Searching & Clues
After a room is cleared (no monsters, encounter resolved), you may search it once. Mark the room with an S on your map so you don't search it twice.
- Roll on the Empty Room Search Table (
d6). - Corridors are searched at
-1. - Halflings may spend a Luck point to reroll a search.
The roll
Typical base-game Empty Room Search results:
| d6 | Result | |---|---| | 1 | Wandering monsters! They attack from the rear, surprise. | | 2–4 | The room is empty. | | 5–6 | Find one: a Clue, a Secret Door, or a Hidden Treasure. You choose. |
(The Abyss / Chaos / Forsaken Depths rulesets all use the same table; check the per-ruleset reference for variations.)
Clues
Write CLUE on a character's sheet. After three clues (across the current adventure or campaign — base game), or four clues in Four Against the Abyss:
- The character earns one XP roll.
- The character picks one major secret discovered (see your ruleset's secret list — base ruleset has three; Abyss has four).
A secret can be a monster weakness (+2 Attack vs one boss type, party-wide), a deal with a monster type (they let you pass — but no treasure), the location of secret treasure (declare an empty room becomes a hidden treasure cache), or other ruleset-specific perks.
Secret doors
If you choose "secret door," you reveal a new exit from this room. Roll a new d66 room beyond it. Secret doors are great late-dungeon insurance when you've explored most of the map.
Hidden treasure
Hidden treasure is rolled at 3d6 × 3d6 gp in the base game. Before you collect it, roll on the Hidden Treasure Complication Table (d6):
- A
1–2triggers an alarm — wandering monsters arrive. - A
3–5is a trap of level equal to the result. Rogues may try to disarm. - A
6is a ghost guardian — only a cleric can ban it.
Hidden treasure is the highest-yield action in the game and the riskiest. Plan for the complication before you announce the search.
Searching corridors
Allowed, but at -1. Most parties skip corridor searches unless desperate. The math says it's worth it only when you have a halfling for re-rolls or a rogue for trap-fail mitigation.
Four Against Darkness