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Wayfarers and

Adventurers

New Characters and Options for Four Against Darkness

MARCOS VOLPE (Order #36080905)


Wayfarers and
Adventurers
New Characters and Options for Four Against Darkness

Written and illustrated by Andrea Sfiligoi


Proofreading: David Ybaben

Playtesting and helpful comments: Andrea Sfiligoi, Victor Jarmusz, Erick


Bouchard, John Clay, Ray Ohlinger, Jay Villanueva, Finnegan Brown

Buy our books on www.lulu.com/songofblades


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Wayfarers and 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

Expert Druid Spells 45

Druid Scrolls 46

New Wizard Basic Spells 47


Expanded Random Basic Spell Table 47

New Expert Skill: Troll Trainer 50

New Equipment 50
Leafsteel Armor 51

New Animal Companions 52


Forest Shadow 52
Bearwolf 52
Alternative Minions 54
New Weapons 55
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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.

Two adventurers face a six-eyed molebeast in the dungeons of Thruu.

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2) Discovering a secret (the druid


Druid spends 3 clues and learns a new
Druids are nature priests unaffili- expert spell);
ated to temples and organized 3) The druid passes an XP roll and
religion. They protect the wilder- learns an expert spell;
ness and channel the powers of
nature, gaining the ability to 4) The druid finds an expert spell
shapeshift into animal form or to on a scroll and uses that scroll to
summon the aid of trees and learn the spell. This process
beasts. They are a bit crippled in destroys the scrolls but lets the
dungeons, but shine in a wilder- druid add the spell to his reper-
ness setting. toire of known spells.

Spellcasting: Druids can use Attack bonus: A druid under-


their own spells, adding their level goes partial martial training. A
to their spellcasting roll. They do druid adds +1/2 L on Attack rolls,
not need to read or learn their rounded down.
spells from books, but meditate Non-druid scroll use: Druids
between adventures to regain the can cast spells not on the druid
spells used. They begin with 2 spell list from scrolls and magic
druid spell slots, +1 per level. items, but add only +1/2 L to the
They gain 1 additional spell slot spellcasting roll. Druids may NOT
immediately when they level up. learn these spells.
Spell Knowledge: Druids know Armor allowed: Light armor,
and can memorize any spells from leafsteel armor, shield.
the basic druid spell list. If a druid Weapons allowed: Light
wants to add to his repertoire the weapons (staff, sickle, club, dag-
spells from the Expert druid list, ger), javelins, short bow or sling
he must learn them during his (light ranged weapons).
adventures. A druid of level 5+
may add a spell to his repertoire Animal Companion: A druid
in the following ways: may have one animal companion
in addition to a mount. This
1) As an epic reward (when the animal comes to the druid of its
party completes a quest, the druid own volition. The druid must not
may learn an expert spell instead pay the cost of the animal, but
of rolling on the epic rewards must spend 1 gp worth of food
table); when the animal comes. All
animals described in The Cruci-
ble of Classic Critters are avail-

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A druid in the forests of Edda meditates while his forest shadow


companion watches over him.

able. Druids may also take the Tanner, Commanding Pres-


forest shadow and the bearwolf ence, Continual Light, Detec-
described in this book as com- tive, Intuition, Negotiator,
panions. Poison Resistance, Protective
The druid has a special, subtle Incense, Spore Alchemy, Strong
connection with his animal Will, Terrifying Savagery.
companion. The druid receives The druid may learn the follow-
1 Madness if the animal dies. As ing skills from Concise Collec-
soon as the druid is in the wil- tions of Classes: Poison Expert,
derness or just outside of a Spiritual Nourishment, Surgeon
dungeon, another animal of the Training.
druid’s choice will replace the Saves: If not otherwise speci-
dead companion. Again, the fied in the description of a save,
druid must offer 1 gp worth of the druid saves like a cleric.
food to accept the animal as his
companion.
Starting Equipment: Light
hand weapon (sickle).
Starting Wealth: 2d6 gp.
Life: 3 + Level. A 1st level druid
has 4 Life.
Expert skills: The druid may
learn the following skills from
Four Against the Abyss: Arcane
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control bodily functions and


Martial Mystic abilities to the fullest, mystics
can produce seemingly
magical effects, awaken their
internal energies, transfer
their life force onto others,
and access the telepathic
storage of universal knowl-
edge known as akasha.
Attack and Defense: the
mystic adds +1/2 L to attack
rolls (both melee and ranged)
and +L to defense rolls.
Unarmed fighting: The
martial mystic is trained to
use his hands and feet as
weapons, and does not suffer
the customary -2 modifier for
unarmed fighting. The -1 for
using light weapons still
applies. In addition, the
mystic may attack with a kick.
A kick hits at +1 but if the
mystic rolls a 1 on the attack
roll, the mystic loses his
balance and will not attack
next turn.
Resistance: The martial
mystic adds +L to save rolls
vs. poison, stone-turning, gas,
stunning, and mind
control/hypnosis.
Athletic: The martial mystic
adds +L to save rolls to climb
or leap or obstacles or to jump
A martial mystic is a student of down safely, including when
the martial arts. Learning to falling through a trapdoor or any
focus on inner life-force and to

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similar trap that inflicts falling to automatically inflict up to 3


damage. damage against creatures
Chi powers: The martial mystic made of wood (wood golems,
receives a number of Chi points at wood automatons, wood ele-
the beginning of every adventure mentals, treemen, living wood
equal to his level +2. The martial statues);
mystic may spend one Chi point 3) Break free of chains, ropes,
per turn to do one of the following: shackles, handcuffs or other
1) Create an energy fist attack restraints, including magical
that counts as a magic attack ones. This happens automati-
and can hit any creature, cally, but requires the expen-
including those who are insub- diture of an action;
stantial or are hit only by 4) Evade from a melee without
magic weapons. Add +L (not suffering an attack;
just 1/2L as usual) to this 5) Automatically pass a defense
unarmed melee attack. If the roll (you spend the Chi point
martial mystic possesses a INSTEAD OF rolling -- you
magic item or an advanced cannot roll and then, on a fail-
skill that lets him perform
multiple attacks or attack
more than one target, such as
Flurry of Blows or Double
Attack, the +L bonus is
applied to all attacks per-
formed during the current
turn. The energy fist disap-
pears at the end of the turn;
2) Destroy one door, treasure
chest, shield, pole, tree or
other item made of wood with
a thickness up to the mystic’s
arm length. The power can be
used to break free from a
wooden house or even damage
a ship to the point it will sink
or disable a siege engine. This
happens automatically, but
requires the expenditure of an
action. This may also be used
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ure, decide to use the Chi); (use your common sense: if it


6) Project his lifeforce to heal is something that cannot be
others. The mystic spends 1 tied with a rope, incapacitation
Chi and loses 1 Life but heals will not work);
2 life to a friend. This ability 9) Focus on non-lethal combat,
may also be used to remove so that the mystic may
the effects of poisoning from a perform non-lethal (subduing)
friend’s body, but it will not attacks for the duration of an
bring back to life someone who encounter. Any victim “killed”
died of poisoning. The mystic by the mystic during this
may also remove temporary combat is considered knocked
blindness or 1 point of Mad- out instead, and may be
ness. The mystic may heal revived later for interrogation,
another mystic but not him- bound, etc. Weird monsters
self; and creatures with no nervous
7) Parry a ranged attack and system (undead, insubstantial
immediately reflect it back creatures, oozes, jelly cubes,
against the attacker (use the molds, elementals, automata
mystic’s normal chance to hit and robots, spirits) may not be
with a ranged attack, adding knocked out;
+1/2 the mystic’s L); 10) Use pressure points to force a
8) Upon a successful defense roll, prisoner to tell the truth. This
spend 1 Chi to immediately allows the mystic to perform a
perform a melee attack at -1 search roll, once per adven-
that will incapacitate the ture, that will yield 2 clues, if
attacker, as long as the mystic he has a prisoner to interro-
spends his following action to gate. The prisoner must be
tie the attacker with a rope or able to communicate (i.e., not
the like; this ability may be an animal). Weird monsters
used only against minion or and creatures with no nervous
vermin, or against a boss system (undead, insubstantial
whose level is half the mystic creatures, oozes, jelly cubes,
or less (for example, an 8th molds, elementals, automata
level mystic may immobilize a and robots, spirits) may not be
level 4 Boss). This ability may interrogated with pressure
not be used against weird points;
monsters, hordes, shapeless 11) Put a number of Chi points
creatures, insubstantial crea- towards self discovery and
tures, elementals or swarms introspection. The points must
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be allotted before the begin- level casters (they just add +1 to


