TEXT: A horror adventure for Four Against Darkness, for dead
  characters of any level
  Breachers of the
  Bone Belfry
  Erick N. Bouchard
  Andrea Sfiligoi
  
  Breachers of the
  Bone Belfry
  A horror adventure for Four Against Darkness, for dead characters of any level
  Written and laid out by Erick N. Bouchard
  Cover art and Four Against Darkness game by Andrea Sfiligoi
  Interior art by  Jack Badashski, Franco Battista, Ulysse Bouchard, Hannes Bok, John
  Buckland Wright, Frank Cheyne Papé, Harry Clarke, dreamstime.com, Virgil Finlay, Paul
  Fry, Eric Gill, Jean-Jacques Grandville, Hans Holbein, Sergius Hruby, Kathe Kollwitz,
  William Leggatt, Anthony Ross, Dominique Signoret (p.56, CCSA licence*), Robert
  Stewart Sherriffs & Wallace Smith
  With additional material and ideas by Adam Bouchard, Cassandre Bouchard, Ulysse
  Bouchard, Victor Jarmusz and Josh Moore
  Playtested by Markus Aldrian, Tom Davis & John A. McDonnell
  Dedicated to the memory of Gary E. Gygax and Stan Lee
  For more information about Norindaal, the official setting for Four Against Darkness:
  https://sites.google.com/site/norindaal/
  This book contains horror, nude art and mature subject matter.
  It is intended for audiences of appropriate age.
   * https://creativecommons.org/licenses/by-sa/4.0/
  
  2
  Contents
  Introduction 
  3
  What You Need to Play 
  3
  Things to Know 
  3
  How to Play This Adventure 
  5
  Using the Belfry’s Map 
  5
  Traps 
  6
  Acronyms 
  6
  Acknowledgements  
  7
  New Rules 
  8
  Highest Character Level 
  8
  Treasure 
  8
  Rules from Other Books 
  8
  Madness 
  8
  Dark Plague 
  9
  Soul Cubes 
  9
  New Classes 
  9
  Paladin of Zur 
  9
  Succubus 
  13
  Necromingo 
  17
  Enter the Bone Belfry 
  21
  Timeflow Scorecard 
  83
  Keyword Scorecard 
  83
  Pre-generated Characters 
  84
  
  3
  Introduction
  Breachers of the Bone Belfry stands out
  from other adventures for Four Against
  Darkness in two ways. First, it is set in
  the Netherworld. Second, and most
  importantly, is the fact that the
  characters in your party are dead.
  Specifically, you are invited to play your
  former characters who have died in a
  dungeon - from those who suffered a
  medusa’s stone gaze, who fell to
  wicked traps, gnawing vermin or other
  grisly ends. The Netherworld being an
  unforgiving place, their soul-selves,
  enslaved by demons, are destined to
  be ground into soul cubes. This
  adventure offers them a chance,
  however slim, to escape that grisly fate.
  What You Need to Play
  Although the adventure occurs in the
  Netherworld setting, you do not need
  to own Four Against the Netherworld to
  play it. Only the basic rules in Four
  Against Darkness are mandatory.
  The adventure has been designed to
  be played at either Basic (1-5) or Expert
  level (6-9) and is self-contained. Other
  4AD books can expand its scope and
  allow for additional options, but all you
  need has been included here - apart
  from the basic rules.
  For 
  convenience, 
  pre-generated
  characters 
  are 
  on 
  p.79 
  (except
  beastmasters from CCC, as they would
  be of little use without their animal
  companions).
  Things to Know
  The 
  Dead: 
  The 
  adventure 
  was
  designed 
  for 
  using 
  your 
  dead
  characters of any level. If you don’t
  have any yet (rest assured, it will come
  soon enough), play it with 1st level
  characters. If you fail, you may play the
  adventure multiple times until you
  succeed.
  Harshness: Breachers of the Bone Belfry
  is designed to be harsh - cruel, even.
  Characters start with no equipment
  whatsoever and will face formidable
  opposition. Do not expect a high
  survival rate, or to succeed on the first
  attempt. Plan your moves carefully.
  Not all enemies need to be fought and
  sometimes fleeing is better than
  fighting against hopeless odds. Use
  spells, such as Escape, to retrace your
  steps and avoid traps. Having at least
  one rogue will improve your group’s
  survival chances. Clerics will also help.
  Spells: Wizards and other spellcasters
  start with memorized spells as usual.
  The Chaos Teleport or Mass Teleport
  spells (from Caverns of Chaos and Four
  Against the Abyss respectively) can only
  be used to move to rooms previously
  visited inside the Belfry, and never to
  Rooms 16 or 38. The Nether Portal
  spell works differently in the Bone
  Belfry. Instead, a portal opens to Room
  33. Likewise, the Flower Portal spell
  (from TCOTDF) opens a passage to
  Room 30 but not to the Blossoms’
  Demesne. In other words, you can’t
  escape the Belfry using magic.
  
