4AD – Playtest of Deeper Dungeons (Part Four)

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Here is my fourth playtest of the Deeper Dungeons supplement for For Against Darkness from Ganesha Games. The party did better this time, killing a boss monster on the deeper level.

Note that the rules are still not final so they may be different in the published book.

Adventure

In Brodok the party of Groldran, Runden and Theldruva are joined by another adventurer, an elven woman named Tanra. The party goes to the dungeon.

5. Empty room

This room is now empty. Olvi’s corpse is nowhere to be seen.

6. Empty room

7. Zombies

Three zombies armed with swords lurch towards the party. Runden destroys all three.

8. Empty corridor

9. Empty corridor

10. Puzzle box

A puzzle box (level 3) is on the floor in this corridor. Runden picks it up and fails to open it. Poison gas billows out of a hole in the box, causing him to cough uncontrollably for a while.

11. Rats

The party enter a room which Groldran recognises as the lair of the iron eater, but that monster is nowhere to be seen. Instead there are six rats in the room who flee from the party.

12. Skeletal rats

This room that was the lair of a chimera is now inhabited by eight skeletal rats who flee from the party.

13. Vampire frogs

Six vampire frogs. The party destroy all the frogs but Theldruva is wounded and is given a bandage by Groldran.

14. Wandering alchemist

The party meet a wandering alchemist named Tronden. As they cannot afford any of his wares they bid him good-day and then descend the stairs to the lower level of the dungeon.

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15. Lower level

The spiked metal ball that Claral detected and triggered still lies at the foot of the stairs. The party make their way around it and go through the door on the left.

29. Empty corridor

The party take the door on the left.

30. Dark dwarf

In this room there is a dark dwarf with grey skin, armed with a two-handed axe. He does not flee but instead asks the party for a bribe of 50 gold pieces. Runden kills him. In the dwarf’s belt pouch Runden finds two green spinel gemstones worth 200 gold pieces each. He keeps one and gives the other to Groldran. The party return to the corridor and take the other door.

31. Lair of the dragon man

This room is inhabited by a dragon man; he stands on two legs and has no wings but has the head of a dragon and scaly red skin. The party wait to see what he will do and he breathes fire at them. The adventurers gradually wear down the monster with Groldran dealing him a fatal blow with his maul, but not before every member of the party except Runden has been wounded.

Theldruva fails to gain a level.

Groldran remembers that the Book of Secrets mentioned a dragon-headed man with a hoard of gold; sure enough the dragon man has 360 gold pieces hidden under rubble in his lair! After every member of the party has taken their share of 90 gold pieces the adventurers head back to the stairs to leave the dungeon.

12. Orc brute

When the party return to this room on the first level a huge orc armed with a heavy flail attacks Tanra and Theldruva at the rear of the party. The party kill him but not before Runden has been wounded.

Runden fails to gain a level.

7. Catoblepas

When the party return to this room a catoblepas crashes through the door behind them and attacks Tanra. This monster has the body of a buffalo, the legs of a hippopotamus and the head of a huge warthog on the end of a long, thin neck. It’s bloodshot eyes strike fear. The party kill the catoblepas.

Tanra gains a level and is now a level two elf.

5. Hobgoblins

Six hobgoblins armed with swords and halberds attack the party from the rear. The party kill them and on one of the corpses Runden finds a silver bracelet worth 80 gold pieces. The party exit the dungeon with the dragon man’s gold and return to Brodok as wealthy heroes!

 

 

 

 

 

 

 

 

 

 

 

 

 

 

4AD – Playtest of Deeper Dungeons (Part Three)

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Here is my third playtest of the Deeper Dungeons supplement for Four Against Darkness from Ganesha Games. This time the adventurers didn’t make it to the lower level. Next time I will fudge the dice rolls and only make the adventure really difficult once the party has reached the lower level.

Note that the rules are still not final so they may be different in the published book.

Adventure

Returning to Brodok, Groldran sells his ring for 12 gold pieces. He sells his mace and buys a suit of light armour and a new maul. Three adventurers join him for another expedition into the dungeon: Runden the rogue, Olvi the halfling woman and Theldruva the cleric.

The party go to the dungeon. After taking Ulsifri’s corpse back to Brodok for burial they return to the dungeon and enter.

5. Ghost

Groldran leads the party to the room near the entrance where the medusa turned all of his companions to stone. The stone image of the lantern-bearer Brervik still stands in the room. Theldruva approaches the statue to cast a Blessing and turn Brervik back to flesh, but before she can do so the ghost of a dead warrior appears in the room and passes through the party, chilling the air around him. Olvi turns deathly pale.

Olvi loses one life.

After the ghost has disappeared Theldruva restores Brervik to flesh and Groldran pays him again. The party forms a new marching order.

