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Page 1: Four Against Darkness · dice, and graph paper. You can also play on a dry-erase whiteboard, or even use any dungeon tiles already in your possession. You can play it solo, or play
Page 2: Four Against Darkness · dice, and graph paper. You can also play on a dry-erase whiteboard, or even use any dungeon tiles already in your possession. You can play it solo, or play

Four AgainstDarkness

A solitaire dungeon-delving pen-and-paper game

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Four Against Darkness

2

Written and illustrated by Andrea Sfiligoi

Some art by Heather Shinn and J.M.Woiak of the STINKYGOBLIN.

Some art by Jack Badashski.

Edited by Craig Whiting

Dungeon flowchart by Victor Jarmusz

Pocket booklets formatted by Wes Camp

Playtesters: Samuele Mariotti, Andrea Sfiligoi, Craig Whiting, VictorJarmusz, Diego Chisena, Diego Riccitelli, Massimo Moscarelli

Cover painting reference pictures and models: fantasystock,valentine_fov_stock, mjranum stock, castock, liancary stock,phelendavion, minotaur queen, valerianastock, dragon orb

For more rulebooks visit www.ganeshagames.net

For miniatures visit www.songofblades.com

Questions? Suggestions? Contact the author at [email protected],via our Facebook (www.facebook.com/ganeshagamesfantasy/) or via theSong of Blades Yahoo! Group.

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Four Against Darkness

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Contents

Warrior 8

Cleric 9

Rogue 10

Wizard 11

Barbarian 12

Elf 13

Dwarf 14

Halfling 15

Equipment 16

Buying Equipment 16

Crushing or Slashing? 18

Selling equipment 19

Leveling Up 45

Entrance Rooms 25

Room Contents Table (2d6) 31

Special Feature table (d6) 32

Special Events table (d6) 33

Treasure table (d6) 34

Magic Treasure table (d6) 34

Vermin table (d6) 35

Minions table (d6) 36

Boss table (d6) 37

Weird Monsters table (d6) 38

Quest table (d6) 39

Epic Rewards table (d6) 40

Moving Through The Dungeon 41

Running out of Paper? 41

No Room for a Room? 41

Retracing Your Steps 41

The Final Boss 43

Time Limits 43

Let’s Get Outta Here! 43

Splitting the Party 44

Fallen Heroes 44

Maximum Levels 45

Increasing Life with Level 45

Spells 47

Encounters 48

Random Spell Table (d6) 47

Marching Order 48

When Do Monsters Attack? 49

Defense Roll Modifiers 49

Who is Attacked? 50

Running Away From Combat 52

When Monsters Flee 52

When Does a Combat End? 52

Looting 53

Carrying Loot 53

Searching Rooms 53

Empty Room Search Table (d6) 53

Wandering Monsters 54

Secret Door 54

Hidden Treasure 55

Clues 55

Hidden Treasure Complication (d6) 55

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Clues and Dying Characters 57

Traps 59

Traps table (d6) 59

Rogues Disarming Traps 60

Locked Doors 60

Save Versus… 61

What’s on the Deeper Levels? 61

Things to Remember 62

Frequently Asked Questions 64

Play Sheet 68

Monsters Killed 69

Quick Reference Sheet 71

Room Contents Table (2d6) 72

Special Feature table (d6) 72

Traps table (d6) 72

Special Events table (d6) 73

Treasure table (d6) 73

Magic Treasure table (d6) 73

Vermin table (d6) 74

Minions table (d6) 74

Random Spell Table (d6) 74

Hidden Treasure Complication (d6) 74

Boss table (d6) 75

Weird Monsters table (d6) 75

Quest table (d6) 76

Epic Rewards table (d6) 76

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Four Against Darkness

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IntroductionThis is an old-school dungeon-bashing solo game that can beplayed with minimum space andequipment. You’ll need pencil, twodice, and graph paper. You can alsoplay on a dry-erase whiteboard, oreven use any dungeon tiles alreadyin your possession. You can play itsolo, or play cooperatively sharingthe characters with a friend or two.You control a party of four heroeswho adventure into a dungeongenerated by dice rolls. If you haveminiatures, you may use them tomark their marching order, but thisis not essential. The game can alsobe played with two players eachrunning a party of dungeonexplorers and taking turns togenerate one room each, as theirparties advance through differentpaths. In this case, roll a die todetermine which party goes firstevery turn.

Why Four?

A party of four characters is theoptimum to have enough variety ofabilities. Four characters are nottoo difficult to control for a singleplayer, and allow for the occasionalnon-player character joining theparty. If you play cooperatively, thegame can work with larger

numbers, with some modifications.Try running three adventurers perplayer, doubling the number of allmonsters and treasure found, andincreasing the difficulty of all non-monster dangers (traps, savingrolls, etc.) by 1.

Length of the Game

Your first game will take a bit longerthan an hour. After you familiarizeyourself with the mechanics, atypical solo game lasts about 45minutes. Cooperative games lastlonger due to the discussions thatarise among participants.

Monsters Roll No Dice

All the rolls in the game areperformed by characters. Thepower and danger level of amonster is indicated by a number,that is the monster’s “level”. Whenthe characters attack, they performattack rolls and compare them withthe monsters’ level to determine ifthe monsters are killed. When it isthe monsters’ turn to attack, yourcharacters perform defense rollsversus the monsters' level, takingwounds if they fail.

Dice Codes

The game uses regular six-sideddice, annotated as d6. We use thefollowing dice codes:

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D6: roll a die.

D6 +1: roll a die and add 1 to theresult.

2d6: roll two dice and add them.

2d6 +1: roll two dice, add themtogether, and add 1 to the total.

D6 x d6: roll two dice and multiplythe result of one die by the other,generating a number from 1 to 36.

D6-1: roll one die and subtract 1from the result, generating anumber from 0 to 5.

D6 + L : roll a die and add thecharacter’s level.

D6 + ½ L : roll a die and add half thecharacter’s level, rounded down.

D66: roll two dice of different color,reading the first as “tens” and thesecond as “units”, generating anumber from 11 to 66.

Explosive Six Rule

Whenever you roll a 6 performingany character action, immediatelyroll another d6 and add the resultto the total. This is cumulative: ifyou roll another 6, roll again andadd it to the total. With enoughluck, you could roll ANY number. Incombat, this will let you kill multipleminions with a lucky blow. In othersituations, it will let a character saveagainst a threat higher than 6.

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The PartyYou have a party of fouradventurers. Each belongs to oneof the following classes: warrior,cleric, rogue, wizard, barbarian,dwarf, halfling, or elf. Each class hasspecial abilities and weaknessesthat will become evident during thegame. For example, a wizard isweak in combat but is good atcasting spells and at solvingpuzzles. Elves and halflings aremore agile than other characters.Warriors and barbarians canwithstand more punishment.Barbarians are the toughest, butthey cannot wear the best armorand may not use any magic itemsdue to their superstitious fear ofmagic. A good party generally hasa mixture of classes.

Your characters can be of anygender, but for brevity we usemasculine pronouns in therulebook.

Print out a copy of the Party Sheetat the end of the book to keep trackof your characters’ wounds,possessions, gold, and level. Thesenumbers will change throughoutthe game, so use a pencil.

All your characters begin as firstlevel adventurers.

A character is described by hisname, level, and character type. Forexample: Bruggo, level 2 rogue. Eachcharacter has an Attack value(describing how powerful he is incombat), a Defense Value(describing how well protected heis, or how skilled he is in parryingor dodging), and a Life value (thenumber of wounds that thecharacter can take before dying).The profile sheet has spaces for thecharacter’s special skills (such as awizard’s spells), treasure, andequipment.

Creating YourParty

At the beginning of the game, yourfour heroes are just starting outtheir adventuring career. They areall level 1. Each belongs to one ofthe classes described below. Traitsare the rules that differentiate aclass from another: skills,equipment that the character canuse, and limitations. Each class listsalso some basic equipment and afew coins.

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WarriorTraits: A warrior adds his level to his Attackrolls. A warrior may use a shield, lightarmor, heavy armor, and any weapon.

Starting equipment: A warrior begins thegame with light armor, shield and a handweapon. He may trade in his shield andhand weapon for a two-handed weapon ora bow if he wants.

Starting wealth:2d6 gold pieces.

Life points: 6 +level. A first levelwarrior has 7 life.

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Cleric

Traits: A cleric adds half of his level(rounded down) to his Attack rolls,and his full level when he attacksundead creatures. He may wearlight or heavy armor and use ashield, a hand weapon, a two-handed weapon, or a sling.

A cleric may cast the Blessing spellup to three times per adventure. Acleric may use the Healing powerthree times per game. This power

allows the cleric to heal a numberof life points equal to d6 plus his

level. The cleric may usehealing at any moment,even during a fight, buthe may not attack on thesame turn In which heheals someone. A clericmay use healing onhimself or on a friend.

Starting equipment:Light armor, shield, handweapon. He may trade inhis shield and handweapon for a two-handed weapon. Clericsusually prefer crushingweapons because thechances of meetingskeletons and skeletalrats in dungeons arepretty high.

Starting wealth: d6 goldpieces.

Life: 4 + level. A first level cleric has5 life.

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RogueTraits: A rogue adds his level onrolls to disarm traps and to hisDefense rolls. A rogue may wearonly light armor and may not useheavy weapons or shields.

A rogue adds his level to his Attackrolls only when attacking anoutnumbered minion, i.e. if theparty is more numerous than agroup of minions.

Example: a party of fourincluding a rogue attacks fourorcs. The party’s cleric kills an

orc, so now the adventurersoutnumber the orcs 4 to 3.When the rogue’s turn toattack comes, the rogue addshis level to his Attack roll. Thisrepresents the rogue slippingpast an enemy and stabbinghim in the back.

Starting equipment: A rope, lockpicks, light armor, and a light handweapon.

Starting wealth: 3d6 gold pieces.

Life: 3 + level. A first level rogue has4 life.

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WizardTraits: A wizard (or sorceress) addshis level only when attacking withspells, or on rolls to solve puzzlesor riddles. A wizard may use onlylight weapons or a sling. He maynot wear armor or use a shield.

A wizard begins thegame with twospells, plus onespell per level, so afirst level wizardhas 3 spells. Thewizard must decidewhich spells he hasprepared beforestarting theadventure. He mayprepare multiplecopies of the samespell, or anycombination of thesix spells allowed inthe game. A wizardmay find additionalspells inadventures, andadd them to therepertoire of spellsthat he canprepare. Spellsacquired whenleveling up may beused immediately.

Starting equipment: Light handweapon, spell-book, and writingimplements.

Starting wealth: 4d6 gold pieces.

Life: 2 + level. A first level wizardhas 3 life points.

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BarbarianTraits: A barbarian adds his level to his Attack rolls. A barbarian may use a shieldand light armor, and any weapon. A barbarian may not wear heavy armor.

A barbarian may not use magic items, scrolls, or potions. He may grudginglyaccept the healing from a cleric, since that’s technically not magic but divine favor,and may use holy water.

Once per game, abarbarian mayperform a rageattack. During arage attack, rollthe Attack diethree times, andchoose the bestresult. If the rageattack hits a bossmonster, it inflictstwo wounds.

Startingequipment: Lightarmor, shield, anda hand weapon.You may trade inhis shield andhand weapon fora two-handedweapon or for abow.

Starting wealth:d6 gold pieces.

Life: 7 + level. Afirst level barbarianhas 8 life points.

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ElfTraits: An elf adds his level toAttack rolls. An elf can advance upto the 3rd level, maximum.

The elf can wear light or heavyarmor and may use ashield. He can cast asingle spell per level peradventure, but only if heis wearing light armorand NOT using a shield.An Elf may carry a shieldstrapped to his back andwaste one attack toready the shield.

A 2nd level elf mayprepare two spells, anda third level elf mayprepare three spells. Forspell casting purposes,the elf adds his level, likea wizard.

An elf has +1 to his Attackor spell roll when fightingorcs.

Like a wizard, an elf mayfind additional spells inadventures, and addthem to the repertoire ofspells that he canprepare. Spells addedwhen leveling up may beused immediately.

Starting equipment: light armor,hand weapon, bow.

Starting wealth: 2d6 gold pieces.

Life: 4 + level. A first level elf has 5life points.

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DwarfTraits: A dwarf adds his level toAttack rolls, except when usingranged weapons like bows,crossbows, or slings. Dwarves have+1 to their Defense rolls againsttrolls, ogres, and giants, and +1 totheir Attack rolls against goblins.

A dwarf can wear any armor anduse any weapon. A dwarf mayadvance up to 4th level, maximum.

Dwarves can smell gold and jewels.When you meet a monster, if youhave a dwarf in the party, roll a dieand add the dwarf’s level. If thetotal is 6 or better, you maydetermine the monster’s treasureBEFORE deciding to attack themonster.