  4
  Awakening Horror
  
  5
  Undead: All spells and magic items
  that allow the party to neutralize
  undead or become invisible to them do
  not work in the Netherworld, including
  any spells or magic items from Corridor
  of Shadows and the unique Blessings
  of Zur’s clerics (from 4ATN).
  Large Parties: Companions met
  during the adventure can take your
  party’s number above four. Don’t
  worry, the dungeons within these
  pages are deadly enough that their
  numbers will quickly dwindle.
  How to Play This Adventure
  This adventure is a programmed
  dungeon, often called a solo dungeon
  or 
  even 
  a 
  “choose 
  your 
  own
  adventure”. If you are familiar with
  either of these concepts, then this
  adventure will not be difficult to
  understand. It is a challenging,
  unforgiving, and murderous dungeon
  set in the Netherworld city of the Bone
  Land.
  Do not read the entries in advance!
  Only read an entry when directed to do
  so. Reading the entries in advance will
  spoil your fun.
  When you are ready to play, read the
  Prologue in the “Enter the Bone Belfry”
  section (p.17).
  Using the Belfry’s Map
  If you enter the Bone Belfry, you will
  need the map (on p.88) to note your
  progress. You may photocopy it. As you
  will notice, it is full of little numbers.
  Numbers in circles represent the room
  entries (#1-#38). The entries with
  these numbers in the “Enter the Bone
  Belfry” 
  section 
  describe 
  the
  corresponding rooms.
  Numbers inside the squares represent
  the tile number.
  Squares with a corresponding number
  in the circle will have the same number
  as the room number (e.g. in Room 4,
  the “4” in a circle stands for both the
  room 
  number 
  and 
  the 
  square
  number).
  Moving in the Befry: Before entering
  certain rooms, you will be asked to
  trace your path carefully on the map.
  You can only move horizontally or
  vertically, never diagonally. Note all
  these numbers before reading the
  corresponding room’s entry because
  entering some squares will activate
  traps or special events.
  Repeated Numbers: You will notice
  that several squares share the same
  number. These are always square
  numbers. They may or may not be the
  same from room to room. Likewise,
  there may or may not be a pattern to
  the numbers. You will have to
  experiment and learn by yourself the
  hard way. Expect nasty surprises.
  For simplicity’s sake, all party members
  must use the same path upon crossing
  a room.
  If your party is split, for whatever
  reason, the loners will die to the
  predation of hungry demons.
  