ning of the adventure and may the spellcasting roll).
not be used for anything else. Armor allowed: None.
Once the mystic has allotted 6
Chi points towards self discov- Weapons allowed: Light
ery, he may access akashic weapons (staff, sickle, club,
knowledge or wake up his kun- dagger, nunchaku), sling, two-
dalini energy. Accessing handed light weapon (quarter-
akhasic knowledge: this staff: counts as a 10’ pole, and has
lets the mystic use a single skill a -1 for being a light crushing
he does not know once per weapon and a +1 for being a
adventure (any expert skill two-handed weapon, for a net
from any book such as those bonus of 0).
found in Four Against the Starting Equipment: Light
Abyss may be used) or cast a hand weapon or sling, meditation
single spell per adventure beads, one short rope (used to tie
from any list of spells from any incapacitated opponents).
book. The spell is not memo-
Starting Wealth: 1d6 gp.
rized or chosen, it is just drawn
into the mystic mind’s from Life: 5 + Level. A 1st level martial
akasha (a collective, telepathic mystic has 6 Life.
library of all the knowledge in Expert skills: The martial
the universe). The spell or skill mystic may learn the following
will disappear from the mys- skills from Four Against the
tic’s mind as soon as its game Abyss: Acute Hearing, Combat
effect is caused. Awakening Acrobatics, Deadly Strike (used
kundalini: This will give the with bare hands only), Double
mystic a permanent +1 to all Attack, Impervious, Poison Resis-
rolls performed during an tance, Quick Footed, Spot Weak-
encounter (attack, defense, ness (only with bare hands),
saves, or any other rolls). Withstand Pain.
Spent Chi points are recovered From Concise Collection of
during the mystic’s morning med- Classes, the mystic may learn the
itation, a process that requires following skills: Catch Projectiles,
sitting in an undisturbed place for Flurry of Blows, Quivering Palm.
at least one hour.
Saves: Unless specified other-
Scroll use: Mystics can cast wise in the description of a save,
spells from scrolls and magic a martial mystic saves a rogue.
items, always counting as first

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tures of both science and wiz-


Gnome ardry, most gnomes practice a bit
Gnomes are a small folk related to of illusion magic.
both dwarves and halflings. Their Illusions: The gnome can cast
love of pointy hats, knee-high the Illusion spell (described in the
boots and decorated clothes is well spell section of this book) a
known. Like dwarves, they have number of times per adventure
an affinity with earth, gemstones, equal to L. They study the spell
metals and engineering. Like hal- using a contraption bearing some
flings, they live above the ground magic words engraved on gears
in small, cozy homes on the side and lenses. Every morning, the
of hills, or in isolated cottages gnome will need to spend a few
where they can practice their minutes studying his contraption
experiments without disturbing in a quiet surrounding, and will
their neighbors with the occa- memorize his illusion spells for
sional explosion or the funny the day. When casting the illusion,
smell coming from their labs. the gnome adds +L to the spell-
A gnome adventurer is skilled in casting roll.
crafting bizarre but useful
mechanical contraptions. Crea-
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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
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any attacks as they withdraw. ranged attack before the


Smokescreens do not work combat begins, and only if the
against fire and smoke-based gnome was not surprised. If
creatures like djinn, efreeti, air the grenade is used during
elementals (who automatically melee, its damage must be
dissipate the smokescreen) applied to the party as well
and fire elementals. The (roll d6 for each party member
smokescreen device is pretty in the room to determine how
simple to use, and the gnome many points of damage are
may also give it to another inflicted, with a maximum
character, but if used by a equal to the gadget points
character who is not a gnome, spent on the grenade or 4,
there is a 2 in 6 chance that it whichever is lower). Each
will not work. The smoke- point of damage of the grenade
screen bomb is used in any will automatically kill one
case, and may not be repaired minion or vermin, or inflict
until the gnome spends 1 one damage to a boss or weird
gadget point to create another. monster.
5) Build a portable door. This lets Example: Gyrip the
the gnome add a door on the gnome has a 5 point
map where there is none, pro- grenade and throws it as
vided there is a way to connect a ranged attack in a room
the current room to some containing an orc boss
other room, or to turn a door with 7 life and 8 goblin
into an opening or an opening minions with 1 life each.
into a door. The device may The grenade goes off. The
also be used to lock a door that player rolls d6 and scores
has no lock mechanism, and it a 6. Technically, this is an
will remain in place until the exploding die roll but it is
door is destroyed or the lock unnecessary to explode it
opened. because the grenade’s
6) Build a grenade that inflicts maximum damage is 4.
damage equal to the number The orc boss loses 4 life
of gadget points spent minus and 4 goblins are killed in
1, up to a maximum of 4 the explosion.
damage. It takes one action to
throw the grenade. The Example 2: Gyrip is in a
grenade may be thrown as a room with the same orc
boss as above, 3 goblins,

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and his party. The melee ing complexity, it counts as TWO


has already begun but the items if stolen by Invisible Grem-
situation is desperate and lins.
the party needs to wound Armor allowed: Light armor,
the orc boss. Gyrip spends leafsteel armor, clockwork
one action to throw the armor.
grenade. Every party
member rolls d6, taking Weapons allowed: Light
that amount of damage weapons, sling, hand weapon,
(with a maximum of 4 bow, handgun, and any clock-
points of damage). work weapons found as treasure.
7) Use a gadget-enhanced Starting Equipment: Light
weapon to add +L to all melee hand weapon, contraption, a set
attacks for the duration of an of lockpicks and precision tools
encounter. An example would be (resale value of 15 gp).
a gauntlet with protruding blades Starting Wealth: 4d6 gp.
or a spring-loaded hammer that
Life: 4 + Level. A 1st level gnome
spins in the gnome’s hand. While
has 5 Life.
using such weapon, the gnome is
immune to all game effects that Expert skills: A gnome may
disarm him, but not to monsters learn the following skills from
that destroy metallic weapons, Four Against the Abyss: Acute
like the Iron Eater. Hearing, Arcane Tanner,
Brawler, Continual Light, Detec-
8) Use clockwork armor. This is
tive, Negotiator, Quick Footed.
a suit composed of metallic spin-
ning wheels and gears. It counts A gnome may learn the following
as light armor, but its defense skills from Concise Collection of
bonus increases to +3 until the Classes: Alchemical Training,
end of the current encounter Bomb Crafting, Surgeon Train-
when the gnome spends 1 gadget ing.
point to activate the defensive A gnome may also learn Troll
gears. The gnome can build his Training from this book.
own suit of clockwork armor but
will need to spend 25 gp in mate- Saves: The gnome saves like a
rials. Clockwork armor is metallic rogue unless the description of
and may be destroyed by Iron the save says otherwise.
Eaters and similar creatures that
destroy metal. Due to its distract-

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Living off the land: As long as


Wood Elf they are travelling outdoors, in a
non-desertic and non-frozen sur-
rounding, wood elves automati-
cally generate food for 2 people
per day. This represents their
ability to hunt small game and
pick edible berries and roots. In
snow-covered terrain, the ability
is reduced to 1 food per day.
Weapons from nature: When-
ever a wood elf is in the wilderness
(forest or heavy forest), he may
fashion a crushing hand weapon,
crushing light weapon, crushing
two handed weapon, staff, quar-
tertsaff or bow out of natural
materials. This requires 1 roll for
wandering monsters for every 2
weapons created.
Traits: A wood elf adds +L to Armor from nature: A wood elf
attack and defense rolls when may fashion a shield from a tur-
fighting in a forest or jungle, and tle’s shell or a giant beetle’s cara-
always when using a bow (not a pace. A wood elf may also fashion
crossbow). In all other cases, the a suit of leafsteel armor in about
wood elf adds +1/2 L on melee four hours (six hours if the suit is
attack rolls. meant for a large creature like a
Wood elves add +L on their saves troll or ogre) if he finds a leafsteel
when defending from traps found bush (a 1 in 6 chance of finding
in the wilderness (pits, snares, one per hex/area of forest trav-
bear traps). eled). Leafsteel armor works as
heavy armor (+2 to defense rolls)
Wood elves reduce by 1 the party’s
and gives no swimming and
chance of being surprised when
climbing limitations but must be
travelling in forests, jungles and
discarded after 2 adventures as
woods of any type.
the leaves dry. Leafsteel armor
Wood elves add +L to stealth may be worn by any class that may
saves when in the woods. wear light armor. Leafsteel bushes
grow in dangerous areas, and

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there is a 2 in 6 chance of a Weapons allowed: light weap-


random wilderness encounter ons, hand weapons, quartertsaff,
whenever the party stops to collect bow, crossbow, bolas, boomer-
enough leafsteel for building a suit ang.
of armor. Beginning Equipment: 1d6
Forester: A party entirely com- gp, leafsteel armor, 1 hand
posed of wood elves can move weapon, 1 bow.
through forest as if they were Expert skills: A wood elf may
under the constant effect of a learn the following skills from
Forest Pathway spell. Four Against the Abyss: Acute
Friend of the woodland Hearing, Arcane Tanner,
beings: If one or more wood elves Brawler, Combat Acrobatics,
are in the party, you may alter by Danger Sense, Deadly Accuracy
1 all reaction rolls when encoun- (only when using bows), Dead
tering woodland creatures and Shot, Double Attack, Knife
plant lifeforms like treemen, Throwing, Quick Footed.
dryads, other wood elves, and any A wood elf may learn the follow-
other creature from sylvan or ing skills from Concise Collection
forest or jungle encounter tables. of Classes: Poison Expert,
Saves: The wood elf saves as an elf. Surgeon Training.
Armor allowed: shield, light
armor, leafsteel armor.

