Professional Documents
Culture Documents
Wayfarers and Adventurers
Wayfarers and Adventurers
Adventurers
Contents
Introduction 3
Druid 5
Martial Mystic 7
Gnome 11
Wood Elf 15
Green Troll 17
Green Troll Stupidity Table 18
Character Traits 22
Rare Traits 32
Milestones 33
Druid Spells 42
Druid Scrolls 46
New Equipment 50
Leafsteel Armor 51
Introduction
This supplement for Four Against Darkness describes new classes that
may be used alongside the ones found in the core book, in Concise
Compendium of Classes and other supplements. All of these are
optional. Use them if you think they will add to your enjoyment of the
game. They are written in the most generic format possible, giving you
ample opportunities for use in any type of setting or adventure.
10
Scroll use: Gnomes can cast 2) Open one locked door or chest,
spells from scrolls and magic or disarm one trap. This
items, always counting as first requires the expenditure of an
level casters (they just add +1 to action and a Save against the
the spellcasting roll regardless of level of the trap or door. If no
the gnome’s actual level). If the level is indicated for a locked
spell cast from the scroll is Illusion door, assume it to be L6. Add
or any spell with the words Illu- the gnome’s level and the
sion, Phantasmal or Illusionary, number of gadget points spent
however, they add their full level. to the roll. The number of
Hard to hit: Due to their dimin- gadget points must be spent
utive size and quick reflexes, BEFORE the roll. For exam-
gnomes add +1/2 L to defense ple, a gnome who wants to add
rolls. +3 to his roll to disarm a trap,
will have to spend 4 gadget
Resistance: Gnomes add +L to points (one to be allowed to
saves vs. poison and gases. roll, and 3 to get a +3 bonus to
Gadgeteer: Gnomes add their the save).
level on rolls to disarm traps. In 3) Help someone out of chains,
addition, a gnome receives a ropes, shackles, handcuffs or
number of gadget points at the other restraints, including
beginning of every adventure magical ones. This requires
equal to L+6. At any moment the expenditure of an action
during the adventure, the gnome and a Save vs. difficulty 6 (or
may spend gadget points to do one the level of the creature that
of the following: bound the victim or that is
1) Use a one-shot mechanical guarding the prisoner, if it is
weapon that lets him add +L known and it is higher than 6).
to one ranged attack. The Add the gnome’s L to the roll.
gadget is then disabled until If the roll fails, the gnome may
the gnome spends another try again in the following turn,
gadget point and 30 minutes but if the gnome ever rolls a 1,
to repair it. A typical example the lock/chain/restraint is
would be a mechanical, clock- beyond his ability. The gnome
work drone that hits the target may not free himself if he is
and then runs out of energy, a the one being shackled.
spring-loaded blade, a razor- 4) Build a gadget that creates a
sharp yo-yo or a jack-in-the- smokescreen. This lets the
box metal fist. party flee from a combat
encounter without suffering
12
13
14
15
16
17
18
19
effect is that the troll wastes his world will be able to wake him up
first action and a spell is lost as the until the end of the fight. Nor-
troll shreds the page. If the party mally, monsters will not waste
has no scrolls or spellbooks when their attacks on the sleeping troll,
you roll this result, the troll wastes so the player may not direct attacks
one action looking for it anyway, on the troll, but the troll will still
and then returns to the fight. A be hit by randomly targeted
spellcaster that has his spell book attacks that some monsters have,
damaged may spend 50 gp in and by area attacks (like certain
town to have the spell replaced. types of dragon breath) that hit all
Until the spellcaster does so, that characters in the engagement. All
spell may no longer be prepared. attacks on the troll will hit it auto-
Bellow: The troll bellows, causing matically. The troll will also regen-
an immediate wandering monster erate all damage at the end of the
roll. Any wandering monsters encounter, when he wakes up. A
attracted by the sound will arrive sleeping, troll is immune to stone-
when the party has dealt with the turning gaze attacks -- his eyelids
current encounter, but BEFORE are closed.
the troll had a chance to regener- Madness: The troll rolls on the
ate. The troll will regenerate at the stupidity table each turn, until a
end of the wandering monster result takes him out of the encoun-
encounter. ter (like Flee or I’ll take a Nap). If
Throw Rock: With his first this does not happen, the troll will
action, the troll produces a large perform the rolled action for one
stone that he was carrying and turn, and then roll again on the
throws it at a random target. The stupidity table at the beginning of
attack hits at +1 and any target hit his next turn.
takes 2 wounds. Randomize the
target as fairly as possible between A note on troll stupidity
all the targets available in the fight. Green trolls are powerful, but they
For example, if there are 3 party become a liability when things go
members and 6 enemies, for a total wrong. They may seem unplayable
of 9 targets, you may assign a at first, but the Troll Training
number 1 to 9 to all targets and roll expert skill that halflings, gnomes
a d10, rerolling any result of 10. and goblins may learn lets you
I’ll Take a Nap: The troll decides reroll the stupidity roll and pick
it’s time to sleep, and drops to the the best result.
