Four Against Darkness

Characters

Cleric Ramsden

Equipment

  • Light armour
  • Quarterstaff (two-handed)
  • Clue
  • Scroll with Escape spell.
  • To sell
    • Light armour
    • Shield
    • 1 Gem (35g)

Stats

EigenschaftWert
Level1
Blessings (3)3
Healing (3)2
Gold6
Life (5)4

Cleric Saxon

Equipment

  • Light armour
  • Shield
  • Lantern
  • Gem (110g)
  • Jewellery (120g)

Stats

EigenschaftWert
Level2
Blessings (3)2
Healing (3)2
Gold102
Life (6)6

Wizard Mead

Spells

Equipment

  • Spell-book
  • Writing implements
  • Rope
  • Bandages
  • Ring of Teleportation (1d6+1 gold after usage)

Stats

EigenschaftWert
Level2
Spells4
Gold5
Life (4)3

The Dungeon

CreatureCounter
Bosses0
Minion encounters5
graph TD
    A[R1 2] --> B((C2 2)) --> C(RS3 1) --> D((C4 2)) --> E(R5 0)
    D --> F[R6 1] --> G((C7 2)) --> H((C8 1)) --> I((C9 2)) --> J[R10 1] --> K((C11 2)) --> L[R12 1] --> M[R13 2] --> N[R14 1] --> O((C15 1)) --> P((C16 2)) --> Q((C17 1)) --> R((C18 2)) --> S((C19 1)) --> T((C20 2)) --> U((R21 1)) --> V[*R22 0]
  1. 1d6: [4] = 4
  2. 1d66: [13] = 13, 2d6: [4, 3] = 7 → 1d6: [3] = 3 → 1d6: [4] = 4 Hobgoblins.
  3. 2d6: [3, 4] = 34, 2d6: [6, 3] = 9 → empty.
  4. 2d6: [1, 4] = 14, 2d6: [3, 5] = 8 →empty.
  5. 2d6: [3, 5] = 35, 2d6: [2, 2] = 4 → Special Event: 1d6: [4] = 4 → a Trap: 1d6: [3] = 3 → a Trapdoor (l4).
    • C4: 1d6: [6] = 6 Nothing happens.
  6. 2d6: [4, 6] = 46, 2d6: [2, 5] = 7 → 1d6: [3] = 3 → 1d6: [3] = 3 Hobgoblins.
  7. 2d6: [1, 3] = 13, 2d6: [3, 2] = 5, d6: [1] = 1.
  8. 2d6: [3, 3] = 33, 2d6: [4, 5] = 9 → empty.
  9. 2d6: [1, 3] = 13, 2d6: [4, 6] = 10 → empty.
  10. 2d6: [1, 6] = 16, 2d6: [6, 1] = 7 → 1d6: [3] = 3 → 1d6: [6] = 6 Hobgoblins
  11. 2d6: [1, 4] = 14, 2d6: [6, 4] = 10 → empty.
  12. 2d6: [1, 6] = 16, 2d6: [2, 3] = 5 → 1d6: [6] = 6 → Puzzle level 1d6: [6] = 6.
  13. 2d6: [2, 2] = 22, 2d6: [3, 2] = 5 → 1d6: [4] = 4 → Cursed altar.
  14. 2d6: [4, 6] = 46, 2d6: [6, 4] = 10 → 1d6: [6] = 6 → Invisible Gremlins steal 1d6+3: 5 items.
  15. 2d6: [1, 2] = 12, 2d6: [3, 2] = 5 → 1d6: [3] = 3 → Armoury.
  16. 2d6: [1, 4] = 14, 2d6: [2, 4] = 6 → Vermin: 1d6: [5] = 5 → 1d6: [6] = 6 Vampire Frogs.
  17. 2d6: [3, 3] = 33, 2d6: [4, 2] = 6 →Vermin: 1d6: [3] = 3 → 2d6: [5, 1] = 6 Goblin Swarmlings.
  18. 2d6: [1, 3] = 13, 2d6: [1, 4] = 5 → 1d6: [3] = 3 → Armoury.
  19. 2d6: [6, 5] = 65, 2d6: [1, 6] = 7 → 1d6: [3] = 3 → 1d6: [5] = 5 Hobgoblins.
  20. 2d6: [3, 2] = 32, 2d6: [2, 1] = 3 → Treasure protected by trap.
  21. 2d6: [3, 1] = 31, 2d6: [3, 5] = 8 → 1d6: [5] = 5 → 1d3: [1] = 1 Troll.
  22. 2d6: [5, 3] = 53, Boss: 1d6: [1] = 1

Marching Order:

  • Saxon:
  • Ramsden:
  • Mead:
  • North:

Story

The friends Saxon, Mead, North, and Ramsden are (former) acolytes of the Order of Eli from Tess. They met after years of not seeing each other and spent the weekend drinking. On Tuesday, they decide that they will spend their holiday in the Dungeon of Hobgoblins.

