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Four against

darkness

Travelling & homes
FAN MADE SUPPLEMENT By David Tappenden

Four Against Dungeon copyright – andrea SFILIGOI


The life of an adventurer and dungeoneer can be a lonely and dangerous one (not to
mention short!). Apart from the three companions at one’s side and the promise of
fortune and fame, pleasures are few. But what if that promise eventually comes true, if
dungeons are plundered and those treasures won; what then? How to spend those hard-
fought-for gains?

There can be no finer outlay in all the realms than to build oneself a home. The comfort
of a warm hearth, the sustenance of a well-stocked kitchen, and the cosiness of a large,
soft bed. But more than just somewhere snug to hang up one’s sword and shield, a good
home can offer up all manner of perks; there was never a more successful adventurer
than a well-rested, well-fed, and well-stocked one.

This supplement provides the 4AD player with twelve different homes to spend their
horde of gold pieces on. The homes range from cheap, basic hovels, to grand, palatial
citadels. The cost of them also ranges, so whilst your first home won’t cost much, for
something more luxurious you’ll have to do some saving; something to keep you dungeon
crawling for loot for some time to come. In addition, your new home can be extended
with a small number of additions that once purchased add extra perks to your characters.

You may well need these perks to as each home is located a different distance from those
parts of the realm where adventuring takes place. Measured in days, each day of travel
will see a different encounter, set out in the new travelling rules also included in this
supplement.

Some good, some bad, some in-between, the road to your next dungeon will now be
equally captivating as you tackle the challenges of living in a fantastical land. But life is
all about the journey, right? Well, that and saving enough gold to buy an eighty-room
castle with gold plated floors, soaring open fireplaces, and tower-top jacuzzi. Happy trails
and happy hunting!
HOMES
Set out below is the full list of properties available to you, their cost in Gold Pieces (GP),
their GP storage capacity, the maximum number of adventurers who can stay there, the
number of days travel to your next adventure, and the available add-ons for the property.

This supplement comes with printable cards (separate document) for each property so
you can easily keep track of what properties you own, and even house your minis on
them when you aren’t playing.

PROPERTY COST MAX NO. OF STORAGE CHEST – DAYS AVAILABLE ADD ONS
OCCUPANTS (MAX GP THAT CAN TRAVEL
BE STORED PER
OCCUPANT)

Cave 750gp 4 200gp 2 None

Caravan 1,200gp 4 300gp 2 Store room

Swamp Hut 1,800gp 6 400gp 4 Small armoury


Store room
Treehouse 2,500gp 6 1,000gp 4 Small armoury
Store room
Cottage 4,000gp 6 1,200gp 6 Small armoury
Store room
Kitchen
Houseboat 5,000gp 6 1,500gp 1 Small armoury
Store room
Kitchen
Forest Home 7,500gp 8 2,000gp 4 Small or Medium
Armoury
Store room
Kitchen
Town House 10,000gp 8 2,500gp 6 Small or Medium
Armoury
Store Room
Kitchen
Library
Farmstead 14,000gp 12 4,000gp 6 Small or Medium
Armoury
Store Room
Kitchen
Library
Stables
Stone Tower 18,000gp 12 5,000gp 4 Small or Medium
Armoury
Store Room
Kitchen
Library
Stables
Mansion 24,000gp 18 8,000gp 8 Small, Med or Large
Armoury
Store Room
Kitchen
Library
Stables
Spellatorium
Castle 35,000gp 60 15,000gp 8 Small, Med or Large
Armoury
Store Room
Kitchen
Library
Stables
Spellatorium
Shrine

Buying – You can purchase a property at the conclusion of any adventure or dungeon
crawl you go on. You must of course deduct the cost of the property in GP from your GP
total, whether that’s GP your characters are carrying (remember, each adventurer can
only carry a max of 200GP) or GP you have stashed in the secure chest at your current
property.

Selling – When it’s time to move up the property ladder, you can sell your current
property. Unfortunately, property in the realms devalues at a disappointing rate
(adventurers aren’t keen on property sloppy seconds!). As such, when you sell you will
only get back half the original GP cost. You also get back half the cost of any add-ons you
purchased for the property (you can’t take property add-ons with you when you move).

Property Portfolio – Fancy yourself a property mogul in the realms? You don’t have to
sell any property and can amass as many as you like. Fancy more than one property to
have the option of how many days travel you have to your next quest? Go for it. Got a
hankering for a network of caves, or a whole village of cottages? Start saving and buy
whatever combo of properties you fancy. Who knows, you may even become the richest
person in the realms, hiring and firing your own dungeoneers to keep your coffers well
stocked while you kick-back in your four-poster bed, atop a pile of bear-skin throws,
looking out from your castle balcony at the mass of real-estate below with your name on
it.
Occupants – Whilst it’s nice to be cosy with your fellow dungeoneers, it’s also nice to
have your own space. As such each property has a maximum number of occupants it can
comfortably accommodate. Looking to join up with more adventurers than your party of
four? Go for a property with 6 or more occupants and start a band of dungeoneers,
working together and swapping in and out party members as and when a particular
adventure calls for it.

Storage Chest – As each adventurer can only carry a maximum of 200GP, each property
comes with a handy lockable chest which allows each occupant to store an addi tional
amount of coinage, handy for saving up for your next abode or that must-have add-on.

Days Travel – Some properties are close to the action, others are further away. As a
general rule, the nicer the property the further away it is from the more dangerous parts
of the realm. However, that does mean more days travel to the start of a quest or
adventure. For each day of travel the player must roll d6 and then d66 on the Travelling
tables (see further on). The event for the day could be good, could be bad, or could be
somewhere in-between.
Property Add-ons – An adventurer’s home is his castle (quite literally if you have the
coin!). As well as the original benefits that come with a property, a series of additions can
be purchased to add even more benefits to your home. Not all properties can have all
add-ons so check whether your home can have the add-on before parting with your coin.

