4AD Order of Play [PDF]

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Four Against Darkness Order of Play

1. 2.

Roll (d6) for Entrance Room.

Choose a path to explore:

• If there is a door, 2in6 chance it is locked:

• Roll (d6) for level: (1-3=3, 4=4, 5=5, 6=6)

• If door is locked: pick lock or bash down.

• If unexplored area, Roll (d66) for room or corridor dimensions:

• Select orientation and add to map.

• Roll (2d6) for corridor or Room Contents:

- Corridors:

• Treasure. • Trapped Treasure: • If Rogue is leading, Attempt to Disarm Trap.

• Empty or Special Feature. Party may Search.

• Vermin guarding treasure.

• Minions guarding treasure:

• Keep track. After 10th minion group defeated:

• Roll (d6 > Lvl) to level up one character.

• Boss monster guarding treasure:

• Re-roll any Dragon result in corridor.

• If Boss defeated, Roll (d6 > Lvl) to level up one character:

• Keep track of number defeated.

- Rooms:

• Treasure. • Trapped Treasure: • If Rogue is leading, attempt to Disarm Trap.

• Special Event. • Empty or Special Feature. Party May Search.

• Vermin guarding treasure.

• Minions guarding treasure:

• Keep track. After 10th minion group defeated:

• Roll (d6 > Lvl) to level up one character.

• Weird Monster guarding treasure:

• If Weird Monster defeated, Roll (d6 > Lvl) to level up one character:

• Keep track of number defeated until Final Boss is encountered.

3. 4.

• Boss Monster guarding treasure:

• Roll (d6), add # Weird and Boss monsters defeated:

• If result >6 (or this is the last room), this is the Final Boss.

• If Boss defeated, Roll (d6 > Lvl) to level up one character.

• Keep track of number defeated until Final Boss is encountered.

Repeat step 2 until confronting the Final Boss or completing Quest.

Backtrack to exit dungeon. Roll for Wandering Monsters (1 in 6 chance) in each room and corridor.

Search: Corridor - Roll (d6-1); Room - Roll (d6):

• 1 = Wandering Monsters hear you searching.

• 2-4 = Empty.

• 5-6 = Found something! Roll (d6):

• 1-2 = Clue.

• 3-4 = Secret Door. Roll (d6):

• 1-5 = Connects to a randomly selected room.

• 6 = Shortcut out of dungeon!

• 5-6 = Hidden Treasure of (3d6) gp. Roll (d6):

• 1-2 = Alarm attracts Wandering Monsters.

• 3-5 = Trapped Treasure, level = (d6 ÷ 2).

• 6 = A level (d3+1) Ghost protects treasure:

• Cleric may try to turn, otherwise every character lose 1 life point

Wandering Monsters: Surprise Attack from behind: Roll (d6):

• 1-2 = Vermin.

• 3-4 = Minions.

• 5 = Weird Monsters.

• 6 = Boss Monster (Re-roll any Dragon result in corridors).

Clues:

• After collecting three clues:

• Roll (d6 > Lvl) to level up.

• Choose one:

• Weakness of a Monster. Whole party gains +2 attack, choose one Boss.

• Deal with a monster group. Party gets one free pass, no treasure.

• Location of a Secret Treasure. Choose an empty room, find (3d6 x 10) gp.