6. Skeletons

Seven skeletons armed with swords and spears. The party attack. Groldran and Olvi destroy one each and Brervik destroys the remaining five in a furious attack.

7. Fungi folk

Four fungi folk. The party wait to see what they will do and they attack. The party kill all of the fungi folk but not before Runden, Groldran and Olvi have been wounded and Brervik has been killed. Theldruva casts Healing on Runden. Groldran takes Brervik’s money to give to his heirs and Theldruva takes his lantern and sword. Groldran finds one gold piece on a fungus. Theldruva uses Brervik’s lantern and Runden puts away his own lantern so that he can carry Brervik’s corpse back to the dungeon entrance.

5. Giant spider

When the party returns to the room where Brervik was restored to flesh, a giant spider attacks Olvi and Runden at the rear of the party. Olvi is killed and Runden is bitten and then succumbs to the spider’s poison, but is still alive. Groldran uses his Mass Teleport scroll to teleport himself, Runden and Theldruva back to the entrance room of the dungeon. The adventurers return to Brodok and arrange for Brervik to be buried.

 

4AD – Playtest of Deeper Dungeons (Part Two)

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Here is my second playtest of the Deeper Dungeons supplement for For Against Darkness from Ganesha Games. This time the party found stairways down to lower levels of the dungeon.

Note that the rules are still not final so they may be different in the published book.

Adventure

Groldran returns to Brodok and sells his sardonyx gemstone for 42 gold pieces. He pays the wise woman Idda 10 gold pieces for more of her knowledge. He then meets an adventuring cleric named Hadrol who agrees to return to the dungeon and cast the Blessing spell to turn three of the five petrified party members back from stone into flesh. Hadrol will then join the new party.

5. The medusa’s victims

They go to the dungeon and enter the room containing the five petrified victims. Luckily the medusa is no longer there. Hadrol casts Blessing and restores Claral, Grorvarn and Brelmir to flesh. After Grorvarn has been restored he in turn casts Blessing on Melveth. Brervik must be left to his fate for the time being. Groldran pays Brelmir and Melveth again. They take Ulsifri’s corpse outside the dungeon and conceal it as best they can. Groldran takes her gold piece and Claral takes her bow and leaves her sling with the corpse.

8. Empty corridor

They return to the corridor where they fought the ogre and continue on down it.

9. Empty corridor

The party take the west branch.

10. Empty corridor

They follow it to the end and go through the door.

11. Iron eater

In this room there is a weird monster with four legs, a scaly hide, two antennae and a long scaly tail – an iron eater. They wait to see what it will do and it attacks. After both Groldran and Hadrol have lost their armour to severe rusting the party decide to withdraw through the door in the west wall. As they do so the iron eater’s antennae rust Groldran’s maul and Hadrol’s shield. After the door has been slammed shut Groldran and Hadrol discard their rusted armour and weapons.

12. Chimera

In the next room there is a chimera. The party withdraw through the door in the west wall. As they do so Brelmir, Melveth and Hadrol are wounded.

13. Minotaur

In the room beyond there is a minotaur armed with a two-handed axe. The party attack. As Hadrol has not had the time to bandage the wound he received from the chimera he casts Healing on himself. Grorvarn uses his scroll to cast Protect onto Groldran. After killing the minotaur Claral, Brelmir and Melveth bandage their wounds. The minotaur’s belt pouch contains seven gold pieces which the four adventurers divide among themselves, with Claral, Groldran and Hadrol getting an extra piece.

Claral fails to gain a level.

14. Spear trap

The party enter a long, narrow room where there is a stairway leading down to a lower level of the dungeon. As they are making their way to the top of the steps spears shoot out from holes in the north and south walls. Groldran and Brelmir are hit by the spears and wounded. Groldran bandages his wound and Hadrol casts Healing onto Brelmir. The party make their way down the steps to the lower level.

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15. Giant metal ball trap

Descending the stairs the party come to a corridor that comes to a dead end, with doors to the left and right. Brelmir can see a scroll on the floor at the dead end, but Claral calls for the party to halt. She goes ahead cautiously and sees a giant metal ball covered in spikes hanging in a recess in the ceiling. She tells the party to go back up the stairs, and then activates the ball by stepping on a flagstone in the corridor before running back up the stairs herself. The ball crashes to the floor of the corridor and rolls to the foot of the stairs. The party make their way around it. Grorvarn picks up the scroll and says that it is inscribed in a magical script that may be used by anyone, not just wizards or elves. The spell on the scroll is a mass teleportation spell that may be dangerous to use for all but the toughest of adventurers. Groldran takes the scroll. The party go through the door to the right.

