36 2 52KB
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.