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Four Against the Darkness

Multilevel Dungeons
These rules allow the exploration of dungeons that span multiple levels. These rules can be
used with just the core Four Against the Darkness book, but having Fiendish Foes and Four
Against the Abyss will allow even more challenging delves!
When exploring a multilevel dungeon, you will use the Room Building tables below instead of
the one from the core book. There are three tables, one for each level of the dungeon.
The first level of the dungeon has no bosses – but the dangers from traps and minions are
increased. On the second level, vermin spread in the damp darkness, along with some boss
monsters (but not the final boss). Finally on the third level you’ll find more challenging
monsters, and ultimately the final boss.
The tables provided assume you only have the core book. That’s more than enough to
experience the dangers and thrills of descending into the earth in search of treasure.
However, if you have some expansions, you can increase the variety and difficulty to suit
your personal taste.
If you have Fiendish Foes, you can roll on those charts for dungeon level 2 or 3, depending
on your character levels. If you have Four Against the Abyss, you can ignore the Room
Building Tables for dungeon level 3 and use the Four Against the Abyss Room Building tables
and charts. If you have both, you can step from the basic tables, to the Fiendish Foes, and
finally into the Abyss!
Although the tables below are labeled as levels 1, 2, and 3, you’re not limited to a 3-level
dungeon. You can think of the tables as “top level”, “middle levels”, “bottom level” as well.
Therefore, if you only want a 2-level dungeon, simply go from the level 1 table to level 3.
Adding more levels is as easy as adding extra “middle levels”, or use of the level 2 table. Do
you want an insane 5-level dungeon? Repeat the level 2 table for dungeon levels 2, 3, and 4!
Multi-level dungeons are traditionally big. However, you could limit the footprint of each
level. The core book suggests a space of 20x28. Reducing one or both dimensions by 5 or so
would allow for slightly less massive multi-level dungeons.

Using the tables


The process for generating a room and its contents are mostly unchanged. The primary
difference is using the Dungeon Level Room Building Chart specific to the level the part is on,
rather than the core one. Each dungeon level’s chart is slightly different from each other, and
the core chart.
In addition to a different mix of room contents, dungeon levels 1 and 2 include instructions
to roll on the Descent Table, which is included below. That table will indicate the method by
which the upper level transitions into the next level down.
Sometimes it’s as simple as walking down a flight of stairs. Other times you’ll need to find a
key or pick a lock. Occasionally however, you’ll risk your own life plunging into the depths.
Descent Table
When you encounter a corridor that is eligible for a roll on the Descent Table, roll
D6+3 first. If the total is less than or equal to the total number of rooms (not
corridors) present on the current dungeon level, you have found a way down! Now roll
on the Descent Table to discover the nature of the path.

Note that if the map runs out of room before discovering the way down, the last room
generated (no matter the type, room or corridor) contains the descent. Immediately
roll on the Descent Table below.

1 A gentle slope winds into the darkness.


2 Rough-hewn stairs lead down.
3 An unlocked door with a winding staircase behind it.
4 A locked door with a slight breeze coming through the cracks.
The lock level equals the dungeon level + 3. The lock can be picked or the door
can be bashed down. On the other side is a steep grade going down.
5 A locked iron gate before a ramp bending down around a sharp corner.
The lock level equals the dungeon level + 4. The lock can be picked, but the
gate cannot be bashed down.
If you have a clue which has not been spent for a secret, you can choose to
spend the clue to unlock the gate. This means you had found the key
previously, but didn’t know what it was for.
Otherwise, you must search the dungeon level for the key. You can hunt for
the key in any room (not corridors) by returning to that room and rolling D6.
On a 5 or 6, you find the key. Each room can only be checked once.
If you have checked every room without success, the key will be found in the
last room checked. Note that this is not “searching”, so you can check every
room, even those which had been previously searched or contained monsters.
6 An open shaft, dropping straight into inky blackness.
If the party has a rope, you may use it to create a path down and back up. This
uses up the rope, but the path stays in place from now on.
Otherwise, you must jump down. Each character and hireling rolls D6. On a
roll of 5 or 6, that character loses 1 life from the fall.
Without rope, going back up is difficult. The party can spend a clue to discover
a hidden ladder, allowing free movement up and down from now on.
Or they can attempt to climb up. Each character rolls D6. If wearing heavy
armor, add 1 to the roll. Rogues subtract 1 from the roll.
0-3: Success! The character reaches the top of the shaft.
4-5: Failure. The character remains at the bottom of the shaft.
6+: Critical Failure! The character falls while climbing, and loses 1 life.
Each character can attempt to climb as many times as needed.
GUIDE TO DUNGEON AND ROOM BUILDING TABLES
Roll D66 for room.
Then roll 2D6 on If a Room
If a Corridor
Room Contents Table

Roll D6 Roll D6
Treasure 2 Treasure
Table Table

If survive, roll D6 Roll D6 Roll D6 If survive, roll D6


Treasure Table Traps Table 3 Traps Table Treasure Table

Roll D6
Can
Search Empty 4 Special Events
Table

Empty. Roll D6 Empty. Roll D6


Can Can
Search Special 5 Special Search
Feature Table Feature Table

If win, roll D6 Roll D6 Roll D6 If win, roll D6


Treasure Table Vermin Table 6 Vermin Table Treasure Table

If win, roll D6 Roll D6 Roll D6 If win, roll D6


Treasure Table Minions Table 7 Minions Table Treasure Table

Can Roll D6 If win, roll D6


Search Empty 8 Treasure Table
Minions Table

Can Can
Search Empty 9 Empty Search

Roll D6 If win, roll D6 for


Can
Search Empty 10 Weird levelling up + D6
Monsters Table Treasure Table

If win, roll D6 for Roll D6 If win, roll D6 for


Roll D6
levelling up + D6 11 Boss Table + levelling up + D6
Treasure Table Boss Table Treasure Table
6 on D6 = Final

If win, roll D6 for


Can Dragons Lair
Search Empty 12 levelling up + D6
(Boss Table) Treasure Table

SEARCHING (-1 in Corridors) WANDERING MONSTERS


1 Wandering monsters attack! 1-2 Roll on the Vermin Table
2-4 Room/Corridor is empty 3-4 Roll on the Minions Table
5-6 Choose: you find a clue, a secret 5 Roll on the Weird Monsters Table
door, or a hidden treasure 6 Roll on the Boss Table (No Dragon or Final)

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