  6
  Traps
  There are lots of them. Most room
  descriptions will ask you to note the
  number of each square upon your
  planned path through a room with a
  pencil and paper before reading the
  room’s entry.
  Make sure you check the reference
  only when your complete path
  through a room (e.g. from one
  entrance to an exit) has been noted
  ahead!
  You may not make a part of your move,
  then check the solution, then move
  again. It would be cheating.
  Example: Let's say that you want to
  go from Room 4 to Room 5. Check
  the Belfry’s map on p.88. The
  description of Room 1 tells you to
  note your journey ahead before
  reading the entry of Room 4. The
  shortest path available goes through
  squares 2 and 4.
  If you wanted to avoid square 2, you
  could go through squares 14-6-13-4,
  or 14-5-13-4. If you planned to go to
  Room 7 instead, the shortest path
  would be squares 14 and 3.
  In any event, write this down before
  you enter Room 4. The description of
  Room 4 will tell you the number and
  type of traps you run into, if any.
  Disarming Traps: A rogue (or another
  character able to disarm traps, such as
  a 
  harlequin 
  or 
  assassin 
  from
  Digressions of the Devouring Dead) at the
  head of the party's marching order can
  attempt to disarm each trap (once per
  trap and one at a time, except if noted
  otherwise). Follow the steps indicated
  in your room for disarming traps.
  Any disarmed trap remains disarmed
  for the rest of your adventure, unless
  otherwise noted.
  Acronyms
  Only the Four Against Darkness core
  book (4AD) is required to play
  Breachers of the Bone Belfry (BBB). The
  following acronyms refer to other
  books in the Four Against Darkness line:
  Four Against the Abyss (4AA), Caves of the
  Kobold Slave-Masters (CKSM), Dark
  Waters (DW), Three Rings (TR), Knight of
  Destiny (KD), Fiendish Foes (FF), Buried
  Secrets (BS), Caverns of Chaos (CoC),
  Four Against the Netherworld (4ATN), The
  Courtship 
  of 
  the 
  Flower 
  Demons
  (TCOTFD), Crucible of Classic Critters
  (CCC), Four Against the Titans (4AT),
  Seven Sisters (7S), Four Against Mars
  (4AM), Digressions of the Devouring Dead
  (DDD), The North Beyond the World
  (TNBTW), More Mountainous Mayhem
  (MMM), Revenge of the Ravenous Ratmen
  (RRR) 
  and 
  Treacheries 
  of 
  the
  Troublesome Towns (TTT).
  Note that some of these books have
  not yet been published at the time
  of this writing.
  
  7
  Acknowledgements and
  “Appendix N”
  Erick N. Bouchard © 2018. The author
  thanks Andrea Sfiligoi (“Four Against
  Darkness” and others), Gary Gygax
  (“Tomb of Horrors”), Save Versus Death
  (“Fourthcore Alphabet”), James Edward
  Raggi IV (“Death Frost Doom” and “Green
  Devil Face”), Gunilla Jonsson and Michael
  Petersén (“Kult”), New Big Dragon Games
  Unlimited (“Petty Gods”), Clark Ashton
  Smith (“The Empire of the Necromancers”
  and others), Howard Philip Lovecraft
  (“The Festival”, “The Silver Key”), System
  of a Down (“Chop Suey”), Iron Maiden
  (“Fear of the Dark”, “Hallowed be Thy
  Name” and others) and The Black Dahlia
  Murder (“Into the Everblack”) for
  inspiration.
  
  8
  New Rules
  Highest Character Level
  The levels of monsters and entities in
  this adventure is not absolute but
  relative to the highest character level
  (HCL) in the group.
  For 
  example, 
  against 
  a 
  party
  encompassing characters of level 7, 3
  and 1, an armored skeleton’s level
  (HCL+2) is a 9 (7+2) while the Skeletal
  Ur-Demons’ level (HCL+4) is 11 (7+4).
  This allows the adventure to be scaled
  to all character levels between 1 and 9.
  It assumes that the party encounter
  more powerful monsters as they level.
  Levels are adjusted at the beginning of
  every encounter: this means a given
  monster’s level rises or lowers as
  members of the party come and go.
  The greater the discrepancy between
  the levels in the party, the harder
  lower-level 
  characters 
  will 
  find
  overcoming challenges. In the example
  above, if the level 7 character dies, the
  armored skeleton’s level will remain a
  9 for the duration of the encounter.
  However, if met again by the same
  party (whose highest level character is
  now level 3), the same armored
  skeleton’s level will be 5 (3+2).
  For parties who’s HCL is under level 6
  (Basic level), the level of any monster
  is capped to 9. For example, if a level 4
  party encounters an eye of fearful
  flame (level HCL+6 Boss), the eye’s level
  is 9, not 10.
  Treasure
  Use the 4AD treasure tables if your
  party is under level 6. Parties of level 3
  to 5 can also use either Fiendish Foes’
  Treasure table or the Necromantic
  Treasure table from DDD, if you have
  these books. Parties of Expert level
  (6-9) roll on the Abyssal Treasure table
  (4AA) or, if you have 4ATN, on the
  Netherworld Treasure table.
  Rules from Other Books
  The rules below summarize the full
  rules for Madness and the Dark Plague
  found in Four Against the Abyss as well
  as the rules for soul cubes from Four
  Against the Netherworld.
  Madness
  Madness stands for a character's
  gradual descent into insanity. Those
  with 1 or more Madness refuse to
  share equipment or gold. When
  Madness rises above a character's
  level, that character becomes insane
  and flees to a dire but unknown fate,
  permanently 
  lost 
  (remove 
  the
  character from play). Monsters never
  gain Madness.
  Madness checks are made by rolling a
  d6. If the result is less than or equal to
  the character's current Madness score,
  the check is successful. Otherwise, the
  check is failed.
  Failing causes the character's Madness
  score to rise by one point.
  Characters under level 6 can choose to
  lose 2 life points instead of gaining 1
  