Dwarves are extremelyattached to their gold: aparty with 2 or moredwarves may not bribemonsters!

When you find treasurethat can be split (such ascoins), you mustalways assign atleast one cointo every dwarfin the party, ifpossible.

Dwarves are natural goldsmith andgem experts. When you sell a gemor jewelry item, if you have a dwarfin the party, you are paid 20% morefor the gem (round fractions down).

Starting equipment: light armor,shield, hand weapon, OR heavyarmor and two-handed weapon.

Starting wealth: 3d6 gold pieces.

Life: 5 + level. A first level dwarf has6 life points.

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HalflingTraits: A halfling may wear onlylight armor and use only light handweapons and slings. Halflings maynot use shields. Halflings add theirlevel to their Defense rolls againstgiants, trolls, and ogres. Halflingscan advance up to the 3rd level,maximum.

Halflings have a number of Luckpoints equal to their level, plus one.During an adventure, a halfling mayspend a Luck point to reroll a failed

Attack or Defense roll, or to runaway from a combat withoutreceiving an attack (see runningaway from combats in theEncounters section). You may notreroll a reroll, and the result of areroll stands, even if it worse thanthe original roll.

Starting equipment: Lots ofsnacks, sling, light hand weapon.

Starting wealth: 2d6 gold pieces.

Life: 3 + level. A first level halflinghas 4 life points.

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EquipmentMoney may be used to bribemonsters, to pay the services ofhealers and alchemists, to buyweapons and other equipment, oreven to resurrect a dead friend.

Buying Equipment

Equipment may be bought beforethe game, or between games. Hereis a list of items a character can buy,and their price in gold pieces (gp):

Bandage 5 gp

Blessing spell 100 gp

Bow 15 gp

Hand weapon 6 gp

Heavy armor 30 gp

Holy water vial 30 gp

Lantern 4 gp

Light armor 10 gp

Light hand weapon 5 gp

Potion of healing 100 gp

Resurrection ritual 1000 gp

Rope 4 gp

Shield 5 gp

Sling 4 gp

Two-handed weapon 15 gp

You may move gold piecesbetween characters at any timeduring the game, but not during acombat. After all, they are friends.They may decide to pool theirresources to make sure that thegroup’s best fighter buys the bestweapon they can afford, or ablessing spell so that a colleagueturned to stone by a medusa getsback into action.

Bandages: Each character canapply bandages once peradventure, healing one lost life. Theeffect of bandages is cumulativewith magical healing from potionsor spells. Bandages may not beapplied during combat.

Blessing spell: The characters paythe local church to cast a Blessingspell, to remove a game conditionsuch as being cursed or turned tostone from a party member.

Bow: This lets a character performa single attack before the monsterscan act EVEN when the monstersact before the party. Then the bowmay no longer be used as themonsters and the characters areassumed to be in close combat. Thebow user will need to spend a turnto put away the bow and drawanother weapon.

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Arrows are considered slashingweapons.

You may assume that a charactercarries all arrows that he will need,and that his quiver getsreplenished between games. If youdo not mind the additional book-keeping, you may keep track of howmany arrows the character uses.The character begins the game witha quiver of 12 arrows. All thearrows used in the game are lost ordamaged. A character can buymore arrows, at the cost of 6 gp perdozen. The maximum a charactercan carry is 48 arrows.

Hand Weapon: This is a standardweapon like a sword, axe, or mace.Choose whether you want acrushing or a slashing weapon.

Heavy Armor: A suit of heavyarmor adds +2 to the wearer’sDefense rolls. Certain attacks frommonsters will ignore this bonus.Heavy armor makes the wearerslow, so in certain cases, thecharacter will have a negativemodifier on his Save rolls. Heavyarmor is designed to fit one wearer,so you may not reassign it toanother character if the originalwearer dies.

Holy Water Vial: Holy water ispurified water created by high-level

clerics through a lengthy procedureof chanting and purification in asilver basin. A vial of holy water, ifthrown as an attack against acreature susceptible to it (vampires,demons), automatically inflicts 1wound upon the creature. Thechurch restricts the use of holywater, so a party may buy amaximum of one vial per character.

Lantern: A party must have at leastone lantern, and assign it to acharacter. That character must useone hand to carry the lantern andmay not use a bow, a shield, or atwo-handed weapon. If the lantern-bearer is killed, another charactermust pick the lantern up at the endof the current combat. You mayalso decide to carry more than onelantern, just in case.

Light armor: Light armor adds +1to the wearer’s Defense rolls.Certain attacks from monstersignore this bonus. When theoriginal wearer dies, you mayreassign light armor to anotherwearer of the same species (adwarf’s light armor will fit anotherdwarf but not an elf, halfling, orhuman).

Light hand weapon: this weapongives the user a -1 on Attack rolls.

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Choose whether your weapondeals crushing or slashing damage.

Potion of healing: drinking thecontent of this vial, even in themiddle of an encounter, will restorea character’s Life to its initial level.No character may drink more thanone potion of healing peradventure.

Resurrection spell: This is boughtbetween games to have a chanceto resurrect a dead party member.

Rope: This may be necessary to tieup a defeated monster.

Shield: This gives a +1 to the user’sDefense rolls. This bonus does notapply when the character is fleeingfrom a combat or when he issurprised by wandering monsters.Certain attacks from monsters willignore the shield bonus.

Sling: This weapon works like abow, but at -1. Bullets from a slingare treated as crushing weapons.

Two-handed weapon: Thisweapon requires two hands to beused (so the user cannot carry ashield or a lantern) but gives +1 tothe wielder’s Attack rolls. Choosewhether your two-handed weapondeals crushing or slashing damage.

Crushing or Slashing?

When you choose a weapon for acharacter, choose whether it dealscrushing or slashing damage.

Crushing weapons are blunttrauma weapons that are betteragainst fragile enemies, likeskeletons, that would break underthe blows. Examples:

● Crushing light hand weapons:club, staff, cudgel, shillelagh, jostick, nunchaku, walking stick,wizard’s staff.

● Crushing hand weapons: metalrod, mace, hammer.

● Crushing two handed weapons:maul, war-hammer, huge war-club, quarterstaff.

● Crushing missile weapons:throwing stick, sling.

Slashing weapons are bladed orpointed weapons that inflictdamage by cutting and puncturing.They may be envenomed.Examples:

● Slashing light hand weapons:dagger, knife, short sword.

● Slashing hand weapons: sword,axe, rapier, sabre, spear.

● Slashing two handed weapons:pike, long spear, two handed

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sword, halberd, naginata,glaive.

● Slashing missile weapons: bow,crossbow.

Some monsters are hit at +1 by theright weapon type, and at -1 by thewrong weapon type.

You may carry more than oneweapon. During combat, you mustspend a turn to exchangeweapons. Note on your profileyour “default” weapon on yourprofile. That’s the one you’ll bewielding when wanderingmonsters sneak on you orwhen you enter a room.

Selling equipment

If you sell equipment, you gethalf its cost in gp, roundeddown.

Magic equipment may be soldbut not bought. Potions andenchanted rings may be soldfor 50 gp. Wands, scrolls, andstaves may be sold for 100 gpper every spell they contain.Other magic equipment willnet you d6 x d6 gp. Magicequipment described inadventures or supplementswill have its own gp cost.

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How To AttackMonsters

You will encounter monsters andoften you will have to fight them.Each monster has a level, ameasure of how dangerous it is.The level is the number you mustroll to wound the monster, todefend from his attacks, or to affecthim with a spell.

Example: A goblin is level 3, soyou need to roll a 3 or betterto wound him, affect him witha spell, or parry his blows.

An attack on a monster isperformed with a d6 roll. Warriors,elves, dwarves, and barbarians addtheir level to the roll. For example,a 3rd level barbarian will roll d6+3.Clerics add half their level, roundeddown. For example, a 3rd level clericwill roll d6+1. Wizards add theirlevel only if casting a spell. Roguesadd their level only when attackingan outnumbered minion.

The attack roll is modified byweapon type: a two-handedweapon adds +1, and a lightweapon, such as a club or knife,subtracts 1. Some weapons havebonuses against specific monsters,for example crushing weapons hitskeletons at +1.

Example: Your 5th level clericattacks a skeleton, using atwo-handed mace. You rolld6, +2 for being 5th level (halflevel, rounded down), +1 forusing a two-handed weapon,+1 for using a crushingweapon against a skeleton.

Example 2: Your 4th levelWarrior attacks using asword. You roll d6+4 (thecharacter’s level).

Example 3: Your wizardattacks with a dagger (lightweapon). You roll d6 -1 (for alight weapon). No level bonusis added: a 5th level wizardfights like a 1st level wizard.

The Monsters

Monsters are of two types: Minions(creatures from the minions andthe vermin tables) and Bosses(creatures from the weird monstersand boss tables).

Minions are encountered in largenumbers. They have 1 life each.Every successful attack kills one.

When a group of minions losesmore than half its initial number(for example, if a group of 8 loses5), the remaining minions mustmake a morale roll. Roll d6 for the

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whole group. If you roll 3 or less,the remaining monsters flee. If youroll 4 or better, the monsterscontinue to fight. You perform onemorale roll per encounter, unlessthe monster’s profile saysotherwise. Cowardly or courageousmonsters may have a +1 or -1modifier to their morale roll. Somemonsters never roll morale. This isindicated in the monsters’ profile.Monsters who “fight to the death”(see monster reactions, below) donot test morale.

Bosses are tougher than minions.They have multiple life points, likecharacters. Some perform morethan one attack per turn. Everysuccessful hit on a Boss depletesone of their life points. When a bossloses more than half of his lifepoints, his level drops by one, andhe must make a morale roll. Roll adie, and if the result is 3 or less, theboss flees. If the roll is 4 or better,the boss continues to fight to thebitter end. When his life pointsreach zero, the boss is dead, andhis body and room can be lootedfor treasure.

Important: the boss’ leveldrops IMMEDIATELY as soonas you reduce his life total toless than half. For example, alevel 6 boss with 5 life pointsbecomes a level 5 creature

when you inflict a total of 3points of damage. This meansthat it becomes easier to hitthe monster and to avoid itsattacks.

Fleeing Monsters

Monsters that flee just disappearfrom the game. You may not chasethem. You still gain their treasure.

Monster Reactions

In general, your party has theoption to act before the monsters.When you encounter monsters,you may:

1) Attack them right away, or

2) Let the monsters act first and seewhat they do.

Every monster has a reactions tableunder its description. Roll d6 on thetable to determine what themonster will do. For minions, makea single roll for the whole group.The following results are possible:

Offer food and rest: The monsteroffers food, rest, and tending ofwounds. You may heal one woundper character.

Peaceful: The monster will notattack. You may move through theroom as desired but the monsterwill not help you in any way.

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Flee: The monster turns tail andflees. The monster disappears fromthe game. You may NOT loot hisbody.

Flee if Outnumbered: Themonsters flee only if there arefewer monsters than partymembers. Otherwise, the monstersfight.

Bribe: The monsters ask for a bribe(a fixed or random amount of goldpieces, as shown on the Reactiontable). If you pay the bribe, themonsters will leave you alone. Ifyou do not or cannot pay, they fight.

Fight: The monsters fight. Themonsters go first in the combatround. Monsters may be requiredto test morale when reduced under50% of their initial number/lifepoints, unless their profile or theadventure states that they will notcheck morale.

Fight to the Death: The monsterwill fight to the death, asking for noquarter and giving none. Monsterswho fight to the death do not testmorale.

Puzzle: The monster will ask theparty to solve a puzzle or answer ariddle. The Puzzle has a level. If youroll its level or better on d6, thePuzzle is solved and the monsterlets you go. Wizards add their levelto the roll. If the Puzzle is not

solved, the monster attacks theparty, going first in the turn. You getonly one chance to solve a Puzzle.

Quest: The monster asks you toperform a quest. You may acceptor refuse the quest. If you accept,roll on the Quest table todetermine your mission. Ifcomplete the quest, as soon as youcome back to the room where youencountered the monster, roll onthe Epic Rewards table todetermine your reward. If yourefuse the quest, the monsterleaves.

Magic Challenge: If your party hasat least one wizard, or a magic itemallowing you cast a spell, themonster will challenge your spell-caster to a magic duel. The othercharacters may not intervene. Rolld6 for the wizard, adding his level,and if the result equals orsurpasses the monster’s level, thewizard wins: the monster walksaway and you may take itstreasure. If the wizard loses, heloses a level (a wizard may bedemoted to level 0, losing theability to cast spells until heperforms an XP roll and goes backto level 1) A 0 level wizard succeedson an xp roll on a 2 or better (a rollof 1 is still a failure).

