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Four - Against - Darkness Summary

1) Characters can carry up to 200 gold pieces, 2 shields (if using one), and 3 weapons. Two-handed weapons count as 2 items or impose a -1 penalty to defense rolls. 2) The Warrior adds their level, attack roll, and weapon bonus to attacks. Their defense is the roll, armor, shield bonus. Clerics and Rogues have similar attack and defense rules. Wizards add their level to spell attacks, and Barbarians get a rage bonus and penalties. 3) When encountering monsters, the party rolls for reactions, from peaceful to automatic combat. Morale and fleeing rules depend on the monster type and damage taken. Experience is awarded based on monster level

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0% found this document useful (0 votes)
587 views

Four - Against - Darkness Summary

1) Characters can carry up to 200 gold pieces, 2 shields (if using one), and 3 weapons. Two-handed weapons count as 2 items or impose a -1 penalty to defense rolls. 2) The Warrior adds their level, attack roll, and weapon bonus to attacks. Their defense is the roll, armor, shield bonus. Clerics and Rogues have similar attack and defense rules. Wizards add their level to spell attacks, and Barbarians get a rage bonus and penalties. 3) When encountering monsters, the party rolls for reactions, from peaceful to automatic combat. Morale and fleeing rules depend on the monster type and damage taken. Experience is awarded based on monster level

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thomas ulasich
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Explosive 6; if you roll a 6, keep rolling until you do not.

Add up each number including the number that was not a 6. Use that number for damage/success
Critical fail; If you roll a 1, you fail even if it would have succeeded.
Each character can carry 200 gp; 2 shields (only if one is being used), 3 weapons (magic staff counts), 2h weapons count x2 or get a -1 to defense rolls
LA = Light Armor; HA = Heavy Armor; Lvl = Level of character; wpn = weapon
Attack Weapons Def Armor Wealth Life skills spells Bonus to attack/Defend
Warrior Lvl+roll+wpn any roll + armor + shield Any 2D6 7 N/A scrolls at level 1 2H weapon 1 can't have shield

Blessing x3
Normal: 1/2 lvl + roll + wpn 1H,2H,slin Healing x3 scrolls at level 1
Cleric Undead: lvl + roll + wpn g (no bow) roll + armor + shield Any d6 5 d6 + lvl (non blessing) 1H weapon 0

If minion/vermin < party:


lvl + roll+ wpn Light wpn, you read that correctly, you
Rogue otherwise: roll+wpn sling roll + armor + lvl LA 3d6 4 Disarm traps: +lvl scrolls at level 1 Light weapon -1 get a penalty

any spell (x3+lvl)


spell attack: Roll + lvl light or scroll at full
Wizard normal attack: roll + wpn wpn,sling roll None 4d6 3 Puzzles/Riddles: +lvl level shield 1 not if fleeing or surprised

Rage:
Roll x3, take best None; won't even
Shield, one; 2 wounds if vs carry potions or
barbarian Lvl+roll+wpn Any roll + armor + shield LA d6 8 boss scrolls LA 1

With 2h weapon: roll + wpn any spell (x1+lvl)


any other attack (including but must wear
spells): lvl + roll+ wpn light armor to cast
always +1 vs anything with plus any scroll at
elf "orc" in name any roll+armor+shield Any 2d6 5 full level HA 2

Ranged attack: roll + wpn


Non range attack: lvl + paid 20% more for
roll+wpn roll + armor + shield gems; can smell
dwarf always +1 vs goblin any +1 vs troll,ogre,giant any 3d6 6 treasure d6+lvl scrolls at level 1 slashing 0 or 1 check monster table

Luck points (lvl +1)


May re-roll dice
attack,defense,
search,treasure,
roll + armor magic treasure tables
Light wpn, + lvl if vs giant, troll, (may not reroll a
halfling roll + weapon sling ogre LA only 2d6 4 reroll) scrolls at level 1 crushing 0 or 1 check monster table