  9
  Madness point. Characters of higher
  level have no such mercy.
  Dark Plague
  Characters exposed to the Dark Plague
  must save versus level 10 disease or
  catch it. Halflings add half their level to
  this roll. Infected characters have a 1
  in 8 chance of losing a life point each
  time they step into a new room. Upon
  reaching zero life, the character is dead
  and removed from play. They will also
  infect other party members, who must
  also save (level 10) for each new room
  or hex. Curing the spell requires a
  Blessing spell with a casting roll of 10
  or better.
  Soul Cubes
  Demons burn the souls of the dead
  into soul cubes using Soul Furnaces. A
  single soul cube can restore one
  charge to any magic item. They are
  worth 50 gold (or 50 necros (Ϟ), in the
  currency of the Netherworld).
  New Classes
  This book introduces three new
  classes, the paladin of Zur, the
  succubus, and the necromingo.
  Furthermore, the unique character of
  Lelåh, a necrosuccubus training to
  become a Salamandrine Oracle (a
  demonic seer), has additional traits in
  addition to those of a succubus.
  These classes can be played in any
  normal games of Four Against Darkness
  (both in and out of the Netherworld).
  Lelåh herself, being an agent of the
  Mother of Oracles, is a temporary
  companion who will leave the group
  once the adventure is complete. While
  some character classes may prove
  uneasy companions to succubi, such
  as 
  paladins 
  (from 
  4ATN) 
  or
  witchhunters (from 7S), you can
  assume they don’t know the succubus’
  true nature and simply assume her to
  be a common strumpet.
  Paladin of Zur
  The true nature of the gods is a
  mystery beyond mortals' ken. While
  the living divide the divine between
  Chaos and Law, Light and Darkness,
  Life and Death, the tribulations and
  grand plots of the gods are complex,
  evolving 
  and, 
  ultimately,
  unfathomable.
  A most interesting example of this
  paradox is the clergy of Zur, god of
  death. All things that birth and die
  come under its demesne, and whether
  its dominion is beneficent or evil
  remains divisive. Several of Zur’s
  churches, congregations and factions
  claim allegiance to opposing credos,
  some hostile to one another within
  their own clergy.
  Most priests of Zur, which opposing
  factions 
  (and 
  Zurite 
  paladins)
  contemptuously call "Contemplatives",
  
  10
  cater to funeral rites, cemeteries, and
  offer solace to the mourning. A more
  radical 
  faction, 
  the 
  self-labelled
  "Necrœpicurians", 
  preach 
  the
  enjoyment of life's pleasures to the
  fullest before the bleakness of death.
  They take Zur’s commandment against
  procreation to the letter if not the
  spirit, and engage in all sorts of
  debauchery - as long as no childbirth
  ensures.
  The so-called Puritans are a more
  hardline, aggressive group devoted to
  the destruction of the undead and all
  who would cheat the "laws of death".
  Their righteousness is especially
  violent 
  against 
  necromancers,
  especially those who claim Zur as a
  patron and raise the dead as slaves.
  Paladins of Zur are the militant
  chamber of this Puritan faction. They
  are neither evil nor “anti-paladins”, for
  while Zur is the god of death and the
  nominal ruler of the Netherworld, it
  (“death” being sexless) is aligned
  neither with Chaos, War nor demons.
  Demons, in fact, are trespassers in
  Zur’s Netherworld.
  The grim god’s paladins bring death to
  those who violate death’s laws:
  undead, necromancers, servants of Ter
  Za 
  Necht 
  the 
  lich-dragon 
  god,
  murderers and the like. Few in
  number, their main purpose is the
  slaying of renegade undead outside
  the Netherworld and especially of their
  masters. Noble and fierce in spirit, they
  protect the innocent and serve the
  cause of Order if not Light. Zur’s
  paladins are noticeably harsher in
  separating the deserving from the
  wicked. The most fanatical crusade for
  the burning of witches, cambions, elves
  and all other spellcasters, good or evil.
  
