Darkness in the Temple of Light! - a Four Against Darkness Solo Campaign
Michael Lawing
United States
Lexington
South Carolina
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Follow 4 intrepid adventurers as they delve into the depths of a temple-turned-dungeon in the mountainside. This is my attempt at recording and fleshing out my solo games of 4AD. I'll attempt to make notes on where any decisions outside of the regular 4AD rules when applicable.
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1. Board Game: Four Against Darkness [Average Rating:7.71 Overall Rank:2057]
Michael Lawing
United States
Lexington
South Carolina
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The party consists of 2 barbarians (Grell and Zoren), a rogue (Krynn), and a cleric (Erhardt). They each start at level 1 with little starting capital or equipment - not even enough for each member to carry a bandage!






The crew has been tasked with clearing the mountainside of a blight. What was once a blessed temple (this is a soft spot for Erhardt) has fallen to monsters. The people in the hillsides have promised to pay what they can, but there are rumors of treasures within the mountain.

The group makes their way through the mountainous terrain and comes to a crest. Below them is a hand-carved stairway, chiseled from the rock, that leads to the doorway. Grell, being the bravest, volunteers to be the torch-bearer and lead the marching order.



Behind the door, the party enters the Blessed Temple of Light (1). Erhardt is pleased to find it more-or-less untouched, though quite dusty. The party's cleric anoints Grell with holy water as further protection against undead.

The party enters an empty corridor (2). Krynn makes a wisecrack that the locals are just worried about dust. As they kick open the next door (3), they're faced with a giant centipede! Grell impales the creature effortlessly with a thrust of his sword.


Krynn, now silenced, loots the room and recovers a necklace (80GP). The adjoining space (4) is empty, even when searched. Returning to the corpse of the centipede, the party searches and finds a secret door! Behind it, they find 9 goblins (5). The party takes them by surprise and slay the 6 closest creatures. The remaining three flee, escaping a certain bloody end. The party finds a pale, pink** gem (35GP) that the goblins had been greedily admiring.




** I chose the color by blinding reaching into my dice bag and pulling out a "cherry blossom" die from Wiz Dice Series III.
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2. Board Game: Medusa [Average Rating:7.00 Unranked]
Michael Lawing
United States
Lexington
South Carolina
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As the party returns to the main chamber (3 - with the corpse of the giant centipede), they are confronted with a medusa!


The party saves against her gaze, except for Erhardt. The others fight viciously -- the barbarians going into a rage and ending her before they meet the same fate. Krynn recovers a potion of healing from her hip while the barbarians inspect their petrified companion. The party knows that there is more evil here and fights with a renewed fury.


In the next room (6), Zoren leans against a statue. It topples and the light from Grell's torch glimmers across a cache of 80GP in the base beneath it. Krynn searches and finds a clue.



In the next chamber (7), an ethereal brightness pools in the center of the room and the trio are met by a lady in white. She was clergy within the Blessed Temple of Light before it was taken over. She presents a quest to the party, asking that they bring her the head of an orc brute since he slaughtered the people of the temple. The barbarians are stunned by the magic they've witnessed, but the thief agrees. She vanishes and the chamber appears slightly darker now without her presence.
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3. Board Game: Dungeon! [Average Rating:5.95 Overall Rank:3642]
Michael Lawing
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Lexington
South Carolina
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The group moves deeper into the mountain. In the next room (8), Grell strikes a hobgoblin with enough force to slay several (3 explosive 6's) and sends his head rolling across the dungeon floor. Krynn finds 8GP loose on the ground. In the adjoining corridor (9), another hobgoblin is gutted. Krynn digs a tiara (110 GP) out of its personal effects.


Further down the passageway (10), the group sees a chest. Krynn takes point, looking for traps. After unsuccessfully detrapping, he and Grell make saves against a spear trap. Their danger sense allowed them to just barely avoid being punctured. Inside they find a scroll of protection, but none of the party are magic users. Trade fodder for later, perhaps.


The trio enters a crypt (11), only to find that the bodies have been reanimated. They dispatch 8 skeletons, Grell's earlier blessing coming into play here. Amongst the shattered coffins lies a scroll of protection.