ADD-ONS TABLE
NAME: COST: DETAILS AND BENEFITS :
Armoury Small – 250gp Somewhere to store additional weapons and armour that aren’t
Medium– being used, this is an essential addition for any adventuring party.
1,500gp Small Armoury – Store 2 extra weapons and 2 extra armours
Large – 5,000gp Medium Armoury – Store 5 extra weapons and 5 extra armours
Large Armoury – Store 12 extra weapons and 12 extra armours
Store Room 500gp Equally essential are those pieces of equipment for getting you out
of a tight spot; lanterns, ropes, lucky rabbit’s feet, store any
additional items here to save lugging them around on your next
quest.

Kitchen 1,000gp An adventurer with an empty stomach is no adventurer at all.


Before setting out on a quest roll d6 on the Kitchen table (below)
to see what tasty treat you can purchase to take with you. Each
one-use item brings a perk.

Library 2,000gp For quieter, more relaxing moments, a library is a must have. It’s
also somewhere you can store your acquired Clues, to save taking
them, and potentially losing them, on your next quest.

Stables 5,000gp Travelling by foot might be great cardio, but it takes a long time.
Invest in a stable and you’ll have horses at your disposal. This can
cut your journey time dramatically. Properties with a Stable allow
the player to halve the number of travel days to their next quest,
should they wish to.
Spellatorium 7,000gp Looking like a mad wizard’s laboratory, the Spellatorium is
actually a handy place to store any additional Spells you acquire
on your adventures. Need to save some spells back for a future
quest, or carrying too many? Not a problem. Keep them here for
future use.
Shrine 8,000gp (plus A fallen hero is not a forgotten one. If you lose an adventurer, you
minimum of one can purchase the Shrine room addition to pay tribute to your
fallen hero) fallen brethren. Pray here before setting out on a quest and you
can roll d6 on the Blessings table (below) to take a Blessing with
you on your adventure. Each Blessing offers a specific perk. To
take the Blessing you must leave a tithe in GP at the shrine.
KITCHEN TABLE
If you have the Kitchen add-on, before setting out in an adventure you can roll d6 once on the below
table for the option to purchase a snack for the journey. Each snack is single use only.
ROLL ITEM COST PERK
1 Carrot Stew 10gp You can see in the dark! Eating the carrot stew will free up a hand by
allowing you to leave your lantern at home on this adventure.
2 Potato Cake 20gp Crispy potato goodness. This spud-tastic treat allows you to add a
point to one attack roll.
3 Cheese Scone 20gp The savoury tang of cheese and flour, delicious. This treat allows you
to add a point to one defence roll.
4 Fruit Bun 25gp A sweet treat that’s hard to beat. Your dentist won’t be happy, but
you can add two points to one attack roll.
5 Lamb Chop 25gp One of the finest of meats, cooked to perfection. Add two points to
one defence roll.
6 Travellers 30gp A succulent Sfiligoian meal, all wrapped in buttery pastry. Add two
Pasty points to one attack roll OR one defence roll.

SHRINE BLESSING TABLE


If you have purchased the Shrine for your home, and you have laid at least one of your fallen
adventurers to rest in it, you may pray at the Shrine before each subsequent adventure and roll d6
once to take a Blessing with you on your next quest. To honour the fallen, you have to leave a tithe at
the Shrine to take the Blessing. Each Blessing is single use only. If you don’t use the Blessing on your
quest you can keep it for future adventures; however, you can only carry one Blessing maximum on
any quest.
ROLL BLESSING TITHE PERK
1 Blessing of Alteration 5gp Allows a re-roll on the Vermin table once per quest.
You must accept the second result.
2 Blessing of Conversion 10gp Allows a re-roll on the Minions table once per quest.
You must accept the second result
3 Blessing of Variation 20gp Allows a re-roll on the Weird Monsters table once per
quest. You can choose between the first or second
result.
4 Blessing of 40gp Allows a re-roll on the Final Bosses table once per
Transfiguration quest. You can choose between the first or second
result.
5 Blessing of Proliferation 20gp One attack round per quest, a single adventurer may
perform an additional attack roll.
6 Blessing of Rectification 50gp Once per quest you may restore two health points,
either to a single adventurer or split across two
adventurers.
Returning Home – Life still happens when your adventurers are out in search of glory.
Every time you return home from an adventure or quest you must roll 2d6 on the
Returning Home table (below) to see if you were lucky or unlucky whilst you were away
slaying goblins and searching for loot.

RETURNING HOME TABLE


ROLL EVENT
2 Fire – C’mon, who left a candle lit whilst we were gone? Fire has engulfed your home. The
repairs will cost half the original purchase price of the property (Add-ons can’t be
restored), which you will need to earn before you can use the property again.
Alternatively, you can sell the charred remains for a quarter of the purchase price and
move on to a new home.
3 Flooding – Clean running water is a real boon in the realms, until someone leaves a tap
running while you’re out. The repairs will cost a quarter of the original purchase price,
which you will need to earn before you can use the property again. Alternatively, you can
sell the soggy remains for a quarter of the purchase price and move on to a new home.
4 Weird Monster – Were you born in a barn? Someone left the front door open, and in
strode a weird monster. Roll on the Weird Monster table and prepare for battle, in your
own living room!
5 Minions – An open side window is all it takes for a minion or two to get inside and start
thumbing through your mail and rummaging in your larder. Roll on the Minions table and
prepare for battle, in your own hallway!
6 Vermin – No matter how securely you lock up on your way out, Vermin will find a way
inside. A loose floorboard or a disused piece of pipe, there’s no hole they won’t take
advantage of. Roll on the Vermin table and prepare for battle, in your own downstairs
bathroom!
7 Squatters – Like a bad rash, squatters always turn up in the most inconvenient places. Roll
a d6; if you roll 1 – 3 they leave but do 40gp of damage, if you roll 4 – 6 they scarper and
leave a money sack behind with 40gp inside. Who doesn’t like free coinage for their stash?
8 No Event – You return to silence and a tidy home. Is there anything better than a quiet
day where nothing extraordinary happens?
9 Birthday – Nothing says “happy birthday” like a folded piece of Chisena cereberus leather,
but on the plus side there’s 10gp inside as a birthday gift to add to your stash.
10 Refund – That last Potion of Healing you used did nothing of the sort, and in fact gave you
the runs. Finally, your refund from Massimo’s Potions has arrived; add 100gp to your stash
11 Prize – Well, who’d have thought it? That survey you did at Brandt’s Tavern has come up
trumps. Your prize for taking part is 150gp for your stash.
12 Good Housekeeping – Keeping a secure and clean home is an underappreciated skill these
days. Chose an adventurer and perform an XP roll for them as a reward.
TRAVELLING
No one lives at the entrance to a dungeon; its cold, sometimes wet, and the howls of the
various beasts in the catacombs below doesn’t make for a peaceful night’s rest. Travelling
is thus an essential part of life in the realms.

