TEXT:  
   
   
  Roll D66 for room. 
  Then roll 2D6 on 
  Room Contents Table 
  Roll D6 
   Treasure 
  Table 
  Roll D6 
  Traps Table 
  Roll D6 
  Special Events 
  Table 
  Roll D6 
  Vermin Table 
  Roll D6 
  Minions Table 
  Roll D6 
  Minions Table 
  Empty 
  Empty. Roll D6  
  Special 
  Feature Table 
  Dragons Lair 
  (Boss Table) 
  Roll D6 
  Boss Table + 
  6 on D6 = Final 
  Roll D6 
  Weird 
  Monsters Table 
  Empty 
  Roll D6 
   Treasure 
  Table 
  Roll D6 
  Traps Table 
  Roll D6 
  Vermin Table 
  Roll D6 
  Minions Table 
  Empty 
  Empty 
  Empty. Roll D6 
  Special 
  Feature Table 
  Empty 
  Roll D6 
  Boss Table 
   
  Empty 
  If a Room 
  If a Corridor 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  10 
  11 
  12 
  If survive, roll D6  
   Treasure Table 
  If win, roll D6  
   Treasure Table 
  If win, roll D6  
   Treasure Table 
  If win, roll D6  
   Treasure Table 
  If win, roll D6 for 
  levelling up + D6  
   Treasure Table 
  If win, roll D6 for 
  levelling up + D6  
   Treasure Table 
  If win, roll D6 for 
  levelling up + D6  
   Treasure Table 
  Can 
  Search 
  Can 
  Search 
  If survive, roll D6  
   Treasure Table 
  Can 
  Search 
  Can 
  Search 
  Can 
  Search 
  Can 
  Search 
  Can 
  Search 
  Can 
  Search 
  If win, roll D6  
   Treasure Table 
  If win, roll D6  
   Treasure Table 
  If win, roll D6 for 
  levelling up + D6  
   Treasure Table 
  GUIDE TO DUNGEON AND ROOM BUILDING TABLES 
  
SOURCE: textdata/thevault/Four Against Darkness (osr)/Sheets and Play Aids/Four Against Darkness Dungeon Flowchart (no corridor final boss).pdf