16. Book of Secrets

The party enter a large empty room. Groldran finds a book under a loose flagstone, entitled the Book of Secrets. He reads some of it and finds the contents disturbing, but manages to focus on the knowledge that he can gain. Combining his reading of the book with what he learned from Idda the wise woman, he learns of a monster with a hoard of gold pieces and that the worshippers of the chaos god Xichtul are active in the dungeon. The book includes an illustration of the secret sign of Xichtul’s fanatics, and there is another such sign painted on the wall nearby. The party leave by the door in the south wall.

17. Empty room

The party search this room but find nothing.

18. Enchanted Banquet

The party enter a room where a fine oak table is set with six chairs and silver dishes and goblets. There is every kind of fine food and drink on the table. Brelmir cautions against eating the food, saying that it may be enchanted. Claral heeds Brelmir’s advice but Groldran, Grorvarn, Hadrol and Melveth sit down to eat. After eating all of the food, the four diners feel strange but not ill. Grorvarn says that he was right to eat the food because he has gained the knowledge of a new spell. Groldran, Hadrol and Melveth say that they have also gained the knowledge of one spell.

Spells gained (one use only):

  • Groldran – Protect
  • Grorvarn – Blessing
  • Hadrol – Protect
  • Melveth – Escape

The party leave the room.

19. Four-way intersection

The party turn left and head south.

20. Empty corridor

The party search it but find nothing.

21. Insect swarm

Entering this room the party is engulfed by a cloud of stinging insects that look like huge mosquitoes. Every member of the party is stung and receives one wound before the cloud disperses. The party leave the room by the other door.

22. Torture chamber

The next room is a torture chamber. Chains with manacles hang from the walls and ceiling. The room contains a torture rack, an iron maiden, a spiked chair, a crocodile tube full of spikes and benches covered with whips and other torture implements. The room horrifies the party, particularly Groldran, Grorvarn and Hadrol who all turn pale.

All party members gain 1 Madness point. In addition, Groldran, Grorvarn and Hadrol fail to save versus level 5 fear and are at -1 on all Attack rolls until a Blessing spell is cast.

Grorvarn casts the Blessing spell that he acquired from the enchanted banquet on himself, Groldran and Hadrol.

Groldran, Grorvarn and Hadrol no longer have a -1 on all Attack rolls.

The party leave the room.

23. Shrine of Xichtul

The party go down a short corridor that ends at a door. Groldran recognises the sign carved into the wood of the door as being that of the chaos fanatics of Xichtul, and warns the others. Entering the room the party encounter six chaos fanatics armed with swords and morning stars. The party attack. They kill all of the fanatics. Hadrol bandages his wound and Groldran drinks his potion of healing.

The room is a shrine to the chaos god Xichtul. A stone altar stands against the south wall, stained with blood and carved with the sign of Xichtul along with grotesque images of writhing monsters with fangs, horns and tentacles. The altar is gruesome but possesses no evil magical power. Behind the altar Hadrol finds a scroll with the spell Reverse Gaze inscribed on it.

Melveth stands on the altar of Xichtul and plays on his lute, singing a song to lift the spirits of the party.

All party members no longer have 1 Madness point each.

The party leave the room by the door in the north wall.

24. Flying skull

The party enter a circular room where a skull floats in the air. The party wait to see what it will do and the skull flies towards Groldran and attacks. Groldran is wounded but then destroys the skull. He finds a golden ring on the floor inscribed with a script identifying it as a Ring of Three Wishes.

25. Serpent people

The party enter a corridor where there are five monsters with the heads of snakes, human torsos and arms, and the lower bodies of snakes – serpent people. They are armed with swords and spears. The party wait to see what they will do and they ask for a bribe of 25 gold pieces each. When the party refuse to pay the bribe the serpent people attack Claral and Brelmir. The party kill all the serpent people but not before Brelmir and Melveth have been killed and Claral has been wounded. In the belt pouch of one of the serpent people Hadrol finds a green garnet gemstone worth 300 gold pieces. Groldran collects the 48 gold pieces given to Brelmir and Melveth so that the money can be given to their heirs. The party leave the corridor by a door further down.

26. The Gold Ghost

The party enter another corridor and hear a groaning voice. The groaning ghost of a treasure hunter approaches them and demands to be given treasure. Hadrol hands him the green garnet gemstone that he found and the ghost takes it and vanishes.

27. Steel spear trap

In this room beyond an archway in the west wall a stairway leads down to an even deeper level of the dungeon.

Claral fails to detect the steel spear trap.

Approaching the archway the party hear a loud click and then a heavy steel spear shoots out of a hole at the top of the arch. Claral and Grorvarn are skewered on the spear and killed, and Hadrol is wounded. Groldran takes Claral’s lantern, rope and bow. Hadrol takes Grorvarn’s bronze bracelet (worth 30 gold pieces), and Claral’s Fools Gold and vial of holy water. At the top of the stairway Groldran finds a mace. The two surviving adventurers descend to the lower level.

