TEXT: Four Against Darkness
  21
  Special Events table (d6)
  1
  A ghost passes through the party. All characters must save versus level
  4 fear or lose 1 life. A cleric adds his level to this roll.
  2
  Wandering monsters attack the party. Roll d6: 1-3 roll on the vermin
  table, 4 roll on the minions table, 5 roll on the weird monsters table, 6
  roll on the boss table. Reroll any small dragons. A boss monster met as
  a wandering monster has no chance of being the final boss.
  3
  A lady in white appears and asks the party to complete a quest. If you
  accept, roll on the Quest table. If you refuse, she disappears. Ignore any
  further appearances of the Lady in White in the game.
  4
  Trap! Roll on the traps table.
  5
  You meet a wandering healer. He will heal your party at the cost of 10
  gold pieces per life healed. You may heal as many life points as you can
  afford. You can meet the healer only once per game. If you meet him
  again, reroll this result.
  6
  You meet a wandering alchemist. He will sell you up to one potion of
  healing per party member (50 gold pieces each) or a single dose of
  blade poison (30 gold pieces). The potion of healing will heal all lost life
  points to a single character, and can be swallowed at any moment
  during the game as a free action. The blade poison lets you envenom a
  single arrow or slashing weapon (not a crushing weapon). That weapon
  will have a +1 on Attack against the first enemy you fight. Poison will not
  work on undead monsters, demons, blobs, automatons, or living
  statues.
  You can meet a wandering alchemist only once per game. If you meet
  him again, treat this result as a trap.
  Four Against Darkness
  22
  Treasure table (d6)
  0 or
  less
   No treasure found
  1
   d6 gold pieces
  2
   2d6 gold pieces
  3
   A scroll with a random spell
  4
  One gem worth 2d6 x 5 gold pieces
  5
   One item of jewelry worth 3d6 x 10 gold pieces
  6 or
  more  One random magic item from the Magic Treasure table below.
  Magic Treasure table (d6)
  1
  Wand of Sleep: allows user to cast Sleep spell 3 times before its
  energy is depleted. Only wizards and elves may use it. Add the user’s
  level to determine the spell roll, as you would do for a Sleep spell cast
  by that character.
  2
  Ring of Teleportation: allows user to automatically pass a Defense
  roll by moving that character out of the room. That character may not
  take part in the current combat, but rejoins the party as soon as the
  combat is over. After one use, the ring loses its powers and becomes
  a simple golden ring worth 1d6+1 gold pieces.
  3
  Fools Gold. These magical (but fake) gold pieces will let the user
  automatically bribe the next monster that asks for a bribe. No matter
  what the monster asks, the gold will appear enough to satisfy his
  greed. This is a one-use magic item.
  4
  Magic Weapon. Gives +1 to its user’s Attack rolls. This is a permanent
  magic item. Roll d6 to determine its type: 1 crushing light hand
  weapon, 2 slashing light hand weapon, 3 crushing hand weapon, 4-5
  slashing hand weapon, 6 bow.
  5
  Potion of Healing: Can be swallowed at any moment, healing all lost
  life to a single character. This does not require an action. This is a
  one-use magic item, usable by all classes except barbarians.
  6
  Fireball Staff: This staff allows its user to cast Fireball spell twice,
  then its powers are depleted. Only wizards may use it. Add the user’s
  level to determine the spell roll, as you would do for a Fireball spell
  cast by that character.
  Four Against Darkness
  23
  Vermin table (d6)
  1
  3d6 rats Level 1, no treasure. Any character wounded has a 1 in 6
  chance of losing 1 additional life due to an infected wound.
  Reactions (d6): 1–3 flee, 4–6 fight
  2
  3d6 vampire bats, level 1, no treasure. Spells are cast at -1 due to
  their distracting shrieking.
  Reactions (d6):  1–3 flee, 4–6 fight
  3
  2d6 goblin swarmlings, level 3, treasure -1, morale -1
  Reactions (d6): 1 flee, 2-3 flee if outnumbered, 4 bribe (5 gp x goblin),
  5–6 fight.