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target. This counts as a ranged


Green Troll attack that inflicts 2 wounds if it
hits. However, if the
target is wearing any
clothes, fur or other
expensive clothes or
decorative objects are
part of its treasure, they
will be ruined and lose
all monetary value.
Likewise, a creature that
has been killed by troll
acid may not be har-
vested for body parts for
alchemical use.
Stupidity: Trolls are
immensely stupid and
unpredictable. They
may not learn any
advanced skills and may
not use equipment of
any kind except weap-
ons. Likewise, they may
not be sent alone to
A few green skinned, regenerating inspect a room or check for traps,
trolls are civilized enough to be listen for sounds, or any action
accepted in adventuring parties in that involves searching or
the role of brutes. generating/using Clues. If at any
Traits: Trolls add +L to melee moment only trolls remain in a
attacks and a flat +1 to ranged party, the party is considered dis-
attacks with thrown weapons (typ- banded and the adventure ends.
ically axes or even large stones) At the beginning of any combat
and their projectile vomit attack. encounter, once the combat starts,
Green trolls’ thick skin is equiva- they must roll d20 on the stupidity
lent to heavy armor and gives +2 table to see what they will do in
to defense rolls. the current encounter. If a charac-
Projectile Vomiting: Once per ter with the Troll Trainer expert
adventure per level, a troll may skill is in the party, roll d20 twice
spew its acid gastric juices upon a and pick your favorite result.

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Green Troll Stupidity Hungry: The troll will fight at the


Table (d20) beginning of the turn, but as soon
as one dead opponent is available,
1-5 Normal no matter whether killed by the
6-7 A Crisis is Coming troll itself or by another character,
8 Idle the troll will stop to devour its
9 Hungry body and will no longer take part
10 I’ll Take a Nap in the current combat. If all the
11 Cast a Spell party is defeated or flees from the
encounter, the troll will run away
12 I Forgot How to Fight
carrying the corpse with him. The
13 Look, I Can Read Now troll is considered dead, and all
14 Throw Rock the equipment and loot that it was
15 Bellow carrying is lost.
16 Call of Nature Foes will not attack a troll that is
17 Flee eating, but the troll may still be hit
18 Attack friend by randomly targeted attacks. In
19 Push that case, he defends normally
20 Grab and Run and then goes back to eating even
21 Mindless Fury if it was wounded. Like in all
22+ Madness
combat, the green troll will regen-
erate all lost Life points at the end
of the encounter.
Normal: The troll fights as Mindless Fury: The troll will
normal -- this time. attack a random target each turn.
A Crisis is Coming: The troll Roll d6. On a 1-3, the troll will
fights as normal, this time, but his attack a friend, and on a 4-6 he
next roll on the stupidity table is will attack a foe. Once all foes are
at +1. This modifier is cumulative, defeated, the troll will come back
so if you roll it again, it will to his senses and stop fighting. If
become +2, and so on. This mod- the party is defeated and only the
ifier resets to zero at the end of the troll remains, the troll will con-
adventure. tinue to fight against any remain-
Idle: The troll just sits on the ing foes to the death.
ground doing nothing, and When the troll attacks a friend, the
defends at -2 against any attack friends must make a defense roll
during this encounter. The troll as normal. Use the troll’s level, or
will not attack.

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4 (whichever is higher) as a target actual level or 5, whichever is


number for the defense roll. higher, as a level to affect him with
Flee: The troll runs away. In a attacks or spells. The green troll
dungeon, he moves to the last will NOT regenerate until he has
visited room. In a town or out- moved away from the party.
doors, he will move away from the Push: The troll pushes down a
current location and rejoin the random friend, who automatically
party after the end of the engage- loses his/her balance and must
ment. spend his next action to stand up.
I Forgot How to Fight: The After this attack upon a friend, the
troll fights, but may not add his troll regains his senses and
level bonus to attacks for the behaves normally.
whole duration of the encounter. Call of Nature: The troll wastes
Attack Friend: The troll will two turns taking care of some
attack a random character in the bodily functions, then fights nor-
party, and will fight until that mally until the end of the encoun-
character is killed or withdraws. ter. While he is answering the call
Once that target is no longer avail- of nature, the troll defends at -1
able, if the encounter is not over but does not attack. If the rest of
yet the troll will roll again on the the party withdraws from the fight
stupidity table. while the troll is busy, the troll will
remain in the current combat
Grab and Run: The troll fights engagement and will fight to the
normally, but as soon as one death, angry because his moment
enemy is defeated, IF that enemy of privacy has been disturbed.
has any treasure, the troll will grab
it and run. The other characters Cast a Spell: The troll thinks he
must fight the troll and kill him, has memorized a spell, probably
subdue him or put him to sleep or by looking at some spellcaster in
he will run away with the treasure, the party. Of course, this has no
never to be seen again. If the party effect other than the troll wasting
is fighting against a group of one attack, and then realizing that
minions, assume that the first his magic did not work. After this,
minion to be killed by troll is car- the troll will fight normally.
rying the treasure. If the party is Look, I Can Read Now: The
fighting a green troll, count him as troll grabs a party member’s scroll
a boss monster (although the or spellbook (choose one if multi-
party will get no XP roll for killing ple scrolls or spellbooks are avail-
their “friend”). Use the troll’s able) and tries to read it. The only

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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

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also need a Resurrection ritual to


come back to life!
Not a Fussy Eater: A green troll
may eat anything organic, and
does not gain any Madness points
if it eats other sentients. As long
as the party defeats creatures that
are not spirits, undead or
artificial/elemental creatures, the
green troll will not take damage
from starvation.
Big and Lumbering: A troll
occupies a full square in a
dungeon corridor and blocks line
of sight. This means that an ally
Weapons: Any melee, thrown may not fire missile weapons from
rocks behind the troll. Trolls have -1 on
stealth rolls.
Armor: None.
Life: A troll has 8 Life points, +1
Regeneration: At the end of any per level.
combat encounter in which the
troll was not damaged by fire, Save: As barbarians. They always
magic or other energy form, the add +L on strength related saves
troll recovers all Life lost. for lifting, bashing down doors,
bending metal bars and the like.
Immense Strength: Trolls have
no limits on weight carried. They Magic Items: Trolls may use
can carry characters who have magic weapons but no equipment
been turned to stone and use two- that casts spells. They cannot read
handed weapons one handed. and therefore cannot use scrolls.
Anyway, they are very clumsy and Starting Equiment: one two-
any heavy object carried by them handed crushing weapon, one
(including petrified characters) large rock.
has a 1 in 6 of breaking beyond any
Starting Wealth: 1d6 gp.
chance of repair (roll at the end of
the adventure). Petrified charac-
ters may be returned to normality,
but if the troll broke them they will

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Traits List (d66)


Character Traits
Character traits are small quirks 11) Orc Blood
and flavorful notes that you may
add to your characters to make The character has some orc blood,
them unique. Some are positive, making him impetuous and
some are negative, and some have aggressive. Once per game, the
little game effect but help you give character gains +1 to the first
more personality to your heroes. melee attack of a combat encoun-
ter. This bonus may not be used if
Roll d66 on the list below once per the character was surprised. Elves
every character that you want to encountered by a party including
individualize. Roll before the char- a character with Orc Blood will
acter’s first game. You can also react at +1, making a fight reaction
decide to allow already estab- more likely.
lished characters to roll. In a way,
it will be like when a writer reveal
12) Scarred
a character’s personality a little at
a time over the course of a novel. The character has some perma-
nent scar that may be healed only
Under normal circum-
with extensive magic treatment
stances, the character trait
costing 500 gp. Until this treat-
applies for the duration of
ment is performed, the character
the campaign. Certain traits
will have -2 on all seduction rolls
may be removed or altered by
(see The Courtship of the Flower
training or magic: read the
Demons).
description for details.
Using these traits is OPTIONAL. 13) Dragon Bait
You are not forced to use them.
You could use them only on one The character smells tasty to drag-
character, or on two, or none, as ons. When the party is in melee
you prefer. Once you roll them with a dragon, one attack must
and you apply to that character, always be assigned at the charac-
however, they remain in the cam- ter if possible. If the dragon has a
paign. Some negative traits may separate bite attack, it will try to
be removed later in the campaign use the bite attack against the
through the application of magic character.
or special training. See the indi-
vidual trait descriptions for more
information.