  11
  Like their god's priests, paladins of Zur
  cloak their faces behind skull masks
  and are forbidden from procreation
  and using soul cubes.
  According to the Zurite paladins’
  detractors, who call them “inquisitors”
  and less polite names too, celibacy
  does bring forth a pent up frustration
  that lends itself to acts of violence while
  doing Zur’s holy work - this cleanses
  the soul and releases the ecstasy
  forbidden by other means. Some
  would call them twisted if devoted.
  The Zurite paladins’ answer to this
  accusation would be to decapitate the
  heretic who would dare speak this way
  of Zur’s chosen.
  Traits: Paladins of Zur add their level
  to Attack rolls. They have a number of
  prayer points equal to their level +1.
  Prayer points may be spent to:
  1. Cause a single attack to cause 2
  damage instead of one to an undead
  monster if it hits (the prayer point must
  be spent before rolling).
  2. Reroll a failed Save roll. Rerolls may
  not be rerolled.
  3. Summon a skeletal steed for one day
  (but not during a fight). This can only
  be done outdoors. If mounted,
  paladins of Zur are not surprised and
  take the initiative, their attack vs non
  mounted enemies is at +1. The steed
  can 
  be 
  summoned 
  into 
  the
  Netherworld.
  4. Eat bone dust for a day, canceling
  the need to eat in the Netherworld.
  Restrictions: Each paladin of Zur in the
  party, after completing an adventure,
  must pay 10 gold or necros times the
  paladin's current level -or- all gems and
  gold found in the last adventure in
  tithes to their order. Soul cubes can be
  used for this. Zurite paladins are
  forbidden from casting necromantic
  spells (from DDD).
  Like other paladins, paladins of Zur will
  never break off from combat, even if
  their party flees. They will not leave an
  adventure until the mission is fulfilled;
  for example, if the Final Boss must be
  slain in a dungeon. In a dungeon, once
  the map is complete and no Final Boss
  is located, the Zurite paladin may leave.
  In Breachers of the Bone Belfry, the goal
  is not to kill the Final Boss but simply
  to escape back to the mundane world.
  Unlike the paladins who serve the gods
  of Law and Light, Zurites will not fall
  back if the rest of their party is on the
  verge of death. What matters is that
  Zur gets its due, no matter the cost.
  Paladins of Zur are a warrior subclass
  and are considered warriors for all
  other purposes except as noted,
  including saves. In other words, if
  warriors have any bonuses or penalties
  to saves, they also apply to paladins of
  Zur.
  Paladins of Zur are not prejudiced
  against demonologists or other classes
  and can adventure in the same party
  as them. They can even join a party
  with undead characters. Zur will judge
  
  12
  
  13
  each and every one’s virtue when the
  end comes.
  Armor Allowed: Shield, light armor,
  heavy armor.
  Weapons Allowed: Any.
  Starting Equipment: Paladins of Zur
  begin the game with heavy armor, a
  shield and a hand weapon. The shield
  and hand weapon may be traded for a
  two-handed weapon.
  Starting wealth: d6 gold pieces and
  occult paraphernalia worth 2d6 necros.
  Life: 6+ level. A 1st level paladin of Zur
  has 7 life.
  Expert Skills: A Paladin of Zur has
  access 
  to 
  the 
  following 
  skills;
  Commanding Presence, Divine Smite
  (from 4ATN), Dying Action, Gladiator,
  Lesser 
  Necromancy, 
  Negotiator,
  Poison Resistance, Protective Incense,
  Strong Will, Sworn Enemy, Vampire
  Hunter, Withstand Pain.
  Succubus
  Succubi are female demons of fertility,
  who 
  offer 
  mortals 
  pleasures
  undreamed of at the cost of their
  sanity. Like all demons, they are driven
  by their desires, but whether that
  makes them more evil than mortals is
  for philosophers to debate.
  Traits: Succubi add their level to their
  Defense rolls. A succubus’ basic power
  is loving. Anytime she lays with
  someone, that person is healed a
  number of life points equal to one die
  + the succubus’ level (e.g. d6+1 at first
  level, d8+6 at Expert level 6). One
  Madness point is also gained by the
  partner from the intense experience.
  Characters under level 6 who lay with
  a succubus gain no Madness, but since
  she must refrain her lust less she
  drains her lovers to death, they only
  get the succubus’ level in health (no
  dice added).
  A succubus’ tantric ritual demands at
  the very least 10 minutes, the duration
  of a normal encounter (4AD p.41). In
  dungeons, roll for wandering monsters
  Lelåh: She is unique among the necrosuccubi, training to become a
  Netherworld seer known as a Salamandrine Oracle. Like all those of her trade,
  Lelåh claims fealty to the Mother of Oracles, the swollen demoness who rules
  over the Staring Conurbation (Location IV on the Netherworld Map, see 4ATN
  p.32). She perceives time differently, making her purposes unfathomable.
  Level: Lelåh’s starting character level is equal to the lowest character level in
  your party. She will also be of Expert level if the lowest level character is too.
  Her level does not change if other party members die and she levels normally.
  
