This is the second version of Four Suit Dungeon Delve.  The first version is in printed book form as well as downloadable PDF form.  Version 1.1 will not go to print until it is more polished.  If you buy this from Drivethrurpg.com, you can always get the latest version when it is updated.

The game is basically the same but with much more expansion of the delvers, their gear, more spells, delver traits, expanded monsters, expanded traps, artifacts, curses, unusual things, some alternate darkness rules and more.  It includes improved rules for mapping dungeons, campaign play and some new quests, also an expedition record sheet.

INTRODUCTION

Lucky Diamonds, jack of all trades, stood outside the doors of the Red Wyvern with two others – the first Myndara, an enchantress of the Black - not black sorcery but the color black; as well as Griff, a knight of the Old Ways in gleaming steel plate.  Soon they would start their quest – to rescue the four daughters of Good King Reginald Redthorne – stolen by Malkrit, the Evil Sorcerer, and twin brother to the King, but they needed to hire a few fighters first, which is why they were outside the inn.  They soon found three adequate fighters and the six of them left town, enroute to whatever fate had in store for them.

 

Four Suit Dungeon Delve is an attempt to play the classic dungeon adventure with a deck of playing cards.  No dice are used in the game.

 

Your party of six must defeat foul monsters, dodge fiendish traps and the powers of Darkness itself in order to rescue the king’s lovely daughters.  The four young ladies (the four Queen cards) were stolen by the evil sorcerer and are imprisoned somewhere in his lair.  If the party finds all four, they gain the reward of some additional luck, but they must make their way to the exit and escape.  The game is played until the deck runs out. 

If at least one of your party survives the adventure, the game is won.