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14) Unusual Skin/Hair Color pass unnoticed in a crowd (-2 on


such a save). The fey curse is per-
The PC was cursed by some mis- manent until removed with a
chievous fay who gave him/her an series of 2d6 Blessing spells per-
unusual skin or hair color or some formed at a specific location, with
similar cosmetic change. This has a cost of 100 gp per Blessing, or a
no game effect other than making friendly cleric casting these bless-
more difficult for the character ing over the course of one or more

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adventures. If the character is a potion, roll d6. On a 1 or 2, his


cleric or part of an adventurers’ allergy kicks in, and the character
guild, the cost of the Blessing must either (player’s choice): 1)
spells for the treatment is reduced lose 1 Life, or; 2) have a perma-
to 50 gp per spell. nent -1 on all attack rolls and saves
vs. poison for the next 10 encoun-
15) Nearsighted ters or until the end of the adven-
ture, whichever comes first.
The character has -1 on all ranged
attacks. The condition may be If you roll 3+, the allergy does not
removed by buying spectacles kick in. In any case, the potion has
with a cost of 200 gp. However, its normal effect.
every time the character rolls a 1
when attacking in melee, the spec- 21) Heirloom
tacles break and must be repaired The character inherited some-
(a 100 gp cost) or bought again. A thing from his family or a sponsor.
gnome in the party may halve all Choose one of the following: 1) an
of these costs by providing the additional 3d6 x 10 gp at character
labor required to build or repair creation; 2) 1d6 potions or scrolls
spectacles in his downtime. (any mix, choose from any books
you own); 3) one magic light
weapon that adds +1 to attack
rolls; 4) three Clues that may be
used to buy a Secret as soon as the
character had at least one encoun-
ter in his first adventure.

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

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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.

24) Hunted by Orcs


At the end of any adventure, rool
1d6 for the character. On a 3+,
nothing happens. On a 1 or 2, the
character is ambushed by a
group of orcs (level 3 minions,
normal morale, 2d6 gp treasure)
armed with swords and shields,
and must fight them singlehand-

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25) Hunted by Ratmen drink another potion every month


or he will regain the weight lost.
As Hunted by Orcs, above, but the With a dietary regimen, the char-
character is hunted by ratmen acter must train with a personal
(level 4 minions, morale -1, 3d6 gp trainer (any warrior, barbarian or
total treasure per encounter, monk or martial artist of level 3 or
armed with rusty swords). The above will qualify) and perform a
ratmen will try to subdue the char- level 6 save at the end of a month
acter (fight as normal, but if the of training. On a success, the char-
character is killed, he will be just acter will shed the weight and
knocked out instead) and carry remove the Overweight trait.
him as a prisoner in a secret base However, every month there is a
in the sewers. If this happens, the 1 in 6 chance that the character
party will have to spend 2 clues to will binge on food and gain the
discover the ratmen’s base and kill Overweight trait again.
them in order to free their friend,
or pay a ransom equal to 100 gp x
the captive character’s level. For 31) Spell Talent
all other details, see Hunted by The character should choose one
Orcs, above. specific spell. When the character
casts that spell, either from a
26) Overweight scroll/magic item or from the
character’s spellcasting ability if
The character has a fondness for the character is a wizard or other
food and is notably overweight. spellcasting class, the character
The cost for food, armor and does so at +1. Barbarians born
clothes increases by 20% (apply with spell talent do not get the
this, rounding up, every time the bonus but may learn to override
character buys armor, items of their fear and hatred of magic and
clothing, food and so on). The learn to cast spells from scrolls
character gets a -1 on all climbing (but they will still not use magic
rolls and +2 on all swimming rolls. items) if they spend 200 gp to
The extra weight can be shed with attend a shamanic initiation and
magic, alchemy or a special learn how to read and write. This
dietary regimen. With magic, takes at least 3 months of game
losing weight would cost 400 gp. time, or three down-time activities
With alchemy, the character can between adventures.
hire an alchemist to produce a
potion of weight loss for a cost of
50 gp, but the character needs to

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32) Spell Allergy vided every week or the character


will suffer from Spellblight again.
The character has an allergic
response triggered by a specific
spell. Roll on any one random 34) Noble Birth
spell table in any of the 4AD books The character is the scion of a
you own. If the character casts noble family. Its initial gp allow-
that spell, either through his own ance is doubled. If you have rolled
spellcasting skill or through a this trait for an established char-
scroll/magic item, the character acter, just roll again the charac-
immediately takes 1 Life of ter’s initial gp allowance: the
damage. Spell allergy may be character inherits that sum from
healed with expensive magical a dead relative or receives a gift
care (500 gp for the treatment) or from an uncle. The character
with alchemy (with alchemy, the receives +1 on all rolls to influence
treatment costs only 50 gp, but reactions of an encounter of his
there is a 2 in 6 chance that the own race or culture. However, any
character will develop an addic- enemies encountered who are
tion to the alchemical drugs used described as brigands, bandits,
in the treatmnet, and a dose of pirates, raiders or reavers (check
such drug, costing 50 gp, must be the name of the encounter or use
provided every week or the char- your own common sense) will
acter will develop the allergy again. Hate the character and try to catch
him alive and ask for a ransom
33) Spellblight (100 gp x the character’s level).
The character takes 1 Life point of
damage every time he or she casts 35) Drunkard
a spell from his/her own spellcast- The character has a fondness for
ing abilities or from a scroll/magic wine and ale. At the beginning of
item. Spellblight may be healed every adventure, the character
with expensive magical care (500 must roll a d6. On a roll of 1-3, the
gp for the treatment) or with character manages to control his
alchemy. Alchemical treatment drinking habit and play proceeds
costs only 100 gp, but there is a 3 as normal. On a 4+, the character
in 6 chance that the character will shows up drunk and will be at -1
develop an addiction to the on all rolls, except on saves vs. fear
alchemical drugs used. If or terror effects, where the char-
addicted, a reduced dose of such acter will enjoy a +2, until he has
drug, costing 60 gp, must be pro- been wounded to half his Life

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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.

42) Chaos Taint 45) Lecherous


The character’s parents were The character has a strong interest
secretly chaos worshippers and in romantic encounters. When

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wooing, the character gets +1 on 52) Intuition


Giving rolls. For further rules
about wooing, see The Courtship Once per game, a character with
of the Flower Demons. intuition may roll a d6 when he
finds a clue. On a 5 or 6, the char-
acter finds two clues instead.
46) Changeling
The character was kidnapped by 53) Polymath
faeries when he was a child, and
spent a number of years (choose Use the rules for milestones (see
a number 1 to 4) in their custody. below). The character with this
Roll one d6 per every year spent trait may take TWO Milestones at
with the little folk. For any 6 the same time. As soon as he com-
rolled, the character gains 1 pletes one milestone, he may take
random minor magic treasure. another.
For every 1 rolled, the character’s
Life point total is reduced by 1, 54) Always in the Front Line
down to a minimum of 1. The The character must always be
reduction in Life point total is placed in one of the two front
permanent, the magic items last spaces in the marching order. In
until used. If the character rolls addition, the character must be
any number other than 1 or 6, assigned any extra attacks per-
nothing happens. formed by enemies if possible. For
example, if five minions attack the
51) Tamas Zeya’s Blessing party, the extra attack must be
The character was blessed at birth
by Tamas Zeya, the deity of law
and order who opposes chaos.
The character gets +1 to attack
rolls vs. any chaos worshipper or
chaos creature. All chaos crea-
tures will hate the character. The
character may remove this trait
only by single-handedly slaying an
avatar, saint or angel sent by
Tamas Zeya, or by destroying a
shrine to Tamas Zeya.

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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.

64) Protected by the Gods


Once per adventure, the character
with this trait may reroll a failed
Defense roll.

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65) Many Enemies, Much


Glory
Once per adventure, the character
chooses one minion encounter
before rolling the number of
minions encountered. That
minion encounter generates the
maximum number possible of
minions +2, and for some reason
that is left for the player to decide,
the character finds himself fight-
ing alone against those minions
for one round (maybe the rest of
the party remained behind to
inspect something, or they were
slowed down by rough terrain).
After one round, the other party
members is able to join the fray.
This encounter counts as TWO
encounters with minions for pur-
poses of XP rolls.

66) Twin Traits or Rare


Trait
Choose: you may roll twice on this
list and apply both results,
rerolling any result of 66, or you
may roll on the Rare Trait list
below.

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You may apply this bonus after a


Rare Traits (d8) successful explosive roll.

