TEXT:  
  HAUNTED CAVES OF CAPTAIN SARGASSO 
  A FAN-MADE DUNGEON FOR FOUR AGAINST DARKNESS 
  LEVELS 1 TO 3 
  BY WILLIAM C. PFAFF 
   
  Are you brave enough to face three undead buccaneers,  
  a zombie parrot, and deadly traps? 
   Are you skilled enough to escape alive?   
   
   
  
  Haunted Caves of Captain Sargasso (a Cave Adventure for Four Against Darkness levels 1-3) 
   
  What is this?  Glad you asked, this is a pre-generated dungeon for Four Against Darkness.  There are 
  some minor modifications to the basic game.  Rather than using the standard chart for populating the 
  dungeon just roll a d6 for each room as indicated in the room chart.   
  So what’s different?  Do not roll for wandering monsters (roll only when prompted to on the map which 
  means all encounters will be in rooms, none in corridors) and anytime a chart notes that an item or 
  creature is unique, reroll any duplicate results. 
  So there are NO wandering monsters?  Well there can be one.  The ONLY potential “wandering 
  monster” is Bloodbeak (a roll of “6” on the Weird Monster Chart). Once you have killed all 3 bosses, if 
  you have not yet killed Bloodbeak he attempts to track you down on the way back out of the dungeon.  
  Roll a d6 in each previously cleared room as you leave- on a roll of “1” you face Bloodbeak.  Note: since 
  Bloodbeak will not appear in an occupied/”new” room you can use the strategy of leaving yourself a 
  path of previously unexplored rooms on the way back out to try to avoid Bloodbeak’s wrath.   
  What’s the overall goal?  To clear the caves of all three of the spirits of the pirates that died in them 
  (the three unique bosses) and claim as much treasure as possible including the Captain’s Cutlass.   If you 
  manage to kill all three unique pirate spirits, claim the cutlass OR the treasure chest AND get all four 
  party members back out alive?  Gain a bonus XP roll.   
  What should my party consist of?  This adventure works best if all characters are around 2nd level, 
  having one or two 1st level or one or two 3rd level characters should not change gameplay.  After all, the 
  dice can be fickle!  A cleric will be even more useful here than in many adventures as this one is very 
  undead heavy (all 3 bosses are undead).  
   
   
   
   
   
   
   
   
   
   
   
   
   
  So lay out your map, enter at room 1 (it’s safe and empty but that’s the only one!) and then roll 
  from there to determine contents and may all your dice explode!   
  
   
  Room # 
   
   
  d6 Result 
  1 
  1-5 empty  
  6 nothing  
  2 
  1-3 Vermin  
  4-5 Minion  
  6 Weird     
  3 
  1 Special 
   
  2-3 Vermin  
  4-5 Minion  
  6 Weird 
  4 
  1-3 Vermin  
  4-6 Minion 
  5 
  1 Special 
   
  2-3 Vermin  
  4-6 Minion 
  6 
  1-2 Treasure  
  3 Vermin 
   
  4-5 Minion  
  6 Weird 
  7 
  1-2 Special  
  3-4 Vermin  
  5-6 Minion 
  8 
  1-2 Treasure  
  3-4 Vermin  
  5-6 Minion 
  9 
  1-2 Special  
  3 Treasure  
  4 Vermin 
   
  5-6 Minion 
  10 
  1 Special 
   
  2 Treasure  
  3-5 Vermin  
  6 Weird 
  11 
  1 Special 
   
  2 Vermin 
   
  3 Minion 
   
  4-6 Weird 
  12 
  1 Treasure  
  2 Vermin 
   
  3 Minion 
   
  4-6 Weird 
  13 
  1-4 Vermin  
  5 Minion 
   
  6 Weird 
  14 
  1 Treasure  
  2 Special 
   
  3 Vermin 
   
  4-6 Minion 
  15 
  1-4 Vermin  
  5-6 Minion 
  16 
  1-3 Vermin  
  4-6 Minion 
  17 
  1-3 Vermin  
  4-6 Minion 
  18 
  1 Treasure  
  2 Vermin 
   