  4
  D6 giant centipedes, level 3, no treasure. Any character wounded
  by a giant centipede must save versus level 2 poison or lose 1
  additional life.
  Reactions (d6): 1 flee, 2-3 flee if outnumbered, 4-6 fight.
  5
  D6 vampire frogs, level 4, treasure -1.
  Reactions (d6): 1 flee, 2-4 fight, 5-6 fight to the death
  6
  2d6 skeletal rats, level 3 undead, no treasure. Crushing weapon
  attacks are at +1 against skeletal rats, but they cannot be attacked
  by bows and slings.
  Reactions (d6): 1-2 flee, 3-6 fight
   Vermin are a sub-class of minions. Defeating them gives no XP roll.
  Four Against Darkness
  24
  Minions table (d6)
  1
  D6+2 skeletons or d6 zombies (50% chance of each). Level 3 undead.
  No treasure. Crushing weapons attack Skeletons at +1. Arrows are at -1
  against both skeletons and zombies. Skeletons and zombies never test
  morale.
  Reactions: always fight to the death.
  2
  d6+3 goblins. Level 3, treasure -1. Goblins have a 1 in 6 chance of
  gaining surprise, thus acting before the party. If they do act before the
  party, roll d6 on their reactions table below.
  Reactions (d6): 1 flee if outnumbered, 2-3 bribe (5 gp per goblin), 4–6
  fight.
  3
  d6 hobgoblins. Level 4, Treasure +1.
  Reactions (d6): 1 flee if outnumbered, 2–3 bribe (10 gp per hobgoblin),
  4–5 fight, 6 fight to the death.
  4
  D6+1 orcs. Level 4. Orcs are afraid of magic and must test morale each
  time one or more is killed by a spell. If a spell caused their number to
  drop below 50%, they will test morale at -1. They never have magic
  items in their treasure: treat any rolled magic as d6 x d6 gold pieces
  instead.
  Reactions (d6): 1-2 bribe (10 gp per orc), 3–5 fight, 6 fight to the death.
  5
  d3 trolls. Level 5, Treasure: normal.  Trolls regenerate, unless killed by a
  spell, or unless a character uses one attack to chop an already killed
  troll to bits. If this does not happen, roll a die for every killed troll on its
  next turn. On a 5 or 6, the troll will come back to life and continue to
  fight.
  Reactions (d6): 1–2 fight, 3–6 fight to the death. If a dwarf is present in
  the party, trolls will automatically fight to the death.
  6
  2d6 Fungi Folk. Level 3, Treasure: normal.  Any character taking
  damage from the fungi folk must save versus level 3 poison or lose 1
  life. Halflings add their level on this save.
  Reactions (d6): 1-2 ask for bribe (d6 gp per fungus), 3–6 fight.
   Keep a tally of how many minion encounters you have. Surviving 10
  encounters with minions gives you one XP roll at -1.
  Four Against Darkness
  25
  Boss table (d6)
  1
  Mummy. Level 5 undead, 4 life points, 2 attacks, treasure +2. Any
  character killed by a mummy becomes another mummy and must be
  fought by the party. Mummies are attacked at +2 by the Fireball spell.
  Mummies never test morale.
  Reactions: always fight.
  2
  Orc Brute. Level 5, 5 life points, 2 attacks, treasure +1 but may not have
  any magic items, treat as 2d6 x d6 gold pieces instead.
  Reactions (d6): 1 bribe (50 gp), 2–5 fight, 6 fight to the death.
  3
  Ogre. Level 5, 6 life points, normal treasure. Each hit from an ogre
  inflicts 2 life points of damage.
  Reactions (d6): 1 bribe (30 gp), 2–3 fight, 4–6 fight to the death.
  4
  Medusa. Level 4, 4 life points, treasure +1. All characters at the
  beginning of the battle must save versus a level 4 gaze attack or be
  turned to stone. Petrified characters are out of the game until a Blessing
  spell is cast on them. Rogues add half their level to this save.