1) Fast Learner 5) Powerfully Built


The character makes XP rolls at The character chooses one of the
+1 when rolling to gain a level. The following abilities at character cre-
bonus does not apply when rolling ation: 1 additional Life point, or
to learn expert skills. the ability to inflict 2 damage when
hitting with two handed melee
2) Renaissance Man weapons once per combat encoun-
ter. Hitting for 2 damage a group
The character makes XP rolls at
of minions will NOT kill an addi-
+1 when rolling to learn expert
tional target.
skills from Four Against the
Abyss or other supplements. The
bonus does not apply when the 6) Genius Mind
character is trying to gain a level. The character chooses one of the
following benefits: 1 additional
3) Talented Healer spell (if a spellcaster type) at char-
acter creation, or the ability to
The character may heal 2 life
gain one clue for free whenever
points with 1 bandage (not 1 as
entering an empty room for the
normal). His patients are still
first time in an adventure.
limited to being bandaged only
once per adventure. The character
also gains the same advantage 7) Precocious Learner
when bandaging himself. This The character may start learning
healing is NOT cumulative with expert skills from Four Against
healing from the Surgeon Train- the Abyss, Concise Collection of
ing skill from Concise Collection Classes and other supplements
of Classes. beginning from the third level. A
character belonging to a class that
4) Destroyer may already learn expert skills
from the 3rd level may start learn-
Once per adventure, when a melee
ing skills from the 2nd level.
attack from the character scores
an explosive die result, the char-
acter kills an additional minion or 8) Gifted
inflicts an additional wound upon Roll twice on the Rare Traits list,
a boss/weird monster for free. rerolling if you get the same result
twice.
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milestone and pencil in a check-


Character mark every time that action is
Milestones accomplished.
There are many milestones, and
A milestone is an optional short
additional ones will be offered in
term goal that the player assigns
future books. You may choose
to one or more characters. The
them freely, at any point of the
same milestone may be given to
character’s career.
multiple characters. As soon as
the goal of the milestone is accom- If you prefer, you may select a
plished in the campaign, the char- milestone randomly by rolling
acter gains the stated benefit and d66, rerolling any result not
may choose another milestone. appropriate to the character -- for
Milestones are entirely optional. example, a milestone that implies
Each character may take a mile- spell use or magic item use would
stone only once, unless the not be possible for a barbarian.
description of the milestone says
otherwise. Most milestones ask
the player to keep track of certain
actions. Just draw a box on your
play sheet with the name of the

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11) Goblinslayer 15) Scourge of the


As soon as the character slays 70 Hobgoblins
levels worth of goblins, the char- As soon as the character slays 60
acter gains a permanent +1 to levels worth of hobgoblins, the
attack and defense rolls vs. gob- character gains a permanent +1 to
lins. attack and defense rolls vs. hob-
goblins.
12) Orcslayer
As soon as the character slays 60 16) Scourge of the
levels worth of orcs, the character Kobolds
gains a permanent +1 to attack As soon as the character slays 100
and defense rolls vs. orcs. levels worth of kobolds, the char-
acter gains a permanent +1 to
13) Thundermaster attack and defense rolls vs. kobo-
As soon as a spellcaster inflicts 20 lds.
life points of damage with the
Lightning spell over the course of 21) Trollblight
a campaign AND at least one As soon as the character slays 30
Lightning spell cast by the charac- levels worth of trolls of any type,
ter has exploded, the character the character gains a permanent
becomes a Thundermaster and +1 to attack and defense rolls vs.
gains a permanent +1 to cast trolls.
Lightning spells. Count also spells
cast from scrolls or magic items.
22) Witchfinder
14) Slumbermaster As soon as the character slays 10
witches, hags or warlocks of any
The character specializes in using level, the character gains +1 on all
the Sleep spell. Keep track of the saves against their spell attacks
total levels of all creatures put to and curses, or against any other
sleep by the character’s Sleep save in a witch, hag or warlock
spells, including any Sleep spells encounter.
cast through scrolls or magic
items. As soon as the character
reaches a total of 100 levels, the 23) Vermin Exterminator
character gains a permanent +1 to As soon as the character has slain
Sleep spell rolls. 100 vermin creatures, the charac-

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ter gains a permanent +1 attack adventure. The extra spell must be


bonus vs. all Vermin creatures. chosen among the spells on the
scrolls that were sacrificed. The
24) Wyrmblight character may NOT change his or
her extra spell at every adventure,
As soon as the character has e.g., if she chose a Sleep spell, she
inflicted 10 wounds upon any will always be able to cast one
dragon creature (including any additional Sleep spell. Only spell-
monster described as wyrm, casting character types may take
drake, dragon, wyvern or sea ser- this milestone.
pent, but not dragon men), the
character gains a permanent +1 on
all attack rolls against the dragon 31) Heartbreaker
creatures listed above. The character must perform 10
successful wooing attempts in
25) Gaze Resistance adventures that allow for wooing
(see wooing rules in The Court-
As soon as the PC saves success- ship of the Flower Demons).
fully against the stone-turning When this is accomplished, the
gaze attack from medusas or any character will receive a permanent
other creatures with stone-turn- +1 on all wooing attempts, or auto-
ing gaze at least 5 times, the char- matically receive one gift from a
acter gains a permanent +2 on all past lover worth 250 gp (player’s
rolls vs. stone-turning gaze. The choice).
five successful saves do not need
to be consecutive. In other words,
the character may save three 32) Gem Collector
times in different adventures, As soon as the character has at
then fail, then save another two least 10 gems worth at least 50 gp
times in a different adventure and each, he can use them to have one
he will gain the Gaze Resistant item of jewelry built that will be
milestone. worth 50% more than the sum of
the value of all gems used.
26) Scroll Librarian
As soon as the character collects 33) Panoplia
20 scrolls and binds them into a As soon as the character has col-
grimoire, the scrolls are destroyed lected one magic weapon, a magic
but the character gets the ability shield and a magic suit of armor,
to cast one additional spell per he may spend 100 gp to have them

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all decorated and adapted in the 36) Charity Work


same style. This panoplia may be
given to a local authorithy as a gift. The character should give some gp
This will earn the character a to charities after each adventure
favor. During the campaign, the if possible. Keep track of how
character may use the favor to many gp are given. Once a total of
receive a payment of up to 300 gp, 500 gp is given, the character
to ignore a fine of any value, or to gains the favor of a god. In his or
get out of jail, or to get resurrected her next adventure, the character
(assuming his body is carried to may cast twice the Blessing spell.
the authorities that received the Once these Blessings have been
panoplia). used, they are gone, but then the
character can take this milestone
again. These blessings are divine,
34) Quester not magical in origin, and may be
As soon as the character has taken cast even if the character is not a
part of at least five completed spellcaster, or even if the charac-
quests (those generated from the ter is a barbarian.
tables in Four Against Darkness
or other books, or any other 41) Tome of Forbidden
mission labeled as a quest in a Lore
supplement), the character may
automatically gain the Quest reac- Once the character collects 6 clues
tion from a single future encoun- without using them, he or she can
ter of the player’s choice with a burn these clues to find an ancient
creature that has the Quest result tome of forbidden knowledge. The
as one of its reactions. During that tome may be found in any room
specific quest, the character is or outdoor encounter that yields
allowed to reroll once up to 6 any treasure. Once per adventure,
failed attack rolls. the character can peruse the tome,
gaining 2 clues and 1 Madness
points in the process. Only the
35) Investor
character who found the tome has
As soon as the character amasses the means to understand its pages
a total of 1000 gp, he or she gains Maybe it’s written in a language
100 gp from some investment he he only understands, or written
has made. This milestone can be words appear on the otherwise
taken multiple times by the same blank pages only to the possessor
character. of the tome. For details about

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Madness, see Four Against the a permanent +1 Life point. Char-


Abyss. acters who regenerate or automat-
ically gain life points through class
42) Lockmaster abilities or permanent magic
items may not complete this mile-
Once the character has unlocked stone.
30 locked doors or chests, he or
she gains a permanent +1 to
attempts to unlock doors or 46) Dungeoneer
chests. Only rogues or other When the PC completes his 50th
classes with the ability to pick dungeon, he develops an innate
locks may take this milestone. understanding of subterranean
environments. From now on, as
43) Stoneturning long as the character is in the front
Tolerance rank of the marching order, the
player has the option of inverting
Once the PC has been turned to the numbers on the d66 roll to
stone three times, the PC develops generate a room shape (for exam-
a natural resistence to it and gains ple, a 34 can be read as a 43). In
a permanent +1 to Saves vs. effects addition, whenever you roll 2d6
that turn to stone, like a medusa’s on the table for room content in
gaze attack. Four Against Darkness, you may
apply a +1 or -1 to the roll, but you
44) Poison Tolerance must decide to do so before roll-
ing. To count as completed, a
Once the PC has failed 15 saves
dungeon must be of at least 10
against poison, the PC develops a
rooms (including corridors) and
natural resistance to toxins and
at least one PC must have per-
gets a permanent +1 on all saves
formed one XP roll in it, no matter
vs. poison.
if the XP roll was successful or not.
45) Brink of Death
51) Master of the Woods
When the PC remains with only 1
When the PC completes his 50th
life point and receives no healing
woodland dungeon (any dungeon
at all, from any sources, for a
generated with The Crucible of
minimum of 6 encounters, the PC
Classic Critters or any adventure
receives 1 brink of death point.
set in a forest or jungle like The
When the PC has 6 points, the PC
Three Rings or Man-Eater!), the
completes the milestone and gains
character develops an innate