If you cannot or do not want toaccept the magic challenge, or if

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your wizard loses the challenge, themonster will fight. Monsters losinga magic challenge count asdefeated and count for purposesof xp rolls.

Special: Monsters in publishedadventures and supplements mayhave other reactions.

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Entrance RoomsRoll d6 to determine which is the entrance to your dungeon. Draw it atthe center of the lower edge of your sheet. Then choose a door and rolld66 on the following five pages to generate a room.

Any room that is only one square wide is a corridor. Any room that is2 or more squares wide is a room. This has a bearing in the game, ascorridors are more likely to be empty.

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Room Contents Table (2d6)

2 Treasure found: roll on the Treasure table.

3Treasure protected by a trap. Roll on the Traps table and on theTreasure table.

4 If corridor, empty. Otherwise, roll on the Special Events table.

5 Empty, but roll on the Special Feature table.

6 Roll on the Vermin table.

7 Roll on the Minions table

8 If corridor, empty. Otherwise, roll on the Minions table.

9 Empty.

10 If corridor, empty. Otherwise, roll on Weird Monsters table.

11 Roll on the Boss table. Then roll d6. Add +1 for every boss or weirdmonster that you have encountered so far in the game. if your total is6+, or if the dungeon layout is complete, this is the final boss.

12Empty if corridor. Otherwise, the room is a small dragon’s lair (see theBoss table for dragon rules). The small dragon counts as a boss andmay be the final boss.

When a room or corridor is empty, maybe it just appears so… Youmay search an empty room to determine whether there is somethinghidden. You might get lucky and find hidden treasures, or even cluesto the darkest secrets of the dungeon. Rules for exploration are onp 53. However, searching is a dangerous activity. The charactersslow down, remove their helmets to see better, sheathe theirweapons to inspect things, and their constant tapping on walls andfloors may attract unwanted attention.

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Special Feature table (d6)

1Fountain: All wounded characters recover 1 Life the first time theyencounter a fountain in an adventure. Further fountains have no effect.

2Blessed Temple: A character of your choice gains a +1 on Attackagainst undead monsters or demons. As soon as the character kills atleast one undead or demon, the bonus is gone.

3

Armory: All characters can change their weapons if they want, withinthe limits of the weapons allowed to their character type. For example,a Warrior who was using a sword and shield may discard his shield andtake a two-handed weapon, or exchange his sword for a mace.

4

Cursed Altar: As you enter the room, an eerie glow emanates from asinister altar. A random character is cursed and has now -1 on hisDefense rolls. To break the curse, the character must either slay a bossmonster alone, or enter a Blessed Temple (see 2, above), or have aBlessing spell cast on himself by a cleric.

5

Statue: you may leave the statue alone or touch it. If you touch it, rolld6. On a 1–3, the statue awakens and attacks your party (level 4 bosswith 6 life points, immune to all spells; if you defeat it, you find 3d6 x 10gold pieces inside). On a 4-6, the statue breaks, and you find 3d6 x 10gold pieces inside.

6

Puzzle Room: the room contains a puzzle box. Its level is d6. You mayleave it alone or try to solve it. For every failed attempt, the charactertrying to solve it loses 1 life. Wizards and rogues add their level to theirpuzzle-solving roll. If the puzzle is solved, the box opens: make aTreasure roll to determine its contents.

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Special Events table (d6)

1A ghost passes through the party. All characters must save versus level4 fear or lose 1 life. A cleric adds his level to this roll.

2

Wandering monsters attack the party. Roll d6: 1-3 roll on the vermintable, 4 roll on the minions table, 5 roll on the weird monsters table, 6roll on the boss table. Reroll any small dragons. A boss monster met asa wandering monster has no chance of being the final boss.

3A lady in white appears and asks the party to complete a quest. If youaccept, roll on the Quest table. If you refuse, she disappears. Ignore anyfurther appearances of the Lady in White in the game.

4 Trap! Roll on the traps table.

5

You meet a wandering healer. He will heal your party at the cost of 10gold pieces per life healed. You may heal as many life points as you canafford. You can meet the healer only once per game. If you meet himagain, reroll this result.

6

You meet a wandering alchemist. He will sell you up to one potion ofhealing per party member (50 gold pieces each) or a single dose ofblade poison (30 gold pieces). The potion of healing will heal all lost lifepoints to a single character, and can be swallowed at any momentduring the game as a free action. The blade poison lets you envenom asingle arrow or slashing weapon (not a crushing weapon). That weaponwill have a +1 on Attack against the first enemy you fight. Poison will notwork on undead monsters, demons, blobs, automatons, or livingstatues.

You can meet a wandering alchemist only once per game. If you meethim again, treat this result as a trap.

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Treasure table (d6)

0 orless

No treasure found

1 d6 gold pieces

2 2d6 gold pieces

3 A scroll with a random spell

4 One gem worth 2d6 x 5 gold pieces

5 One item of jewelry worth 3d6 x 10 gold pieces

6 ormore

One random magic item from the Magic Treasure table below.

Magic Treasure table (d6)

1

Wand of Sleep: allows user to cast Sleep spell 3 times before itsenergy is depleted. Only wizards and elves may use it. Add the user’slevel to determine the spell roll, as you would do for a Sleep spell castby that character.

2

Ring of Teleportation: allows user to automatically pass a Defenseroll by moving that character out of the room. That character may nottake part in the current combat, but rejoins the party as soon as thecombat is over. After one use, the ring loses its powers and becomesa simple golden ring worth 1d6+1 gold pieces.

3

Fools Gold. These magical (but fake) gold pieces will let the userautomatically bribe the next monster that asks for a bribe. No matterwhat the monster asks, the gold will appear enough to satisfy hisgreed. This is a one-use magic item.

4

Magic Weapon. Gives +1 to its user’s Attack rolls. This is a permanentmagic item. Roll d6 to determine its type: 1 crushing light handweapon, 2 slashing light hand weapon, 3 crushing hand weapon, 4-5slashing hand weapon, 6 bow.

5Potion of Healing: Can be swallowed at any moment, healing all lostlife to a single character. This does not require an action. This is aone-use magic item, usable by all classes except barbarians.

6

Fireball Staff: This staff allows its user to cast Fireball spell twice,then its powers are depleted. Only wizards may use it. Add the user’slevel to determine the spell roll, as you would do for a Fireball spellcast by that character.

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Vermin table (d6)

1 3d6 rats Level 1, no treasure. Any character wounded has a 1 in 6chance of losing 1 additional life due to an infected wound.

Reactions (d6): 1–3 flee, 4–6 fight

23d6 vampire bats, level 1, no treasure. Spells are cast at -1 due totheir distracting shrieking.

Reactions (d6): 1–3 flee, 4–6 fight

32d6 goblin swarmlings, level 3, treasure -1, morale -1

Reactions (d6): 1 flee, 2-3 flee if outnumbered, 4 bribe (5 gp x goblin),5–6 fight.

4

D6 giant centipedes, level 3, no treasure. Any character woundedby a giant centipede must save versus level 2 poison or lose 1additional life.

Reactions (d6): 1 flee, 2-3 flee if outnumbered, 4-6 fight.

5D6 vampire frogs, level 4, treasure -1.

Reactions (d6): 1 flee, 2-4 fight, 5-6 fight to the death

6

2d6 skeletal rats, level 3 undead, no treasure. Crushing weaponattacks are at +1 against skeletal rats, but they cannot be attackedby bows and slings.

Reactions (d6): 1-2 flee, 3-6 fight

Vermin are a sub-class of minions. Defeating them gives no XP roll.

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Minions table (d6)

1

D6+2 skeletons or d6 zombies (50% chance of each). Level 3 undead.No treasure. Crushing weapons attack Skeletons at +1. Arrows are at -1against both skeletons and zombies. Skeletons and zombies never testmorale.

Reactions: always fight to the death.

2

d6+3 goblins. Level 3, treasure -1. Goblins have a 1 in 6 chance ofgaining surprise, thus acting before the party. If they do act before theparty, roll d6 on their reactions table below.

Reactions (d6): 1 flee if outnumbered, 2-3 bribe (5 gp per goblin), 4–6fight.

3d6 hobgoblins. Level 4, Treasure +1.

Reactions (d6): 1 flee if outnumbered, 2–3 bribe (10 gp per hobgoblin),4–5 fight, 6 fight to the death.

4

D6+1 orcs. Level 4. Orcs are afraid of magic and must test morale eachtime one or more is killed by a spell. If a spell caused their number todrop below 50%, they will test morale at -1. They never have magicitems in their treasure: treat any rolled magic as d6 x d6 gold piecesinstead.

Reactions (d6): 1-2 bribe (10 gp per orc), 3–5 fight, 6 fight to the death.

5

d3 trolls. Level 5, Treasure: normal. Trolls regenerate, unless killed by aspell, or unless a character uses one attack to chop an already killedtroll to bits. If this does not happen, roll a die for every killed troll on itsnext turn. On a 5 or 6, the troll will come back to life and continue tofight.

Reactions (d6): 1–2 fight, 3–6 fight to the death. If a dwarf is present inthe party, trolls will automatically fight to the death.

6

2d6 Fungi Folk. Level 3, Treasure: normal. Any character takingdamage from the fungi folk must save versus level 3 poison or lose 1life. Halflings add their level on this save.

Reactions (d6): 1-2 ask for bribe (d6 gp per fungus), 3–6 fight.

Keep a tally of how many minion encounters you have. Surviving 10encounters with minions gives you one XP roll at -1.

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Boss table (d6)

1

Mummy. Level 5 undead, 4 life points, 2 attacks, treasure +2. Anycharacter killed by a mummy becomes another mummy and must befought by the party. Mummies are attacked at +2 by the Fireball spell.Mummies never test morale.

Reactions: always fight.

2Orc Brute. Level 5, 5 life points, 2 attacks, treasure +1 but may not haveany magic items, treat as 2d6 x d6 gold pieces instead.

Reactions (d6): 1 bribe (50 gp), 2–5 fight, 6 fight to the death.

3Ogre. Level 5, 6 life points, normal treasure. Each hit from an ogreinflicts 2 life points of damage.

Reactions (d6): 1 bribe (30 gp), 2–3 fight, 4–6 fight to the death.

4

Medusa. Level 4, 4 life points, treasure +1. All characters at thebeginning of the battle must save versus a level 4 gaze attack or beturned to stone. Petrified characters are out of the game until a Blessingspell is cast on them. Rogues add half their level to this save.

Reactions (d6): 1 bribe (6d6 gp), 2 quest, 3–5 fight, 6 fight to the death.

5

Chaos Lord. Level 6, 4 life, 3 attacks, 2 treasure rolls at +1. Before thefight begins, roll d6 to determine if the Chaos Lord has any specialpowers: 1–3 no powers, 4 evil eye (characters must roll 4+ or be at -1 onall defense rolls until the chaos lord is slain), 5 energy drain (anycharacter taking a wound from the chaos lord must roll 4+ or lose 1level), 6 hellfire blast (before combat, all character must roll 6+ or lose 2life points; Clerics add ½ level to this roll). When you kill a chaos lord, rolla die; on a 5 or 6 a character of your choice finds a Clue (see p. 55)

Reactions (d6): 1 flee if outnumbered, 2 fight, 3–6 fight to the death.

6

Small Dragon. Level 6, 5 life points, 2 attacks, 3 treasure rolls at +1. Oneach turn of the dragon, roll d6, on a 1 or 2 the dragon breathes fire,inflicting 1 life to all characters who fail to save versus level 6 dragonbreath (each character adds ½ level, rounded down). If the dragon doesnot breathe, he bites 2 random characters. Small dragons are never metas random monsters.

Reactions (d6): 1 Sleeping (all characters can attack at +2 on their firstattack), 2–3 bribe (all the gold of the party, with a minimum of 100 goldor one magic item), 4–5 fight, 6 quest.

Defeating a boss gives one XP roll.

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Weird Monsters table (d6)

1

Minotaur. Level 5, 4 life points, 2 attacks, normal treasure. Due to thepower of his bull-rush charge, the first Defense roll against a minotaur isat -1. Minotaurs hate halflings (actually, they love to eat them).

Reactions (d6): 1-2 bribe (60 gp), 3–4 fight, 6 fight to the death.

2

Iron Eater. Level 3, 4 life, 3 attacks, no treasure. Defense rolls againstthe iron eater do not enjoy bonus from heavy armor (shield and lightarmor count). If the monster hits, the character takes no damage butloses his armor, shield, main weapon, or 3d6 gp, in this order.

Reactions (d6): 1 flee, 2-3 bribe (d6 gp to distract the creature; you maynot fool the creature with fools gold), 4-6 fight.

3

Chimera. Level 5, 6 life points, 3 attacks, normal treasure. On every ofthe chimera’s turns, roll d6. On a 1 or 2 the chimera breathes fireinstead of performing its multiple attacks. All characters must saveversus level 4 fire or lose 1 life.