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28. Hairy goblins

The stairs lead down to a corridor which leads to a room inhabited by 13 hairy goblins, larger than ordinary goblins and armed with morning stars and spears. Groldran uses his Ring of Three Wishes to wish two of them dead, and they fall to the floor. Groldran and Hadrol are wounded by goblins but Groldran uses the Ring of Three Wishes to heal his wounds. Then Groldran is wounded by three goblins and Hadrol is killed. Groldran uses the Ring of Three Wishes to cast the Escape spell and return to the first room of the dungeon. He returns to Brodok.

Groldran’s ring is now an ordinary ring worth 10 gold pieces.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

4AD – Playtest of Deeper Dungeons (Part One)

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Here is my first playtest of the Deeper Dungeons supplement for Four Against Darkness, which I’ve received from Andrea Sfiligoi at Ganesha Games.

Note that the rules are still not final so they may be different in the published book.

Adventure

Having defeated the Chaos Lord Ekzor, Groldran’s party are now acclaimed as heroes in the town of Brodok and a new adventurer has joined the party. The party now consists of Claral the rogue, Groldran the dwarf, Ulsifri the barbarian woman and Grorvarn the wizard. Claral and Groldran give the scrolls that they found in Ekzor’s dungeon to Grorvarn.

Retainers

The party hire a dungeon guide named Brelmir, a lantern-bearer named Brervik and a minstrel named Melveth. Brelmir will draw a map of the dungeon while the party explore, while Melveth can sing and play his lute when the party are in need of encouragement.

Professionals

Before they leave Brodok the party make use of the services of three professionals. Ulsifri pays Talam the bladesmith six gold pieces to hone her glaive. Claral pays the apothecary Gedrurth 25 gold pieces to envenom her sword. Groldran pays the wise woman Idda 10 gold pieces for knowledge of local legends and lore.

The Dungeon

Entering the wilderness the party take a different route than before and come to the entrance of another dungeon at the foot of a bleak hill, a huge double door of wood reinforced with iron. The party form their marching order and enter.

1. Entrance

The party go east.

2. Puzzle box

A large room empty except for a puzzle box (level 5). Grorvarn succeeds in opening it and finds a scroll with Fireball inscribed on it.

3. Empty corridor

4. Trolls

A room inhabited by three trolls. Groldran and Brelmir kill one each and Grorvarn kills the third with a Fireball. Using his short sword Groldran cuts up the troll that he and Brelmir killed. Grorvarn finds a bronze bracelet worth 30 gold pieces. Returning to the entrance the party head west.

5. Empty room

An empty room. The party search it but find nothing.

6. Hobgoblin

A hobgoblin armed with a morning star. The party expect him to flee but the fool asks for a bribe of 10 gold pieces. Groldran kills him and finds a Fireball Staff which he gives to Grorvarn.

7. Hobgoblins

Six hobgoblins armed with swords and morning stars. Brelmir, Groldran and Ulsifri kill four but Grorvarn’s Fireball misses and Claral wastes the venom on her blade as her hit merely grazes a hobgoblin without wounding him. The remaining two hobgoblins flee. In the belt pouch of one hobgoblin Groldran finds a sardonyx gemstone worth 35 gold pieces.

8. Ogre

The party search this empty corridor but find nothing and Ulsifri is attacked by an ogre coming from the hobgoblin lair. Ulsifri wounds the ogre but is killed. Grorvarn uses up both his remaining Fireball spells and is wounded before he defeats the ogre using his Sleep scroll. He bandages his wound.

Grorvarn fails to gain a level.

The party form a new marching order. Brelmir stops mapping so that he can carry Ulsifri’s body back to the dungeon entrance.

5. Medusa

Returning to this room the party encounter a medusa wearing a hooded robe. The party wait to see what she will do. She throws back her hood to reveal her snake-covered head, and attacks. All members of the party are turned to stone except Groldran, who withdraws from the room in the direction of the dungeon entrance and slams the door behind him. He returns to Brodok.

Because Groldran’s current adventure is over he cannot make use of the knowledge provided by Idda the wise woman until he pays for her service again. Also, any retainer that is turned from stone back to flesh must be paid again at the beginning of the next adventure.

 

 

 

 

 

 

 

4AD Dungeon Part Three – Four Against Ekzor

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Here is the third and final session of this adventure using the Four Against Darkness rules from Ganesha Games. This session follows on from Part One – The Statue of King Frorth and Part Two – Lord of the Dungeon.

Halfway through this session a definite story was beginning to take shape, based on the encounter with the Chaos Lord in Part Two. For this reason I fudged rules a little and decided to include an encounter with the Chaos Lord in a final room of the dungeon which would be room 42. I did also did this to maintain the symmetry of the dungeon which I think looks good on graph paper!