  • Saxon, not as hungover as the rest, buys a lantern (-4 gp).
  • Mead, the rich wizard-kid, buys a Sling (-4gp) for North, Rope (-4gp), Bandages (-5gp)

Corridor 2

Meeting 4 Hobgoblins Level 4, Treasure +1. The party moans that they should have slept longer, which gives Mead the idea to test his new Sleep spell: 1d6x+1: 3 → miss. North steps up using his sling: 1d6x+1: 4 → kills one Hobgoblin. Saxon: 1d6x+1: 8 → kills one Hobgoblin. Ramsden: 1d6x+1: 9 : arr Kills another Hobgoblin. One remains and looks a bit perplexed while considering its options 1d6: [3] = 3 → it flees.

Loot: 1d6+1: 3 →A scroll with a random spell: 1d6: [6] = 6 Protect. Goes to Saxon.

Room 3

Empty. Everyone is disappointed, especially after the exiting encounter with the Hobgoblins yielded only a bit of parchment. They decide to search the room: 1d6: [5] = 5 → They find a clue which Ramsden pockets.

Room 5

A Trapdoor opens under Cleric Saxon, she tries to jump away: 1d6-1: 3, She falls and hits her knee (-1). Ramsden helps her out of the man-high hole.

The party decides to have lunch while Saxon rubs her knee. Afterwards, they head back to the last corridor to try the other door.

Room 6

Another horde of Hobgoblins. North: 1d6x-1: 0, Ramsden: 1d6x: [3] → kills one Hobgoblin, Saxon: 1d6x: [4] → kills another one, morale check: 1d6: [5] = 5 → he is not fazed, Mead: 1d6x-1: 4 → slays the last one.

Treasure: 1d6+1: 4 → 1 Gem worth 2d6*5: 35.

Corridor 7

The Fountain refreshes everyone. Cleric Saxon recovers a life point.

Room 10

Six Hobgoblins are grinning at the party, which goes to work immediately.

  • Saxon: 1d6x: 7, kills one

  • Ramsden: 1d6x+1: 4, kills one

  • Mead: 1d6x-1: 1, misses

  • North: 1d6x: [1], misses.

  • Saxon: 1d6+2: 8, save.

  • Ramsden: 1d6+1: 4, -1.

  • Mead: 1d6: [3] = 3, -1.

  • North, 1d6+2: 6, save

  • Saxon: 1d6x+1: 4, kills one.

  • Ramsden: 1d6+1: 3, misses,

  • Mead: 1d6-1: 4, kills one.

  • North: 1d6x: [2], misses.

  • Saxon: 1d6+2: 7, save.

  • North: 1d6+2: 7, save.

  • Saxon: 1d6x+1: 6, kills one

  • Ramsden: 1d6x+1: 11, kills the last one in a blur of his staff.

Loot: 1d6+1: 5 → One gem worth 3d6*10: 110.

Room 12

A box in the corner can only be reached by walking through a maze. Wizard Mead gives it a try: 1d6+1: 4 and fails. He is devastated.

Room 13

The small rectangular room seems to be built around an altar. Cleric North studies it real close and as soon as he goes on one knee behind it to peek under the wooden top, a curse hits him and he starts screaming. Saxon immediately jumps towards him, grabs is head between her surprisingly strong hands, and shouts a blessing at him. That seems to lift the curse.

Room 14

The party lies down to rest for a moment. Besides them having a watch at all times, Invisible Gremlins steal:

  1. The Scroll
  2. The Sling
  3. All weapons except Ramsdens Quarterstaff. The party is devastated.

Corridor 16

6 Vampire Frogs Level 4

  • Saxon: 1d6x: [5], kills one

  • Ramsden: 1d6x+2: 4, kills one.

  • Saxon: 1d6x+2: 11, save.

  • Ramsden: 1d6x+1: 6 save.

  • Saxon: 1d6x: [2], miss

  • Ramsden: 1d6x+2: 4, kills one.

  • Saxon: 1d6x+2: 3, hit

  • Ramsden: 1d6x+1: 3, hit.

  • Saxon: 1d6x: [5], kills one, moral-check: 1d6: [6] = 6 → they don’t flee.

  • Ramsden: 1d6x+2: 7, kills two.

  • Saxon: 1d6x+2: 4, hit.

  • Saxon: 1d6x: [5], kills the last one.

Loot: 1d6-1: 5 One item of jewellery worth 3d6*10: 120 gold.

Corridor 17

6 Level 3 Swarmlings Treasure -1, morale -1.

  • Saxon: 1d6x: [6, 6, 2] =14 kills 4.
  • Ramsden: 1d6x+2: 6, kills 2. Saxon, for personal reasons, hates Goblin Swarmlings and is quite enraged about meeting them. She claps Ramsden on the shoulder and yells, “Let’s get them!”. The two Clerics make short order of the Swarmlings, without even giving them the chance to evaluate their morale.

Loot: None.

Room 19

5 Hobgoblins level 4 treasure +1.

  • Saxon: 1d6x: [5], kills one.
  • Ramsden: 1d6x+2: 9, kills 2
  • Mead: 1d6x-2: 5, kills one, morale check: 1d6: [3] = 3 → The rest flees.

