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Zealous Zouaves

Mercenary Companies, Knight Orders, Traits and Troupe


Rules for Four Against Darkness

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Erick N. Bouchard
Andrea Sfiligoi
Zealous Zouaves
Mercenary and knight orders, traits & troupe rules for Four Against Darkness

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Written by Erick N. Bouchard


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Cover and Four Against Darkness game by Andrea Sfiligoi


Contributions & playtest: Finnegan Brown (dragon knights, quality control), Daniel
Casquilho (four knight orders), Samuel Flores, Chris Huffman, Laval Martin,
Christopher Mortimer (mercs, slug knights), James Pepin, Salvatore Ventrone, Jay
Villanueva (knights), Jonathan Welburn, Kenneth W. Woodland II, Andrea Sfiligoi
Proofreading by Mark Perry, David Nieczyporowic and Sharon More.
Art by Chris Bate, Ulysse Bouchard, Danilo Sanino, Andrea Sfiligoi, Game-icons.net,
Pixabay, Vecteesy, 123RF.com, Dean Spencer, Xunantunich, Warpedgalerie
Requires only the Four Against Darkness book.

For more information about Norindaal, the official Four Against Darkness setting:
https://sites.google.com/site/norindaal/
Contents
Introduction 1 Knightly Orders 33
Acronyms 1 Knights of Alliteration 34
New Rules 1 Knights of Mistrust 35
Faction Points 1 Knights of Kingliness 36
Level Zero 1 Knights of the Orb 37
Character Traits 3 Knights of the Order of Ataxia 38
Knights of Purity 39

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Troupe Play 17
Solidarity 17 Knights of the Purple Bolide 40
Custom Mercenary Companies 18 Knights of the Robin 42
Changing Companies 18 Knights of the Regal Flamingo 43

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Knights of the Rose Blossom 44
Famous Companies 18 Knights of Tezany 45
The Atlis Coast Guard 19 Knights of the Weeping Skull 46
The Cancelors 20 Knights of the Wolflord 47
Iron Thunderers 21 Servant Knights of the Portal 48
Bahadur’s Buccaneers 22 Sphilis School of Strumpetry 49
The Living Wall
Synnova’s Simian Separatives
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Supreme Knights of the Dragon 50
Tenacious Knights of the Slug 51
The Thralls of the Blade Sultan 25 Other Knightly Orders 52
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The Two Moons 26
The Death Dealers 27 Major Knightly Orders 53
The White Eagles 28 Major Mercenary Companies 54
Zealots of the Greenfoot 29
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Pixies (New Class) 30


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New Rules
Introduction
Some of the rules below appear in
Zealous Zouaves (ZZ) was designed to previous books. They are reprinted for
provide you with “troupe play” rules for your convenience.
Four Against Darkness, in which all your
heroes share a common “guild” like a Faction Points
mercenary company or a knight order.
You get 9 mercenary companies, 17 Some books will give you faction

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knight orders and simple rules to points, a score that will carry over to
invent your own. your mercenary company or knightly
order.

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This book also offers new character traits
of a more psychological nature. You can You can have up to 5, and down to -5,
mix these new traits along with those faction points with a given faction.
found in Wayfarers and Adventurers, Faction points start at zero. Completing
Greedy Gifts of the Guildmasters or Kingly a quest for a faction-aligned NPC gives
Knights & Knifing Knaves at your discretion. you 1 faction point. Killing a Final Boss
from a faction lowers your score by 1

you may even get to handpick these


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Using the rules for level 0 characters, with that faction.

Traits. Faction points are subtracted from


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reactions with non-player characters
You also get a new class, the pixie. (NPCs) allied to that faction, making
non-violent reactions more likely. You
Acronyms start with 1 faction point with your
Some options herein refer to other faction’s allies and -1 point with your
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books. These are not mandatory to faction’s enemies.


play. They are intended to give Option: GGG offers more uses for
additional options to players who enjoy faction points.
more choices and interconnectedness.
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Four Against the Abyss (4AA), Four Level Zero


Against the Netherworld (4ATN), Greedy (Optional Rules)
Gifts of the Guildmasters (GGG),
Treacheries of the Troublesome Towns The Character Traits in this book and
(TTT), Wayfarers & Adventurers (W&A), those featured in other books (W&A,
Ways of Wiles & Wits (WWW). GGG) allow to roll a random, unique
personality trait with each character.
Optionally, you can choose a Trait for
one or more heroes instead of rolling,
but that hero must start as an
apprentice, at level 0, instead of L1.