Adventure

Having survived the dungeon and returned to Brodok, Groldran the dwarf sells his treasure items – a green spinel gemstone and a pewter ring set with a blue topaz gemstone – for 60 gold pieces each. He then gathers three companions for another expedition into the dungeon. Claral is a rogue, Senbo is a halfling and Ulsifri is a barbarian woman from the wilderness beyond the town. Claral is the lantern-bearer and she and Groldran go first.

1. Entrance

The party take the middle corridor.

2. Empty corridor

The party take the door at the end of the corridor.

4. Chimera

The party enter a room inhabited by a chimera – a monster with the hindquarters of a goat, the foreparts of a lion, dragon wings, and three heads: those of a dragon, a lion and a goat. The party flee from the room down a corridor in the west wall. As they are passing the monster it wounds Claral, Groldran and Ulsifri. The party go through the door at the end of the corridor and Groldran gives bandages to Claral and Ulsifri.

17. Minotaur

The party enter a room inhabited by a minotaur armed with a two-handed axe. The party kill the minotaur but not before Claral, Groldran and Senbo have been wounded. Groldran bandages his wound with his last bandage.

Groldran gains a level and is now a level two dwarf.

In the minotaur’s belt pouch Senbo finds two gold pieces. He keeps one for himself and gives another to Groldran.  The party leave the room by a door in the west wall.

19. Four-way intersection

The party come to a four-way intersection and head south.

36. Armoury

The corridor leads to a room with weapon racks arranged along the left-hand, right-hand and opposite walls, containing weapons such as swords and spears. Ulsifri leaves her sword on one rack and takes a glaive. Groldran comments that the Chaos Lord that his previous party met no doubt intends to raise an army of hobgoblins and orcs with which to attack Brodok. The party return to the intersection and head west.

37. Scroll

The party enter an empty room. In one corner there is a scroll on the floor which Groldran discovers to be inscribed with magical glyphs.

The spell on the scroll is Protect.

The party leave the room through a door in the opposite wall.

38. Goblin swarmlings

The party enter a small room 10 feet square, inhabited by seven goblin swarmlings. The party kill six and the remaining swarmling flees. In the belt pouch of one swarmling Senbo finds a blue topaz gemstone worth 20 gold pieces. The party return to the previous room and take the door in the south wall.

39. Note written in dwarven script

The party enter an empty corridor with a door on the right. They decide to search the corridor before they go through the door.

Groldran finds a Clue.

By an amazing coincidence Groldran finds a note written in the dwarven script, which tells of how the Chaos Lord Ekzor destroyed Groldran’s home town of Drolkulan in the Vonmor Mountains. The note was written by a dwarf named Kradmulir who tracked Ekzor down to this dungeon, but was dying of his wounds when he wrote the note. Groldran shares the information with the others. He is now determined to kill the Chaos Lord.

The Chaos Lord Ekzor will be encountered a second time in the last room of the dungeon. If the party do not kill Ekzor then Brodok will be destroyed. Groldran will fight Ekzor with a +1 bonus to his attack rolls.

40. Goblin swarmlings

The party enter a room inhabited by seven goblin swarmlings. The party kill all of them but not before Claral is wounded. Under a crude mattress Senbo finds a scroll with a spell inscribed on it.

The spell on the scroll is Sleep.

The party return to the corridor and follow it to the end.

41. Ring of Teleportation

The  corridor ends at a door leading to a small room 10 feet square. Groldran finds a Ring of Teleportation on the floor, which he gives to Senbo. The party retrace their steps to the four-way intersection.

39. Vampire frogs

When they return to the corridor where Groldran found Kradmulir’s note, the party is attacked by five vampire frogs who emerge from the goblin swarmlings’ lair. Two frogs attack Senbo and Ulsifri at the rear of the party. Senbo is wounded and then teleports away. Ulsifri destroys three frogs and the remaining two flee. The party enter the next room where Senbo rejoins them. They return to the four-way intersection.

Senbo’s ring is now an ordinary ring worth seven gold pieces.

20. Empty corridor

This corridor is empty again.

21. Orcs

Entering the room where Groldran’s previous party met the first minotaur, the party encounter three orcs armed with swords and axes. They kill the orcs and each member of the party gets a gold piece.

42. Ekzor the Chaos Lord

Beyond the door in the north wall of the room a short corridor leads to a room where Ekzor the Chaos Lord is studying an ancient map of the region which is painted on the north wall. He turns around when the party enter, picks up his two-handed sword and employs his evil gaze again.

This time Groldran is filled with fear under Ekzor’s gaze, as is Senbo. Clara and Ulsifri are unaffected.

Groldran and Senbo are at -1 on all defense rolls.