Attack
Chart Resolution Xp Morale check Monster Reactions; See Monster description for d6 roll

no xp Treasures drop whether monsters flee


attack roll / level = number awarded If 1/2 killed, roll d6; If < 3 = flee (cowardly -1; or fight and it drops during magic Offer food and
Vermin killed (round down) ever
1 xp roll courageous +1) challenge rest every character heals 1 wound
per 10
encounter Don't forget, the boss level drops by 1
s (not 10 If 1/2 killed, roll d6; If < 3 = flee (cowardly -1; immediately, so you may have to do Monster will not attack; May move through
Minions same as vermin minions) courageous +1) your damage formula twice Peaceful room; Monster will not help; No treasure
1 xp roll
per boss; 2 If 1/2 hps gone; morale check roll d6; if < 3 = Ex: I roll 11 vs lvl 4 boss. after losing 2
Boss or attack roll / level = # life points xp roll if flee. Level of boss drops by 1 (becomes easier hps, it immediately drops to level 3 so it
weird hit final boss to hit) immediately actually takes 3 damage Flee Monster disappears; No treasure
Flee if
Outnumbered Same as #3 if < party; otherwise fight
Starting Room is empty, do not Monsters for fee . If you don't pay, fight; 2
room D6 - see chart in book Note: roll or search Bribe. dwarves in party always refuse to pay.
Next can orient any way you choose; If at edge of
room D66 - see chart in book Note: paper, cut room off

Entering previously visited room Note: Roll d6, if a 1, wandering monster attacks; if corridor, it is from rear
Sequence Steps Fight; Monsters go first (before bow attack)

Fight to the
Room Contents table (2d6) Death: No morale test; never flees
Roll d6, if > monster level, monster lets you go;
2 Treasure Found: Roll on Treasure table Puzzle: Otherwise it attacks going first.

Monster asks you for a quest (See quest chart);


If you accept, use epic rewards if you complete
3 Treasure protected by Trap: Roll on Traps and Treasure table Quest and return. If you reject, monster leaves

Wizard may duel monster. If accept and


succeed, get treasure, counts toward xp. If
Step 1: Roll for Room Contents (May set Magic accept and fail, wizard loses a level. If reject,
marching order prior to roll) 4 If corridor - Empty; Otherwise Roll Special Events table Challenge monster attacks first
5 Roll Special Features table Special See monster description for details
6 Roll Vermin table
7 Roll Minion table Special Feature Table (d6) - Pg 32
Fountain - all heroes heal 1 life point (only once
8 If corridor - Empty; Otherwise roll the minion table 1 per dungeon)
Temple - one hero gets +1 attack on next
9 Empty 2 undead monster
10 If Corridor - Empty; Otherwise roll weird monster table 3 Armory - may buy/change weapons
Roll Boss table; Roll d6 add +1 for every boss or weird monster encountered so far. If Altar - random hero cursed; -1 to defense roll
11 total is 6+, this is final boss 4 until blessed or boss defeated
Statue - (may leave alone or touch) roll d6; 1-3
If corridor - Empty; Othwerise room is small dragon's lair (follow same check for final level 4 boss with 6 life, immune to spells
12 boss) 5 attacks; 4-6 3d6x10 gold drops
Puzzle box - d6 level; if fail, lose 1 life; if pass
Choice 1: Party can attack. Party goes first before Monsters (Dwarf may sniff for treasure) 6 treasure roll
Choice 2: Monster reaction. Check Monster table and roll for reaction. Resolve per reaction
chart
Step 2 (If vermin, minion, weird, or boss; Corridor First 2 characters only vs. up to two monsters; Bow/sling/spells can attack from rear Treasure table d6 - pg 34
otherwise skip this step): fight every round 0 or less no treasure
<Don't forget to loot treasure from
monsters if you fight> Room Bow attack first and only once; must spend a whole round switching weapons; all 1 d6
Fight characters fight melee vs all monsters 2 2d6

Withdraw must retreat through a door; enemies strike once; all heroes get +1 to defense 3 scroll with random spell
Flight Run away; all characters are attacked once; most wounded first, hated 2nd 4 gem : 2d6x5

Step 3 (Optional): Heroes, may search the May search area once per game; May change marching order prior to searching 5 jewelry: 3d6x10
room or corridor for treasure Use the search table to see results 6 magic item from magic treasure chart