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This does not include the Rare Traits in their life by 1, and give them any class
W&A, or Traits that would give you the Trait appropriate to their new level, but
option to roll for two Traits. don’t give them equipment.
Level 0 characters are similar to their Characters who are forced down to L0
level 1 kin except that all their class- because of a level drain ability, such as
based abilities count as zero: a L0 a wraith’s or a vampire’s, do not
warrior, elf or dwarf thus has +0 to become apprentices. They simply die.
Attack rolls. A L0 wizard has only 2

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spells while an elf has none. The same Madness
goes for other classes.
Certain events might cause your
L0 heroes have the barest minimum

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character to gain Madness points.
life (e.g. a wizard has 2, a warrior 6). Should the number of Madness points
They start with only with clothes, a light be higher than the character’s L, the
weapon and 1 gp. Nothing more. character falls into insanity and is
Wizards also have a spellbook. forever lost. Madness and its cures are
When gaining XP, L0 characters must fully described in Four Against the Abyss.
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roll 2+ on a d6 to become L1. Increase
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Expanded Character Traits
Character Traits table (d66)
(Optional Rules)
Character traits are optional benefits 11) Achilles' Heel
specific to a given character that may Your mother, a sorceress, bathed
be rolled before his first game, or for you in the oily quagmires of the
existing characters who do not have Netherworld as you were but a
one already. Most are a mix of good

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baby, a pupae, clay or whatever
and bad. Most are psychological. At infantile form your species takes.
your discretion, for each character, you
You cannot lose life points anymore,

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may choose to roll either on the
nor can you be petrified, but if you
expanded table below, the original
ever roll a 1 for Defense against a
table in Wayfarers & Adventurers or
Boss or a Weird Monster, your
those in other books. Re-roll traits that
character must save vs. L3 death or
don’t make sense for your class.
die immediately as the foe struck
See Level Zero to pick instead of rolling. your weak point.
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Alternative traits are suggested if you
roll a Trait relating to Madness and you
Resurrection is possible but will
cause the loss of this trait.
don’t have Four Against the Abyss.
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Only one party member at a time 12) Anarchist
may have a character trait marked The character is a violent anarchist,
with a box on the Expanded reacting with uncontrollable anger
Character Traits table. Tick that
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against authority. Whenever the


box. If another rolls the same, character fails a puzzle, will,
replace that trait by a roll of d3+66 mesmerizing or bullying save, the
on that same table (this is why the character must fight to the death
results on the table go beyond 66). against any foe present.
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13) Anxious
Ignore this trait and roll d3+66
instead if you don’t have 4AA.
Stress and paranoia drive the
character to excessive caution. Add
the character's Madness to all
Defense rolls. Subtract the
character's Madness from all Attack
and spellcasting rolls. This trait is

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incompatible with Boisterous: re-roll an amazon's animal companion,
it should circumstances require you and a paladin's magical steed.
to have both traits.
15) Beacon of Hope*
14) Beast Bane Ignore this trait and roll d3+66 instead if
Ignore this trait and roll d3+66 instead you don’t have 4AA or if your character is
if your character class involves a beast a demon or necromancer.
companion (e.g., beastmaster,

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Others look up to you as a light in
paladin, druid). the darkness of despair. Whenever
The character's smell or attitude another party member with more