Ulsifri attacks with her glaive, wounding Ekzor. Then Ekzor attacks wounding Claral, Groldran and Senbo. Groldran deals another wound with his maul and then Ulsifri finishes him off! Groldran drinks his potion of healing. The others leave Groldran to search the corpse of the Chaos Lord. He finds a silver armlet jewelled with red spinel gemstones, worth 110 gold pieces, and pieces of Fool’s Gold. Groldran says that the dwarves of Drolkulan have been avenged and Brodok is now safe. The party return to the dungeon entrance.

Ulsifri fails to gain a level.

17. Hobgoblins

When the party return to the room where they killed the minotaur, two hobgoblins armed with swords attack from the rear. Senbo is killed and Ulsifri is wounded. Claral and Groldran kill the hobgoblins. In the belt pouch of one hobgoblin Claral finds pieces of Fool’s Gold. Groldran leaves his maul in the room so that he can carry Senbo’s body back to Brodok for burial. The party must now go through the chimera’s lair.

4. Chimera

As the party are fleeing through the chimera’s lair it’s dragon head breathes fire at them and Ulsifri is burned.

Return to Brodok

The party return to the dungeon entrance with no further encounters. They return to Brodok and first arrange for Senbo to be buried, and divide his belongings between themselves.

Then the party go to meet with the town council of Brodok. Groldran shows them the note written by Kradmulir, and tells them that the party found an armoury and that Ekzor was studying a map of the region.

Does the town council take this information seriously? I consult the Answer Oracle found at the back of The Covetous Poet’s Adventure Creator and Solo GM Guidebook. I decide that it is Very Likely that the council will take the information seriously and roll a d00. Yes, they do.

The town council consult among themselves and then decide to award each member of the party 30 gold pieces for their efforts to defend Brodok.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

4AD Dungeon Part Two – Lord of the Dungeon

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Here is my second session of playing Four Against Darkness from Ganesha Games. This session follows on from Part One – The Statue of King Frorth. The map above includes a number of rooms that I didn’t generate and explore until the third and final session of this adventure.

Adventure

Once again four adventurers have travelled from the town of Brodok to the nearby dungeon. The party consists of Brald the rogue, Groldran the dwarf, Elora the elf and Olgorim the wizard. Brald is the lantern-bearer and he and Groldran go first.

1. Entrance

The party take the corridor on the right.

15. Giant centipedes

The corridor leads to a door. Going through the party enter a room. Six giant centipedes flee at their approach. The party leave the room by the only other door.

16. Troll

The party enter a small room 10 feet square, inhabited by a troll. Brald and Groldran both fail to hit it. Shooting an arrow between Brald and Groldran, Elora kills the troll. Under the troll’s crude mattress she finds a bronze ring with an orange topaz gemstone set in it worth 160 gold pieces. There is no other exit from the room so the party returns to the entrance and take the middle corridor.

4. Fungi folk

Going through the door at the end of the corridor, the party encounter three fungi folk. Groldran kills two with his maul and Brald stabs the third in the back with his short sword. On the body of one of the monsters Groldran finds a pewter ring with a blue topaz gemstone set in it, worth 50 gold pieces. The party leave the room by a short corridor in the west wall that ends at a door.

17. Goblin swarmlings

The party enter a room inhabited by five goblin swarmlings. The party wait to see what they will do and the swarmlings attack with their short swords, with two attacking Groldran. The party kill all of the swarmlings and Brald, Groldran and Elora bandage their wounds. In the belt pouch of one swarmling Olgorim finds a green spinel gemstone worth 50 gold pieces. The party leave the room by a short corridor in the south wall that ends in a door.

18. Elven scroll

The party enter an empty room with a short corridor in the opposite wall that comes to a dead end. The party search the room.

Elora finds a Clue.

Elora finds an ancient scroll hidden under a pile of rubble, written in the elven script. After she has read the scroll it bursts into magical blue flames and she drops it. She feels filled with magical power and can now use her Lightning Bolt spell not once but twice. The party leave the room. Returning to the room where they fought the goblin swarmlings they leave by the door in the west wall.

19. Four-way intersection

The party take the corridor on the right and head north.

20. Empty corridor

A door leads to an empty corridor. The party search it but find nothing. The party go through the door at the end of the corridor.

21. Minotaur

They enter a room inhabited by a minotaur armed with a two-handed axe. Before the minotaur is killed Brald is wounded twice and Groldran and Olgorim are wounded once. Olgorim bandages his own wound and gives his spare bandage to Brald. The party now has no bandages left. In the minotaur’s belt pouch Groldran finds a reddish-orange agate gemstone worth 35 gold pieces. He gives it to Brald as he was the adventurer who killed the minotaur, and has not yet acquired any treasure. The party leave the room by the door in the east wall.

Brald gains a level and is now a level two rogue.

22. Minotaur

Beyond the door a corridor leads to room inhabited by another minotaur, this one armed with a huge flail. Groldran kills the minotaur but not before being wounded. In the minotaur’s belt pouch Elora finds a large gemstone of clear quartz worth 50 gold pieces. The party leave the room by the door in the east wall.