Special Event Table d6 - pg 33 Search room table d6 - pg 56


1 Ghost: make save lvl 4 to pass or lose 1 life; cleric adds lvl to roll 1 Wandering monster; see chart
2 Wandering Monsters d6: 1-3 vermin; 4 minion; 5 weird; 6 boss - reroll dragons - can't be final boss 2-4 Empty room
3 Lady in white: can only appear once per game (ignore if this is rolled again); She gives quest per quest table 5-6 Choose: Clue, secret door, treasure
4 Trap!: Roll trap table
5 Wandering Healer: will heal party for 10gp per life healed; only once per game; reroll this result if healer already visited Wandering Monster table d6 - pg 57
Wandering alchemist: Will sell one potion of healing (50gp each) to each party member or a single dose of blade poison (30gp
6 each) See pg 33 for potion descriptions; only once per game. If rolled again, it is a trap per trap table 1-2 roll Vermin table
3-4 roll minion table
Magic Treasure Table d6 5 roll weird monster table
roll boss table; reroll any dragon; never final
1 Wand of Sleep: May cast sleep spell 3 times; Only wizard or elf can use 6 boss
2 Ring of Teleportation: Automatically pass a defense roll when leaving room; one use; worth 1d6+1
3 Fool's gold: One time bribe that fools monsters Final Boss Check
Magic Weapon: +1 to attack rolls; permanent weapon. Roll d6 for type. 1 crushing LH;2 slashing LH; 3 crushing Hand;4-5 slashing When rolling for a boss, roll a d6 and add +1 for every
4 hand; 6 bow; LH = "light hand" previously defeated boss. If you get a 6 or better, this is the
5 Potion of healing. Heals all life lost; cannot be used by barbarians dungeon FINAL boss. The final boss is always a dragon.
Final boss has 1 extra life; 1 extra attack; fights to death, and
6 Fireball Staff. 2 charges; only wizard can use. drops triple gold or 100 (whichever is better) or 2 magic items
instead of 1
Vermin Table
Name and quantity Level Note Reaction
If wounded; roll d6 and take another wound if rolled a 1; No
1 3d6 rats 1 treasure d6; 1-3 flee; 4-6 fight
2 3d6 Vampire bats 1 Spells cast at -1; No treasure d6; 1-3 flee; 4-6 fight
3 2d6 goblin swarmlings 3 treasure -1; morale -1; dwarf +1 attack d6; 1 flee; 2-3 flee if outnumbered; 4 bribe 5gpxgoblin;5-6 fight
4 d6 Giant Centipedes 3 no treasure; if wounded save vs lvl 2 or take another wound d6; 1 flee; 2-3 flee if outnumbered; 4-6 fight
5 d6 Vampire Frogs 4 treasure -1; d6; 1 flee; 2-4 fight;5-6 fight to death
6 2d6 skeletal rats 3 Undead; no treasure; crushing +1; no bows or slings d6; 1-2 flee; 3-6 fight
Minions Table
Name and quantity Level Note Reaction
d6+2 skeletons or d6 zombies
1 (50%) 3 undead; no treasure; crushing +1; arrows -1; no morale Fight to death
2 d6+3 goblins 3 treasure -1; 1/6 chance for surprise; dwarves +1 d6; 1 flee if outnumbered;2-3 bribe 5gp per goblin; 4-6 fight
3 d6 hobgoblins 4 treasure +1 d6; 1 flee if outnumbered; 2-3 bribe 10gp per hobgoblin; 4-6 fight
test morale every time one is killed by magic; morale -1 if below
50% due to magic; have d6xd6 gold instead of magic items in
4 d6+1 orcs 4 treasure; elves +1 attack d6; 1-2 bribe 10gp per orc; 3-5 fight; 6 fight to death
5 d3 trolls 5 Regenerate unless killed by spell or chop; revive on 5-6 d6; 1-2 fight; 3-6 fight to death; if dwarf, automatic fight to death
if wounded; save vs lvl 3 or take another wound; halfling add level
6 2d6 fungi folk 3 to save d6; 1-2 bribe d6 gp per fungus; 3-6 fight
Weird Monster Table
Name and quantity Level Note Reaction
1 Minotaur 5 4 life; 2 attacks; first defense roll -1; no luck for halflings d6; 1-2 bribe (60gp); 3-4 fight; 6 fight to death
4 life; 3 attacks; no treasure; heavy armor negated; no wounds,
2 Iron eater 3 instead lose armor, shield, main weapon, 3d6 gp d6; 1 flee; 2-3 bribe d6gp - no fools gold; 4-6 fight