Reactions (d6): 1 bribe (50 gp), 2–6 fight.

4Catoblepas. Level 4, 4 life points, treasure +1. All characters at thebeginning of the battle must save versus a level 4 gaze attack or lose 1life. Reactions (d6): 1 flee, 2-6 fight

5

Giant Spider. Level 5, 3 life, 2 attacks, 2 treasure rolls. Characters takinga wound must save versus level 3 poison or lose an additional life. Dueto the spider’s webbing, the party may not withdraw from this fightunless they cast a Fireball spell to burn the webs.

Reactions: always fight.

6

Invisible Gremlins. A band of invisible gremlins steal d6+3 objects fromthe party. You must surrender objects from any of your characters inthis order of preference: magic items, scrolls, potions, weapons, gems,coins (in bundles of 10 gp each). If the gremlins steal ALL of yourequipment, they will leave a thank you message that counts as a clue.The gremlins have no combat stats because it is impossible to fightthem. Encountering them gives no XP roll

Weird monsters are equivalent to bosses. Defeating a weird monstergives one XP roll.

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Quest table (d6)

1

Bring me his head! The creature asks the party to kill a boss monster.Roll on the boss table to determine who. The next time the party meetsa boss in a room, instead of rolling it up, you may use the boss from thequest. Killing the boss and bringing its head to the creature’s roomcompletes the quest.

2Bring me Gold! To complete the quest, the party must bring d6 x 50worth of treasure to this room. If they already have that amountavailable, the amount required to complete the quest is doubled.

3

I want him alive! As 1, above, but the party must subdue the boss, tiehim up with a rope, and take him to the creature’s room to completethe quest. To subdue a monster, you must either use the Sleep spell orfight with -1 on all Attack rolls (striking with the flat of the blade or tryingto knock out the boss instead of killing him).

4

Bring me that! Roll on the magic items table to determine what theobject is. Every time the party kills a boss, there is a 1 in 6 chance thathe will have that object in addition to his treasure, if any. To completethe quest, the party must bring the object in the room where the queststarted.

5

Let peace be your way! To complete the quest, the party mustcomplete at least three encounters in the adventure in a non violentway. This includes reactions such as bribing, getting help frommonsters, performing another quest (not this one!), or defeating amonster with the Sleep spell and then tying him up with a rope.

6

Slay all the monsters! To complete the quest, all the dungeon roomsmust be laid out and all the occupants slain, with the exception of thecreature who sent the party on this quest. As soon as these conditionsare met, the party can claim their reward.

When a quest is completed, roll on the Epic Rewards table.

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Epic Rewards table (d6)

1

The Book of Skalitos. The party is given the spell book that belonged tothe legendary wizard Skalitos. This counts as one scroll of each of the sixspells. You may tear up the pages and distribute the six spells amongthe party to use as scrolls, or leave the book as it is and assign it to onlyone character. The book is old and fragile, and it is destroyed if thecharacter carrying it is killed by dragon breath. If unused, the book maybe sold for 650 gold pieces at the end of the adventure.

2

The Gold of Kerrak Dar! The party is given the location of the treasurethat belonged to a dwarf. As soon as the party searches a room andgenerates at least one clue, they may use that clue to find a hiddenchest containing 500 gold pieces.

3

Enchanted weapon. One of the party’s weapons is enchanted and cannow roll two dice for its Attack rolls, choosing the best result. Theweapon can also hit monsters who are hit only by magic. Theenchantment lasts until the end of the adventure.

4

Shield of Warning. One of the party’s shields is now enchanted andcounts as protection even if the user is surprised by wanderingmonsters or if the party is fleeing from a combat. If the party has noshields, they will be given one. The shield of warning is permanent, andwill last throughout a campaign. It can be sold for 200 gold pieces.

5

Arrow of slaying. The party is given an arrow that will automaticallyinflict 3 wounds upon a monster. Roll on the Boss table to determinewhich monster is affected by the arrow. The arrow may be used only bya character with a bow. It strikes automatically against its designedmonster target. Once used, the arrow breaks. If unused, an arrow ofslaying may be sold for 3d6 x 15 gold pieces.

6

Holy symbol of healing. The party is given a holy symbol that may beused only by a cleric. The cleric will make all healing rolls at +2 until hedies. When the cleric dies, the holy symbol can be bought to the cleric’schurch. If the symbol and the body of the slain cleric are delivered to thechurch, an attempt to resurrect that cleric will be paid by the church. Ifunused, the holy symbol can be sold for 700 gold pieces.

Each epic reward can happen only once per campaign. Mark thereward when it is rolled. If it is rolled again, reroll until a differentreward is selected.

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Moving Through The Dungeon

The game does not use any formalway to mark the passage of time.The characters simply move fromroom to room. If in a scenario it isimportant to calculate the passageof time (for example, because thereis a game effect that will happenafter a certain time), assume thateach generated room or corridorequals 10 minutes of thecharacters’ time. This may seem alot but includes bandaging ofwounds, counting coins andsplitting them among the party,resting, eating, and a lot of otherminor activities that need not berecorded.

Running out of Paper?

Your rooms may be drawn up tothe edge of the sheet of paper. Werecommend using a sheet that is20 squares in width by 28 squaresin height. A slightly smaller or largersheet will work fine. If a room orcorridor meets the end of thepaper, that rooms end there. If aroom goes on the edge of thepaper, ignore the portion of theroom that would go out of thepaper. Ignore any door thatconnects with the edge of thepaper: that room or corridor is adead end.

No Room for a Room?

If your random room roll creates aroom that won’t fit, for examplebecause it would intersect withanother room or corridor, truncatethe room: it’s a dead end. It stillcounts as a room or corridor, as perthe random room roll, and you stillroll for its content, even if it’ is onlyone square in size.

Retracing Your Steps

Sometimes you need to go backthrough rooms that you havealready visited. For every room orsection of corridor that you visit,roll a die. On a 1, your party isattacked by wandering monsters.Wandering monsters always sneakon you, so they attack first,beginning with the characters atthe rear of your marching order.After one turn, if you are in a room,the party will spread out andprotect its weaker members, soyou may distribute the wanderingmonsters’ attacks like you would ina normal combat.

If you are re-entering a roomoccupied by a monster that youbribed, wandering monsters maynot appear in that room. Rollreactions for that monster. If abribe result is rolled again, themonster will ask for another bribe,

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and if you do not provide it, it willattack the party. If another result isrolled, the monster will let youmove through the room asking nobribe. Make a note of the treasurethat you gave the monster; youmay always change your mindlater, and choose to attack thebribed monster. If you do so, youwill recover your treasure, inaddition to any treasure generatedby that encounter’s treasure roll, ifany.

The Final Boss

Unless you are playing a ready-to-run adventure, your defaultmission is to slay the dungeon’sfinal boss. Each time you meet aboss monster, roll d6, and add +1for every boss monster that youhave already encountered in thisgame (including any creature fromthe weird monsters table). If youroll 6 or better, you meet the finalboss. Keep a tall of the bosses youhave encountered in theappropriate box on the play sheet.

When you run out of doors to open,the last room you generate willautomatically contain a final bossmonster. The final boss has oneadditional life, one additionalattack, and will automatically fightto the death. The gold piece

treasure of the final boss is tripled,or increased to 100 gp, whicheveris best for you. If it has a magic itemin its treasure, you will find twomagic items instead.

Killing the final boss and movingout of the dungeon ends theadventure, but if you have a Questgoing on, you may wish to continueuntil you complete the dungeon orthe quest, whatever happens first.

If there is any unopened door in thefinal boss’ room, you may ignore itor open it, as you see fit.

Time Limits

You may set yourself a real timelimit, such as, “I’ll play for 45minutes and then I willautomatically meet a final boss inthe last room that I generate, I’llfight that battle, trace my way backto the exit and call the game.”

Let’s Get Outta Here!

Killing the final boss and taking itsgold is not enough. You actuallyhave to make it out of the dungeonalive! The characters will beexhausted, wounded, and(hopefully) slowed by the casketsof gold that they are carrying, sothe monsters will try to sneak onthem. Roll a d6 for every room or

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corridor that you have to cross toget out of the dungeon, includingthe first room. On a 1, wanderingmonsters attack.

Splitting the Party

In certain circumstances, you maywant to split the party. Forexample, you may want to leave acharacter to guard the body of afallen comrade, or send a singlecharacter to complete a quest. Inthese cases, every time wanderingmonsters are rolled for the mainparty, roll a 1 in 6 chance ofwandering monsters appearingalso against the characters leftalone. Splitting the party is verydangerous.

Fallen Heroes

When a character loses his last life,he slumps to the ground, mortallywounded. If a combat is still goingon, a partner may still access anyscroll, potion, vial of holy water,weapon, shield, or magic item onthe dead adventurer’s body, but todo so the comrade must forfeit hisattack for that turn. If the partywithdraws from the room, oneadventurer may carry the body ofthe fallen comrade if you wish, butthat character will not be able tomake Defense rolls and will be

automatically hit by any monsterattacking him. A comrade carryinga dead friend will automatically bein the rearguard of the marchingorder (position 3 or 4). The partymay carry a dead comrade out ofthe dungeon by moving to the firstroom of the dungeon. They areassumed to leave the body just outof the dungeon, redistributeamong themselves any treasure orequipment that the dead comradewas carrying, and they maycontinue the adventure if theywish. If you leave treasure on yourcomrade’s body, there is a 5 in 6chance that it will be stolen if youleave it unguarded.

You may want to carry a deadcomrade out of the dungeon fortwo reasons: to give him a properburial or, if you can afford to spend1000 gp, have the local churchattempt a resurrection ritual. Rolld6: if the result is equal to or lowerthan the character’s level, the ritualis successful: the character comesback to life and may continue toplay in the campaign. If the roll fails,the money is spent, but thecharacter is irremediably lost. Anew, 1st level character must bechosen to replace the deadadventurer.

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Leveling UpEvery time the party kills a boss,completes a quest, or survives 10encounters with minions, acharacter of your choice mayattempt to level up. This is called anexperience or XP roll. Roll a die, andif the result is higher than thecharacter’s current level, thecharacter gains a level. If you slay adragon as the final boss monster,you get TWO XP rolls (but amaximum of one level increase).Abilities that allow to reroll dice,such as the halfling’s luck, may NOTbe used on XP rolls. XP rolls forminions are at -1. You may notattempt to level up with the samecharacter twice in a row.

Example: Dollom the 3rd levelwizard is in a party thatmanages to kill a chaos lord.Since the chaos lord is a boss,the player decides to attemptan XP roll for Dollom. Theplayers rolls a 3, which is nothigher than Dollom’s currentlevel, so Dollom remains a 3rd

level wizard.

Later in the adventure, theparty slays a dragon. Theplayer attempts to level upDollom again. Killing adragon gives two XP rolls. The

player rolls d6, scores a 5, soDollom levels up andbecomes a 4th level wizard.The player can now use thesecond XP roll for anothercharacter, since you can havea maximum of one levelincrease per encounter on acharacter. If Rollom’s XP rollhad failed, the player couldhave used the second XP rollto attempt levelling up withRollom again.

Maximum Levels

Once a character attains 5th level,he has reached his peak and mayno longer level up. Dwarves peakat the 4th level. Elves and halflingspeak at the 3rd level.

Increasing Life with Level

A character who gains a level gainsone life point.

Ready-to-run campaigns may havedifferent rules for gaining levels,based on the plot of the adventure.

In the supplement Four againstDarkness: Deeper Dungeons, thecharacters have the option to takeexpert skills instead of leveling up.

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SpellsThere are six basic spells in thegame. Blessing can be cast bywizards and clerics. All the otherspells may be cast only by wizardsand elves. Casting a spell is anaction equivalent to attacking incombat. Spells may be cast duringa melee. A spell-caster may attackas normal OR cast a spell, not both.The Escape spell may be castinstead of making a Defense roll. Itis the only spell that may be castduring the monsters’ turn.

Blessing: This spell removes acurse from a character. A curse is agame effect gained by stepping intoa cursed room. Blessing will alsoremove other conditions, such asbeing turned to stone by a medusa.

Fireball: This spell works like anAttack roll. The wizard adds hislevel to the roll. Fireball does notaffect dragons (but it does affectzombie dragons). If used againstminions, the Fireball slays a anumber of creatures equal to thewizard’s die roll minus the level ofthe minions. A minimum of onecreature is always slain.

Example: A level 1 wizardcasts a fireball at a group ofgoblins (level 3 minions). The

wizard rolls a 5+1= 6 in total,so (6-3)= 3 goblins are killed.

Lightning Bolt: This spell workslike an Attack roll. The wizards addshis level to the roll. Against a groupof minions, the spell will kill just oneif it hits. Against a boss, it inflicts 2life points if it hits.