But far from a simple point to point trek, moving around can itself be hazardous or
rewarding. Each home you acquire is a set distance away from the lands where
adventures take place. Some are close to the action and only require a day or two travel,
whilst others are further away and require longer sojourns through the varied terrain of
the realms. Anything could happen as you trek goes on …

… thus, for every day of travel you must role on the below tables to see what event
occurs. First role d6; if you roll 1 to 2 you’re on Table 1, if you roll 3 to 4 you’re on Table
2, and if you roll 5 – 6 you’re on Table 3. You must then roll d66 on the respective table
to see what event takes place on that day of your journey. Travelling must be carried out
at the start and the end of every quest (ie. if you home is 6 days travel away you must roll
d6-then-d66 six times on the way to your next dungeon, and the same on the way
home). If the event for the day instructs you to add or deduct days of travel from your
total, be sure to do so and keep track of your ongoing total.

If you lose health points on the way to a dungeon you cannot reset your health to full
when you get there. If you are travelling home, keep track of any health points you lose
on the way. When you get home, the health of your adventurers resets to full, minus any
health points you lost on the way home. Your next adventure / dungeon crawl must start
from this health point total.

The below travelling rules can be used in conjunction with any other 4AD supplement as
standard travelling rules.
TABLE 1 (Roll 1 – 2)
ROLL EVENT ROLL EVENT
TBL 1 Filthy Vermin –The pine forest of Badashski TBL 1 Bandits In The Night – As you lay sleeping a
11 might be sweet smelling but all kinds of 21 pair of Imps sneak in to your camp and raid
creatures lurk within. Roll on the Vermin your supplies. Roll d6, multiply the result by
table and prepare for combat 10, and deduct this amount from the gold
pieces you are carrying.
TBL 1 Toss A Coin To Your Dungeoneer – TBL 1 A Missing Ring – A circular glint on the
12 Something glistens on the dirt path in front 22 path and you find a lost wedding ring. An
of you. You found a coin; just the one, but inscription inside tells of love between a
look after the pennies and the pounds look couple from nearby Fourtet. Either return
after themselves. Add 1gp to an adventurer’s the lost ring as you pass through the village,
total. or keep it and add 30gp to your total.
TBL 1 There’s A Fogbank Out There – You get lost TBL 1 A Gaggle of Hags – After offering to help
13 in a grey green mist the rolls in from a 23 what appears to be a stricken old lady, you
nearby lake. Add an additional day of travel are set upon by a hag gaggle. Roll d6 four
to your total. times; for each 1 you roll deduct 1 health
point from an adventurer.
TBL 1 Mystery Snack – Hungry after a long day of TBL 1 Let There Be Rock – The Sand Valleys of
14 walking and low on supplies, you spot some 24 Scathrog aren’t exactly as their name
fine looking berries on a bush by the trail suggests; only the valley floor is sandy, the
side. Setting up camp, your evening meal is a rest is towering walls of crumbling
plate of these purple fruits. But are they safe sandstone. A constant trickle of stones keep
to eat? Roll d6: you on your toes. Suddenly a deep rumbling
1-2 – Sweet though the berries were, you explodes all around you. Boulders begin to
awake at midnight with a rumbling stomach. tumble at speed in your direction. Roll d6:
Minutes later you’re hurling by the campfire. 1 -2 – One of your adventurers is struck and
Each adventurer loses a health point. Add a loses 1 health point.
days travel to your total, as you take time to 3 -4 – The way is blocked by a pile of
rest and recover before moving on. boulders. You have to turn back and add two
3-6 – Apart from feeling a bit bloated, the days travel to your total.
berries sit ok and the night passes without 5 -6 – You sprint on down the valley out of
incident. the cascading rocks. Dusting yourself off you
cautiously continue on your way.
TBL 1 Whiting Fields – A pleasant day strolling TBL 1 Who Wants To See Some Minion Scared? –
15 through the countryside of Whiting, with 25 You sense you’re being tracked but have to
the sun on your back and a breeze tickling be quiet in alerting your party to the
the long grass. With nary a hill in sight, the potential ambush. Before you can pass a
going is easy and the conversation is breezy. warning back, the bushes either side of you
No event, just enjoy the journey. explode and a bold group of minions pounce
out around you. Roll on the Minion table
and prepare for combat
TBL 1 The Hitcher – A passing caravan of market TBL 1 Stormy Skies – The weather isn’t kind today.
16 sellers pulls up. After some friendly banter, 26 The sky is so dark it feels more like twilight
they offer you a lift; halve the number of than midday. You seek shelter in a small
remaining days travel left. cave to wait out the rain and the wind. Add
a days travel to your total.
TABLE 1 (Roll 1 – 2)
ROLL EVENT ROLL EVENT
TBL 1 Mine Cart Madness – A short cut through a TBL 1 Indigo Tavern–Too much Amaury Ale and
31 supposed abandoned mine sees you flee a 41 you’re over at the Rigby tables trying your
horde of Hoary Crawlers. You hop in to luck, Roll d6; if you score 1-3 you lose 20gp,
some minecarts to make good your escape. if you score 4-6 you win 20gp and a dance
Roll d6; if you roll 1 or 2, deduct a health with the daughter of Erik the landlord.
point from one adventurer.
TBL 1 Ice to See You – You take a shortcut over TBL 1 Thieves In The Temple–A nights rest in the
32 Beal pass and its notorious frozen lake. It 42 ancient temple of Woiak seems like a good
looks sturdy enough. Roll d6; 1-2 one of the idea until you wake up to realise stink
party falls through the ice and loses one goblins have been through your packs. Roll
health point. d6; 1-3 you lose 30gp, 4-6 nothing is taken.
TBL 1 Going Underground - Casquilho Caverns are TBL 1 Weird Monster Attack– The tunnels
33 not only stunning to behold but offer a 43 beneath MountFogweaveroffer a short cut
shortcut around the woodland of Ruckinge. but also house plenty of nasties. Roll on the
Deduct a day off of your travel time. Weird Monster table and prepare for
combat,