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understanding of woodland envi- hireling dies, the master may hire


ronments. From now on, as long another and trigger this milestone
as the character is in the front again by paying again double the
rank of the marching order, the standard fare for at least 5 adven-
player has the option of inverting tures.
the numbers on the d66 roll to
generate an area space (for exam- 54) Mercy Blow
ple, a 21 could be read as 12
instead). In addition, whenever Take a note of every time a melee
you roll 2d6 on the content table, attack from the PC with this mile-
you have the option of adding or stone kills a major monster (boss
subtracting 1 from the roll, but you or weird monster). Once this has
must decide to do so before roll- happened 10 times, the PC gains
ing. To count as completed, a a permanent +2 on melee rolls
woodland dungeon must consist against major monsters with only
of a minimum of 10 areas, and at 1 Life point remaining.
least one PC must have performed
an XP roll in it, no matter if the XP 55) Ghoulslayer
roll was successful or not. Once the character has slain 50
levels of ghouls (add the levels of
52) Master of Secrets all monster with the word “ghoul”
Once the PC has revealed 10 in their name, including ghoul
dungeon secrets, he immediately kings), the character gains +1 to
reveals a free secret (without save against the ghouls’ paralyzing
having to pay its clue cost). touch and a +1 to attack them in
melee.
53) Good Master
56) Heroic Portrait
The PC should take a hireling
under his wings and pay him The PC pays a painter or sculptor
double the standard fare for his to paint a large, lifesize portrait or
profession. After 5 completed sculpt a marble statue of the PC in
adventures, the hireling will a heroic pose. Between each ses-
become utterly loyal. The hire- sion, the PC will visit the artist to
ling’s morale rolls will be at +1 and pose for the artwork and pay 100
his Life point total will increase by GP. When a total of 500 gp has
1. These bonuses will last until the been paid, the artwork is finished
hireling dies or the PC stops and it is given as a gift to a local
paying the double salary. If that temple, authority or public

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square. When this happens, the Madness total by 1. If no charac-


PC gains a +1 to his next XP roll. ter has any Madness points, the
Depending on the character’s most severely wounded character
class and personality, this mile- heals 1 Life (in addition to other
stone may take different forms, healing provided by resting). This
but the game effect will be the effect lasts until the character with
same. Barbarians who take this the Dungeon Chef milestone skips
milestone will have their likeness his resting periods and uses his
sculpted into a tribal totem or time to cook meals for the party
etched into a standing stone. instead.
Wood elves will have a tree magi-
cally altered to represent their 62) Lore: Dungeon
likeness. Gnomes will have a Dwellers
moving clockwork automaton
built for the joy of their children You study all details and traces left
in a kindergarten or amusement by a race of dungeon dwelling
park. Dwarves like being repre- humanoids like goblins, orcs and
sented in metal bas-relief on a so on, or some specific type of
heavy door, or on the walls of the vermin. Choose one common
burial chamber of their ancestors. minion or vermin type and spend
Clerics will have an episode from one clue. When you have encoun-
their adventures painted as a tered them for at least 5 times, the
mural or stained glass window in effect of the milestone kicks in.
a temple; and so on. From that moment on, you may
reroll the number of these crea-
61) Dungeon Chef tures encountered. The result of
the reroll stands. You may take
Every time the party rests (using this milestone again with a differ-
the resting rules outlined in ent type of dungeon dwellers,
Fiendish Foes), the character with paying the clue cost again. Note
this milestone does not gain the that you must spend the clue only
benefit of resting, because he is once, when you declare to which
preparing food for the others, minion or vermin type your
honing his cooking skills with knowledge applies. When you
every meal. After 10 meals, the encounter the creatures, you
overall atmosphere of conviviality count ANY encounter with them,
created by the character’s cooking even if they flee or if they are
is such that the character with the peaceful.
highest number of Madness
points in the party may reduce his

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63) Treasure Seeker character, aided by any NPCs


or other PCs, carry all dead
Keep track of every time your friends out of the dungeon.
party rolls the minimum number Proper burial rites are 20 gp,
on any random treasure quantity or are free if there is at least a
(be it gold or the value of a piece cleric in the party (including
of jewelry). Treasure types that any new, 1st level cleric called
have a fixed, non-random value to replace one of the dead
do not count. When this has hap- characters). If no party
pened three times, your next member dies, this oath may
random treasure roll will auto- not be fulfilled.
matically be the maximum possi-
ble (for example, if you find a 2) I will defeat single-handedly at
brooch with a random value of least 5 minions of chaos. To
d6xd6 gp, it will automatically be fulfill this oath, the PC must
worth 36 gp). fight alone against at least 5
minion or vermin creatures
64) Shrine to Tamas Zeya with the word “chaos” or “cha-
otic” or “Xichtul” in their
Tamas Zeya is the goddess of law names, or in general any
and oaths. The character sets up a minions from the Caverns of
small shrine and pays 100 gp Chaos supplement.
between adventures. As soon as a
3) I will renounce material gains.
total of 500 gp have been paid, the
The character must donate at
shrine is ready. From that
least 200 gp to a charity at the
moment on, the character may
end of the adventure. Bribes
swear an oath before the next
paid to monsters DO NOT
adventure. If the oath is fulfilled,
count as charity.
the character will find a scroll of
Blessing in the shrine when he
returns. The oaths possible are as 65) Shrine To Thuugas Min
follows: Thuugas Min is the positive aspect
1) I will not abandon a friend’s of Thuugas, the god of fire. A
body without giving the body temple to Thuugas Min must
a proper burial. To fulfill this contain a fireplace with a fire that
oath, a party member must die must burn at all times. Travellers
and the character must carry are allowed to use this fire to
his body out of the dungeon. If warm up or to cook their food, so
more than one character dies, shrines to Thuugas Min are
the oath is fulfilled only if the popular among adventurers.

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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.

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space alongside the druid. In a


Druid Spells corridor, the beast will take the
space of two characters. If the
Disperse Vermin party is ambushed by wandering
monsters in a corridor, the druid
This spell counts like a melee
may summon the beast to defend
attack vs. any vermin target, but
the rearguard of the party.
the druid adds TWICE his or her
level to the spellcasting roll. It
does not work against undead or Water Jet
mechanical (artificial, clockwork , The druid stretches out his staff or
elemental) vermin, or against ani- hand and shoots a stream of water
mated objects. The creatures at a target. The spell hits with a
destroyed by the attack are con- successful spellcasting roll against
sidered to be dispersed, not killed, the target’s level. Pick one of the
so their bodies may not be har- following effects if the roll is suc-
vested for alchemical purposes cessful:
and their treasure, if any, may not
1) A fire-based creature or a
be collected.
natural fire treated as a creature
in game terms takes 2 damage.
Summon Beast
2) Two vermin creatures are dis-
The druid summons a large persed.
animal like a boar, large cat or
bear to fight for him. The beast 3) A minion creature is knocked
will be a natural, non-flying out.
animal of a type that is appropri- 4) A boss or weird monster is
ate to the area (”natural” means distracted, and the party can auto-
any type of animal that exists on matically withdraw from this
our Earth). The animal appears combat encounter without being
immediately as the spell is cast attacked.
and will start fighting from the This spell may also be used in a
druid’s next turn. The beast fights non-combat situation to generate
like a Level 3 warrior with 5 Life, enough water for the party and
and disappears at the end of the their mounts and hirelings for a
encounter or when it is killed, or full day. This spell is cast at +1
when the druid is knocked out or near a body of water (pond,
turned to stone or killed, whatever stream, river, lake, seashore) and
happens first. In marching order, at -2 in a desert area. It may be
the beast is assumed to take the