  14
  every 10 minutes (as normal). Multiple
  “healing sessions” are possible but
  Madness gains are cumulative and
  wandering monsters must be checked
  each time.
  A succubus can accommodate a
  number of simultaneous partners
  equal to her level. They are not picky.
  Sexless 
  characters 
  (such 
  as
  Blasphemous Ones and golems) and
  those immune to Madness get no
  benefit from mating with succubi,
  though it will not prevent the lecherous
  and imaginative demons from trying.
  Each time she engages in loving, the
  succubus herself heals a number of life
  points equal to her partner(s)’ total
  
  15
  levels. Time spent and the number of
  partners (or their sex or species) makes
  no difference to a succubus, but she
  heals twice as much when mating with
  a paladin because of their spiritual
  purity. (Zurite paladins, having chastity
  vows, will not mate with them.)
  Unwillingly, 
  a 
  succubus 
  inspires
  ravening lust (not necessarily focused
  on her person) in those around her,
  independent 
  of 
  their 
  usual
  preferences. Should a hit or special
  effect cause the succubus to die or be
  incapacitated (e.g. turned to stone),
  another party member of your choice
  will always suffer this effect in her
  place. A succubus therefore cannot die
  as long as there is someone else in the
  party. This magical ability also applies
  to constructs and sexless beings, but
  not to creatures immune to magic
  (such as ice elf huntresses from
  TNBTW).
  Being a demon, a succubus could be
  forced 
  into 
  possession 
  by 
  a
  demonologist (from 4ATN), whose
  possession save is her level+3. Succubi
  cannot gain Madness or use holy water.
  Wooing: If you have TCOTFD, succubi
  woo as satyrs do (p.11), but their
  mesmerizing works only with males.
  This doesn’t stop them from trying.
  Restrictions: Succubi need to mate
  with a mortal male humanoid at least
  once every 6 days or lose 1 life. This
  loss of life cannot be regained by any
  other means. After 6 days without
  feeding, a starving succubus will be
  desperate and use her mesmerizing to
  force any suitable partner to mate.
  If the target is a “non-player character”
  (such as a captive), he simply dies from
  her draining lust. If the sole available
  target is another character, he must
  succeed a breeding save against the
  succubus’ level or lose one permanent
  life. When starving, succubi do not gain
  life points above their normal limit
  from draining a lover.
  Succubi need no other sustenance and
  never suffer from “normal” famine
  except for abstinence. Paladin partners
  nourish 
  them 
  for 
  two 
  weeks.
  Demonologists suffer no ill effect from
  a succubus’ affections but gain no
  bonus either. Their tainted seed
  doesn’t feed her either.
  Saves: As clerics. A succubus’ class is
  “cleric” (of the Life and Demons
  alignments) 
  in 
  regards 
  to 
  save
  modifiers and to unlock special options
  in programmed adventures. Whenever
  clerics gets a bonus or penalty to a
  save, it also applies to succubi.
  Likewise, succubi can use a Holy
  symbol of healing from the Epic
  Rewards table to improve their healing
  abilities. They are considered clerics
  when special options are available to
  this class. In addition, despite their
  sometimes supernatural looks, succubi
  can change their appearance to blend
  in a crowd. They therefore add their
  level to stealth save, like rogues do.
  Armor allowed: None.
  Weapons allowed: Light weapons
  (including whips), slings.
  