The party continues on, into an empty corridor (12). Krynn searches and finds another clue in runes above the doorway.
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4. RPG Item: Orc Culture [Average Rating:0.00 Unranked]
Michael Lawing
United States
Lexington
South Carolina
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The next room (13) is almost circular with an open entry way on the far side. In the center is an orc brute, just as described by the lady in white.


The heroes go a full round and take some damage from the beast. Krynn uses his team's presence to stealthily land his dagger into the orc's neck. Grell makes a vicious attack and relieves the orc of most of his blood. Zoren's axe cleaves the head off the beast to return it to the lady in white. Krynn removes a silver gorget from the body (120GP).

The party makes their return with the head of the orc brute. Their swiftness is matched only by their stealth as they find no wandering monsters on the way back (7). The lady in white thanks them. As she disappears, the bloody head of the orc transmutes into a Holy Symbol of Healing. Krynn picks it up and explains that he thinks it might help their petrified friend, Erhardt.


The party encounters an iron eater (6)! This weird monster destroys metals - weapons, armor, and gold- instead of dealing damage. The party luckily destroys the beast before losing anything.
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5. Board Game: Four Against Darkness [Average Rating:7.71 Overall Rank:2057]
Michael Lawing
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Lexington
South Carolina
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The party carries their cleric-turned-statue back to the Blessed Temple of Light (1). Once there, Krynn hangs the Holy Symbol of Healing around Erhardt's neck. As he steps back, their companion's hard exterior melts away and his human form slumps to the floor**. Krynn pours the potion of healing into Erhardt's mouth. The group rests and returns to town to unload their loot and recover. There is still much to be explored in this dungeon!



Stats for this Adventure:
Leveled up: 2 - Grell and Zoren
Loot: 443GP, 2 scrolls, holy symbol
Clues: 2 (3 triggers some new detail/quest)

**The petrified condition from the Medusa lasts until a Blessing spell is cast. I felt that their quest reward dovetailed nicely with bringing him back, especially with the party risking surprise while they carried him back to the temple.
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6. Board Game: Four Against Darkness [Average Rating:7.71 Overall Rank:2057]
Michael Lawing
United States
Lexington
South Carolina
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The fearsome four returned to the dungeon, entering again through the Blessed Temple of Light (1). Their cleric now sporting his Holy Symbol and everyone rested and ready.

Taking the path directly behind the altar, the crew encounters 4 hobgoblins (14). Their first loot is quite sweet - a magic +1 Warhammer, obviously belonging to the temple and therefore going to Erhardt.


They continue on into the righthand path (15) and find it empty. Upon searching, they doff some of their gear and when they begin putting it back on, they find the magic hammer, holy symbol, and 2 potions of healing have disappeared - probably stolen by wandering invisible gremlins!
The next room (16) is again empty, a dart whizzes past Grell but does not hit. As they search, 3 vampire bats swarm.



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7. Board Game: Four Against Darkness [Average Rating:7.71 Overall Rank:2057]
Michael Lawing
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Lexington
South Carolina
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As they retrace their steps (14) a wandering Chaos Lord appears. His surprise round wounds three of the party, but Zoren's attack delivers a killing blow.

They move on to the left hand path (17) only to find a dead end and an Ogre. He is easily slain. Krynn recovers a measley 2GP from the room.

They return to the previous path to find the next chamber (18) empty, even when thoroughly searched. The barbarians talk about how empty this section feels, but Krynn rebukes them, citing how he jinxed the party on their last foray into the Temple of Light. As they open the door to the next room (19), a light glow emanates from an altar. Zoren rushes over faster than others can enter and drinks. The barbarian yells out after drinking from the cursed altar. Erhardt blesses him and the party leave immediately.

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8. Board Game: Four Against Darkness [Average Rating:7.71 Overall Rank:2057]
Michael Lawing
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Lexington
South Carolina
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In the next passage (20), they come across an Orc Brute. Once dispatched, they find that he was in possession of a Fireball Staff. Erhardt carries it, though none of the party can wield it, because neither barbarian will even consider carrying a magic item.



The next room (22) is infested with 4 giant centipedes. The following space contains a puzzle, but the party have no interest in spending their time on it and proceed further into the dungeon. Beyond that passage, they come face to face with a Chimera!