Elora fails to gain a level.

23. Puzzle box

The door leads to another four-way intersection. A puzzle box has been left on the floor.

The puzzle box is level 4.

Olgorim picks up the box and tries to solve it. He succeeds in opening it and finds that it contains three gold pieces. The party go right and open a door.

24. Hobgoblins

They enter a room inhabited by six hobgoblins armed with swords and morning stars. The party kill them all, with Olgorim killing three with his short sword! In the belt pouch of one hobgoblin Olgorim finds a lapis lazuli gemstone worth 25 gold pieces. The party leave the room by a short corridor in the west wall that ends at a door.

25. Puzzle box

The party enter a circular room which is empty except for a puzzle box.

The puzzle box is level 4.

Brald succeeds in opening the box, which contains a Wand of Sleep. He gives the wand to Elora. There is no other exit to the room so the party return to the hobgoblin lair and take the door in the south wall.

26. Empty corridor

The party enter an empty corridor which leads to a dead end. The party search the corridor but find nothing. They return to the four-way intersection and go right.

27. Dart trap

The party enter a corridor. Groldran sees three gold pieces scattered on the floor but when he bends down to pick them up he hears Brald yell a warning. Brald reaches carefully into a hole in the wall above the coins and pulls out a dart, disarming the trap. Reaching an intersection the party turn right and head south.

5. Four-way intersection

The party come to another four-way intersection. They take a door on the right.

28. Empty room

The party enter a small, empty room 10 feet square. They search it but find nothing. They return to the four-way intersection and head east down a corridor.

6. Spear trap

The party enter a room with a door in the opposite wall. Brald fails to detect two small holes which have recently been made in the south wall. Spears shoot out of the holes towards him and Elora, wounding them both. Near the door Groldran finds 10 gold pieces.

7. Puzzle box

The next room is empty except for a puzzle box.

The puzzle box is level 5.

Olgorim picks up the box and tries to solve it, but sharp blades stick out of it and wound him. Brald succeeds in opening the box, which contains seven gold pieces.

29. Empty corridor

Leaving through a door in the south wall the party enter an empty corridor which turns left before coming to a dead end. The party search the corridor and Brald finds a secret door.

30. Rats

Peering into the room beyond the secret door, Brald sees 11 rats but nothing of value. The party decide not to enter the room.

7. Troll

Returning to the room where they found the puzzle box, the party are surprised by a troll which attacks Elora. Groldran kills it with his maul and then cuts it up with his short sword to prevent it from regenerating. In the troll’s belt pouch he finds 10 gold pieces. The party then return to the corridor where Brald disarmed the dart trap and take the door beyond the intersection.

31. Trolls

Beyond the door a corridor leads to a room inhabited by three trolls. Elora tries to use her Wand of Sleep against them but fails. Olgorim also fails to hit them with a fireball. Brald kills two and Groldran kills the third. Brald and Groldran cut the trolls to bits with their short swords. The party find a total of six gold pieces on the trolls which they share out, with Brald and Groldran each getting an extra coin. The room has no other exit so they return to the four-way intersection where they found the first puzzle box and head north.

32. Empty corridor

The corridor is empty. The party search it but find nothing.

33. Hobgoblins

The party enter a room inhabited by three hobgoblins. The party wait to see if they will flee but the hobgoblins attack. They kill them but Brald, Groldran and Elora are wounded. In the belt pouch of one hobgoblin Brald finds a malachite gemstone worth 15 gold pieces. They leave the room through a door in the north wall.

34. Skeletons

They enter an empty corridor. They search it but find nothing. Six skeletons armed with swords and axes enter the corridor from the hobgoblin lair and two of them attack Elora and Olgorim. After Olgorim is killed Groldran takes his place. Elora destroys a skeleton with a Lightning Bolt. She and Groldran destroy the remaining skeletons but both are wounded. Brald takes Olgorim’s sling, Groldran takes his spinel gemstone and Elora takes his lapis lazuli gemstone. The party leave the corridor by the door at the end of it.

35. Lair of the Chaos Lord

The party enter a richly furnished room, a strange sight in the dungeon. The room is illuminated by torches and the walls are hung with tapestries depicting morbid scenes. A man wearing plate armour and armed with a two-handed sword sits on a throne opposite the door. He glares at them with eyes of evil.

The Chaos Lord has the evil eye special power. Brald and Elora are at -1 on all defense rolls.

Brald and Elora quake before his gaze but Groldran is unaffected. Groldran attacks the Chaos Lord with his maul but fails to hit. Brald stabs him in the back. Elora uses her last Lightning Bolt but fails to hit.

