobolds with whips and swords. Elvyn is chained to the wall in the back. The kobolds turn to face the party.

"You give us 200 gold and we give you back prisoner or we kills you," the leader says.

"We will never pay you! Give us back our friend," Olaf demands.

The minute the ogre declines, the kobolds rush the party as the group charge to engage and go first.

Each party member gets attacked twice. The first one has a sword. The second has a whip. If a party member gets a 1 on an attack against a kobold with a whip, they are disarmed.

Attack 1: Olaf- sword kobold
Attack 2: Olaf- whip kobold
Attack 3: Slappy- sword kobold
Attack 4: Slappy- whip kobold
Attack 5: Laralute- sword kobold
Attack 6: Laralute- whip kobold
Attack 7: Dru- sword kobold
Attack 8: Dru- whip kobold

Olaf is not hit either time.
Slappy is hit once and takes 1 wound. Since he got a natural 1 from the kobold with a whip, he is disarmed.
Laralute is hit twice and takes 2 wounds.
Drusilla is hit once and takes a wound.

Life points need to be adjusted for each character post when they attack.

Party XP: 1/10
rolled 1d6 and got a natural 4. After the modifier of +1, got 5

Note: Olaf sword kobold

rolled 1d6 and got a natural 6. After the modifier of +1, got 7

Note: Olaf whip kobold

rolled 1d6 and got a natural 4. After the modifier of +1, got 5

Note: Slappy sword

rolled 1d6 and got a natural 1. After the modifier of +1, got 2

Note: Slappy whip

rolled 1d6 and got a natural 1. After the modifier of +1, got 2

Note: LL Sword

rolled 1d6 and got a natural 2. After the modifier of +1, got 3

Note: LL whip

rolled 1d6 and got a natural 1. After the modifier of +1, got 2

Note: Dru sword

rolled 1d6 and got a natural 5. After the modifier of +1, got 6

Note: Dru whip

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