28 October 2022

4AD: Dragon Cult

Dragonslayer by Nolan Lu

 

First, here is a bigger table of dragons for Four Against Darkness:

d6True Dragons
1Two-headed swamp dragon. Their never-ending debate only lulls when they devour another hapless victim.
Level 6 dragon, 5 Life, 2 attacks, 3 treasure rolls at +1.
On each of its turns, roll a d6. On ⚀, the dragon breathes fire from its right head; all characters must make a level 6 breath Save or take d3 damage. On ⚅, the dragon breathes poison from its left head; all characters must make a level 5 poison Save or get Poisoned.
Reaction: 1 sleeping, 2-3 bribe, 4-5 fight, 6 quest.
2Flightless rotting dragon. Wreathed in offerings and grave goods meant to sooth its spirit. It didn't work.
Level 6 dragon, 6 Life, treasure is sacrificial gifts worth 2d6 * 100 gp.
Any character wounded by the dragon must make a level 4 poison Save or lose 1 additional Life due to an infected wound, and another level 4 poison Save or be Paralysed.
Reaction: Always fight to death.
3Four-winged storm dragon. Red lightning crackles across its scaly skin. Its every move reverberates with sharp winds.
Level 6 dragon, 5 Life, 3 treasure rolls at +1.
On each of its turns, roll a d6. On ⚀, the dragon claps its wings, causing a massive wind storm; all characters must make a level 6 hazard Save or take 1 damage. On ⚅, the dragon throws a lightning bolt at a random companion; the characters must make a level 6 magic Save or take 2 damage. Characters in heavy armour don't roll against either of these special attacks and take the damage automatically.
Reaction: 1 sleeping, 2-5 bribe, 6 fight.
4Crystal guardian dragon. A towering, winged figure, encased in glistening armour. It wields a gigantic sword of raw crystal.
Level 7 dragon, 6 Life, 2 attacks, 2 treasure rolls at +2.
Each attack of the dragon deals 2 damage. Once reduced to half Life, the dragon breathes a cloud of dust. The whole party must make a level 4 breath Save or be turned to crystal.
Reaction: 1-4 threaten, 5 puzzle, 6 fight to death.
5Divine serpent dragon. It has no wings, yet it coils through the air with an ease born of powerful magic.
Level 7 dragon, 7 Life, 4 treasure rolls.
On each of its turns, roll a d6 to see which spell the dragon casts:
  1. Word of Law: All characters must make a level 7 breath Save or take 1 holy damage.
  2. Heretic's Woe: A random character must make a level 5 magic Save or lose d3 Life.
  3. Heretic's Penance: A random character must make a level 5 magic Save or become Cursed.
  4. Cage of the Faithless: A random character must make a level 5 magic Save or fall asleep until the end of the encounter.
  5. Zeal of the Faithful: The dragon summons d6 cultists (level 4 minions).
  6. Immortal Glory: The dragon regains 1 LP. If at full Life, the dragon attacks normally instead.
Reaction: 1 offer food and rest, 2 magical challenge, 3 quest, 4-5 sleeping, 6 bribe.
6Starborn void dragon. The stars dance. The stars scream. The stars despise. This world is not worth even an afterthought.
Level 8 dragon, 8 Life, 2 attacks, 2 treasure rolls and an Epic Reward.
Before the fight begins, roll d6 to determine the special powers of the dragon:
  1. World Eater: The first time it is reduced to half Life, the dragon breathes in. The whole party must make a level 5 breath Save or lose 1 level. The dragon regains LP equal to the number of levels lost by the party.
  2. Blacklight: At the start of the encounter, the dragon breathes a beam of unseen light. The whole party must make a level 5 breath Save or be permanently blinded.
  3. Interstellar: Once reduced to half Life, the dragon breathes a cloud of interstellar gas. The whole party must make a level 3 breath Save or be frozen solid (and die).
  4. Starfall: Once reduced to half Life, the dragon flies high above and then plummets as a blazing meteorite. The whole party must make a level 4 hazard Save or take 3 damage.
  5. Starscream: At the start of the encounter, and then again when reduced to half Life, the dragon screams. The whole party must make a level 6 fear Save or take 1 point of Madness.
  6. Vacuum: Every round, the whole party must make a level 4 breath Save or take 1 damage from asphyxiation.
Reaction: 1-5 sleeping, 6 fight to death.