  16
  Starting equipment: None.
  Starting wealth: d6 necros in trinkets.
  Expert 
  skills: 
  Acute 
  Hearing,
  Commanding 
  Presence, 
  Danger
  Sense, 
  Detective, 
  Intuition,
  Negotiator, Protective Incense, Quick
  Footed, Spore Alchemy, Strong Will,
  Uncanny Progeny (new), Wings (from
  DDD), Withstand Pain. Above Expert
  level, use the cleric’s list of skills.
  Life: 3+level. A 1st level succubus has
  4 life.
  Note: You can use the succubus class
  to play a flower demon (from
  TCOTDF) as they are closely related.
  Salamandrine Oracle Traits
  Unique to Lelåh: In addition to basic
  succubus abilities, Lelåh’s training as
  a seer of the Mother of Oracles gives
  her limited prescience and a few
  lesser abilities. Each combat turn, the
  necrocusuccubus can roll two dice
  and choose which to allocate to her
  attack and which to her Defense.
  Lelåh’s lack of eyes does not prevent
  her from seeing perfectly in the dark:
  she needs no lantern. She saves as a
  cleric aligned with both Death and
  Light (not Life and Demons).
  New Succubus Expert Skill
  Uncanny Progeny: Each time the
  succubus lays with a paladin devoted
  to a god of Light, she always gives
  birth to a flying skull after 66 minutes
  (7 encounters). It  fights and serves
  like a dungeon guide (4AA p.28) for 66
  minutes (7 encounters) then leaves.
  Witnessing that terrible birth causes
  a Madness check all to other
  characters (a morale check for
  retainers).
  
  17
  Necromingo
  Ages ago, before the Century of Rain
  and Fire lay waste to the world of
  Norindaal, the regal flamingo folk ruled
  like kings over the volcanic Tori Isles,
  first among the bird folk and revered
  for their sorcery. The fall of their
  ancient civilization, and their mutation
  into dreaded necromancers,
  allowed for the rise of an
  upstart species that took their
  place and colonized the
  southern isles: Mankind.
  While many
  believe the pink-
  feathered
  warlocks
  to be no
  more than
  bogeymen to
  scare children,
  there are
  those
  among them
  who have
  returned
  from the grave,
  braving the gate
  keepers of the
  Netherworld.
  Flamingo 
  liches,
  colloquially 
  called
  necromingos,  pink
  death, flamingoths,
  flamorticians 
  or
  even tomb flutterers,
  are those rare bird
  folk who have defied death and
  escaped its clutches. Like their living
  brethren, 
  they 
  are 
  masters 
  at
  commanding the living dead, but
  cannot reanimate them as they no
  longer produce necromantic gazes.
  The goals and agendas of necromingos
  are as varied as those of the living.
  Some seek redemption, others seek
  revenge, glory, the greater good or the
  restoration of their fallen
  kingdom.
  Their living kindred, the
  fearsome flamingo folk,
  treat 
  necromingos
  with great respect, as
  hallowed ancestors.
  Traits:
  Necromingos
  add their
  level to
  Attack
  rolls
  when
  attacking
  with light
  weapons (the -1
  light weapon
  modifier applies
  normally) or one-
  handed weapons.
  They add their level to
  their spellcasting rolls,
  like wizards, but only when
  casting spells from the
  Necromingo spell list (see
  below).
  
