Four Against Darkness - Dark Waters.pdf
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Dark Waters
A solitaire adventure for
Four Against Darkness
Recommended for characters of level 1 or 2
Dark Waters
A solitaire adventure for
Four Against Darkness
Recommended for characters of level 1 or 2
Written by Jeffery Baker
Illustrated by Andrea Sfiligoi and Jeffery Baker
Additional illustrations by Heather Shinn and J.M.Woiak of the
STINKYGOBLIN, and Jack Badashski.
Playtesters: Samuele Mariotti, Andrea Sfiligoi
www.ganeshagames.net
www.songofblades.com
Dark Waters
Contents
How to Play This Adventure
Map of the Hideout - Chapter One
New Character Class: the Swashbuckler
Chapter One
A Call for Adventurers
Tezany’s Cove
Atlis Coast Guard
Murazzo
Corsair Hideout
Ending the Chapter
Chapter Two
Avatar of the Shark God
Playing This Chapter
Ending the Chapter
3
4
5
6
6
6
7
7
8
15
16
16
16
17
Chapter 1 – Cargo Storage Table (d6)
Chapter 1 – Dark Pool Table (d6)
Chapter 1 – Captain’s Desk Table (d6)
Chapter 1 – Hideout Vermin Table (d6)
Chapter 1 and 2 - Hideout Minions Table (d6)
Chapter 2 - Aquatic Vermin Table (d6)
Chapter 2 – Aquatic Minions Table (d6)
Chapter 2 – Aquatic Boss Table (d6)
Chapter 2 – Aquatic Weird Monster Table (d6)
Chapter 2 – Final Boss
Aquatic Special Feature Table (d6)
Aquatic Special Events Table (d6)
Aquatic Traps Table (d6)
Aquatic Magic Treasure Table (d6)
20
20
20
21
22
23
24
25
26
26
27
28
29
30
2
Dark Waters
How to Play This Adventure
This adventure for
Four Against
Darkness
can be played in a couple
of hours, and split over two
separate sessions. It has been
designed for beginning characters:
most of your characters should be
level 1 or 2. However, if two or
more characters are level 3,
increase the chance of wandering
monsters to 2 in 6 and increase the
number of all minions encountered
by 1. The
Four Against Darkness
book is needed to play this
adventure.
This adventure is in two parts. The
first is a programmed dungeon.
The second is a random dungeon
using the standard dungeon
building tables found in
Four
Against Darkness,
but replacing the
room content tables with those
from this book.
In part one, use the Map of the
Corsair Hideout. You’ll find the
numbered locations in Chapter
One. Do not start reading until
your party is created and ready to
go. Follow the layout of that map,
decide which location you are going
to visit, and read the entry
corresponding to that number.
You may search rooms only if
instructed to do so by the
numbered entry.
Do not read the entries in
advance!
Read them only as you
reach the room or area. Reading
the entries in advance will spoil all
the fun.
Wandering Monsters
When you trace your way back
through the map, make a
wandering monster roll once for
each numbered location you move
through. The chance to meet a
wandering monster is 1 in 6.
To determine what wandering
monsters are met in Chapter One,
roll d6. On a 1-3, use the Hideout
Vermin table. On a 4-6, roll the
Hideout Minion table.
3
Dark Waters
Map of the Hideout - Chapter One
4
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