When the party kills a true dragon, they may cut out its heart and take it back to Town as an additional treasure. There, a character may sacrifice the heart on the altar of the Dragon Cult to receive a random draconic gift. A character may only have a number of draconic gifts equal to their Level and should they roll one they already possess, no gift is gained from that heart.

d6Draconic Gifts
1Dragon Breath: Choose an element. Once per adventure, breathe to deal d3 damage, no roll required.
2Dragon Roar: Once per adventure, roar with such ferocity that your foes immediately roll Morale.
3Dragon Armaments: Your sharp claws and spiked tail count as martial weapons or a polearm, respectively (both grant +0 Attack), which cannot be disarmed, damaged or otherwise degraded. You may not wield anything to use them, though.
4Dragon Eyes: You cannot be blinded (from darkness, curse, or such) and ignore invisibility.
5Dragon Hide: Immunity to fire.
6Dragon Wings: While in a room or outdoors, you are immune to traps and get +1 Defence, as you can fly out of the way.


A character who gains all draconic gifts transcends their humanity, becoming an ageless dragonkin.
 

A dragon heart from Elden Ring.


26 October 2022

4AD: Traps

I have replaced the Room Contents result number 9 with "Roll for a random trap.", because traps are an interesting obstacle while empty rooms are boring.

First though, here is a generalized table of Saves, more or less derived from the non-specific rolls against danger present throughout the base rules of Four Against Darkness. A character's Saves depend on their class and Level, plus any bonuses from magic items. As with all risky rolls, a roll of ⚀ is always a failure.

d6SaveBonuses
1BreathAll +L/2
2FearBarbarian +L, Warrior +L/2
3GazeRogue +L/2; immune while blind
4HazardRogue +L, Halfling and Elf +1; armour light -1, heavy -2
5MagicWizard +L, Elf +1, Barbarian -1
6PoisonHalfling and Dwarf +L, Barbarian +L/2


A Cleric uses +L bonus for all Saves involving the undead; though frankly I may do away with Clerics, because I just don't like them.

From here.

 

Mark any traps on your map. They remain in the room and must be rolled against every time the party passes through there. A Rogue in the first row can attempt to disarm a trap before it hits anyone.

Obvious traps are, well, obvious and seen from afar. The party can choose to turn back rather than enter the room with an obvious trap, but if they want to cross the room, they have to bear the trap's effects.

If you encountered a treasure guarded by a trap (Room Contents #3), use the Obvious Traps table. Otherwise, roll d3 to see which table to use.

d6Obvious Traps
1Spiked pit: All characters trying to cross the pit have to make a level 4 hazard Save or fall in, taking 1 damage. Anyone who falls in must also make a level 4 poison Save or get Poisoned from the spikes.
2Mimic. Does the chest... salivate?
Level 4 aberration, 4 Life, 2 attacks, 2 treasure rolls.
It's so bad at its job that the party can choose to ignore it.
Reaction: Always fight to death.
3Barricade: The path forward is blocked. If you want to go through, make a level 5 Brute check or use a Fireball to destroy it.
4Magic field*: The whole party must make a level 3 magic Save or take 1 damage. The field is visible as an odd shimmering of the air.
5Acid vent: A random character must make a level 3 hazard Save or have a random item from their inventory destroyed.
6Dragon statue: The whole party must make a level 5 breath Save or take d3 damage.

d6Hidden Traps I
1Arrow trap: A random character must make a level 5 Defence roll or take 1 damage.
2Poison dart: A random character must make a level 4 poison Save or get Poisoned.
3Trapdoor: The character at position 1 must make a level 4 hazard Save or fall through the trapdoor, losing 2 LP. In addition, it will take another character to help the victim out of the trapdoor. If someone falls in a trapdoor and they are alone, they eventually die unless they can teleport out.
4Agony rune*: A random character must make a level 2 magic Save or lose half their current Life (round remaining LP down).
5Haunt*: A random character must make a level 4 fear Save or fall unconscious. An unconscious character comes round when they receive healing, or when taken out of the dungeon.
6Giant serrated blade: A random character in the first row must make a level 5 Defence roll or take 2 damage.

d6Hidden Traps II
1Spear trap: Two random characters must make a level 3 hazard Save or take 1 damage.
2Poison gas: The whole party must make a level 3 poison Save or get Poisoned.
3Bear trap: A random character must make a level 4 hazard Save or take 1 damage. Until that damage is healed, they have an injured leg and take -1 to Attack, Defence and hazard Save.
4Crossroads rune*: The whole party is randomly teleported. Roll a die over your map, the party reappears where it ends up. This might place them into a newly generated room.
5Alarm: The light-bearer makes a level 3 hazard Save or sets off the alarm, forcing an encounter with wandering monsters. The monsters arrive aware of the party and roll their Reaction.
6Giant falling stone block: A random character in the second row must make a level 5 hazard Save or take 2 damage.


*) Magic trap. Cannot be disarmed by a Rogue, but can be dispelled by a Wizard in the first row.