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terrifies animals. Monsters which Madness than you gains 1 Madness
also exist in the real world (such as point, you gain the Madness point
rats), and which may be “giant” or instead of them. However, you
“mutant” (e.g. mutant rats), have -1 ignore the 1st Madness point gained
morale in the character's presence. in every adventure.
The character saves at +1 against
them. The party cannot have pets,
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steeds or animalistic characters (e.g. Ignore this trait and roll d3+66 instead if
fiendingos, magical animals), for
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you don’t have 4AA.
they will run amok at the first
occasion. This includes a druid's or
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Insanity and stress drive the least 1 encounter (10 minutes)
character to the brink of frothing examining these details with
fury. Add the character's Madness lugubrious obsession (roll for
to all the hero’s Attack rolls. wandering monsters during this).
Subtract the hero's Madness from
all his/her Defense rolls. 23) Cassandra’s Curse �
This is incompatible with Anxious. Your character foresees the near
Re-roll it if circumstances require future, but is cursed to never be

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you to have both traits. believed. When this character is with
your party and another character
21) Betrayer �

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rolls a 1 during combat (for Attack,
Defense or spellcasting), that same
Blasphemous pacts were made in
character will also roll a 1 on that
the darkness, with a blood price to
character’s next combat roll.
be paid when the stars are right.
However, the character with
The character starts with the "Deal
Cassandra’s Curse will automatically
with a monster" secret (4AD) and
can use it once per adventure.
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on d8) on his or her next action right
However, each time a new
after the other character applies the
adventure begins, roll a d6: on a 1,
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effect of that second “1”.
a fiend calls the pact due. Either the
character must sacrifice another
character to the fiend — the 24) Claustrophobic
sacrifice's level must be 1 lower than Re-roll for dwarves.
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the betrayer’s or higher — or the


The character Attacks at -1 in
fiend will consume the betrayer's
corridors due to stress. The
soul when the adventure ends. In
character’s stressful vigilance
both cases, the sacrificed one's soul
reduces by 1 in 6 the party’s odds of
is consumed by the fiend, making
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being surprised by monsters in


resurrection impossible.
corridors. Wandering Monsters, that
normally always surprise the party
22) Blood Crave in corridors, have a 5 in 6 chance of
Re-roll for conservationists. surprising the party.
Torture instruments and gory
scenery hold a deep fascination for 25) Clockwork Prosthesis
the character. S/he is immune to the Re-roll for golems.
deleterious effects of Madness or
Your character was amputated. Roll
fear resulting from rooms featuring
a d6 to see what limb is missing: 1-2
such scenery, but always spends at
hand, 3-4 foot, 5 arm, 6 leg.

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Fortunately, a mechanically inclined and must use a hand to use a
friend — a gnome, a wizard, an crutch or lurch alongside a
artificer or a talented smith — built dungeon wall.
a prosthesis that works just as well
as the original. 26) Cold-Hearted Snake
An amputated limb can't be Re-roll for reptilians.
amputated anymore, so rolls of
The character is totally lacking in
amputations for that limb are

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empathy and humaneness, but is
ignored – the character can just put
not necessarily cruel. Rolls for social
the prosthesis back in place by
saves (persuasion, seduction,
forfeiting 1 Attack action. A hand

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wooing, breeding, etc.) never
prosthesis can also count as a light
explode as long as this character is
slashing weapon if you wish (e.g. a
with the party as their presence
hook).
freaks people out.
Your prosthetic limb can be stolen
The character can’t find True Love
(e.g. by invisible gremlins) or broken
nor ever Befriend NPCs.
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(by attacks that target equipment),
or destroyed by iron eaters, as it’s
considered a piece of metallic
31) Compulsive Gambler
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equipment. Obsessed with games of chance, the
character gets a +1 bonus to
One-handed and one-armed gambling saves, but cannot refuse
characters cannot use two- an opportunity to gamble.
handed weapons or carry heavy
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Reduce your starting gp by 2d6.


items. One-footed and one-
Always roll for reactions when a
legged characters cannot run
monster's reaction table has an
option for gambling.
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32) d’Erlette Lineage


Re-roll for non-humans.
Your hero descends from a famous
lineage of noble-born vampire and
ghoul hunters, the d’Erlette, and are
immune to these monsters’ powers.
However, having run afoul of the
Inquisition by denouncing their
vices, you start with 1 MURDERER
tick which cannot be removed.

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