After each party member has been wounded they decide to withdraw. Brald is killed and drops his lantern. Elora is also killed. Groldran makes it out of the room and slams the door. He makes his way to the dungeon entrance without a lantern.

23. Troll

Groldran is attacked by a troll but manages to flee without receiving a wound.

5. Rats

Groldran is attacked by 11 rats but they cannot bite through his armour. He succeeds in escaping the dungeon and returns to Brodok.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

4AD Dungeon Part One – The Statue of King Frorth

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This was my first game of Four Against Darkness, a great solitaire dungeon crawling game from Ganesha Games. You generate the dungeon randomly during play using six-sided dice, but you can also use your imagination to add more colour to your dungeon as I did in the following session.

My party was wiped out but not before they’d found a magical statue.

Adventure

Four adventurers meet in the small town of Brodok on the edge of the wilderness. Arvyn is a rogue, Argev is a warrior, Arathan is an elf and Doren is a sorceress.

Arvyn guides the others to a dungeon entrance that she knows of at the foot of a cliff near the town. Doren gives the lantern that she bought to Arvyn, who will be at the front of the party alongside Argev.

1. Entrance

The party take the middle corridor.

2. Empty corridor

They go through the door on the left.

3. Skeletal rats

Twelve skeletal rats flee from the party. The adventurers follow them back to the entrance corridor. They go down the empty corridor again and take the door at the end of it.

4. Fungi folk

The party enter a dank room inhabited by five humanoids with pale, bulging and leathery skin – fungi folk. The party wait to see what they will do. One asks for a bribe of 30 gold pieces. Arvyn replies that the party don’t have that much money, and the fungi folk attack. Three fungi folk are killed and the remaining two flee. The party search the dead fungi folk and on one of them Arvyn finds a red tourmaline gemstone worth 60 gold pieces. Arathan bandages the wound that he received and the party leave the room by the door in the north wall.

5. Four-way intersection

The party take the corridor on the right.

6. Hobgoblins

The party enter a room inhabited by six hobgoblins armed with swords and halberds. Remembering that the fungi folk asked for a bribe that the party couldn’t afford, Argev decides to take the initiative and kills one with his mace. Doren kills another with a Lightning Bolt. Soon all the hobgoblins are dead and Argev bandages the wound that he received. In the belt pouch of one hobgoblin Argev finds a Ring of Teleportation. The party leave the room by the door in the east wall.

7. Vampire bats

Twelve vampire bats flee from the party. The adventurers leave the room by the door in the north wall.

8. Orcs

The party enter a room inhabited by six orcs armed with swords and spears. After killing the orcs the party find 11 gold pieces on their bodies. They return to the previous room and take the door in the east wall.

9. Statue of King Frorth

The party enter an L-shaped room which is empty except for a stone statue of King Frorth, who ruled in Brodok in ancient times when the town was the capital of a powerful kingdom. Some impulse causes Doren to touch the statue and it shatters to reveal 120 gold pieces! After dividing this loot the party leave by the only other door in the room.

10. Empty corridor

The party enter an empty, winding corridor. They decide to search a section of it but find nothing. They leave by the nearest door instead of following the corridor to the end.

11. Goblin swarmlings

In another corridor the adventurers encounter three goblin swarmlings and expect them to flee, but the swarmlings attack with short swords. After the swarmlings have been killed Arvyn and Doren give their bandages to Argev and Arathan to bind their wounds. On the bodies of the swarmlings they find three gold pieces. They follow the corridor which leads to another corridor with doors at each end. They take the door on the right.

12. Orcs

They enter a circular room inhabited by seven orcs. They kill six with Doren using her Fireball spell, and the remaining orc flees, but not after Argev and Doren have been wounded. On one of the bodies Doren finds a silver armlet worth 100 gold pieces. They leave the room by the only other door.

13. Orcs

They enter a room inhabited by four orcs. They kill all four but Arvyn is wounded. The orcs’ treasure consists of 18 gold pieces. There is no other exit from the room so the party will retrace their steps. Arvyn gives the lantern back to Doren and the party form a new marching order, with Arathan and Doren at the front and Arvyn and Argev at the rear. They retrace their steps to the corridor before the circular orc lair and take the door on the left. Finding themselves in the empty corridor which they searched before, they follow it to the end.

14. Goblins

The party enter a room inhabited by nine goblins and wait to see what they will do. The goblins attack. Every member of the party receives a wound and they decide to withdraw. As they do so everyone receives another wound and Doren is killed. Her lantern falls to the floor and the goblins swarm over her. The party slam the door shut but they are now without a lantern and must make their way back to the dungeon entrance. Arvyn and Arathan go first, followed by Argev.

9. Goblin swarmlings

When the party returns to the room containing the statue of King Frorth, they are attacked by eight goblin swarmlings. Arvyn is killed. Arathan kills one swarmling but he and Argev are then killed by the remaining swarmlings.