24 October 2022

4AD: Magical Equipment

I've had rather little time lately, but I've picked up Four Against Darkness to play when on the train or in a useless Teams meeting. For those who haven't heard about it, it's a solo hack & slash dungeon crawler with procedurally generated dungeons and simple rules which requires only a single d6 (except for a few d66 rolls). It has lots of killing monsters and getting loot, but not really any role-playing unless you invent some yourself.

I especially like the dungeon generator. You have d66 small map pieces in the book and every time you arrive at the edge of an unexplored corridor, you roll for the next piece. It results in a much more interesting map than the many abstract dungeon generators seem to provide.

Anyway, I've already started house-ruling and tinkering with it. :)

From Dark Souls.

 

When you find a magic weapon as per the base rules, roll on the table below for a special effect in addition to the normal +1 Attack.

d6Magic Weapon Enchantments
1Flaming: Counts as fire damage where advantageous, serves as a lantern when wielded.
2Crystal: Can be shattered for a devastating blow - roll 3d6 and keep the highest result.
3Vorpal (if slashing): Die explodes on ⚅.
Thunder (if crushing): On ⚅, the enemies are stunned by a thunderous blow and miss their next turn.
4Slaying: Against specific monster type (d6), grants extra +1 Attack.
  1. Animals
  2. Aberrations
  3. Greenskins*
  4. Undead
  5. Demons
  6. Bosses
5Runic: Imbued with a single spell that any class can use; roll randomly on the spell table. Recharges each adventure.
6Cursed: Gives the same base bonus as other magic weapons, but also carries a curse. Once picked up (and if you're rolling on this table, you've picked it up), it must be always wielded and cannot be exchanged for another weapon. Bless spell allows the character to exchange the weapon, but doesn't remove the curse.

 
Unlike weapons, magic shields do not get a bonus to Defence, but they do get a special effect.

d6Magic Shield Enchantments
1Protection: Simply gives extra +1 Defence.
2Parrying: When you roll ⚅ on a Defence roll, make a free bonus attack against the attacker.
3Reflection: Once per adventure, reflect a spell or spell-like ability back at the caster.
4Sentinel: Shatter to completely negate one attack of any kind, even against an ally.
5Warning: The user can act before the monsters when the party is surprised.
6Warding: Offers immunity to one damage type or effect (d6).
  1. Fire
  2. Poison and disease
  3. Paralysis and sleep
  4. Level drain
  5. Instant death effects
  6. Shaping**


*) Goblins, orcs, ogres, trolls.
**) Any magic that affects the physical form. For example polymorph, petrification, mutations, etc.

17 October 2022

The Sun Father

 

He is old, so old.

His toil is endless, and every step becomes harder and harder. Just one more, he says to himself, just one more step, just one more day, just one more millennium. But he grows weak and tired.

The Sun rises and there is a brand new day.

How he would have laughed at the idea of himself growing old and frail, once. He remembers those days when he ran with his brothers and sisters under the primordial sky, naked golden skin glistening, pure joy of life and hunt in their hearts. They tore bears apart with bare hands. But those days are long gone now.

The Sun sets and another day is over.

He is doing it for his family. They need him, he says to himself, but he no longer believes they remember. They live for the moment, for passion and action and sensation. Most likely they just forgot about him and moved on, unburdened by the grim thoughts of his eternal labour.

The Sun rises, burning bright for all.

The orb is searing his hands. Once he would cavort in a blizzard and swim in a volcano, but now his skin is blistered from the heat and yet he shivers from the freezing air. But he presses on.

The Sun sets as it did for times untold.

He remembers the day when the old father died. His family was solemn and sombre, a rare sight indeed. The old father toiled for them all, and someone would have to continue the work. He was young and foolish and proud. He volunteered.

The Sun rises and it will do so again tomorrow.

For how long is he going in circles? First, days flew past and he didn't break a sweat, then years and he was bored but determined. Then centuries and millennia and even more and ever more...

The Sun sets, for it never stops.

His chest hurts and he can hardly breathe. His left arm went numb and he more staggers than walks. Yet the work is there and then there is more work, always.

Just one more step.

Just one more step, just one more step.

Just one more...









He is so exhausted.

 

There is a mountain at the end of the world, and a plateau at its top. There is a massive circle scorched into the rock of the plateau. There is a lone golden figure pushing a burning boulder of gold along that trail. And there is the Sun in the sky, forever circling the world, blazing just as the boulder of gold does.

Except the Sun has stopped.

Where did the Sun stop?

  1. Just below horizon, the world is in unending twilight.
  2. Just after sunrise and the Sun is sitting on the horizon now.
  3. The Sun is hanging low in the sky, a morning forever more.
  4. High in the sky, maybe even at the zenith. It burns with unrelenting heat.
  5. Red sky at night, shepherd's delight. Dusk came but the Sun never fully set.
  6. It was night, and now the night will not go away.


Can the PCs find another god willing to take on the burden of the Sun? Or is there another way?