The party takes some licks, but they best the beast. They find a purple gem worth 15GP, which Krynn quickly pockets. The group descends some stairs into a corridor (24) containing 4 Vampire Bats. There is little else in this or the adjoining corridor (25). The group heads straight to a fountain (26) for some much needed water (and a replacement HP each).

The party retraces into the corridor and follows it into a stinking space (27) that could only be the lair of a...SMALL DRAGON!

In a stoke of luck, they enter while the beast is sleeping. The party attacks swiftly and bravely. The dragon is caught unaware, but dishes out some damage before the rogue lands a final blow hit with his dagger into the neck of the draconic foe.

The party takes a moment to breath and search the room. Erhardt finds a set of heavy armor. Krynn uncovers a potion of healing and a pouch of 100GP. The crew also uncovers stairs that would take them deeper into the mountain. What horrors await below?

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9. Board Game: Four Against Darkness [Average Rating:7.71 Overall Rank:2057]
Michael Lawing
United States
Lexington
South Carolina
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Proceeding from here, I decided to utilize Campaign Plots for 4AD Core by BGG User
Pedro Correia
Portugal
Nazaré
Leiria
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and the Deep Mines supplement by
Dale Miller
United States
Rawlins
Wyoming
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I chose to follow Escape the Dungeon to set an end to the dungeon and alter some of the boss treasure.
____________________________________________________________________



The group descends into a lower level (1). The air is dank. If darkness could be heavier than before, then it certainly is now. The party is surrounded by a swarm of 13 spiders. Grell misses entirely, clanking his sword against the ground and nearly dropping the lantern. Zoren leaps in and with an explosive streak, destroys the arachnids.


The groups heads in the direction they think is further into the mountain, but at this point, who can be sure? In the adjoining room (2), the lantern light shows trapped treasure, but it's seen too late. The rear echelon, Erhardt, faces a giant falling block of stone! With a kerrrrang, he just saves, landing in a heap of armor. The treasure ends up being a measly 5 gp, covered in cobwebs.



The party finds a figure in the next room (3). Not a monstrous form, but one almost human. Just as Grell begins to speak, the Dark Elf Bladeslinger reacts violently. The barbarians are taken by surprise, but the party succeeds. The drow had a magical staff, but the party is burdened by their current possessions and decides to leave it here for now.

The barbarians open a door and enter into the living quarters (4) of 7 dark dwarf lunatics!


The duergar are vicious, evil beings. Krynn retrieves a necklace from the bunch, worth 90GP, that Erhardt identifies as belonging to the priests of the Temple of Light. The party takes a collective breath, remembering their call to clear out the temple's passages.
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10. Board Game: Four Against Darkness [Average Rating:7.71 Overall Rank:2057]
Michael Lawing
United States
Lexington
South Carolina
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Further ahead (5), the group finds a pack of 5 cave apes. Among the debris in the room, they find 5GP. Beyond the door(6), the group faces 7 wretched survivors. The squelching viscera of the fight is too much for the final two who flea while they friends are cut down by barbarian steel in the lantern light.

The group decides to turn left, avoiding the fleeing foes and whoever they might be alerting. The corridor they find themselves in next is home to 2 fire beetles.


The Cleric speaks up and explains that the orbs of the fire beetle are very handy and can be used like lanterns. The party pockets the sticky beetle orbs; their packs giving off a hooded glow. The next room (8) is truly empty, even when searched. These appear to be more living quarters, though currently deserted. The adjoining room (9) appears empty until Krynn finds hidden treasure. He triggers an alarm, though.


Half a dozen deep gnomes make their way into the room, fighting to a bloody end. A fissure in the wall contained 81GP. The party makes their way through a door where the deep gnomes had entered and find themselves in some sort of meeting hall (10). There they find 7 ghoulings. A fight, but little else of any use.

Grell saves against a bear trap in the following corridor. He gets excited at finding some gold until Krynn discovers it to only be fools gold. Perhaps it will serve as a bribe later. They come up to another set of doors and enter a library.


12 umber hulk hatchlings
claw and bite at the adventurers, but they are no match against the battle-hardened party. The library is in shambles. The cleric, Erhardt, picks up a mostly-intact scroll. The stench of monsters is enough to know that the rest of the temple's library is probably lost to decay. They soldier on...
 
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