TBL 1 The River – Known simply as ‘The River’ by TBL 1 Livingstone the Wizard – A travelling
34 locals, crossing the Sarre waterway is 44 sorcerer of legendary reputation, you can
treacherous at the best of times. Roll d6; 1-2 purchase a revival potion which restores one
one of your party is momentarily swept away health point to an adventurer for 50gp.
and loses one health point.
TBL 1 Green and Serene – The Woodland of Herne TBL 1 Grace Under Pressure–The Jarmusz cave
35 is one of the most tranquil places to trek. As 45 system is not for the faint hearted. Long,
you slowly meander you unwind under large tight and twisting, it takes a strong mind and
oaks, comforting elms, and or course the a cool nerve to pass through without getting
larch. Is there anything better than walking lost or succumbing to the claustrophobia.
through peaceful ancient woodland? No Roll d6; 1-3 you have to turn back, add two
event. days to your travel time, 4-6, you squeeze
through, deduct a day from your travel time.
TBL 1 Camp Quartz Lake – A familiar stopping TBL 1 The Mortensen Mountains – Keen to make
36 place for adventurers, there’s always fellow 46 good time, you decide to tackle the fearful
dungeoneers camped out by the shore of Mortensen Mountains. Not for the
Quartz Lake. Hogs are spit-roasted, ale is inexperienced, those who know the right
quaffed by the flagon, and the playing cards path can drastically cut their travel time;
inevitably come out. Anything could happen those who don’t will get lost in its crags and
as the night wears on. Roll d6: climbs for weeks. Roll d6:
1 – The infamous Quartz Lake Killer appears. 1 - An arduous slog adds 4 days on to your
You hastily retreat to a safer camping area. travel time.
Add one day to your travel time. 2 –Too many tough ascents adds 3 days on to
2 – You lose half your GP in a game of your travel time.
Bloody Rose 3 –A wrong turn at Tyler Pass sees you
3 – You awake with a rotten hangover cursing your map. Add 1 day on to your
4 –You win 20gp in a game of Feist travel time.
5 – You win 40gp in a drinking game that 4 – You escape the mountains unscathed.
you can’t remember the name of. 5 – Fine weather sees you make good time.
6 – You double your GP in an axe throwing Deduct one day from your travel time,
contest. 6 – Success! Deduct two days from your
travel time
TABLE 1 (Roll 1 – 2)
ROLL EVENT ROLL EVENT
TBL 1 Chunderings – A sick bug grips your group TBL 1 Wild Stallions – You commandeer a pack of
51 and you pause in the next village to recover. 61 wild horses to help you on your way. Halve
Add two days travel to your total. your remaining number of days travel.
TBL 1 Trolltooth Pass – Renowned for ambushes but TBL 1 Yels ted Pond – Well, it was a pond last time
52 offering a handy shortcut, the dead tree and 62 you passed through! Months of heavy rain on
boulder lined Trolltooth Pass is always a the Northern Plains has turned it in to a large
gamble. Roll d6, 1-3 roll on the Minion table lake. Some industrious local has set up a boat
and prepare for battle, 4-6 you pass safely and across. Pay 20gp per adventurer to cross the
reduce your days travel by one day. wide lake, or take the long walk around
adding two days travel to your total.
TBL 1 GP For Me – You find a brooch on the path in TBL 1 Slogging On – A dull day spent walking
53 front of you. Add 20gp to your total. 63 around the Marshes of Bude. No event.
TBL 1 The Chambers of Challock – Once a feared TBL 1 Caves of the Morgow – The ground below
54 dungeon, famed adventurer Nor Challock 64 your feet suddenly feels spongey but before
cleared the catacombs and turned them in to you can run you fall through the earth in to a
one of the most infamous nightspots in the Morgow network. These dagger toothed giant
realms. No matter the time of day, there’s worms are fearsome indeed. Roll d6:
always a party in full swing. Roll d6: 1 – You feel your way through the darkness
1 – A heavy night at the bar and a poor and stumble in to a Morgow nest. Remove 1
showing at the Cross Hand table sees you health point from each of your adventurers.
hungover and out of pocket. Deduct 60gp and 2 – Your lantern works, but only just. Combat
add two days to your travel time. is tricky and violent. Remove 1 health point
2 – You lose 25gp in a sword throwing wager. from two adventurers.
Add one day of travel to your total as search 3 – Searching for an exit through the foul
the catacombs for your lost weapon. smelling earth tunnels, you tangle with a
3 – You awake next to a Marden whose name single Morgow. Remove 1 health point from a
you can’t remember. You sense you had a single adventurer.
good time the previous night. 4 –You find a way out without meeting one of
4 – You win 25gp in a game of Bloody Rose. the beasts. Add one day to your travel time.
5 – You win 50gp in a footrace across the 5 – A stray vine hangs down the hole you fell
Catacomb of Falling Stone. through. You clamber back out the hole and
6 – You hook up with another team of continue on your way.
dungeoneers who agree to take you on their 6 – Lantern in hand you follow your nose to
cart direct to your destination. Reduce your fresh air, finding a purse of 10gp from a
days of travel to zero. Morgow victim on the way.
TBL 1 The Hills of Brabourne – With the sun on TBL 1 Taxing Times – As you pass through Plucks
55 your back and birdsong in the air you spend a 65 Gutter the local land sheriff stops you and
pleasant day strolling up and down the grass enquiries about your tax exemption status.
and wild flower covered hills of Brabourne as You don’t fear losing to his men in a fight, but
you continue your journey. No event. decide to save the hassle and pay a fine
instead. Deduct 5gp per adventurer.
TBL 1 Spin the Wheel, Make the Deal – Tempted by TBL 1 Remember Me? – Turning a corner on a tight
56 a street-side vender as you stroll through the 66 woodland path you suddenly find yourself
coastal lanes of Seasalter, you chance your arm face to face with Olly Greyfern. The last time
on the Wheel of Fate. Roll d6, 1 or 2 you lose you saw him he was bolting out of the Dead
20gp, 3 or 4 you break even, 5 or 6 you win Griffin, lumbering you with his tab. A heavy
20gp and leave the chance dealer with a sour hand on his shoulder and a scowl on your face
look on his face. and Olly repays you the 40gp he owes you.