  3 Minion 
   
  4-6 Weird 
  19 
  1-2 Special  
  3-4 Treasure  
  5 Vermin 
   
  6 Minion 
  20 
  1 Special 
   
  2 Treasure  
  3-4 Vermin  
  5-6 Minion 
  21 
  1-6 Boss 
   
  22 
  1-2 Treasure  
  3-4 Special  
  5 Vermin 
   
  6 Minion 
  23 
  1 Treasure  
  2 Special 
   
  3-4 Vermin  
  5-6 Minion 
  24 
  1-6 Boss 
  25 
  1-2 Special  
  3-4 Treasure  
  5 Vermin 
   
  6 Minion 
  26 
  1-6 Boss 
   
   
   
  
   
  Chart A:  Boss Monsters (all 3 unique, all 3 undead) (roll d6) 
  1-2 “QuickClaw” Carvington, First Mate Level 6, 6 life, 3 attacks (QuickClaw always attacks first, even 
   
  before bows/slings), treasure: normal 
   
  Reactions: Always fight to the death   
  3-4 Bob Barnacles, Bosun Level 6, 6 life, 3 attacks (Bob’s cruel whip attack allows him to ignore defense 
   
  bonuses from shields), treasure: normal 
   
  Reactions: Always fight to the death 
  5-6 Captain Sheamus Sargasso Level 7, 7 life, 3* attacks (Sheamus punishes what he sees as the weak, 
   
  anyone who rolls a “1” on defense rolls versus him is targeted by all 3 of his attacks in the 
   
  following round- if more than one character rolls a “1” select one victim at random to suffer all 3 
   
  attacks), 2 treasure rolls at +1  (*note: if the characters have already found his Captain’s Cutlass 
   
  he can sense that fact and makes 4 attacks rather than 3 as he is further enraged)  
   
  Reactions: Always fight to the death  
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
  Chart B:  Weird Monsters (roll d6) 
  1-2 Crawling Man-O-War Level 5, 8 life, 8 attacks (each time the Man-O-War loses a life it loses an 
   
  attack as well), treasure: none, morale -1 
   
  Reactions (d6): 1-5 fight, 6 fight to the death 
  3-4 Hovering Manta Ray Level 6, 6 life, 1 attack, treasure: none 
   
  Each time the Hovering Manta Ray attacks roll a d6 (1-3 bite, 4-6 tail sting) the bite deals 2 life 
   
  points of damage, the sting deals 1 damage and save vs. level 4 poison or be partially paralyzed.  
   
  Partially paralyzed characters suffer -1 on their attack rolls for the rest of this encounter.  This 
   
  effect is cumulative if the same character suffers multiple failed poison saves.  A Blessing spell 
   
  negates the paralyzation.   
   
  Reactions (d6): 1-5 fight, 6 fight to the death 
  5 Grum the Cave Giant (unique) Level 7, 6 life, 1 attack (if the Cave Giant hits a character, he makes an 
   
  immediate second attack against that same character), treasure -1  
   
  Reactions (d6): 1-2 bribe (50 gold) 3-4 fight, 5-6 fight to the death 
  6 Bloodbeak the Zombie Parrot (unique, undead) Level 5, 4 life, 2 attack, treasure: none 
   
  Bloodbeak begins the battle with his Squawk ability (just like a medusa’s gaze this takes place 
   
  before any other actions).  Each character must save vs level 5 Squawk, those who fail roll on the 
   
  Squawk chart! 
   
  Squawk (d6):  Result 
   
   
  1  
  make a level 4 save or die (Halflings add their level to this roll) 
   
   
  2-3 
   take 2 damage  
   
   
  4-5 
   take 1 damage  
   
   
  6  
  become confused and drop currently carried weapons (assuming they want  
   
   
   
  their weapons, the character must spend their next action picking up their old  
   
   
   
  weapon or drawing a new one). 
   
   
  After squawking before the battle, Bloodbeak then just makes normal beak attacks (2/round). 
   