ground, snoring. No force in the
20
21
22
23
22) Diary
The character can read and write
and keeps an annotated diary
where he or she annotates all his
findings, monsters’ weaknesses
and behaviour, unusual things
spotted in the wilderness, and so
16) Allergic to potions on. The first time that the charac-
ter generates a clue during an
The character is allergic to some adventure, the character gener-
common alchemical ingredient. ates two clues instead. If the diary
Every time the character drinks a is lost or stolen, the ability to gain
24
an extra clue may not be used until edly. Every time, the character will
the character spends 5 gp in town meet d6 orcs. If only one is
to buy another diary. Barbarians encountered, he will be a level 5
are allowed to have this character Boss with 4 Life and 4d6 gp. Keep
trait like any other character type. a tally of how many orcs the char-
acter kills. Once the character has
23) Hunted by Goblins killed a total of 15 orcs, this trait
will disappear. For purposes of
At the end of any adventure, roll this tally, count each boss as 3
1d6 for the character. On a 3+, orcs. If the character is killed by
nothing happens. On a 1 or 2, the the orcs, the character’s party may
character is ambushed by a group spend 3 clues to buy 1 Secret in
of lesser goblins (level 2 minions, their next dungeon to find the
morale -1, treasure: 1 gp each) and orcs’ hideout in a room. These
must fight them singlehandedly. orcs will have the killed charac-
The goblins are armed with knives ter’s equipment as loot, in addi-
and clubs. Every time, the charac- tion to their standard treasure.
ter will meet d6 goblins. Keep a
tally of how many goblins the
character kills. Once the character
has killed a total of 18 goblins,
this trait will disappear. If the
character is killed by the goblins,
the party may buy 1 Secret in
their next dungeon to meet them
in a room. These goblins will
have the character’s equipment
as loot, in addition to their stan-
dard treasure.
25
26
27
points or less. Once that happens, have passed their chaos taint onto
adrenaline will kick in and the the character. If you have the
character will sober up. Alterna- Caverns of Chaos supplement, the
tively, the character may sober up character rolls at +1 on the
if another character gives him a Touched by Chaos table (see
dose of Powder of Sobriety (10 gp, Caverns of Chaos, p.19). If you do
see p.80 of The Courtship of the not have Caverns of Chaos, the
Flower Demons). Even if given character will attack at -1 any foe
the powder, the character remains with the Chaos or Xichtul words
an alcoholic and must roll again at in their name. A character with
the beginning of next adventure. Chaos Taint may NOT be a cleric
Alcoholism may be healed with of Tamas Zeya. If you happen to
expensive magical care (500 gp roll this trait for a cleric, the cleric
for the treatment). must choose another religion.
If a green troll has this trait, he or
she will roll at +1 on the stupidity 43) Madness
table. The character begins the game
with 1 Madness point. No matter
36) Master of the Blade what game effects are used to
The character has a natural talent reduce the character’s Madness
for bladed combat. Once per score, he or she will never have
adventure, the character may less than 1 Madness. This trait
reroll one failed attack roll with a may be removed only as a favor
slashing melee weapon. from a god (as described in a
specific encounter).
41) Greedy
44) Bludgeon
Whenever the party finds trea-
sure, the character must receive The character has a natural talent
the biggest share or the magic for fighting with blunt weapons.
item (that he or she can use) with Once per adventure, the character
the highest monetary value. If this may reroll one failed attack roll
is not done, the character will with a crushing melee weapon like
leave the party. a club, mace or bare hands.
28
29
assigned to the character with this terror effect. This effect is the
trait. If six enemies attack the same as the Commanding Pres-
party, one of the two extra attacks ence skill from Four Against the
must be assigned to the character. Abyss. If a character has both
Encouraging Presence and Com-
55) Always in the manding Presence, the bonus will
Rearguard not stack but his friends would
enjoy the bonus even if the char-
The character must always be acter is not in the front position of
assigned to one of the two rear the marching order.
positions in the marching order if
possible. 62) Treasure Hunter’s Luck
56) Mechanical Knack Once per adventure, when a
random number of gp is generated
The character gets a +1 on all rolls for a treasure or for the value of a
to disarm or avoid traps, or to gem, jewel, magic item or other
repair damaged machinery. A valuable, the character may use
gnome with this trait receives one the Treasure Hunter’s Luck ability
additional gadgeteer point. to automatically get the maximum
number possible on the roll. For
61) Encouraging Presence example, if rolling the value of a
gemstone worth 3d6 x 10 gp, the
While the character is in one of the
character may use this trait to
two front positions in the march-
have the stone be worth 180 gp.
ing order, all other party members
get a +1 to save vs. any fear or
63) Incredible Vitality
At first level, the character gets 1
permanent, additional Life point.