  Reactions (d6): 1 bribe (6d6 gp), 2 quest, 3–5 fight, 6 fight to the death.
  5
  Chaos Lord. Level 6, 4 life, 3 attacks, 2 treasure rolls at +1. Before the
  fight begins, roll d6 to determine if the Chaos Lord has any special
  powers: 1–3 no powers, 4 evil eye (characters must roll 4+ or be at -1 on
  all defense rolls until the chaos lord is slain), 5 energy drain (any
  character taking a wound from the chaos lord must roll 4+ or lose 1
  level), 6 hellfire blast (before combat, all character must roll 6+ or lose 2
  life points; Clerics add ½ level to this roll). When you kill a chaos lord, roll
  a die; on a 5 or 6 a character of your choice finds a Clue (see p. 55)
  Reactions (d6): 1 flee if outnumbered, 2 fight, 3–6 fight to the death.
  6
  Small Dragon. Level 6, 5 life points, 2 attacks, 3 treasure rolls at +1. On
  each turn of the dragon, roll d6, on a 1 or 2 the dragon breathes fire,
  inflicting 1 life  to all characters who fail to save versus level 6 dragon
  breath (each character adds ½ level, rounded down). If the dragon does
  not breathe, he bites 2 random characters. Small dragons are never met
  as random monsters.
  Reactions (d6): 1 Sleeping (all characters can attack at +2 on their first
  attack), 2–3 bribe (all the gold of the party, with a minimum of 100 gold
  or one magic item), 4–5 fight, 6 quest.
   Defeating a boss gives one XP roll.
  Four Against Darkness
  26
  Weird Monsters table (d6)
  1
  Minotaur. Level 5, 4 life points, 2 attacks, normal treasure. Due to the
  power of his bull-rush charge, the first Defense roll against a minotaur is
  at -1.  Minotaurs hate halflings (actually, they love to eat them).
  Reactions (d6): 1-2 bribe (60 gp), 3–4 fight, 6 fight to the death.
  2
  Iron Eater. Level 3, 4 life, 3 attacks, no treasure. Defense rolls against
  the iron eater do not enjoy bonus from heavy armor (shield and light
  armor count). If the monster hits, the character takes no damage but
  loses his armor, shield, main weapon, or 3d6 gp, in this order.
  Reactions (d6): 1 flee, 2-3 bribe (d6 gp to distract the creature; you may
  not fool the creature with fools gold), 4-6 fight.
  3
  Chimera. Level 5, 6 life points, 3 attacks, normal treasure. On every of
  the chimera’s turns, roll d6. On a 1 or 2 the chimera breathes fire
  instead of performing its multiple attacks. All characters must save
  versus level 4 fire or lose 1 life.
  Reactions (d6): 1 bribe (50 gp), 2–6 fight.
  4
  Catoblepas. Level 4, 4 life points, treasure +1. All characters at the
  beginning of the battle must save versus a level 4 gaze attack or lose 1
  life.
  5
  Giant Spider. Level 5, 3 life, 2 attacks, 2 treasure rolls. Characters taking
  a wound must save versus level 3 poison or lose an additional life. Due
  to the spider’s webbing, the party may not withdraw from this fight
  unless they cast a Fireball spell to burn the webs.
  Reactions: always fight.
  6
  Invisible Gremlins. The party stumbles upon a band of gremlins who
  steal d6+3 objects from the party. You must surrender objects from any
  of your characters in this order of preference: magic items, scrolls,
  potions, weapons, gems, coins (in bundles of 10 gp each). If the gremlins
  steal ALL of your equipment, they will leave a thank you message that
  counts as a clue (see p.55) The gremlins have no combat stats because
  it is impossible to fight them. Encountering them gives no XP roll
  Weird monsters are equivalent to bosses. Defeating a weird
  monster gives one XP roll.