  Reactions (d6): 1-5 fight, 6 fight to the death 
  
   
  Chart C:  Minions (roll d6) 
  1 
  3d6+3 Craven Magpies Level 1. treasure: 1d6+3 gold, morale: -1 
   
  Reactions: 1-2 snatch and run (1 gold from each character), 3 flee, 4-6 fight 
  2  
  1d6+2 Giant Sea Otters Level 3, treasure: none, morale: -1 
   
  Reactions (d6): 1 flee if outnumbered 2-3 flee, 4-6 fight 
  3-4  
  2d6 Skeletal Buccaneers Level 3 undead. treasure: 1d3 gold each. Crushing weapons attack 
   
  them at +1, while arrows are at -1.   
   
  Reactions: Always fight to the death.   
  5-6  
  1d6+2 Stone Imps. Level 4, treasure: 1d6 gems (each worth 10 gold) 
   
  Reactions: 1 bribe (any gemstone worth 25 gold or more), 2 flee if outnumbered, 3-6 fight 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  Chart D:  Vermin (roll d6) 
  1-2  
  1d3+2 Seaweed Shamblers Level 4, no treasure.  Arrows and crushing weapons hit them at -1.  
   
  Reactions: 1 flee if outnumbered, 2-4 fight, 5-6 fight to the death.   
  3-4  
  2d6+2 Shore Crabs Level 2, no treasure. If a character rolls a “1” on a defense roll the shore 
   
  crabs have managed to slice the bindings/straps that hold the character’s armor together, the 
   
  armor falls off and the character gains no armor bonus to defense until after this combat when 
   
  they can repair their armor (which requires no special tools or materials).   
   
  Reactions: 1 flee if outnumbered, 2-5 fight, 6 fight to the death.   
  5 
  1d6+2 Cave Leeches Level 3, no treasure.  A character wounded by a cave leech will lose 1 life 
   
  every turn (when you would make your defense roll) until all leeches are defeated.  This 
   
  simulates the draining of blood from these horrific creatures.   
   
  Reaction: Always fight to the death.   
  6 
  1d3+2 Giant Sand Spiders Level 4, no treasure.  A character wounded by a sand spider must 
   
  make an immediate level 3 poison save or take an additional 1 life damage.   
   
  Reactions: 1 flee if outnumbered, 2-3 fight, 4-6 fight to the death.   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Chart E:  Special Features (roll d6) 
  1   Pool of Water  - unique (add up all the letters in the drinking character’s name to determine which    
   
  Pool Chart to use).  Each character may only drink once; any additional drinks have no effect.   
   
  D6 
  Even total 
   
  Odd total 
   
  I didn’t name my character 
   
  1-2 
  Take 2 damage 
   
  Take 3 damage 
   
  Level  5 poison save or die 
   
  3-4 
  No effect 
   
  Take 2 damage 
   
  Level 4 poison save or die 
   
  5-6 
  Heal 2 life 
  Gain 1 maximum life permanently   Level 3 poison save or die 
  2  Spear Trap – this level 4 trap targets two random characters.  Those who fail their defense roll lose 1 
   
  life.   
  3  Poison Dart Trap -this level 4 trap targets one random character.  A failed defense roll results in 1 life 
   
  damage, those rolling a “1” on their defense roll get hit by a particularly large dose of poison 
   
  and lose 1 additional life.   
  4  Falling Rubble –all characters must make a level 5 save [barbarians, dwarves, halflings and rogues can 
   
  all add +1/2 level (round down) to their roll], those making their save avoid any damage, those 
   
  failing lose 1 life, those rolling a “1” on their save roll lose 2 life.   
  5 Weapon Cache- contains 2 light slashing hand weapons, 2 crushing hand weapons, and 1 slashing two-
   
  handed weapon.  (when each weapon is found roll a d6, on a roll of “6” the weapon is a magical 
   