30
31
33
34
35
36
37
38
39
40
Building the temple costs 500 gp. The shrine will employ a full time
This must be paid in installments halfling baker-beekeper who pre-
of 100 gp between adventures. pares biscuits that will be offered
Once the last installment is paid, to weary travellers who stop by the
the temple is ready. Between each shrine. The halfling must be paid
adventure, the character should 3 gp between each adventure for
pay 5 gp as a fee to a guardian of his work. As long as the shrine is
the flame, a clergyman who operative, the character will lose 1
ensures that the flame is kept alive point of Madness at the end of
at all times. As long as the flame every adventure, and the shrine
burns, all party members get a will produce 5 rations worth of
permanent +2 on saves vs. frost food for the party. In addition, the
and cold attacks, and +1 on all character is immune to the sting
attacks (including spells) against of brownbees or any other bees,
creatures with the words ice, frost, including giant ones. However,
winterheart, or snow in their the character also swears to never
names. hunt or eat does. If this happens
for any reason, for example as part
66) Shrine to Saali of a quest, the temple will be
destroyed and lose all powers.
Saali is a magical white doe who
is the animal companion of the
god Korimnos, the Horned
One. Saali, among her
other abilities, has the
power to turn into a swarm
of brownbees (a type of
large honeybees with a
potentially fatal sting). To
build a temple to Saali, the
character must spend a
total of 300 gp in three
installments of 100 gp
each. Each installment
must be paid between two
adventures. When the total
payment is completed, the
shrine is ready.
41
42
43
44
45
Druid Scrolls
If you find a scroll, you may decide
what type of spell it contains
(wizard or druid) or roll d6: on a
1-4 it contains a wizard’s spell, on
a 4-6 it contains a druid spell. If it
contains a druid spell, roll d6. On
a 1-4 it’s a basic druid spell, on a
5-6 it’s an expert druid spell. Roll
at +1 if you found the scroll in the
treasure of a monster of Abyss
level or higher.
Roll on the following tables to
determine which spell it is.
8 Spiderweb
8-9 Harmonious Healing
9 Entangle
10-
10 Subdual Wrath of Nature
11
11 Forest Pathway
Protection from Traps and
12
12 Alter Weather Snares
46
47
be cast during the current opposite side. The party can use
combat encounter. the wall of ice to safely withdraw
from a combat and avoid all pur-
Illusionary Bridge suit. Even outdoors, the wall will
prevent enemies from pursuing
This spell allows the caster and the the party. However, ice elemen-
party to cross any impassable tals, ice giants and ice dwarves can
obstacle (like a ravine or a lava move through the wall of ice as if
flow) or a river. The bridge disap- it did not exist. The wall of ice
pears when the caster leaves the automatically melts if targeted by
area. If the party is being chased, a fire spell or if a fire elemental or
the caster may cause the bridge to other creature that inflicts fire-
disappear under the pursuers’ based damage spends one turn to
feet, automatically destroying the destroy it. Otherwise, the wall of
pursuers. The pursuers are ice will last until the end of the
assumed to fall into the river and adventure. If the spell is cast in a
it will not be possible to recover desertic area, the wall will melt
their loot, unless the party has after 1 hour but it will provide
some aquatic character. enough water for all the party for
three days.
Distant Communication
The caster may use this spell to Destroy Aberration
transfer to the other party When this spell is cast successfully
members any clue gained while performing a spellcasting roll
the caster is separated from the against the target’s Level, it inflicts
party, for example while the caster 3 damage upon a Weird Monster.
is doing research in a library or It has no effect on monsters of
talking to a sage. In multiplayer other categories (Vermin, Minion,
adventures or adventures with a Boss). Doubling the target’s Level
game master, the player character would inflict +1 additional
casting this spell may share any damage, not 3 additional damage.
knowledge with any other player
characters even if he or she is
separated from them. Surge of Strength
This spell is automatic and does
Wall of Ice not require a spellcasting roll
unless it is cast against a creature
The caster creates a wall of ice tall or room with magic resistance.
enough to block all enemies on the For the next three encounters, the
48
49
50
51
52
53
Alternative Minions
This is an alternative minions table for basic dungeons, for 1st to 3rd level
characters. You may decide to use it in a specific dungeon, or you may want
to alternate between the standard table found in Four Against Darkness and
this one on a 50/50 basis: roll d6 whenever a minion encounter is required.
On a 1 to 3, use the standard table, on a 4 to 6, use this one.
54
55
56
This is not a stand alone game. To use this book, you need a copy of
Four Against Darkness and Four Against the Abyss.