TABLE 2 (Roll 3 – 4)
ROLL EVENT ROLL EVENT
TBL 2 The Bridge of Burham – Not for those with a TBL 2 You Wanna Sleep Where? – With the rain
11 fear of heights, the rickety bridge over 21 beginning to lash down, one of your party
Burham Gorge hasn’t been repaired in years. suggests stopping for the night in the ruins
Brave it and you can save oodles of time, but of Mordryd Abbey. You reluctantly agree.
bypass it and you’ll be trekking for some time. Roll d6:
Roll d6: 1-2 – Spectral monks keep you up all night.
1 – One of your party falls from the bridge, Soggy and tired, you need more rest. Add
deduct 2 health points from an adventurer. two days to your travel total.
2–5 – You choose not to risk it and take the 3-5 – Despite your reservations you sleep
long way round, add two days travel to your well and continue on at daybreak
total. 6 – After a great night’s sleep in the Abbey
6 – You gingerly cross the creaking wooden crypt you explore the ruins and find a small
planks. Reduce your days travel to zero. chest containing 45gp.
TBL 2 A Curious Find – A jewel encrusted hair comb TBL 2 Whose Got The Map? – The Forest of
12 pokes out of a clump of grass. You cash it in at 22 Targu is dense and disorientating. You get
the next town for 40gp. thoroughly lost and discombobulated. Add
2 days travel to your total
TBL 2 The Gravestones of Bly – You knew you had TBL 2 A Helping Hand – You come across a small
13 to avoid it, but you’ve stumbled out of the 23 farmstead, seemingly ransacked. You then
dense woodland headlong in to it anyway; the spot a pack of Broog hounds, Stocky and
Gravestones of Bly, a clearing in the forest squat, they can pose a stiff challenge when
marked by ancient graves carved out of in a pack, and you watch as they tear up
granite rocks. Few survive who wander in to crops and chase livestock. A flurry of steel
the stone maze, their emaciated bodies found later and you’ve dispensed with the beasts.
days later. You fight to retain your sanity and A family emerge from a battered farmhouse
find a way out. Roll d6, and add the result to and reward you with 40gp for saving their
your number of days travel. home and livelihood.
TBL 2 I’m The Urban Swordman – The sprawling TBL 2 The Lantern Anyone? – You realise you’ve
14 towns of Bamberg offer plenty of distractions, 24 left your most essential piece of kit, your
alehouses, brothels, gambling dens, but you lantern, back on the hallway sideboard.
stay the course and plough on through their Return home to fetch it and reset your days
streets and lanes steadfast. No event. travel to the original number.
TBL 2 Live To Tell–Veronmad, a manticore you TBL 2 The Sour Swamps of Morgan – The town of
15 thought you were on friendly terms with 25 Morgan is bordered on three sides by the
swoops in to attack. You try to reason with worst swamps in the realm. Misty, fetid and
your once ally. Roll d6; 1-3 you take a direct monotonous, passing through brings joy to
hit before convincing Veronmad of who you only the darkest souls. Roll d6; 1-2 you get
are, lose one health point, 4-6 before he sinks lost, wet and irate, add two days to your
a claw in Veronmad recognises you, offers a travel time. 3-4 you just get lost, add one
hug from his large wings, and wishes you well day to your travel time. 5-6 you pass
on your way. through stinking but unscathed
TBL 2 Happy Accidents – A wrong turn sees you TBL 2 Dungeoneers, Come Out To Play – The
16 trekking up on to Woodlawn Ridge. Its 26 Kendras Rogues, one of the most notorious
various trails are hard to follow. Roll d6: gangs in the lower realms ambush you at
1-2 – You take more wrong turns than you dusk. Outnumbered you’re forced to hand
can count. Add two days travel to your total. over 20gp per adventurer. You continue on
3-6 – You make your way off the ridge your way unscathed apart from your
successfully. dented pride and your lightened GP pouch.
TABLE 2 (Roll 3 – 4)
ROLL EVENT ROLL EVENT
TBL 2 Comfortably Dumb – Camping out on the TBL 2 Halberstram – You hate passing through
31 Plains of Pavlodar is never the wisest idea. 41 this town as you owe the Mayor a debt of
You awake to find half of your total GP 40gp for borrowed weapons. Roll d6:
stolen, with nary a track to follow to get it 1-3 – He catches you. Pay 40gp
back. And it’s raining, What a start to the day. 4-6 – You pass through undetected.
TBL 2 Rights Of Way – The Mines of Alvik can offer TBL 2 Better Off Alone – Pounced upon by a pack
32 safe passage, depending on what mood Alrog 42 of Gillymogs, you decide the best course of
is in. You ask to speak with the Dwarf King action is to draw them away individually.
and cross your fingers. Roll d6 The woods Yalding are the last place you
1 – He refuses passage outright. You turn should be separating though. Roll d6:
back. Add two days travel to your total. 1-2 – Confused by the dense foliage it takes
2-4 – He offers you safe passage for a fee of an age to find each other again. Add three
40gp. Pay and continue or add two days travel days to your travel total.
to your total. 3-4 – After much walking and hacking you
5-6 – The King allows you safe passage find each other again. Add one day travel
through the mines for free. 5-6 – You find each other again later that
day.
TBL 2 Makudah Waterfall – As Dangerous as it is TBL 2 Standing at the Crossroads – It’s not often
33 magnificent, the falls offer a tantalising but 43 you get lost buy as you stand by the
treacherous shortcut via a steep climb up one crossroads north of Ratling you can’t recall
side of the gushing water. Roll d6: which path is the correct route. Roll d6:
1-2 – One of your party slips and falls. Deduct 1-3 – You turn left but after some time
two health points from an adventurers total. realise it’s the wrong way. Add 2 days