  +1 version) 
  6  Treasure Chest –unique, contains 2 (roll twice), 3, 4, and 5 on Chart F for contents 
  Chart F:  Treasure (roll d6 – results of 0 or 7 are possible based on modifiers) 
  0 or less  
  1 gold 
  1 
   
  1d6+1 gold 
  2 
   
  2d6 gold 
  3 
   
  White Pearl (worth 1d6 x 5 gold) 
  4 
   
  Sky Blue Pearl (worth 1d6 x 10 gold) 
  5 
   
  Jewelry (worth 3d6 x 10 gold) 
  6 
   
  Roll on Chart G (Magic Items) 
  7 or more 
  Roll on Chart G and roll again on Chart F [re-rolling any result above 5 on Chart F] 
   
  
   
  Chart G:  Magic Items  (roll d6) 
  1 Potion of Healing 
  2 Potion of Heroism -Imbiber gains 1 temporary life point.  This temporary point is lost before any real 
   
  life points and lasts until damage is taken or until the end of the current adventure.  A character 
   
  cannot drink more than one potion of heroism per adventure.   
  3 Cape of the Shark – allows the wearer to breathe underwater and if unarmed can make a bite attack   
   
  (slashing) at -1 as opposed to the normal unarmed penalty of -2.   
  4 Boots of Escape – wearer gets +1 to defense rolls while taking the withdrawal action.   
  5 Lightgiver Dagger (+1 magical slashing light hand weapon, when wielded counts as a lantern).   
  6 Captain’s Cutlass (unique) +1 magical slashing hand weapon +2 versus any creature with: Pirate, 
   
  Corsair, Buccaneer, Raider, Brigand, or Bandit in the name.   
   
   
   
   
  
   
   
  
  HAUNTED CAVES OF CAPTAIN SARGASSO 
   
   
  Four Against Darkness, as well as the trade dress and distinct likenesses of Four Against Darkness are the 
  intellectual property of Andrea Sfiligoi and Ganesha Games.  This publication makes no challenge to that 
  trademark and is published under the copyright laws of the United States with permission of Andrea 
  Sfiligoi. 
   
  Special Thanks to Andrea Sfiligoi for creating the amazing Four Against Darkness Game, thanks to Jeffery 
  Baker and his must-buy adventure “Dark Waters” for inspiring a pirate-themed adventure, and thanks to 
  Nicholas Wright and his “Four Against the Titans” product as well as specific creation of the Snatch and 
  Run mechanic (whereby a creature going first in initiative may steal away with items).  Each of us who 
  creates must stand on the shoulders of the giants who came before us.  Finally, a very special thanks to 
  my fiancée Lindsay Howell, best friend William H. Moran III (who assisted in cartography as well), my 
  brother Edward J. Pfaff, Liam Moran, Michaela King, and Corey King for playtesting and assisting in this 
  product.   
   
  Haunted Caves of Captain Sargasso, Captain Sheamus Sargasso, Bob Barnacles, Quickclaw Carvington, 
  Bloodbeak the Zombie Parrot, Escape Velocity Gaming, and the Escape Velocity gaming logo, are all 
  product identity of William C. Pfaff of Escape Velocity Gaming.   
   
  Cover art courtesy of Dean Spencer.  Some artwork © 2015 Dean Spencer, used with permission. All 
   
  rights reserved. 
   
  Treasure Chest art by Billiam Babble appears courtesy of Escape Velocity Gaming.   
   
  Skeleton Warrior art by Patrick E. Pullen, used with permission and all rights retained  
   
  by Patrick E. Pullen.   
   
  All other artwork (Quickclaw, Seaweed Shambler, Captain’s Cutlass, and cartography) by William C. Pfaff 
   
  and appears courtesy of Escape Velocity Gaming.  All rights reserved.   
   
  This PDF may be printed for personal use, but the contents may not be sold in any fashion.  Any 
  unauthorized use of this material and artwork are strictly prohibited without written consent of William 
  C. Pfaff of Escape Velocity Gaming.  Any similarity to actual people, organizations, places, or events are 
  unintended and purely coincidental.  © 2019 William C. Pfaff 
   
  
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