TEXT:  
   
   
  Roll D66 for room. 
  Then roll 2D6 on 
  Room Contents Table 
  Roll D8 
   Treasure 
  Table 
  Roll D6 
  Traps Table 
  Roll D6 
  Unique Events 
  Table 
  Roll D6 
  Vermin Table 
  Roll D6 
  Minions Table 
  Roll D6 
  Minions Table 
  Empty. If 5-6 on 
  D6 then Unique 
  Events Table 
  Empty. Roll D6  
  Special 
  Feature Table 
  As 11 above. If 
  large room, use 
  Dragons Table 
  Roll D6 
  Boss Table + 
  6 on D6 = Final 
  Roll D6 
  Weird 
  Monsters Table 
  Roll D6 
  Unique Events 
  Table 
  Roll D8 
   Treasure 
  Table 
  Roll D6 
  Traps Table 
  Roll D6 
  Vermin Table 
  Roll D6 
  Minions Table 
  Empty 
  Empty. If 5-6 on 
  D6 then Unique 
  Events Table 
  Empty 
  Empty 
  Empty 
  Roll D6 
  Traps Table 
  If a Room 
  If a Corridor 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  10 
  11 
  12 
  If survive, roll D8  
   Treasure Table 
  If win, roll D8  
   Treasure Table 
  If win, roll D8  
   Treasure Table 
  If win, roll D8  
   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 
  Search if 
  Empty 
  If survive, roll D8  
   Treasure Table 
  Can 
  Search 
  Can 
  Search 
  Search if 
  Empty 
  Can 
  Search 
  If win, roll D8  
   Treasure Table 
  If win, roll D8  
   Treasure Table 
  GUIDE TO ABYSS ROOM CONTENTS TABLE 
  Roll D6, if 6 then 
  guarded by Boss 
  Roll D6, if 6 then 
  guarded by Boss 
  Can 
  Search 
  
SOURCE: textdata/thevault/Four Against Darkness (osr)/Four Against Darkness Four Against the Abyss/Four Against Darkness Four Against the Abyss Flowchart.pdf