Sleep: This spell works like anAttack roll. It does not affectundead or dragons. The wizardadds his level to the roll. Sleep willdefeat one boss or d6 + L minionsif it hits. Monsters put to sleepcount as slain.

Escape: The wizard disappearsfrom his current location anreappears in the first room of thegame. This spell may be cast in lieuof making a Defense roll, or it maybe cast normally in the party’s turn.It works automatically.

Protect: This spell gives +1 to asingle character’s Defense rolls forthe whole duration of a battle.

Random Spell Table (d6)

1 Blessing2 Fireball3 Lightning bolt4 Sleep5 Escape6 Protect

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EncountersWhen your party enters a room andencounter monsters, you have twooptions:

1) You act first and attack themonsters, OR

2) You wait and see what themonsters will do.

If you attack immediately, yourcharacters will perform attack rollsand divide them by the level ofmonsters, thus calculating howmany monsters are slain by theattack.

Example: A warrior rolls atotal Attack of 7 whenattacking a group of goblins(level 3). The attack kills 2goblins (one goblin with thefirst 3 points, another goblinwith the other 3 points, andthe extra point is wasted).

Your characters may attack in anyorder you want. Only the monstersthat survive, when your party turnends and the monster turn begins,get a chance to strike back at yourcharacters.

If you do not attack immediately,the monster will go first. Roll d6 onthat monster’s reaction table todetermine what the monsters do.Some monsters will always attack,

so it makes no sense to let themhave the initiative. As described onpp. 23-26, some monsters will flee,accept a bribe, or even ask you toperform a quest.

If monsters take you by surprise(beware of those sneaky goblins!),they will automatically act first. Rollon their reactions table todetermine what they do.

Marching Order

You must decide in which order thecharacters are marching in thedungeon. Use miniatures orcounters to represent this, or writethe marching order on theadventure sheet simply writing anumber (1, 2, 3, or 4) next to thecharacter’s name. You may changeyour marching order every timeyou are in an empty room orcorridor. You may not change yourmarching order while fighting.

Marching order in corridors: Acorridor is large enough to allowtwo characters to walk side by side,so a group of four characters willhave two characters in the front(places 1 and 2) and two in the rear(places 3 and 4). A party of threecharacters will have two charactersin the front (places 1 and 2) and onein the rear (place 3). If the party isreduced to 2 characters, they bothcount as being in the front, but

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both will be attacked in the rear ifsurprised by wandering monsters(see wandering monsters, p. 54).

In a corridor, only characters inplaces 1 and 2 can fight, whilecharacters in places 3 and 4 canonly cast spells or attack over theheads of their friends if they havea bow or a sling.

The same restriction applies tomonsters: when you encounter agroup of monsters in a corridor,only two of them will be able toattack your characters.

Marching order in rooms:Marching order is irrelevant whenthe party enters a room. Rooms arelarge enough that all characters canfight. However, characters withbows and slings may use them onlyon the first turn. After that, they willbe engaged in close combat. Inclose combat, all characters areassumed to draw their closecombat weapons or, if they havenone, will fight at -2 to Attack rollsusing punches and kicks.

Spells may be cast as normal inrooms. Spell-casters are toughenough to withstand a melee hitand still be able to fry opponentswith a Fireball.

When Do Monsters Attack?

After all characters in the partyhave performed one action each(attack, cast a spell, healing), it’s themonsters turn to attack — if anyhave survived the party’s attack!

The monsters do not roll dice:those characters who are attackedmake a Defense roll against thelevel of the monsters. The Defenseroll is modified by armor, shield,and by the character’s level in thecase of rogues.

Defense Roll Modifiers

● Light armor +1

● Heavy Armor +2

● Shield +1

● Rogue: add the rogue’s level

● Dwarf defending against a trollor giant +1

● Halfling defending against troll,giant, or ogre: add the halfling’slevel

A roll of 1 is always a failure. A rollof 6 is always a successful defense.Certain attacks will negate thebonus from armor or shield.Surprise attacks from wanderingmonsters who sneak up on theparty negate the bonus fromshields.

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Defense Roll Success: If thecharacter rolls higher than themonster’s level, or if he rolls anatural (unmodified) 6, thecharacter takes no damage fromthe attack.

Defense Roll Failure: if hisDefense roll is equal to or lowerthan the monster’s level, of if thecharacter rolls a natural(unmodified) 1, the character takesONE wound. Mark one life off thecharacter’s profile. Some powerfulmonsters inflict TWO wounds on asuccessful hit, as explained in theirmonster table.

Who is Attacked?

Who is attacked by monstersdepends on three factors:

1) Number of monsters;

2) Your marching order;

3) Whether you are in a room or acorridor.

In a rooms with fewer monstersthan characters: Each monsterMUST attack a different character.The marching order is ignored. Ifthere are not enough monsters toattack all of the characters, youdecide which character is notattacked.

Example: three goblins fighttwo warriors, a wizard, and a

cleric. The player decides thatthe three goblins attack thetwo warriors and the cleric.The wizard hides behind hisfriends and is not attacked.

In a room with as manymonsters as there arecharacters: Each characterreceives one attack.

In a room with more monstersthan characters: Each characterreceives ONE attack, and you rollrandomly to distribute the extraattacks. Exception: if the monstersHATE one character class, they willalways perform extra attacks onthat class. Trolls, goblins, andkobolds hate dwarves; orcs hateelves; and undead hate clerics.

In a corridor: TWO monsters,maximum, will attack the twocharacters in the front (places 1and 2 of the marching order).

A single character in a corridor willbe attacked by two monsters.

Dragon breath will hit all charactersin a corridor or room.

Wandering monsters in a corridorwill sneak upon the party. Up totwo monsters will attack the twocharacters in the rear! Thecharacters are surprised and theydo not get the Defense bonus froma shield on this first attack.

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Running Away From Combat

Sometimes, your party will be sobeat up that you might want to runaway from an overwhelmingopposition. There are two options:Withdrawal and Flight.

Withdrawal: Your party slowlyretreats to any room at its back,slamming the door shut andleaving the monsters on the otherside. Make a note of where themonsters are. They will still bethere if you enter that room again!Withdrawal is possible only whencharacters have a door to slam shutbetween themselves and themonsters. If the room has anopening, withdrawal is not possible.

During a withdrawal, the monstersget to strike ONCE at thecharacters, but the characters have+1 on their Defense rolls.

Flight: The party runs away. As theydo so, each monster will attackonce. Each character must make aDefense roll. The bonus fromshields does not apply in this case.If there are enough monsters toattack all characters, everycharacter receives one attack. Ifthere are fewer monsters thanfleeing characters, the attacks willbe directed first against thecharacter or characters who havelost more life points, then against

characters who are hated by themonsters (trolls and goblins hatedwarves, orcs hate elves, undeadhate clerics).

If none of the above conditionsapply, randomize the attacks.

If a character is killed while runningaway, his equipment and treasureremains in the room and may notbe redistributed to the othermembers of the party. Mark theroom on your map. You’ll have tore-enter into that room and fightthe monsters to recover the spoilsof war.

When Monsters Flee

Sometimes, monster will run awayfrom a combat, due to a failedmorale roll or some other gameeffect. When this happens, eachcharacter may perform one attackat +1 at a fleeing monster. In mostcases, you may ignore this rule, asit will not make any difference: thefleeing monsters count as defeatedand you get their gold anyway.

When Does a Combat End?

A combat ends when:

1) All monsters in the room havebeen killed;

2) All monsters have fled;

3) All characters have been killed;

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4) The party decides to break offfrom combat, as explained above.

Until the combat ends, a charactermay not perform any other actionthan attacking, defending, castinga spell, breaking away fromcombat, or any other actionallowed by the description of theroom the party is exploring, by thedescription of the monster, or by amagic item. For example, yourrogue may not disarm a trap orsearch the room while the rest ofthe party is busy fighting.

Looting

When your party defeats all themonsters in a room, make a roll onthe treasure table. Some monstershave more treasure than others,some have a Treasure roll modifier(for example, if the monster’sprofile says “Treasure -1”, you rollat -1 on the table). Some monstersdo not have treasure at all. Youmake one roll per encounter, NOTone roll per monster. Roll fortreasure even if the monsters flee.

Distribute looted treasure as yousee fit among your characters.However, barbarians may not beassigned magic items (they won’tuse them, and they won’t evencarry them!)

Wandering monsters never haveany treasure.

Carrying Loot

Characters may carry any numberof gems, jewelry, scrolls, magicwands, vials of holy water, andpotions. Each character may carrya maximum of 200 gold pieces, twoshields (one strapped on the backand one used), three weapons (amagic staff counts as a weapon,and a two-handed weapon countsas two weapons). Characterscarrying more than this have -1 ontheir Defense rolls.

Searching RoomsAll dungeons have secrets.Whenever an empty room isgenerated, you may decide that itis not the case, and roll on the tablebelow. A halfling may use a luckpoint to reroll. A room may besearched only once. Mark it with an“S” when you search it. Whensearching in corridors, roll at -1,

Empty Room Search Table (d6)

1 Wandering monsters attack!

2-4 Room is empty

5–6Clue, secret door, or hiddentreasure

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Wandering Monsters

Wandering monsters are thesecurity guards of the dungeon.They roam about, using secretpassages or hiding in the shadowsuntil foolhardy adventurers passby. When the rules call forwandering monsters, roll d6 todetermine what type of monstersare attracted:

A ready-to-run adventure will haveits own wandering monsters tables,appropriate to the scenario.

Wandering monsters sneak on theparty and automatically attack firston the first turn of combat.Characters may not use theirshield bonus on their first Defenseroll against wandering monsters. Ifyou are in a corridor, the wanderingmonsters will attack the tworearmost characters. If you are in aroom, and there are enoughwandering monsters to attack allcharacters, all characters will beattacked by at least one monster,with extra attacks going againsthated character types first, and

then against the character/s withthe lowest current Life Point total(roll randomly if more charactershave the same life point total).

All wandering monsters roll moralewhen the situation calls for it,unless they are a monster type thatnever tests morale.

Secret Door

You found a secret door orpassage! Draw a door on one sideof the current room or corridor,and roll another random room thatconnects with it. You may spy in theroom and determine its contentBEFORE stepping into it, and youmay decide to leave it alone if thedanger seems too much for theparty.

If you find any treasure behind asecret door, its gold piece value isdoubled.

If you decide to enter the secretroom, any monsters in the roomwill be surprised. Reduce their levelby one (to a minimum of 1) in thefirst turn of the ensuing combat.

When you find a secret door, roll adie. On a 6, congratulations! Youhave found a safe shortcut out ofthe dungeon. You can exit thedungeon by reaching this room atany time.

1-2 roll on the vermin table3-4 roll on the minions table5 roll on the weird monsters table

6 roll on the boss monster table.Reroll any dragon. A wanderingmonster may NOT be the finalboss.

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Hidden Treasure

Searching the room yields a luckyfind. A loose brick or floorboardhides 3d6 x 3d6 gold pieces.However, there is no such thing asa free lunch! Before determiningthe amount of gold found, roll onthe Hidden Treasure Complicationtable below:

Clues

A character found a clue forsomething big. Write CLUE on thecharacter’s sheet. When thecharacter has three clues (gainedduring the current adventure, orover the course of a campaign),your character has discovered amajor secret. The characterimmediately makes one xp roll,gaining a level if he succeeds, andchooses one of the following gameeffects to represent the secret hediscovered:

Weakness of a monster: Whenyou meet a boss monster of yourchoice, you have a +2 to attack thatmonster. The bonus lasts for thewhole duration of the combat, notfor a single attack. All characters inthe party enjoy the bonus.

Deal with a monster: When youencounter a monster, you maydeclare that you have a deal withthe creature. The monster will letyour party pass through the roomwithout attacking you any time thatyou need to. You may not, however,take the monster’s treasure. Youmay not use this rule with verminor with the final boss.

Location of a secret treasure:when you enter any empty room(not the first room of a dungeon),you recognize it as the location ofa hidden treasure that can berevealed by speaking the correct

Hidden Treasure Complication (d6)

1–2 An alarm goes off, attracting wandering monsters to the room!

3–5

The gold is protected by a trap. The trap’s level is equal to the numberyou rolled on this table (3, 4, or 5). A rogue may try to disarm the trap.If you have no rogue, the trap attacks a random adventurer, inflicting 1wound if he fails to save, and 2 wounds if he rolls a 1.

6

A ghost (level d3+1) protects the gold. A cleric may try to ban the ghost(roll d6 plus the cleric’s level; the ghost is destroyed if the cleric rolls anumber equal to the ghost’s level or better). If there is no cleric in theparty, or if the cleric fails to ban the ghost, all characters lose 1 life, andthen the ghost disappears.