6 life; 3 attacks; on every turn d6, 1-2 all chars save vs lvl 4 or lose 1
3 Chimera 5 life d6; 1 bribe (50gp); 2-6 fight
4 Catoblepas 4 4 life; treasure +1; save vs lvl 4 gaze orlose 1 life d6; 1 flee; 2-6 fight

3 life; 2 attacks; 2 treasure; if wounded, save lvl 3 or take another;


5 Giant Spider 5 no withdraw (webs) but fireball destroys webs always fights
steal d6+3 objects from party in this order; magic items, scrolls,
potions, weapons, gems, coins (10gp at a time); if they steal
6 invisible gremlins n/a everything, gain 1 clue. No xp awarded N/A
Boss Table
Name and quantity Level Note Reaction
Undead; 4 life; 2 attacks; treasure +2; any character killed becomes
1 Mummy 5 a mummy; fireball +2; no morale always fights

2 Orc Brute 5 5 life; 2 attacks; treasure +1; 2d6xd6 gold instead of magic items d6; 1 bribe 50gp;2-5 fight; 4-6 fight to death
3 Ogre 5 6 life; each hit does 2 wounds to hero d6; 1 bribe 30gp; 2-3 fight; 4-6 fight to death
4 life; treasure +1; save vs lvl 4 gaze or turn to stone; rogues 1/2 lvl
4 Medusa 4 to save d6; 1 bribe 6d6 gp; 2 quest; 3-5 fight; 6 fight to death

4 life; 3 attacks; 2 treasure rolls at +1; d6 for special powers; 1-3


none; 4 chars must save lvl 4 or -1 to defense; 5 if wounded save lvl
4 or lose a level; 6 all chars must roll a 6+ or lose 2 life (cleric 1/2 lvl
5 Chaos Lord 6 to this roll). When chaos lord is killed, 5-6 finds a clue d6; 1 flee if outnumbered; 2 fight; 3-6 fight to death
5 life; 2 attacks; 3 treasure rolls at +1; on each turn, d6 1-2 1dmg to
all characters who fail a lvl 6 save (every char adds 1/2 level 1 sleeping (+2 to all characters if they attack for first round); 2-3 bribe (all gold-100
6 Small Dragon 6 rounded down); 3-6 bite 2 characters minimum or 1 magic item); 4-5 fight; 6 quest
Quest Table; If you complete a quest, you get an Epic reward!! Level up!
Roll d6, if greater than current level, level up! One additional
1 Bring me his head Kill a boss; roll boss table, may use this roll when discovering a boss. Return with head life
2 Bring me gold Bring d6x50 treasure to room; if party already has it, double it
Same as bring me head but must use rope to subdue boss; fight with -1 attack entire battle or use Character can make unlimited attempts but cannot level up
3 I want him alive sleep to subdue twice in a row unless all other characters are level 5
Roll on magic item table to determine object, when party kills boss, roll additional to treasure to
4 Bring me that see if you find item. Spell Table