4-6 – You manage to clamber up the slippery, travel to your total
wet stones aside the falls and admire the view 4-6 – You head forward. It’s the right route
from the atop across the Wiston Valley. and you continue on your journey
TBL 2 Welcome, Friend – A night at Caeda is always TBL 2 The Battlefield of Thallan – A
34 a welcome stay. The Elven stronghold 44 contemplative day as you cross the
welcomes all and offers relaxation, rest and sprawling Battlefield of Thallan. Even now
nourishment. Add 1 health point to all your only sporadic pockets of vegetation has
adventurers returned. No event.
TBL 2 A Duel On The Road – Kelcan Weaver comes TBL 2 The Ruins of Brooksend – Once a thriving
35 in to view, sat on a downed tree ahead of you. 45 town, the new bridge over the river Goras
You know to avoid the odd fellow but it’s too turned the settlement in to a ghost town.
late, he sees you. Smiling and leaping to his Now long abandoned you decide to search
feet, he hugs all four of you before challenging the stone ruins. Roll d6:
you to a sword duel. Roll d6: 1-2 – Your search comes up empty and a
1-2 – You reluctantly agree, but lose. Deduct storm traps you in the remains of the town
25gp and 1 health point. inn. Add two days travel to your total.
3-4 – You duel to a draw, shake hands and 3-4 – Your search uncovers nothing so you
continue on your way. continue on your way.
5-6 – You win the duel easily and leave 5-6 – An small treasure chest yields a
Kelcan sulking by the downed tree. tattered diary and 50gp.
TBL 2 A Prize Not Earned – Climbing up to Grisdale TBL 2 The Morning After the Night Before – A
36 Peak you see something reflecting light in a 46 heavy night around the camp fire on the
puddle at the side of the trail. A bird shaped shores of Lake Lavras and you wake up
pendant is yours. It fetches 80gp at the traders with a head as thick as a Gaeta pine. You
in the next town. forget to pick up gold stash. Deduct 50gp.
TABLE 2 (Roll 3 – 4)
ROLL EVENT ROLL EVENT
TBL 2 Well, That’s Odd – The Halls of Callander are TBL 2 Elegia – The Elven town of Elegia is one of
51 an unusual place, a set of underground 61 the few Elven settlements which people
chambers that has not one straight wall in its avoid. Strangers aren’t always welcome as
entirety. Handy for a shortcut but most of the Elven ‘bad apples’ tend to wash
disorientating as hell, passing through is no up here. Roll d6:
easy task. The peculiar passageways are also 1-3 – You get shaken down by a gang of
known to house the occasional freaky beast; Shadow Elves. Deduct 50gp and continue
roll on the Weird Monster table and prepare on.
for battle in order to proceed. 4-6 – You endure some verbal abuse on the
streets but
TBL 2 Hand In The Flame – Dita’s Place has a TBL 2 Valley of Viborg – One of the most
52 reputation known far and wide. You can 62 confounding places in the entire realms,
purchase more than just a jug of ale here, and this mist and boulder filled chasm has more
after a long trek you enquire as to some routes and paths than any sane person
personal company for the night. Roll d6: could count. The small number of right
1-2 – You ‘companion’ wakes before you and paths are a real time saver though. Roll d6:
takes half of your gold. Halve the total GP one 1-2 – Luck is just not with you today. You
of your adventurers is carrying. take wrong turn after wrong turn. Add 5
3-4 – You wake the next morning, pay 20gp days travel to your total
for your nights fun, and leave 3-4 – After much deliberating you
5-6 – You had an amazing night and remember the right way through. A one
seemingly so did your partner; they refuse day travel to your total.
pay. You leave Dita’s with a skip in your step. 5-6 – Reduce your travel days to zero
TBL 2 Heading Down Stream – Your path takes you TBL 2 One Good Deed – You pass an elderly
53 alongside the Albury river, one of the finest 63 couple in tattered rags, walking gingerly in
walks in the realms. You take in the calm their threadbare sandals. Their home
sound of the flowing water and the wind in recently lost in the floods in Mara, you gift
the overhanging trees as you stroll. No event. them 40gp to help with their plight.
TBL 2 The Long Drop – Against your better TBL 2 Narayan – The underground city of
54 judgment you follow the party up to Gusty 64 Narayan, built beneath Mount Flint is a
Edge, a rocky knife-edge “stroll” that takes all something to see. Unlike anywhere else in
of your nerve to scramble across. Roll d6: the realms, passing through can take longer
1-2 – A squall of wind knocks you off the than usual as there’s so much to behold.
edge. You tumble a little way and clamber You just can’t resist exploring. Roll d6:
back up, but refuse to go any further. Lose one 1-2 – You can’t remember much, but
health point and add 3 days travel to your you’ve been in the city for an age and
total. you’re out a lot of gold. Add 4 days to your
3-4 – You make it across just about, the travel total and deduct 40gp. No regrets!
longest hour of your life. 3-4 – A weekend and 25gp well spent. Add
5-6 – The wind dies down and you clamber 2 days to your travel total and deduct 25gp.
across. You find the purse of a less successful 5-6 – A whistle-stop tour and you’re
climber on the way. Add 25gp to your total. somehow 30gp better off. Nice!
TBL 2 A Smattering of Luck – A passing bankers cart TBL 2 Damn Seagulls! – They use to just steal your
55 must have sprung a leak. For the next hour 65 sandwiches; now they’re taking money. An
you find random coins on your path. Add a errant seagull nabs 20gp clean out of your
handsome total of 41gp to your total. hand. Deduct from your total.
TBL 2 Ups and Downs – A day spent hiking the fern TBL 2 A Nothing Day – The flat farmlands of