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password. A niche opens in a wall,and you find 3d6 x 10 gold pieces.

Location of a magic item: Whenyou enter any room in a dungeon(but not the starting room), you willrecognize it as the location of ahidden magic item that can berevealed by speaking the correctpassword. You immediately gainone magic item from the randommagic items table.

True name of a spiritual entity:You are in contact with an angel ordemon (your choice, but oncechosen, it cannot be changed).During a game, you may call anangel to heal a single character tofull health or to rescue him out ofa trapdoor; alternatively, you maycall a demon to inflict 4 life pointsof damage to a single creature orto automatically kill up to 6minions. Once used, this power islost forever and may not be gainedagain by the same character in thesame campaign.

New spell: Only an elf or wizardmay take this. Add a spell to yourrepertoire.

Secret to increase magical orspiritual power: This can be takenby a cleric, wizard, or elf, and onlyonce per character in a campaign.You increase by 1 the number of

times that you can use a singlespecific spell, or the healing ability,during an adventure.

Location of a scroll: A characterwho normally cannot cast spells(but not a barbarian) can take this.You find a scroll with a spell of yourchoice hidden in a niche in thedungeon.

Recipe for a potion: You have tokill at least two boss monsters andspend 50 gold pieces for thematerial components of the potion.After you have accomplished this,you may purchase a potion ofhealing before every adventure, atthe cost of 50 gp. You are assumedto have hired an apprenticealchemist at home. The apprenticebrews a new potion for you that isready when you begin a newadventure.

Terrifying secret: Whenever amonster or group of minions mustmake a morale roll in yourpresence, you may utter theunspeakable secret, and themonster/s will automatically failtheir morale roll. This has no effecton monsters that do not testmorale or the final boss.

Someone will pay big money forthat: You know a nobleman wholost an heirloom or a jewel. If you

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find a jewel, gem, or any item ofjewelry with a gold piece value, andyou manage to carry it out of thedungeon, you can sell it for THREETIMES its stated value.

Your enemy is in the dungeon: Achaos lord has done somethingterrible to your character, and youknow he’s been plotting andscheming to hurt you. When youmeet a boss monster, you maychange it with a chaos lord, andfight against him with a +1 to yourattack rolls. The bonus lasts for theduration of the combat.

Someone has been imprisoned:An important character (prince,noble, rich merchant, etc.) is aprisoner in the dungeon. You maymeet him in any room guarded byminions or by a boss monster. Ifyou manage to free him and bringhim out of the dungeon alive, youwill receive a random magic itemand a random treasure, OR adoubling of your current goldpieces, whatever is best for you.The prisoner is chained to a wall.An adventurer can break the chainduring combat by winning an attackroll against level 4. Rogues andbarbarians add their level whenattempting to set the character

free. An adventurer rolling to freethe prisoner may not attack themonsters that turn.

You descend from a bloodline ofdragon-slayers: Only a barbarianor a dwarf may take this. From nowon, when that character fights adragon, you add +1 to yourDefense and to your Attack rolls.

Secret diet: You learn a secret dietto increase your stamina. You maynot share it with your friends. Aslong as you spend 100 gold in foodprior to each adventure, you willhave one extra life point until theend of the adventure. The diet isnot magical and can be used bybarbarians. Halflings need to spendonly 50 gold because they haveaccess to excellent food already!

Clues and Dying Characters

Clues are discovered by a singlecharacter, but we can assume thathe shared the clue with hiscompanions. So, if the characterdies, you may move the clue ontoanother character’s profile.

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TrapsWhen a trap is found, roll on thetable below to determine its type.

Dart: The character targeted bythis attack must make a Defenseroll or lose 1 life.

Poison gas: All characters mustmake a Defense roll, ignoring thebonus from shields or armor, orlose 1 life.

Trapdoor: The character must rolld6 versus the level of the trap. Rollat -1 if you have light armor, and -2if you have heavy armor, and at +1if you are a halfling or an elf.Rogues add their level. A characterfailing the roll falls into the

trapdoor, losing 1 life. In addition,it will take at least anothercharacter to help him out of thetrapdoor. If you fall in a trapdoorand you are alone, you die.

Bear Trap: The character must rolld6 trying to beat the level of thetrap. Halflings and elves roll at +1.Rogues add their level. A characterfailing the roll has a foot caught inthe bear trap. The character loses1 life and will have -1 to Attack andDefense rolls until that lost life isrecovered and his limping leg heals.A limping character will roll at -2against other bear traps ortrapdoors.

Traps table (d6)

1 A dart (level 2) attacks a random character.

2 Poison gas (level 3) attacks all the characters.

3A trapdoor (level 4) opens under the feet ofthe character leading the marching order.

4Bear trap (level 4) hitting the characterleading the marching order.

5Spears coming out from a wall (level 5)attack two random characters.

6A giant stone block (level 5) falls on the lastcharacter in the marching order.

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Spears: These are activated by thefirst character walking past them,and attack two random membersof the party. A character failing hisDefense roll loses 1 life.

Giant Stone: This level 5 attackstrikes the last character in themarching order. The charactermust make a Defense roll or lose 2life. The bonus from armor counts,but the bonus from a shield doesnot.

Rogues Disarming Traps

If a rogue leads the marching order,he gets a chance to detect anddisarm a trap before it can attackthe party. The rogue rolls d6, andadds his level. If he beats the trap’slevel, or rolls a 6, he notices the trapand disarms it, or warns the rest ofthe party just in time. If he fails, ofif he rolls a 1, the trap goes off asnormal.

Some dungeons have moretraps than others, so sendinga rogue in the front may notbe a bad idea. Of course, youhave to be prepared to healthe rogue. Scripted dungeonswill have more unusual trapsthan the ones described inthis table. The evilimagination of dungeonbuilders knows no limits!

Locked DoorsOptional rule: Locked Doors inRandom Dungeons: You may rolla die for every door that appears ina room. On a roll of 1 or 2, that dooris locked. Roll d6 for the level of thelock. Mark a locked door with a L.You may find it tedious to roll forevery single door, so consider thisan optional rule. The door will havea level, determining how hard it isto bash it down or pick the lock. Youhave two options:

1) Bash down the door; or

2) Use a rogue to lockpick thedoor.

Bashing a door open: Roll a diewith a character. Barbarians andwarriors add their level. Doors arenormally level 3, but some sturdieror magical doors may be 4, 5, oreven 6 for metal doors. If you beatthe door, the door opens. If you donot beat the door, you may tryagain later. If you roll a 1, the noiseattracts unwanted attention. Rollfor wandering monsters.

Bashing down a door with magic:A wizard may also destroy a doorwith a Lightning Bolt or a Fireballspell. This is automatic, but costs aspell.

Lockpicking a door: Only a roguemay attempt to lockpick a door.

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Roll a die and add the rogue’s level.If the rogue is alone in the room (nofriends are watching his back), rollat -1. If the rogue beats the door’slevel, the lock is picked and thedoor is now open. If the rogue fails,he is unable to open the door, andthe door must be bashed down.

Save Versus…In some cases, the rules instructyou to save versus a specific attack.The name of the attack is normallyjust descriptive, what counts is thetarget number. Roll a d6, addingany modifiers as instructed. If youroll the target number or better,nothing happens. If you roll lowerthan the target number, you sufferthe consequences indicated. This isoften the loss of 1 life, or somelasting inconvenience, such asbeing turned to stone, drowning, orbeing burned to ashes!

For example: characters areurged to save versus level 3poison or lose 1 life. Acharacter rolling a 1 or 2 willlose one life. Charactersrolling 3 + will be fine.

Saving rolls may have modifiers. Ingeneral, barbarians and halflingswill have bonuses against thingslike poison thanks to their good

health, wizards will have bonusesagainst magic and mental attacks,rogues and elves will have bonusesagainst things that can be dodged,clerics have bonuses against theundead, and so on. There is no oneclass that is always better thanothers at saving rolls. It’s one ofthose aspects of the game that youwill learn with experience. Savingrolls based on agility will often havea -1 if the character is wearingheavy armor.

What’s on theDeeper Levels?

We are working on a supplementfor the deeper levels of a dungeon,adding deadlier traps andmonsters, more spells, special skillsfor your characters, and moretreasure for you to plunder.

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Things toRemember

1) One of your characters mustcarry a lantern. This uses up oneof his hands. If he dies,somebody else must pick up thelantern. A party without a lanternhas -2 on all Attack and Defenserolls and may not use rangedweapons. The only thing that theparty can do without a lantern istrace its way out of the dungeon.

2) Characters have two hands theycan use. If the character holds atwo-handed weapon or a bow,he or she cannot hold a shieldor a lantern. A wizard, cleric orelf need one free hand to cast aspell. Carrying two weaponsdoes not give any advantage. Acharacter may temporarily strapa shield on his back to have afree hand, but he will not gainprotection from the shield untilthe shield goes back to his hand.Doing so during combatrequires forfeiting one attack.

3) Always write in pencil and keepan eraser at hand. Lots ofinformation will have to beupdated during the game.

4) Write your characters inmarching order.

5) Once you exit a dungeon, youmay not go back there (if yougo, the monsters will havetaken away all the treasure).

6) Check a monster’s reaction rolldescription before attacking.Some encounters may benefityou in other ways than justgiving you just opponents to slayand treasure. The disadvantage,of course, is that by letting themonster perform a reaction rollyou give up your opportunity toattack first.

7) Remember to check for themonsters’ morale roll when youkill half the minions in anencounter, or when a bossloses more than half of its life.

8) Keep track of monsters killed.10 minions encounters will giveyou one xp roll. One majormonster (boss or weirdmonster) gives you one xp roll.

9) Perform Xp rolls immediately.You may not save them for later.Keep track of who was the lastcharacter who leveled up,because you cannot level up thesame character twice in a row,not even if he is the onlycharacter alive. If you play thegame in cooperative mode, withmultiple players running onecharacter each, determine

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randomly who gets the xp roll,but do not let the samecharacter level twice in a row.

10) Remember that bosses loseone level when wounded to lessthan half life.

11) Assign treasure to the characterthat is actually carrying it. Ifthere is any gold, remember toassign some to the party’sdwarves, if any.

12) Scrolls may be assigned to anyparty members but not tobarbarians. That’s not becausethey can’t read, but becausethey mistrust and fear magic.

13) Total party kills happen. It’s afact of the adventuring life.Choose wisely when to runaway and when to keep onfighting.

14) Clues, if used wisely, are one ofthe most versatile tricks up yoursleeve.

15) If you are an adult playing withchildren, or an expert playerplaying with casual or rookiegamers, you might want to runthe game like a rules-light, no-preparation-needed, traditionalpen-and-paper RPG. You couldbe the game master and theother participants will play theadventurers. You will keep track

of the monster’s life points,remember to take their moralerolls, and in general remind theplayer (or players) of the rules.The players will decide theactions for their characters. Ifyou play like this, keep themonster’s reaction tablessecret.

16) Adventures can be played oneafter the other like the chaptersin a book. This kind ofcontinued play is called acampaign. In a campaign, yourheroes retain the levels,equipment, and treasureaccumulated in the previousgames, thus becoming able toface bigger challenges. Woundsare fully healed between games.

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Frequently AskedQuestions

Can I loot the bodies of myfallen comrades?

Yes, unless you ran away from aroom and let your comrade there.

Can I exchange equipmentbetween two characters?

Yes, in any situation except during acombat. During a combat, twocharacters wanting to exchangeequipment must forfeit their attacksto do so. Armor and shields may beexchanged only if the characters areof the same build (warrior,barbarian, rogue, and clericcharacters are all considered of thesame build, but dwarves, elves, andhalflings are not, so a dwarf maywear only the armor that belongedto another dwarf).

Can my wizard pick up asword?

He can, but he may not use it incombat any better than he woulduse a dagger. The sword will countas a light slashing weapon in hishands.

What about a wizard or roguewho pick up a two-handedsword?

They are allowed to pick up such aweapon, but it will still count as lightweapon (-1 to hit) in their hands. Inaddition, since both of their handswill be occupied, they will not beable to cast spells or disarm traps ifthey carry a two-handed weapon.

Can I chop a troll to bits witha crushing weapon, a sling, ora bow?

No. You need at least a light slashingweapon like a dagger.

When withdrawing against aforce outnumbering the party,does each monster attackonce or is every characterattacked only once?

Every monster attacks once. A bosswith multiple attacks will use all ofits attacks against the party. If themonsters outnumber the party,divide the attacks as normal. If thereare fewer monsters than characters,choose which party member is notattacked, as long as you performattacks against characters who arehated by the monsters.

Can wizards memorizemultiple copies of the samespell?