5 Let peace be your way Resolve 3 encounters without violence (quest, bribe, or get help from monsters, or tie with rope) 1 blessing; removes curse or petrified
6 Slay all the monsters Explore whole dungeon and kill everything but the creature assigning quest
Epic Rewards pg 40; You get one of these for completing quests fireball; (dragons immune) slays multiple minions
(roll + lvl of wizard/elf - lvl of minion = number
1 Book of Skalitos One scroll of all six spells; can be sold for 650 if no scrolls used; destroyed by dragon breath 2 killed). If used vs boss, auto 1 wound
2 Gold of Kerrak Dar Given location of treasure. If party discovers a clue, they may use it to gain 500gp Lightning Bolt: kills just one minion but 2
3 Enchanted Weapon for rest of dungeon, roll 2 dice choose best; can be used for monsters who require magic 3 wounds vs boss (if it hits)
enchant shield to be used even when fleeing or surprised. If no shield, party gets one. Permanent; Sleep; perform attack roll, if it hits, defeats
4 Shield of warning worth 200gp boss or d6+L minions. Dragons and undead are
5 Arrow of Slaying a one use arrow that inflicts 3 wounds; can be sold for 3d6x15; requires bow 4 immune
only usable by cleric; healing rolls get +2 until he dies; if he dies, he can be resurrected for free if
6 Holy symbol of healing he and symbol are returned to church; sells for 700 5 Escape: disappear without defense roll
Protect: Defense roll +1 for a single hero during
Secret Door - Pg 57; One of three possible items when rolling a 6 on treasure table 6 battle
Hidden Treasure - pg 58 (3d6x3d6 gold)
Must be able to draw a door on the room or corridor; Can spy into the next room to see what is there and has option to enter. If entered, 1 or 2 Alarm - wandering monsters attack
heroes get surprise and all monsters get -1 to level and treasure is double. Prior to checking content of room, if a roll of 6 is made, it is not a Trap at same level of this roll; 2 wounds if save
room but instead an exit to the dungeon 3-5 rolls a 1
Clues: Pg 58; If a character discovers 3 clues, immediately get an xp roll plus choose an effect
A ghost lvl d3+1 protects the gold; cleric can
Weakness of Monster: Get +2 attack to a specific monster (all characters get this bonus) for one combat ban d6 + lvl; if cleric fails or no cleric, all party
Deal with a monster: Can declare you have a deal with a monster to ignore it; No treasure, can't be used on final boss or vermin 6 members suffer 1 dmg
Location of secret treasure: When entering an empty room, can identify secret treasure: 3d6x10 gp
Location of magic item: when entering a room, can immediately get any item from magic item table
True name of spirit: may heal 1 character to full health or inflict 4 life points of damage to a single creature or up to 6 minions. Party chooses when received and may use later
New Spell: Only elf or wizard can take this to add a spell (Not useful in base game as they both know all 6 spells already)
Increase magical or spiritual power: For this dungeon only Increase number of times cleric can cast blessing or healing by 1 or add one spell to elf/wizard
Location of scroll: Find any scroll and give to any character except for barbarian
Potion recipe: Kill 2 bosses and spend 50gp to purchase a potion of healing before every adventure at 50gp; alchemist is hired at home for every mission from this point forward
Terrifying secret: Can cause a monster/boss to automatically fail morale check
Someone will pay big: Can sell a jewel for 3x its value (Cumulative with dwarf skill)
Your enemy is the dungeon; may change a boss to chaos Lord and get +1 attack for that entire combat
Someone imprisoned: Pick any room guarded by minions or boss, during combat, a hero must attack chains on prisoner at lvl 4; Rogue and barbarian add level; this attack consumes entire attack action for
that round; Receive one magic item from table and random treasure OR double your current gold
Bloodline of Dragon Slayers: Only barbarian or dwarf can take this; +1 to attack and defense vs dragons permanently
Secret Diet: Spend 100 gp in food prior to every adventure, you will get 1 extra life point (this is for just one character); Halflings only spend 50gp
Traps pg 62; If a rogue is leading marching order, it can disarm trap with a roll + lvl; This table applies if rogue fails or no disarm attempt made
1 Dart lvl 2 Random character makes a defense roll or take a wound
2 poison lvl 3 All characters makea defense roll ignoring armor and shields or take a wound

3 trapdoor lvl 4 Marching leader save roll with -1 from light armor or -2 for heavy; +1 if halfling or elf; rogues add level; lose 1 life, cannot escape unless another character is alive
Marching leader save roll; halflings and elves +1; rogues add level; lose 1 life and -1 to attack and defense until that wound is healed. -2 against other bear traps or
4 bear lvl 4 trap doors until healed
5 spear lvl 5 2 random characters; defense roll; lose 1 life
6 stone block lvl 5 last character in marching order; defense roll or lose 2 life; armor bonus counts; shield does not

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