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cast normally during dungeon Barkskin


adventures.
The druid can cast this spell on
himself or on another single crea-
Bear Form ture. When this spell is cast, the
The druid spends one action to target’s skin turns to bark. A char-
cast the spell, and from his next acter with barkskin receives a -2
turn he is considered to be a bear. modifier on all agility-based saves
The transformation lasts until the like climbing or avoiding traps,
end of the combat. While in bear but gets +2 to defense rolls until
form, the druid may not cast the end of the current combat
spells. The bear fights like a Level encounter. Against fire-based
3 warrior, or as a warrior of the attacks and dragon fire, the char-
druid’s Level if that is better. The acter with barkskin defends at -2.
bear has 8 Life or the druid’s The druid may also cast this spell
current Life, whichever is better. on a foe. The foe’s level increases
At the end of the combat, the by 1 but Fire-based attacks on a
druid reverts to his original shape. target with barkskin will be at +3
At that point, half of the damage and inflict a minimum of 2
suffered by the bear form, damage.
rounded down, is applied to the
druid. It is possible for the druid Lightning Strike
to die because of these wounds.
This spell works like the wizard
spell Lightning, but cannot be
Warp Wood used indoors. Lightning comes
This spell may be used to destroy down from the sky and strikes the
a wooden door, to open a treasure target. A spellcasting roll is
chest, or to destroy any man-made required to hit the target.
object made of wood like a bridge
or a stockade. It can also be used Spiderweb
to automatically inflict 2 damage
on a wood golem, living tree, tree- The druid stretches his fingers
man, dryad or wood elemental and shoots spider webs at the
creature, or on any monster target. One boss or weird monster,
described as a tree or plant. or d6 minions or vermin, will be
affected automatically. Fire crea-
tures and elementals (of all ele-
ments) are unaffected. The target
is hindered by the webbing and is

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considered one level lower for Forest Pathway


purposes of attacking and defend-
ing for the remainder of the As soon as this spell is cast, vege-
combat encounter. If any fire spell tation moves away from the party,
is cast at the targets, it will burn letting the character walk through
the web and the bonus will be lost. a forest. For a duration of 1o
Creatures failing a morale roll minutes x level of the druid, the
while webbed are assumed to sur- party can walk through woodland
render and be subdued and can be dungeons (described in The Cru-
automatically captured alive at the cible of Classic Critters) ignoring
end of the encounter if desired. all vegetation and trees. The druid
must be in one of the two front
positions of the marching order or
Entangle the party will not benefit from this
This spell works like Spiderweb, spell. Note that the trees are NOT
above, but can be cast only in the cut, they just make way for the
wilderness in forest terrain. This party and return to their original
spell may not be cast underground position afterwards.
or in dungeons or indoors. Twigs,
branches and brambles rise from Alter Weather
the ground and entangle the tar-
gets, hindering their movement. This spell works only outside. The
Unlike Spiderweb, above, fire druid may summon light manifes-
creatures CAN be affected by tation of bad weather, such as a
Entangle, but are assumed to summer storm, fog or wind, for 10
break free after two turns. Target- minutes. This will reduce the level
ing the trapped creatures with of all ranged attacks by 1 (exclud-
fire-based spells does not free ing spells), and give +1 on any
them from the Entangle. Lightning Strike spell cast by
druids while the altered weather
continues. The spell may also be
Subdual used to automatically inflict 2
The druid casts this spell on all damage to any fire or air elemen-
party members. The spell works tal creature, or to douse any
automatically. For the duration of natural fire.
the current encounter, the charac-
ters’ weapons ignore the -1 modi-
fier for performing subdual
attacks.

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This is a fire-based spell. Fire


Expert Druid Spells mages may learn it.
This is a list of spells that the druid
can start to use upon reaching Destroy the Unliving
expert status. For details about
The druid shoots a blast of life
expert status, see Four Against
force from his eyes and mouth
the Abyss.
targeting an undead or
artificial/elemental creature. This
Forest Fade counts as a ranged attack that can
This spell may be used only in affect only undead and artificial,
areas of vegetation like forests, inorganic creatures like automata,
swamps, and jungles. The druid robots, golems, and elementals.
teleports safely out of combat. This spell may be cast even if the
This counts as a successful with- druid’s hands are not free.
draw from combat, and the druid
suffers no attack from the enemy Harmonious Healing
from which he is disengaging.
All characters in the party, includ-
ing the druid, hirelings, animal
Hide from Sight companions and mounts, heal 1 Life.
This spell can be cast on a party
member or on the druid himself. Wrath of Nature
As long as the affected character
When this spell is cast, the druid
does not attack or casts any spells,
gains +2 to attack rolls and +1 to
he will be attacked by enemies
defense rolls. The bonus lasts until
ONLY if he is the last character
the end of the current combat
standing. The spell disappears at
encounter.
the end of the current encounter.

Double Flame Strike Protection from Traps


and Snares
The druid extends his fingers and
two tongues of flame leap from his After this spell is cast, the party
hand, striking two different tar- will add the druid’s full level to
gets. The spell performs two sep- the first save versus a trap, snare
arate ranged attacks, adding half or similar man-made danger
the caster’s level to each spellcast- encountered.
ing roll. This is fire-based damage.

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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.

Basic Druid Spell (d12)


1 Disperse Vermin
2 Summon Beast Expert Druid Spell (d12)
3 Water Jet 1-2 Forest Fade
4 Bear Form
3-4 Hide from Sight
5 Warp Wood
5-6 Double Flame Strike
6 Barkskin
7 Lightning Strike 7 Destroy the Unliving

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

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New Wizard Illusion


The spell creates an illusion that
Basic Spells may trick a target into believing
Once you start using this book, that the item created by the illu-
these new spells may be found on sion is real. If the spellcasting roll
scrolls. Every time you find a fails, the spell has no effect. If the
scroll you may roll d12 on this roll against the target’s level suc-
table. The first six results are the ceeds, the caster may pick one of
standard spells from Four Against the following effects:
Darkness. The other six are the 1) Automatically bribe the crea-
new wizard spells described below. ture or group of creatures with
an illusionary gift. This is like
fools’ gold, and will disappear
Expanded Random Basic once the encounter is over. If
Spell Table (d12) the creature are met again,
they will realize that they were
1 Blessing tricked by magic and will hate
the caster. The caster may
2 Fireball apply this effect only against
3 Lightning Bolt creatures that have a possible
Bribe reaction.
4 Sleep 2) Pick any one reaction from the
5 Escape creature’s reaction list, except
Quest.
6 Protect 3) Force a group of minions (but
7 Illusion not vermin) to roll morale,
using their normal morale
8 Illusionary Bridge modifier. Minions who never
test morale may not be
9 Distant Communication affected.
10 Wall of Ice 4) Create an illusory target that
draws all the attacks of all
11 Destroy Aberration enemies for one turn. At the
end of the turn, the enemies
12 Surge of Strength realize that the illusion is not
real and may attack the party
again. A new illusion may not

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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

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target of this spell (that can be a to use a two-handed weapon for


friend, a hireling, an animal or the duration of the spell. While the
even the caster himself) may use spell lasts, the enchanted charac-
a two-handed melee weapon with ter may knock down locked doors
one hand, and may carry any automatically, but doing so trig-
weight, including extra treasure or gers a 1 in 6 chance of wandering
friends turned to stone, with no monsters for each smashed door.
penalties. A wizard casting this
spell on himself would be allowed

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New Expert Skill


Troll Trainer
Gnomes, halflings, lutins or goblins only
The character adven-
tures with a green troll
and has learned how to
predict the creature’s
irrational behavior. The
character knows how to
to to steer the troll in the
right direction with
offers of food, drink or
other treats.
If a character with this
skill is in the same party
as a green troll, when the
troll rolls on the stupid-
ity table, you may roll
twice and choose the
result you prefer.
In addition, once per
game, if a random attack
targets the trainer, the
character may have that
attack hit the green troll
instead. This may be
applied only if the
description of the attack
states that it hits a
random target.