Yes. A wizard could go into adungeon with three Sleep or threeFireball spells. The number of spells

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is NOT the number of incantationsthat the wizard knows, it is thenumber of total uses of any of thesix spells that the wizard hasmemorized.

Can wizards exchange spells ifI have more than one wizardin the party?

No. A spell is in the character’s mind.It is not a scroll of parchment thatcan be passed to a friend.

What happens to the lanternif the lantern bearer dies?

The lantern falls to the ground butit does not go off. It may be pickedup by another character at the endof the combat. If you want, anothercharacter may pick it up during thecombat, forfeiting his chance toattack in that turn. A party without alantern has -2 on all Attack andDefense rolls and may not use rangedweapons. The only thing that theparty can do without a lantern is tracetheir way out of the dungeon. So ifyour lantern bearer dies, and thelantern is on the floor, it is not a goodidea to withdraw from that encounteruntil one of your characters has spentone action (forfeiting one attack) topick up the lantern.

Is a shield considered "armor"for whenever the term armor

is used, or is it a separateentity?

No. The shield is mentionedseparately.

Can you drop whatevertreasure or objects you don'twant, so you don't go over thelimits, and keep the ones youwant?

Yes. But if later you go back to theroom where you dropped the objector treasure, it will be gone.

Cleric: are blessings andhealing two separate things?

Yes, and they are equivalent tospells in game effects, so forexample if a rule says that “all spellsare cast at -1 in this room”, thatapplies to uses of Blessing andHealing as well. A cleric has 3Blessing spells and 3 uses of theHealing skill.

Wizards start with 3 spells andgain 1 for each level. Does thatmean it's 2+L (=3 for abeginning wizard), or 3 + L (4)?

2+L, so a starting wizard has 3 spells.

Wizards gain a spell when theylevel up, but they have toprepare them before startingthe adventure. So does thatmean that while they are on

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an adventure, if they level up,the don't actually gain a newspell until they start their nextadventure, or can you add anew one straight away whenthey level?

They can add a spell straight away.It is assumed that the wizard wasstudying the spell while adventuringbut lacked the raw mental power orconfidence to use it. As soon as thenew spell is added, the wizardrealizes that he is ready to use thenew spell.

Elf: Starting equipment sayshand weapon, bow. But the elfcan't have both, as Bow is 2handed?

He can’t have both in his hands atthe same time, but he can keep asword in a scabbard while he usesthe bow, or vice versa. Changingweapons takes one action, so the elfmay switch weapons even duringcombat by forfeiting one attack.

Does the Lightning bolt spellonly kill one minion maximumevery time it's cast? Guess it'sone to save only for bossesthen, or if you really have noone else to kill a minion?

Yes, you can visualize it as a lightningbolt from the sky that hits a singletarget, unlike the Fireball that

explodes in a room and hits manytargets at the same time.

Is the random spell table is justfor deciding what spell is on ascroll?

Yes. It is only used to determine thecontent of a scroll, or in any case anadventure tells you to roll “a randomspell”.

Can healing give you more lifepoints than you originally had?

No. If you have 5 life points, and arewounded to 3, and then you arehealed, the maximum that you willhave is still 5.

What happens when awounded character levels up?

When you level up, you instantly add1 life point to both your CURRENTtotal and your STARTING life pointtotal. So a character who had 5 lifepoints, and was wounded down to3, who levels up, has now 4 life, andif healed, can heal up to 6 points (hisoriginal 5, plus one from the newlevel).

The wizard class descriptionstates that spells found inadventures are added to therepertoire of the wizard. Whatdoes that mean?

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In the game, there are only 6 basicspells. Those are the most commonones, and are used by all races andcultures. We will print additionalspells in adventures andsupplements. When you find one ofthose additional spells in a scroll, ormaybe in a library, the wizard hasthe option of using it as a scroll orcopy the spell in his spell book forlater use. The wizard does NOT gainthe extra spell, but when he levelsup, he can now choose that newspell as part of the spells he knows.

Example: Marcus the elementalist isa 2nd level wizard with 4 spellschosen from the basic spell list.During an adventure, he finds ascroll with a new spell called MagicMist. He can now use the spell as aone-time use (just like any otherscroll), but he has also the option ofcopying the spell in his spell book. Ifhe copies the spell, the spell isadded to the list of spells thatMarcus can choose. The next timehe can add a spell (because he levelsup, or because he chooses newspells for another adventure), hecan choose from any of the six basicspells AND Magic Mist.

Note that the spell repertoire ispersonal, as wizards are very jealousof their spell books, and annotatethem in secret codes that make it

very difficult for others to readthem. If Marcus dies, you cannotpass any additional spells he foundto other wizards in the party, or to anew character created to replaceMarcus.

Do bosses have any treasurewhen met as wanderingmonsters?

No. You can imagine that they leftthe treasure in their lair.

Do minions and bosses met aswandering monsters count forXP purposes?

Yes. A boss met as a wanderingmonster entitles you to one xp rollif defeated. Minions met aswandering monsters are added toyour list of slain monsters.

Does a boss count for XPpurposes if he runs away?

Yes. A monster who runs awaycounts as defeated, and you countit for xp purposes.

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Play Sheet

Name Level: Clues:

Type Life:

Attack Roll: Defense Roll:

Abilities:

GP:

Equipment

Name Level: Clues:

Type Life:

Attack Roll: Defense Roll:

Abilities:

GP:

Equipment

Name Level: Clues:

Type Life:

Attack Roll: Defense Roll:

Abilities:

GP:

Equipment

Name Level: Clues:

Type Life:

Attack Roll: Defense Roll:

Abilities:

GP:

Equipment

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Monsters Killed

• VERMIN

• MINIONS

• BOSS MONSTERS

• WEIRD MONSTERS

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Quick Reference Sheet

Warrior: Any weapon, armor, shield. +L to attack rolls.

Cleric: +½ L to attack rolls, +L vs undead. Light or heavy armor, shield, hand weapon, two-handedweapon, sling. Cast Blessing 3 times per adventure. Up to 3 times per adventure, heal d6+L life.

Rogue: +L to disarm traps and defense rolls. Light armor and weapons only. May not use shield.+L to attack rolls vs outnumbered minion.

Wizard: +L when attacking with spells, or on rolls to solve puzzles or riddles. Light weapons orsling only. No armor or shield. 2 spells +1/L.

Barbarian: +L to attack rolls. Shield, light armor, any weapon. No heavy armor. May not usemagic items. Rage attack once per game: roll the attack die 3 times, choose best. Against a boss,a rage attack inflicts 2 wounds.

Elf: +L to Attack rolls and spells cast. Any armor, shield. 1 spell x L per adventure, only if wearinglight armor and NOT using shield. +1 to attacks or spells vs orcs.

Dwarf: +L to Attack rolls, except with ranged weapons. +1 to Defense rolls vs trolls, ogres, andgiants. +1 to attack vs goblins. Any armor, any weapon. Smell treasure: roll d6+L, on a 6+determine treasure before deciding whether to attack. Greed: party with 2 or more dwarves maynot bribe! Always assign at least one coin to every dwarf in the party, if possible. When sellinggems or jewelry, get 20% more.

Halfling: +L to defense rolls vs giants, trolls, and ogres. Light armor, light weapons and slingsonly. No shields. L+1 luck points: spend 1 Luck to reroll a failed Attack or Defense roll, or to runaway from a combat without receiving an attack.

Attack procedure: (d6 + modifiers)/Monster level= number of minions slain. 1 is always a miss.6 is always a hit.

Attacking a boss: d6+ modifiers= inflict 1 wound on boss if result is equal or better than levelof boss. 1 is always a miss. 6 is always a hit.

Defense procedure: roll d6, +1 if shield, +1 for light armor, +2 for heavy armor. Rogues add +L. If result isequal to or better than monster’s L, take no damage. A roll of 1 is always a failure, a 6 is always a success.On a failure, take damage and effects as per the monster’s description. Defense rolls during a withdrawalare at +1. Defense Roll Modifiers: Light armor +1, Heavy Armor+2, Shield+1, Rogue: add the rogue’s level,Dwarf defending against a troll or giant +1, Halfling defending against troll, giant, or ogre: add the halfling’slevel

Dice explosion: if a die rolls a 6, roll another d6 and add it.

Reactions: Your party may attack first (unless monster description says otherwise) OR wait tosee what the monsters will do (roll on the monster’s Reaction table if this is the case).

Retreating from a fight: Possible only if there is a door to be closed/blocked between partyand monsters. Monster get one last attack but your characters defend at +1.

Morale procedure: when minions lose more than half their number, or boss loses more thanhalf its life points, roll d6. 1-3 monsters flee, 4-6 monsters fight.

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Room Contents Table (2d6)

2 Treasure found: roll on the Treasure table.3 Treasure protected by a trap. Roll on the Traps table and on the Treasure table.4 If corridor, empty. Otherwise, roll on the Special Events table.5 Empty, but roll on the Special Feature table.6 Roll on the Vermin table.7 Roll on the Minions table8 If corridor, empty. Otherwise, roll on the Minions table.9 Empty.

10 If corridor, empty. Otherwise, roll on Weird Monsters table.

11 Roll on the Boss table. Then roll d6. Add +1 for every boss or weird monster that youhave encountered so far in the game. if your total is 6+, or if the dungeon layout iscomplete, this is the final boss.

12Empty if corridor. Otherwise, the room is a small dragon’s lair (see the Boss table fordragon rules). The small dragon counts as a boss and may be the final boss.

Special Feature table (d6)

1Fountain: All wounded characters recover 1 Life the first time they encounter a fountainin an adventure. Further fountains have no effect.

2Blessed Temple: A character of your choice gains a +1 on Attack against undeadmonsters or demons. As soon as the character kills at least one undead or demon, thebonus is gone.

3

Armory: All characters can change their weapons if they want, within the limits of theweapons allowed to their character type. For example, a Warrior who was using a swordand shield may discard his shield and take a two-handed weapon, or exchange his swordfor a mace.

4

Cursed Altar: As you enter the room, an eerie glow emanates from a sinister altar. Arandom character is cursed and has now -1 on his Defense rolls. To break the curse, thecharacter must either slay a boss monster alone, or enter a Blessed Temple (see 2, above),or have a Blessing spell cast on himself by a cleric.

5

Statue: you may leave the statue alone or touch it. If you touch it, roll d6. On a 1–3, thestatue awakens and attacks your party (level 4 boss with 6 life points, immune to all spells;if you defeat it, you find 3d6 x 10 gold pieces inside). On a 4-6, the statue breaks, and youfind 3d6 x 10 gold pieces inside.

6

Puzzle Room: the room contains a puzzle box. Its level is d6. You may leave it alone or tryto solve it. For every failed attempt, the character trying to solve it loses 1 life. Wizards androgues add their level to their puzzle-solving roll. If the puzzle is solved, the box opens:make a Treasure roll to determine its contents.

Traps table (d6)

1 A dart (level 2) attacks a random character.2 Poison gas (level 3) attacks all the characters.3 A trapdoor (level 4) opens under the feet of the character leading the marching order.4 Bear trap (level 4) hitting the character leading the marching order.5 Spears coming out from a wall (level 5) attack two random characters.6 A giant stone block (level 5) falls on the last character in the marching order.

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Special Events table (d6)

1A ghost passes through the party. All characters must save versus level 4 fear or lose 1 life. Acleric adds his level to this roll.

2Wandering monsters attack the party. Roll d6: 1-3 roll on the vermin table, 4 roll on the minionstable, 5 roll on the weird monsters table, 6 roll on the boss table. Reroll any small dragons. A bossmonster met as a wandering monster has no chance of being the final boss.

3A lady in white appears and asks you to complete a quest. If you accept, roll on the Quest table.If you refuse, she disappears. Ignore any further appearances of the Lady in White in the game.

4 Trap! Roll on the traps table.

5You meet a wandering healer. He will heal your party at the cost of 10 gold pieces per lifehealed. You may heal as many life points as you can afford. You can meet the healer only onceper game. If you meet him again, reroll this result.

6

You meet a wandering alchemist. He will sell you up to one potion of healing per party member(50 gp each) or a single dose of blade poison (30 gp). The potion of healing will heal all lost lifepoints to a single character, and can be swallowed at any moment during the game as a freeaction. The blade poison lets you envenom a single arrow or slashing weapon (not a crushingweapon). That weapon will have a +1 on Attack against the first enemy you fight. Poison will notwork on undead monsters, demons, blobs, automatons, or living statues. You can meet awandering alchemist only once per game. If you meet him again, treat this result as a trap.

Treasure table (d6)

0 or less No treasure found1 d6 gold pieces2 2d6 gold pieces3 A scroll with a random spell4 One gem worth 2d6 x 5 gold pieces5 One item of jewelry worth 3d6 x 10 gold pieces

6 or more One random magic item from the Magic Treasure table below.