56 covered hills of Shekna. No event 66 Estin are monotonous but safe. No event.
TABLE 3 (Roll 5 – 6)
ROLL EVENT ROLL EVENT
TBL 3 Under the Bridge – Rumours of a shortcut TBL 3 The Withered Wood – No matter the time
11 down river from Balzara via a tunnel under its 21 of year, the Woods of Graveney never
main bridge river crossing prove false. All you flower or bloom. No one knows why the
find is a small cave system infested with foul trees remain in a permanent state of winter,
creatures. Roll on the vermin table and yet never die off. It makes for a glum days
prepare for battle. hiking. No event.
TBL 3 Can You Dig It? – A night in the remains of a TBL 3 The Heat Is On – The tunnels beneath
12 stone tower east of Lye provides welcome rest. 22 Mount Cade run alongside renowned
In the morning you find a hidden basement to “firestreams” (that’s rivers of lava to you
the tower. In the corner, part buried you and I). A handy but uncomfortable
discover a small chest. You dig it out and pry shortcut. Fan yourself and Roll d6:
it open. Roll d6: 1-2 – The heat costs you dear. Each
1-2 – Aside from a stash or rusting armour, adventurer loses one health point
the chest is empty. 3-4 – You beat the heat but it takes an age.
3-4 – Looks like there was once quite the stash Add two days travel to your total.
here. Scraps are all that’s left. Add a measly 5-6 – You sweat and sprint your way
5gp to your total. through. Deduct one days travel from your
5-6 – You discover 100gp glinting in the dark total.
TBL 3 Slogging On Through – A shortcut along the TBL 3 A Furry Escapee – The sight of a large
13 coastline of Ashwick turns out to be a bad 23 ginger mill-cat bounding towards you,
idea. Far from a sandy stroll, the coastal mud followed by shouts, springs you in to
turns saps the energy from your legs. And action. You wrangle the wayward feline
then it starts to rain. Add 2 days travel to your and its owner bounds up a moment later.
total. You’re gifted 20gp as a thank you.
TBL 3 The Long Plod – A day of mud and drizzle, TBL 3 Watch Your Footing – After slipping on
14 farm fields and villages, as you pass through 24 wet loose slate you drop your stash and
the non-descript lowlands of Broadfield. No 20gp tumbles down the valley below.
event. Deduct 20gp from an adventurers total.
TBL 3 Here’s Lies The Body Of Mary Lee – Hitching TBL 3 Unwanted Visitors – The Low Hollows are
15 a ride along the coast on the Mary Lee fishing 25 an easy walking route but include a
vessel seemed like a good idea at the time. But smattering of small villages, most of which
as the skies darken and the seas begin to don’t take kindly to travellers. You try to
churn, you look back longingly at dry land on pass through as many as you can without
the horizon. Roll d6: raising the interest of the locals. Roll d6:
1-2 – Some of the worst seas skipper Backlinie 1-2 – The village of Threlkeld set loose a
has ever encountered makes for a terrifying cage of vermin on your. Roll on the Vermin
night. Two adventurers lose a one health table.
point each through seasickness 3-4 – The sheriff of Doddick insists on
3-4 – Rough waters and tough going make for payment to let you pass through trouble
a restless night. You also lose 30gp over the free. Deduct 25gp from your total
side of the boat. 5-6 – Thanks to heavy rain and quite trails,
5-6 – The wind changes and the dark skies you pass through the Low Hollows with no
move south. A peaceful nights sail is trouble.
thankfully yours.
TBL 3 Mis ty Eyed – A thick rolling sea-fog traps you TBL 3 Riding with Pumpkins – A passing farmer
16 in a chalk cave on the coastline. Visibility 26 takes pity on you in the rain and offers you
down to zero you wait out the weather. Add a lift in his wagon. Deduct 1 days travel
two days travel to your total. from your total.
TABLE 3 (Roll 5 – 6)
ROLL EVENT ROLL EVENT
TBL 3 Welcome to the Treasuredome – One of the TBL 3 One Wrong Turn – The Forest of
31 most feared but revered locations in the 41 Drellingore is a tough shortcut during
realms is Hirono Hill, a grass peak nicknamed daylight hours, and a no-go zone once the
the Treasuredome for what lies below its steep sun sets. A decision to push through its
verdant slopes. The catacombs under the hill thick pines and willows is starting to feel
have only one way in and out, a small hole at like a bad choice as the shadows grow long
the base of the hill, and for good reason; the and the temperate cools. Roll d6:
beasts that lurk there. However, rumours of 1 – As the sky darkens you get hopelessly
untold riches in the caverns abound. You try lost. It takes an age to find your way out.
your hand and squeeze down in to the dark. Add 4 days travel to your total.
Roll d6: 2 – Too many wrong routes sees you stuck
1– You escape, just, after numerous savage in the Forest for far too long. Add 3 days
encounters. Every party member loses 2 travel to your total.
health points 3 – Knowing better than to push on at
2– A brutal battle with a Carranon leaves you night and get lost, you make camp and wait
bloodied. Two party members lose 1 health for daylight. Add 1 days travel to your
point each. total.
3-4 – Though you only encounter one or two 4 – Despite the darkness you find a way
small beasts, you find no treasure either and through, just. Continue on your way.
leave empty handed. 5 – Jogging to make time, you just about
5 – After a series of skirmishes you uncover a push through before night falls. Deduct 1
small sack containing 50gp. days travel from your total.
6 – At the lowest level of the catacombs you 6 – You remember a hidden path through
find a shattered wooden chest and 220gp. the thick foliage and escape in to the
sunlight. Reduce your days travel to zero.
TBL 3 Blade In The Dark – Your cosy night camping TBL 3 Going Underground – The long, winding
