LL attack against orc. She needs a 4 or higher.
rolled 1d6 and got a natural 4. After the modifier of +6, got
10
Note: Attack orc 2
She does enough to take out 2 orcs. Only one left! The orc is reduced to level 3.
Orcs: 1/4
Level 3
Hate spells, LL gets a bonus as a hated enemy.
Clues: 1/3
XP: 3/10
Rings recovered: 1/3
Orcs: 1/4
Level 3
Hate spells, LL gets a bonus as a hated enemy.
Clues: 1/3
XP: 3/10
Rings recovered: 1/3
Drusilla attacks with her mace. Her attack is 1d6+1. Need 3 or higher.
Orcs: 1/4
Level 3
Hate spells, LL gets a bonus as a hated enemy.
Clues: 1/3
XP: 3/10
Rings recovered: 1/3
Orcs: 1/4
Level 3
Hate spells, LL gets a bonus as a hated enemy.
Clues: 1/3
XP: 3/10
Rings recovered: 1/3
rolled 1d6 and got a natural 6. After the modifier of +1, got
7
Note: Attack
The orc dies. Treasure roll.
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 4.
Note: Treasure
A gem worth 2d6 x 5 gp
rolled 2d6 and got a natural 8.
6
2
Note: value
"I bet that group of orcs was responsible for taking one of the rings. I wonder if that monster took it from them and they were tracking it to get it back," Dru muses as she pockets the gem she found.
"Teddy agrees with you," Olaf informs Dru as they continue west and enter the round room.
Random encounter on a 1.
Clues: 1/3
XP: 4/10
Rings recovered: 1/3
Random encounter on a 1.
Clues: 1/3
XP: 4/10
Rings recovered: 1/3
Random encounter on 1.
rolled 1d6 and got a natural 4.
Note: Monster?
The party continues on past the round room, down a hallway going west. for about 40 feet and comes to a 3 way intersection where they must go south to get to the exit. Random encounter on a 1.
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: Monster?
The group goes further south and comes to a door. After going through, they round the corner and come to another three way intersection and continue south down a 50 foot corridor. The door to the final chamber near the entrance is ahead.
Random encounter on a 1.
Clues: 1/3
XP: 4/10
Rings recovered: 1/3
Random encounter on a 1.
Clues: 1/3
XP: 4/10
Rings recovered: 1/3
rolled 1d6 and got a natural 3.
Note: wandering monsters?
So far, so good. The party headed down the final corridor which was about 50 feet long and came to a door. The entrance should be in the next chamber.
Random encounter on a 1.
Clues: 1/3
XP: 4/10
Rings recovered: 1/3
Random encounter on a 1.
Clues: 1/3
XP: 4/10
Rings recovered: 1/3
rolled 1d6 and got a natural 2.
Note: Wandering monsters?
They find themselves in the main chamber. There is no sign of any monsters.
"We made it," Dru announced.
This completes the side quest dungeon. The party still has to find the other 2 rings. The quest continues after the holidays and will pick back up with the main Three Rings book.
Clues: 1/3
XP: 4/10
Rings recovered: 1/3
"We made it," Dru announced.
This completes the side quest dungeon. The party still has to find the other 2 rings. The quest continues after the holidays and will pick back up with the main Three Rings book.
Clues: 1/3
XP: 4/10
Rings recovered: 1/3
The party emerged from the dungeon. It was still overcast outside and there were puddles from the recent rain. Olaf lead the group in the direction they had been traveling before finding the entrance.
Event:
Event:
rolled 1d6 and got a natural 1.
Note: tens
rolled 1d6 and got a natural 3.
Note: Ones
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?
You are on: Forums » Fantasy Roleplay » Four Against Darkness (Private Game)
Moderators: Mina, Keke, Cass, Auberon, Claine, Dragonfire, Ilmarinen