Magic Treasure table (d6)

1Wand of Sleep: allows to cast Sleep 3 times before it is depleted. Only wizards and elves mayuse it. Add the user’s level to the spell roll.

2

Ring of Teleportation: allows user to automatically pass a Defense roll by moving thatcharacter out of the room. That character may not take part in the current combat, butrejoins the party as soon as the combat is over. After one use, the ring loses its powers andbecomes a simple golden ring worth 1d6+1 gold pieces.

3Fools Gold. These magical (but fake) gold pieces will let the user automatically bribe the nextmonster that asks for a bribe. No matter what the monster asks, the gold will appear enoughto satisfy his greed. This is a one-use magic item.

4Magic Weapon. Gives +1 to its user’s Attack rolls. This is a permanent magic item. Roll d6 todetermine its type: 1 crushing light hand weapon, 2 slashing light hand weapon, 3 crushinghand weapon, 4-5 slashing hand weapon, 6 bow.

5Potion of Healing: Can be swallowed at any moment, healing all lost life to a singlecharacter. This does not require an action. This is a one-use magic item, usable by all classesexcept barbarians.

6Fireball Staff: allows to cast Fireball spell twice, then its powers are depleted. Only wizardsmay use it. Add the user’s level to the spell roll.

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Vermin table (d6)

1 3d6 rats Level 1, no treasure. Any character wounded has a 1 in 6 chance of losing 1 additionallife due to an infected wound. Reactions (d6): 1–3 flee, 4–6 fight

23d6 vampire bats, level 1, no treasure. Spells are cast at -1 due to their distracting shrieking.Reactions (d6): 1–3 flee, 4–6 fight

32d6 goblin swarmlings, level 3, treasure -1, morale -1. Reactions (d6): 1 flee, 2-3 flee ifoutnumbered, 4 bribe (5 gp x goblin), 5–6 fight.

4D6 giant centipedes, level 3, no treasure. Any character wounded by a giant centipede mustsave versus level 2 poison or lose 1 additional life. Reactions (d6): 1 flee, 2-3 flee if outnumbered,4-6 fight.

5 D6 vampire frogs, level 4, treasure -1. Reactions (d6): 1 flee, 2-4 fight, 5-6 fight to the death

62d6 skeletal rats, level 3 undead, no treasure. Crushing weapon attacks are at +1 againstskeletal rats, but they cannot be attacked by bows and slings. Reactions (d6): 1-2 flee, 3-6 fight

Minions table (d6)

1D6+2 skeletons or d6 zombies (50% chance of each). Level 3 undead. No treasure. Crushingweapons attack Skeletons at +1. Arrows are at -1 against both skeletons and zombies. Skeletonsand zombies never test morale. Reactions: always fight to the death.

2d6+3 goblins. Level 3, treasure -1. Goblins have a 1 in 6 chance of gaining surprise, thus actingbefore the party. If they do act before the party, roll d6 on their reactions table below. Reactions(d6): 1 flee if outnumbered, 2-3 bribe (5 gp per goblin), 4–6 fight.

3d6 hobgoblins. Level 4, Treasure +1. Reactions (d6): 1 flee if outnumbered, 2–3 bribe (10 gp perhobgoblin), 4–5 fight, 6 fight to the death.

4

D6+1 orcs. Level 4. Orcs are afraid of magic and must test morale each time one or more is killedby a spell. If a spell caused their number to drop below 50%, they will test morale at -1. They neverhave magic items in their treasure: treat any rolled magic as d6 x d6 gold pieces instead. Reactions(d6): 1-2 bribe (10 gp per orc), 3–5 fight, 6 fight to the death.

5

d3 trolls. Level 5, Treasure: normal. Trolls regenerate, unless killed by a spell, or unless acharacter uses one attack to chop an already killed troll to bits. If this does not happen, roll a diefor every killed troll on its next turn. On a 5 or 6, the troll will come back to life and continue tofight. Reactions (d6): 1–2 fight, 3–6 fight to the death. If a dwarf is present in the party, trolls willautomatically fight to the death.

62d6 Fungi Folk. Level 3, Treasure: normal. Any character taking damage from the fungi folk mustsave versus level 3 poison or lose 1 life. Halflings add their level on this save. Reactions (d6): 1-2ask for bribe (d6 gp per fungus), 3–6 fight.

Random SpellTable (d6)

1 Blessing

2 Fireball

3 Lightning bolt

4 Sleep

5 Escape

6 Protect

Hidden Treasure Complication (d6)

1–2 An alarm goes off, attracting wandering monsters to the room!

3–5

The gold is protected by a trap. The trap’s level is equal to the number yourolled on this table (3, 4, or 5). A rogue may try to disarm the trap. If youhave no rogue, the trap attacks a random adventurer, inflicting 1 wound ifhe fails to save, and 2 wounds if he rolls a 1.

6

A ghost (level d3+1) protects the gold. A cleric may try to ban the ghost (rolld6 plus the cleric’s level; the ghost is destroyed if the cleric rolls a numberequal to the ghost’s level or better). If there is no cleric in the party, or if thecleric fails to ban the ghost, all characters lose 1 life, and then the ghostdisappears.

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Boss table (d6)

1Mummy. Level 5 undead, 4 life points, 2 attacks, treasure +2. Any character killed by a mummybecomes another mummy and must be fought by the party. Mummies are attacked at +2 by theFireball spell. Mummies never test morale. Reactions: always fight.

2Orc Brute. Level 5, 5 life points, 2 attacks, treasure +1 but may not have any magic items, treat as 2d6x d6 gold pieces instead. Reactions (d6): 1 bribe (50 gp), 2–5 fight, 6 fight to the death.

3Ogre. Level 5, 6 life points, normal treasure. Each hit from an ogre inflicts 2 life points of damage.Reactions (d6): 1 bribe (30 gp), 2–3 fight, 4–6 fight to the death.

4

Medusa. Level 4, 4 life points, treasure +1. All characters at the beginning of the battle must saveversus a level 4 gaze attack or be turned to stone. Petrified characters are out of the game until aBlessing spell is cast on them. Rogues add half their level to this save. Reactions (d6): 1 bribe (6d6 gp),2 quest, 3–5 fight, 6 fight to the death.

5

Chaos Lord. Level 6, 4 life, 3 attacks, 2 treasure rolls at +1. Before the fight begins, roll d6 todetermine if the Chaos Lord has any special powers: 1–3 no powers, 4 evil eye (characters must roll 4+or be at -1 on all defense rolls until the chaos lord is slain), 5 energy drain (any character taking awound from the chaos lord must roll 4+ or lose 1 level), 6 hellfire blast (before combat, all charactermust roll 6+ or lose 2 life points; Clerics add ½ level to this roll). When you kill a chaos lord, roll a die;on a 5 or 6 a character of your choice finds a Clue (see p. 55) Reactions (d6): 1 flee if outnumbered, 2fight, 3–6 fight to the death.

6

Small Dragon. Level 6, 5 life points, 2 attacks, 3 treasure rolls at +1. On each turn of the dragon, rolld6, on a 1 or 2 the dragon breathes fire, inflicting 1 life to all characters who fail to save versus level 6dragon breath (each character adds ½ level, rounded down). If the dragon does not breathe, he bites2 random characters. Small dragons are never met as random monsters. Reactions (d6): 1 Sleeping(all characters can attack at +2 on their first attack), 2–3 bribe (all the gold of the party, with aminimum of 100 gold or one magic item), 4–5 fight, 6 quest.

Weird Monsters table (d6)

1Minotaur. Level 5, 4 life points, 2 attacks, normal treasure. Due to the power of his bull-rushcharge, the first Defense roll against a minotaur is at -1. Minotaurs hate halflings. Reactions (d6):1-2 bribe (60 gp), 3–4 fight, 6 fight to the death.

2

Iron Eater. Level 3, 4 life, 3 attacks, no treasure. Defense rolls against the iron eater do not enjoybonus from heavy armor (shield and light armor count). If the monster hits, the character takes nodamage but loses his armor, shield, main weapon, or 3d6 gp, in this order. Reactions (d6): 1 flee,2-3 bribe (d6 gp to distract the creature; you may not fool the creature with fools gold), 4-6 fight.

3Chimera. Level 5, 6 life points, 3 attacks, normal treasure. On every of the chimera’s turns, roll d6.On a 1 or 2 the chimera breathes fire instead of performing its multiple attacks. All charactersmust save versus level 4 fire or lose 1 life. Reactions (d6): 1 bribe (50 gp), 2–6 fight.

4Catoblepas. Level 4, 4 life points, treasure +1. All characters at the beginning of the battle mustsave versus a level 4 gaze attack or lose 1 life. Reactions (d6): 1 flee, 2-6 fight

5Giant Spider. Level 5, 3 life, 2 attacks, 2 treasure rolls. Characters taking a wound must saveversus level 3 poison or lose an additional life. Due to the spider’s webbing, the party may notwithdraw from this fight unless they cast a Fireball spell to burn the webs. Reactions: always fight.

6

Invisible Gremlins. A band of gremlins steal d6+3 objects from the party. You must surrenderobjects from any of your characters in this order of preference: magic items, scrolls, potions,weapons, gems, coins (in bundles of 10 gp each). If the gremlins steal ALL of your equipment, theywill leave a thank you message that counts as a clue. The gremlins have no combat stats becauseit is impossible to fight them. Encountering them gives no XP roll

Page 77: Four Against Darkness · dice, and graph paper. You can also play on a dry-erase whiteboard, or even use any dungeon tiles already in your possession. You can play it solo, or play

Four Against Darkness

76

Quest table (d6)

1

Bring me his head! The creature asks the party to kill a boss monster. Roll on the boss table todetermine who. The next time the party meets a boss in a room, instead of rolling it up, you may usethe boss from the quest. Killing the boss and bringing its head to the creature’s room completes thequest.

2Bring me Gold! To complete the quest, the party must bring d6 x 50 worth of treasure to this room. Ifthey already have that amount available, the amount required to complete the quest is doubled.

3

I want him alive! As 1, above, but the party must subdue the boss, tie him up with a rope, and takehim to the creature’s room to complete the quest. To subdue a monster, you must either use the Sleepspell or fight with -1 on all Attack rolls (striking with the flat of the blade or trying to knock out the bossinstead of killing him).

4Bring me that! Roll on the magic items table to determine what the object is. Every time the party killsa boss, there is a 1 in 6 chance that he will have that object in addition to his treasure, if any. Tocomplete the quest, the party must bring the object in the room where the quest started.

5

Let peace be your way! To complete the quest, the party must complete at least three encounters inthe adventure in a non violent way. This includes reactions such as bribing, getting help frommonsters, performing another quest (not this one!), or defeating a monster with the Sleep spell andthen tying him up with a rope.

6Slay all the monsters! To complete the quest, all the dungeon rooms must be laid out and all theoccupants slain, with the exception of the creature who sent the party on this quest. As soon as theseconditions are met, the party can claim their reward.

Epic Rewards table (d6)

1

The Book of Skalitos. The party is given the spell book that belonged to the legendary wizardSkalitos. This counts as one scroll of each of the six spells. You may tear up the pages and distributethe six spells among the party to use as scrolls, or leave the book as it is and assign it to only onecharacter. The book is old and fragile, and it is destroyed if the character carrying it is killed by dragonbreath. If unused, the book may be sold for 650 gold pieces at the end of the adventure.

2The Gold of Kerrak Dar! The party is given the location of the treasure that belonged to a dwarf. Assoon as the party searches a room and generates at least one clue, they may use that clue to find ahidden chest containing 500 gold pieces.

3Enchanted weapon. One of the party’s weapons is enchanted and can now roll two dice for its Attackrolls, choosing the best result. The weapon can also hit monsters who are hit only by magic. Theenchantment lasts until the end of the adventure.

4

Shield of Warning. One of the party’s shields is now enchanted and counts as protection even if theuser is surprised by wandering monsters or if the party is fleeing from a combat. If the party has noshields, they will be given one. The shield of warning is permanent, and will last throughout acampaign. It can be sold for 200 gold pieces.

5

Arrow of slaying. The party is given an arrow that will automatically inflict 3 wounds upon a monster.Roll on the Boss table to determine which monster is affected by the arrow. The arrow may be usedonly by a character with a bow. It strikes automatically against its designed monster target. Onceused, the arrow breaks. If unused, an arrow of slaying may be sold for 3d6 x 15 gold pieces.

6

Holy symbol of healing. The party is given a holy symbol that may be used only by a cleric. The clericwill make all healing rolls at +2 until he dies. When the cleric dies, the holy symbol can be bought tothe cleric’s church. If the symbol and the body of the slain cleric are delivered to the church, anattempt to resurrect that cleric will be paid by the church. If unused, the holy symbol can be sold for700 gold pieces.