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can be sold for 6 gp. It may be


New Equipment purchased for 12 gp only in com-
munities of wood elves. Wood
Leafsteel Armor elves met as NPCs have a 1 in 6
chance of having a leafsteel suit of
Leafsteel is a naturally occurring
armor available.
bush. Its spearhead-shaped leaves
have sharp edges and the tensile
strength of thin metal. They have
been used for ages for the manu-
facture of lightweight, flexible
armor, shaving razors, cutlery and
other sharp tools. A wood elf may
fashion a suit of leafsteel armor in
about four hours (six hours if the
suit is meant for a large creature
like a troll or ogre) if he finds a
leafsteel bush (a 1 in 8 chance of
finding one per hex/area of forest
traveled). As many creatures use
leafsteel for its properties or hide
in its bushes, and leafsteel grows
in wilderness areas, there is
always a 2 in 6 chance of an
encounter with minions or vermin
every time a leafsteel bush is
found.
Leafsteel armor works as heavy
armor (+2 to defense rolls) and
gives no swimming and climbing
limitations but must be discarded
after 2 adventures as the leaves
dry and start to crack. A big
advantage of leafsteel is that it is
not metal and it is immune to the
attacks of iron eaters and mag-
netic monsters. Leafsteel armor
may be worn by any character
type that may wear light armor. It

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other characters. After the first


New Animal turn, the druid and cat would fight
Companions normally on the party’s turn.
Only druids, rangers and wood
The Crucible of Classic Critters
elves may have forest shadows as
introduced the idea of animal
animal companions. Forest cats
companions. Here are two animal
may not be in the same party as
companions that are typical of
any hound, wolf, bearwolf or dog.
Norindaal. Although these
They also hate any hound or dog
animals do not exist in our world,
monsters and will always priori-
these are considered “natural”
tize attacks against them. Druids
animals in the game.
and beastmasters can have them
for free as their special animal
Forest Shadow companions. The cost for other
A forest shadow (also called an elf characters is 30 gp, and there is a
cat or forest lion) is the large feline 1 in 6 chance that at the beginning
pictured on the cover of this book. of any adventure the free spirited
While the cat’s fur is normally tan animal will just leave the party.
or golden, the animal lets micro- Forest shadows belonging to
scopic moss-like plants grow in its druids will never leave like this.
hair, and this gives it a greenish
tinge which helps the forest Bearwolf
shadow hide in natural surround-
The bearwolf (also called gorma-
ings. Forest shadows are very
kruu using its name in D’harris,
silent and alert.
the dwarven tongue) is a giant,
Forest Shadow, Level 1, Life blue-furred wolf with thick, mus-
2, Attack +0. Defense +2, cular legs. The animal has near
Morale +0. A forest shadow perfect night vision and is strong
gets +4 on any stealth rolls in enough to be used as a riding
the wild, and +1 indoors. animal by a goblin, gnome, lutin
A druid with a forest shadow com- or halfling. A domesticated bear-
panion is never surprised, so he wolf is a rare thing and would
has always the option to go before never be accepted in any party
the opponents. So, in a combat containing dwarves. Only the
where the party is surprised, the younger, smallest specimen can
druid and the forest shadow be used as domesticated animals,
would fight first, then the surpris- as when the beast grows in size
ing monsters would fight, then the and age, it invariably develops

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rider may avoid


being thrown from
the saddle by
passing a level 2
save.
Small Bearwolf,
Level 2, Life 3,
Attack +2,
Defense +0,
Morale +0.
Every time the
bearwolf kills a
target, there is a 1 in
8 chance of the
bearwolf being
taken over by a
savage tendencies and will even- frenzy and turning to bite its con-
tually return to the wild. Bear- troller, who must defend against
wolves have a sort of cunning that a level 3 attack or lose 1 life.
at times feels like near human Special padded, armored gloves
intelligence. Only a goblin, orc, and a leash that help in controlling
beastmaster or druid may have a the bearwolf can be purchased for
bearwolf as a companion. A druid 10 gp, and give the user +1 to
or beastmaster may also let a hal- defense rolls against attacks from
fling, gnome, goblin or lutin friend his own bearwolf, but the wearer
(another character in the same must use one hand at all times to
party) ride their own bearwolf, but keep the bearwolf on a tight leash
each time the rider rolls a 1 on a to claim this bonus. The other
defense roll, the mount will throw hand may be used freely to hold a
the rider and the unlucky rider weapon, shield, lantern, or to cast
will need to spend his next turn spells.
getting back on his feet; riding on A tamed bearwolf costs 50 gp.
the animal again is out of the Bearwolves hate forest shadows
question until the end of this and will attack them on sight. It is
encounter. A goblin or lutin rider not possible to keep bearwolves
may put a special saddle on a and forest shadows in the same
bearwolf for 40 gp. The saddle party.
helps against being thrown. The

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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.

Alternative Minions Table (d6)


6d+2 Shadows of the depths: Level 3 undead minion, never test
morale. The shadows hate light. Any outstanding attacks are always
1 directed at any character bearing the lantern or any other light sources.
PCs carrying lanterns attack shadows at +1. A vial of holy water automat-
ically kills 1 shadow. Reactions: always fights to the death.
D6 Raiders: level 3 minion, treasure: 2 rolls, -1 morale. These are cut-
throats and thieves equipped with light armor and light weapons (50%
2
chance of crushing or slashing). Reactions (d6): 1-4 bribe (25 gp each, or
all the treasure of the party, whichever is less), 5-6) fight.
D6+1 Acolytes of S’sikliss: level 4 minion, normal treasure, +1
morale. These human worshippers of the Serpent Mother accept dona-
tions in coins or blood. They are armed with envenomed flails that ignore
the protection of shields. Any PC wounded by them must Save vs. L4
3
poison (barbarians and halflings save at +1) or have -1 on all attack rolls
until the end of the encounter. A PC who is poisoned again loses one
additional Life each time he fails the save roll. Reactions (d6): 1-3 bribe
(1 life point per PC or 15 gp per PC), 4-5 fight, 6) fight to the death.
2d6+3 Kobold scouts: Level 2 minions, -1 treasure, -1 morale. In
combat, half of these creatures, rounded down, will throw a single javelin
4
before the melee. Reactions (d6): 1 flee, 2 flee if outnumbered, 3 peace-
ful, 4 bribe (5 gp each), 5-6 fight.
D6+1 Jackal men: level 4 minions, treasure +1, -1 morale. Every time a
jackal man dies, he utters a dying wail that has a 1 in 6 chance of sum-
5
moning d3 additional jackal men on the following turn. Reactions (d6):
1-2 bribe (all the party’s treasure), 3-6 fight.
D6 Hags of the depths: level 5 minions, treasure +1, normal morale.
Roll d6 at the beginning of the encounter. If the result is lower than or
equal to the number of hags, a random PC will automatically be
bewitched and will have -2 to all attack rolls until he receives a Blessing
6
or until the end of the encounter. Reactions (d6): 1-2 special (spend 50
gp to buy 1 clue; if you don’t, the hags will fight; only one clue per party
per adventure may be bought from the same group of hags; reroll this
result if you meet the same group of hags again), 3 peaceful, 4-6 fight.

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may not be targeted by bolas. Any


New Weapons creature larger than a human and
any boss or weird monster above
Bolas level 4 may not be targeted.
Bolas are light ranged weapons that Example: Lyssi, a 2nd
can be purchased for 4 gp. They are level wood elf, throws her
a typical wood elf weapon. Bolas are bolas at a level 4 orc, and
considered a crushing weapon in hits. Now Lyssi must roll a
game terms but they do not inflict save of 4 or better (the
damage. Ignore any modifier for orc’s level). Roll d6 +1
crushing or slashing weapons (for (Lyssi’s 1/2 level). On a
example, if you throw bolas at a success, the orc is caught.
skeleton, you do not gain the +1 for If Lyssi or another charac-
striking the skeleton with a crush- ter uses their next action
ing weapon, nor the -1 for attacking to tie down the orc, the orc
the skeleton with an arrow). If bolas is automatically taken
hit, the thrower performs a save alive. If nobody spends
versus the level of the target, adding one action to tie down the
+1/2 L. On a success, the target is orc, the orc will use his
trapped by the bolas and can be next attack to break free.
automatically captured (alive) by
any character spending one action
Boomerang
doing so. If no character spends one
action to tie down the target, the A boomerang is a light crushing
target will automatically break free ranged weapon (-1 on attack rolls)
with its next action, destroying the that can be purchased for 5 gp.
bolas in the process. A target with The advantage over other thrown
multiple attacks will use ONLY one weapons is that, if the boomerang
of its attacks to break free and may misses, it returns in the hands of
use its other attacks to fight. If the the thrower at the end of the
target does not break free, the bolas attack, and may be thus thrown
can be recovered at the end of the again on the character’s following
encounter. turn (if a ranged attack is
allowed). A character may carry
A character may carry a maximum
only one boomerang. Boomerangs
of two bolas.
may NOT be used in corridors,
Monsters with a fluid body shape jungles, forests, and in rooms
like elementals, oozes, jellies, smaller than 6 squares.
ghosts, cubes, hordes or swarms

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New heroes join the party.
Wayfarers and Adventurers features additional charac-
ters for Four Against Darkness. In its pages you will find:

The Druid, master of natural forces;


The Green Troll, immensely strong but dim-witted;
The Martial Mystic, able to harness the power of chi and
accessing occult knowledge;
The Gnome, combining illusion and clockwork contraptions;
The Wood Elf, master of the forests;
Rules for Milestones and Character Traits;
25 new Spells;
Two new weapons (boomerang and bolas);
Two new animal companions (forest shadow and bearwolf);
New equipment (leafsteel armor);
An alternative table of minions for your dungeon adventures.

This is not a stand alone game. To use this book, you need a copy of
Four Against Darkness and Four Against the Abyss.

MARCOS VOLPE (Order #36080905)

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