Loot: 1d6+1: 7 → Magic Item: 1d6: [2] = 2 Ring of Teleportation.

  • Ramsden uses healing on himself: 1d6x+1: 16
  • Saxon uses healing on herself: 1d6x+1: 4
  • North heals the wizard.

Corridor 20

Trap: 1d6: [5] = 5 → Spears level 5 attack two random characters 2d4: [2, 4] → Ramsden & North.

  • Ramsden: 1d6x+1: 5
  • North: 1d6x+2: 5 Both loose one life. Treasure: 1d6: [2] = 2 → 2d6: [4, 1] = 5 gold, which Ramsden pockets.

Room 21

A Troll. Trolls regenerate unless they are chopped to pieces. Since the party has no sharp weapons, they try to dismember the troll with their table cutlery. They will need 2 rounds for that.

  • Saxon: 1d6x: [1], misses.
  • Ramsden: 1d6x+2: 5, hits. Round 1: 1d6: [4] = 4, round 2: 1d6: [1] = 1.

The Troll is dead.

Loot: 1d6: [3] = 3 A Scroll with the spell: 1d6: [5] = 5 Escape.

Room 22

The Final Boss:

  • Mummy; Level 5 undead 4 Life, 2 Attack, Treasure +2, Attacked +2 by Fireball.

  • Final Mummy: L5 5L 3A.

  • Saxon: 1d6x+1: 5, one hit.

  • Ramsden: 1d6x+2: 5, one hit.

  • Mead: 1d6x+3: 12, 2 hits.

  • North: 1d6x+1: 2, miss

The Clerics jump in front of Mead to protect the wizard.

  • Saxon: 1d6+2: 8, save.

  • Ramsden: 1d6+1: 7, save.

  • North: 1d6+2: 7 save.

  • Saxon: 1d6x+1: 5, hit → Dead.

The smouldering Mummy falls to the ground and leaves a trail of bandages.

Loot: 1d6+2: 4 Gem worth 100 gold.

The way back.

The party must go through 20 rooms to reach the exit.

  1. 1d6: [3] = 3
  2. 1d6: [4] = 4
  3. 1d6: [3] = 3
  4. 1d6: [2] = 2
  5. 1d6: [5] = 5
  6. 1d6: [6] = 6
  7. 1d6: [3] = 3
  8. 1d6: [3] = 3
  9. 1d6: [6] = 6
  10. 1d6: [1] = 1
    • 1d6: [4] = 4 → Minion: 1d6: [5] = 5 1d3: [2] = 2 Trolls. Level 5.
    • Mead: 1d6: [2] = 2, gets hit.
    • Ramsden or North: 1d2: [2] = 2 → North.
    • North: 1d6+1: 7, save.
    • Ramsden: 1d6x+1: 9, kills one. Morale: 1d6: [4] = 4, not frightened.
    • Saxon: 1d6x+1: 3, misses.
    • North: 1d6x: [6, 1]: 7 kills the other one.
    • Chopping round 1: 1d6: [5] = 5, 1d6: [2] = 2, one wakes up.
    • North: 1d6+2: 7, Safe.
    • Ramsden: 1d6x+1: 2, misses.
    • Saxon: 1d6x+1: 6, kills.
    • Chopping round 2: 1d6: [1] = 1 one finally dead
    • Chopping round 3: 1d6: [5] = 5 one wakes up.
    • North: 1d6+2: 8, save.
    • Mead: 1d6x+1: 5 Kills last troll with fireball.
  11. 1d6: [4] = 4
  12. 1d6: [2] = 2
  13. 1d6: [2] = 2
  14. 1d6: [2] = 2
  15. 1d6: [3] = 3
  16. 1d6: [4] = 4
  17. 1d6: [3] = 3
  18. 1d6: [5] = 5
  19. 1d6: [1] = 1
    • 1d6: [6] = 6 → 1d6: [3] = 3 Ogre.Level 5, 6 Life, hits=2
    • North: 1d6+1: 4 gets hit.
    • Ramsden: 1d6x+1: 16, 3 hits.
    • Saxon: 1d6x+1: 3, miss.
    • North: 1d6x: [2]
    • Mead: 1d6x-2: 2
    • North: 1d6+2: 5, gets hit and falls dead to the ground.
    • Ramsden: 1d6x+1: 4, miss
    • Saxon: 1d6x+1: 6, hits → morale: 1d6: [6] = 6
    • Mead: 1d6x-2: -1
    • Saxon: 1d6+2: 5, save.
    • Saxon: 1d6x+1: 5, hit.
    • Ramsden: 1d6x+1: 4, hit → Dead.
  20. 1d6: [3] = 3

The party takes North’s belongings to sell them and buries him in the dungeon entrance as a warning to other adventurers.

The Party afterwards

Notes for next game

  • Sell equipment.
  • Probably hire a warrior.
  • Need a bank?

Update: 2023-12-30.