  Four Against Darkness
  27
  Quest table (d6)
  1
  Bring me his head! The creature asks the party to kill a boss monster.
  Roll on the boss table to determine who. The next time the party meets
  a boss in a room, instead of rolling it up, you may use the boss from the
  quest. Killing the boss and bringing its head to the creature’s room
  completes the quest.
  2
  Bring me Gold! To complete the quest, the party must bring d6 x 50
  worth of treasure to this room. If they already have that amount
  available, the amount required to complete the quest is doubled.
  3
  I want him alive! As 1, above, but  the party must subdue the boss, tie
  him up with a rope, and take him to the creature’s room to complete
  the quest. To subdue a monster, you must either use the Sleep spell or
  fight with -1 on all Attack rolls (striking with the flat of the blade or trying
  to knock out the boss instead of killing him).
  4
  Bring me that! Roll on the magic items table to determine what the
  object is. Every time the party kills a boss, there is a 1 in 6 chance that
  he will have that object in addition to his treasure, if any. To complete
  the quest, the party must bring the object in the room where the quest
  started.
  5
  Let peace be your way! To complete the quest, the party must
  complete at least three encounters in the adventure in a non violent
  way. This includes reactions such as bribing, getting help from
  monsters, performing a quest, or defeating a monster with the Sleep
  spell and then tying him up with a rope.
  6
  Slay all the monsters! To complete the quest, all the dungeon rooms
  must be laid out and all the occupants slain, with the exception  of the
  creature who sent the party on this quest. As soon as these conditions
  are met, the party can claim their reward.
  When a quest is completed, roll on the Epic Rewards table.
  Four Against Darkness
  28
  Epic Rewards table (d6)
  1
  The Book of Skalitos. The party is given the spell book that belonged to
  the legendary wizard Skalitos. This counts as one scroll of each of the six
  spells. You may tear up the pages and distribute the six spells among
  the party to use as scrolls, or leave the book as it is and assign it to only
  one character. The book is old and fragile, and it is destroyed if the
  character carrying it is killed by dragon breath. If unused, the book may
  be sold for 650 gold pieces at the end of the adventure.
  2
  The Gold of Kerrak Dar! The party is given the location of the treasure
  that belonged to a dwarf. As soon as the party searches a room and
  generates at least one clue, they may use that clue to find a hidden
  chest containing 500 gold pieces.
  3
  Enchanted weapon. One of the party’s weapons is enchanted and can
  now roll two dice for its Attack rolls, choosing the best result. The
  weapon can also hit monsters who are hit only by magic. The
  enchantment lasts until the end of the adventure.
  4
  Shield of Warning. One of the party’s shields is now enchanted and
  counts as protection even if the user is surprised by wandering
  monsters or if the party is fleeing from a combat. If the party has no
  shields, they will be given one. The shield of warning is permanent, and
  will last throughout a campaign. It can be sold for 200 gold pieces.
  5
  Arrow of slaying. The party is given an arrow that will automatically
  inflict 3 wounds upon a monster. Roll on the Boss table to determine
  which monster is affected by the arrow. The arrow may be used only by
  a character with a bow. It strikes automatically against its designed
  monster target. Once used, the arrow breaks. If unused, an arrow of
  slaying may be sold for 3d6 x 15 gold pieces.
  6
  Holy symbol of healing. The party is given a holy symbol that may be
  used only by a cleric. The cleric will make all healing rolls at +2 until he
  dies. When the cleric dies, the holy symbol can be bought to the cleric’s
  church. If the symbol and the body of the slain cleric are delivered to the
  church, an attempt to resurrect that cleric will be paid by the church. If
  unused, the holy symbol can be sold for 700 gold pieces.
  Each epic reward can happen only once per campaign. Mark the
  reward when it is rolled. If it is rolled again, reroll until a different
  reward is selected.
  
SOURCE: textdata/thevault/Four Against Darkness/Four Against Darkness Tables Pocketbooks/Four Against Darkness Tables Pocketbook.pdf