32 under the stairs is ruined when you hear a 42 Manesty Tunnel might be a short cut but
rustle in the trees behind you. You awake it’s also a notorious hideout for critters and
with a start as an attack is imminent. Roll on nasties. You take the tunnel on anyway and
the Minions table and prepare for battle. hope for an easy trek. Roll on the Vermin
table and ready your weapon.
TBL 3 Watendlath Water – One of the prettiest TBL 3 Where Adventurers Dare – The steep face
33 bodies of water in the Norindaal realm, this 43 of Ravenstone Mount is a short but tricky
large tarn high up in the Brandelhow Hills is climb. You break out your ropes and tie on
the perfect spot for an overnight rest. You feel for extra safety. But is that enough? Roll d6.
utterly refreshed, mentally and physically, by 1-3 – The rope wasn’t enough and a fall
morning as the sun rises and reflects off the cost two adventurers 1 health point each.
still water. Add 1 health point to one 4-6 – You haul yourself to the top with just
adventurer. a couple of grazes.
TBL 3 Pay Day – Resting to loosen your boot laces TBL 3 Snow Day – A blizzard traps you in an
34 and sip some water, you find 10gp by the 44 abandoned, derelict farm house. Add 2 days
road. Add it to your total travel to your total.
TBL 3 Strollin’ – A lazy day walking through flower TBL 3 How Much Further? – A tough day hiking
35 meadows and woodland. No event 45 the hills of Ringlestone. No event.
TBL 3 Anyone for Tea? – Against your better TBL 3 No Scrubs – The scrubland between Killian
36 judgment one of your party insists on calling 46 and Hodsoll is desolate and dry, but a
it at their Aunts en-route. Loosen your belt a handy shortcut. Deduct one day from your
notch and add 1 days travel to your total. total travel days.
TABLE 3 (Roll 5 – 6)
ROLL EVENT ROLL EVENT
TBL 3 You Could Be Mine – The Mines of TBL 3 Fortress Gygax – A wrong turn gives you a
51 Mockbeggar are a sorrowful place, but a 61 sinking feeling as the notorious Fortress
handy route across the realms. Your only Gygax appears around the bend. Rather
hope you don’t come across Snavlo, the Mine than double back you decide to push
Chief. through the supposedly empty stronghold.
Keep quiet, out of sight, and roll d6: Draw your weapon and roll d6:
1-2 – Snavlo’s men find you. You have to 1-2 – A weird monster smashes through a
work to be granted safe passage. Add 3 days corridor wall behind you. Roll on the
travel to your total. Weird Monster table.
3-4 – The extra sneaking to get through takes 3-4 – Minions pounce out of the dark. Roll
time. Add 1 day to your travel total. on the Minions table.
5-6 – You get through unseen. Deduct 1 day 5-6 – You pass through unhindered.
from your travel total.
TBL 3 Cold Shoulder – The Ice Caverns of Eldamar TBL 3 The Double Deuce – The DD is perhaps the
52 can off a shortcut if you know the right path 62 most disreputable drinking hole in all of
and can stomach the cold. Roll d6: Norindall. You can resist a night there
1-2 – After hours and hours of freezing cold though. After some drinks you try your
wandering you get lost and return to the start luck on the Cundey table. Roll d6:
and the warmth. Add 3 days travel to your 1-2 – You lost big time. Your adventurer
total. with the highest GP total has the amount
3-4 – Disorientated from the constant glowing cleared to zero.
white walls, you just about stagger out of the 3-4 – You break even.
exit passage with your sanity in one piece. 5-6 – What a win! Double the amount of
5-6 – Shivering you make your way through. GP for your adventurer with the highest
Deduct 1 days travel from your total GP total.
TBL 3 Soggy Socks – The woodland marshes of TBL 3 Spine On The Pine – The pine forest of
53 Ginymelk seemed closer to your destination 63 Louik is so sprawling there’s no option but
that you remembered. You slop through to go through and face whatever lurks
slowly. Add 1 day to your travel total. within. Roll on the Vermin table
TBL 3 Time After Time – Voices ahead and you TBL 3 Dive In – The legendary mage Cloudsworn
54 freeze as you spot your ex Presrie on the path 64 passes your overnight camp and in return
ahead talking to a friend. Roll d6: for some warmth by the fire offers up the
1-3 – There’s no way round. You have to use of his Voyage Portal. Wary, you step
double back. Add 1 day to your travel total. forward one at a time and jump through
4-6 – Thankfully you’re able to creep through the purple flames. You arrive at your
the bushes alongside the road and continue on destination. Reduce travel time to zero days
TBL 3 Joining Forces – The celebrated warrior TBL 3 Gather Round – Bryson’s Tower is a
55 Kalidor is being set upon by a horde of 65 welcome sight after a long day hiking. You
minions. You run forward to offer aid. Roll on settle on the top floor of the stone tower,
the Minions table. If you are successful, light a fire, cook up a feast, and swap tales
Kalidor gifts you 40gp for your help. of daring-do long in to the night. No event.
TBL 3 Heads or Tails – The catacombs under Mount TBL 3 The Beast of Bachman Keep – You thought
56 Tozier and dark, damp, and stifling. The path 66 it was a secure place for a night’s camp, out
is clear until you come to fork in the route. of the rain and the cold. But the stone walls
You peer in to the gloom. Roll d6: of Bachman Keep hide a secret menace that
1-2 – Lost for days you make it out, just. Add no one warned you about. You struggle to
5 days to your travel time. sleep as you hear scratching noises below
3-4 – A day late you find daylight at last. Add you. Ready your weapon and roll on the
1 day to your travel time. Weird Monsters table.
5-6 – You survive the trek unharmed.

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