  18
  Because 
  of 
  their 
  long 
  legs,
  necromingos never suffer penalties for
  fighting in the bogs.
  Undead: Necromingos are undead.
  They do not need to eat, sleep or
  breathe. 
  They 
  always 
  succeed
  swimming, disease or poison saves.
  They cannot catch the Dark Plague.
  Necromingos lose 1 life each time a
  party member uses the Turn Undead
  expert skill (from 4AA) in their presence.
  Sleep of the Dead: Once per level and
  per adventure, necromingos can
  attempt to neutralize an undead
  monster or monster group and “de-
  animate” them. Treat this like the Sleep
  spell, except that it only works on
  undead. No XP is gained and their
  treasure is turned to ashes by the
  death god Zur as an offering. Final
  Bosses are immune to this ability.
  Death Stealing: Necromingos cannot be
  healed 
  by 
  healing 
  spells 
  (see
  Restrictions below). They can feed on
  the energy of dying undead. Each time
  an undead Boss or Weird Monster dies
  in their presence (e.g. in the same
  room, 
  corridor 
  or 
  location), 
  all
  necromingos present heal a number
  of wounds equal to the monster’s level.
  Necromingos also recover their full life
  points between adventures or when
  resting, like any other character.
  Zur’s Sanctification: Necromingos can
  modify by +/1 the reaction rolls of
  undead monsters. This bonus does not
  stack if there are multiple necromingos
  in the party.
  Hallowed Ancestor: Flamingo folk always
  react 
  as 
  “peaceful” 
  towards
  necromingos, unless attacked first.
  Necromingo Spells: Necromingos can
  cast a single spell per level per
  adventure. Their spell selection is
  limited: they can only cast the Blessing
  and Protect spells from 4AD (p.49).
  They can also learn and cast any spell
  from the Netherworld, Chaos or
  Necromantic lists (from 4ATN, CoC and
  DDD respectively). These spells are
  learned and cast exactly like elves, and
  can be selected at any level (there is no
  need to find and transcribe a scroll). No
  spell book is needed, as necromingos
  engrave the spells on their leathery leg
  bones. At expert level, necromingos
  can spend XP to learn any necromantic
  expert spell (from DDD) or the
  following expert spells (from 4AA):
  Aura of Terror, Mass Teleport, and
  Reverse Gaze.
  When casting other spells from scrolls,
  necromingos cast them like level 1
  wizards.
  Restrictions: As undead, necromingos
  cannot use holy water or benefit from
  healing spells, including wizard spells
  such as Healing Surge or Lifeforce
  Control. Plague doctors cannot use
  their bleeding abilities to heal them
  either. A witch doctor can heal them
  normally. Other sources of healing (e.g.
  fountains, 
  bandages, 
  etc.) 
  work
  normally. 
  Unlike 
  flamingo 
  folk,
  necromingos cannot cast spells from
  the Volcanic spell list. They can cast
  chaos spells instead (see Spells).
  
  19
  Necromingos cannot enter temples
  devoted to the gods of Life; doing so
  would call forth an alignment angel to
  punish the offender. They never
  benefit from altars or benedictions
  from the Life deities (see OOO or TTT).
  Blessing spells by clerics of the Life
  deities work normally, except for
  clerics of Luura, for the sun god refuses
  his clerics to assist them.
  Necromingos can still cross a room
  with an altar journey to the Blossoms'
  Demesne in the presence of an avatar
  of Seilla (from JJJ).
  Necromingos can't fly unless they take
  the Wings expert skill (from DDD), as
  their bony wings are atrophied.
  Unlike 
  living 
  flamingo 
  folk,
  Necromingos have no tribal affiliation.
  Fall into Chaos: Necromingos who
  learns any Chaos spell is repudiated by
  Zur and falls under Xichtul’s Embrace.
  This causes them to lose the Zur’s
  
  20
  Sanctification and Hallowed Ancestor
  traits. Their Death Stealing ability is
  also replaced by Chaos Stealing: it now
  only applies to chaos monsters (e.g.
  those with the “chaos” or “chaotic”
  words in their name) instead of
  undead. It still doesn’t work on Final
  Bosses.
  Moreover, the necromingo’s party
  gains also 1 point in the Chaos
  alignment (see TTT or OOO). If you
  have Caverns of Chaos, Xichtul’s
  Embrace counts as a result of 4+ on the
  Touched by Chaos table (CoC p.19).
  The necromingo’s heart also
  becomes a chaos crystal
  (CoC p.16), which can
  be used normally.
  When necromingos
  fall into the clutches of
  Chaos, the gods of
  Life 
  no 
  longer
  oppose them (see
  Restrictions).
  In 
  that 
  case, 
  any
  restrictions which had
  been imposed by the deities of Life
  now applies to the deities of Law.
  Necromingos do not fall into chaos by
  casting Chaos spells cast from a scroll.
  They need to learn that spell.
  Saves: Like wizards. Necromingos are
  considered necromancers for all game
  purposes (e.g. they can use Wands of
  sleep and other items restricted to
  wizards).
  Armor allowed: Light armor. Unlike
  flamingo folk, their bone structure has
  become too fragile to use shields.
  Weapons 
  allowed: 
  Any 
  except
  firearms.
  Starting equipment: Light armor, light
  hand weapon and bow or a one-
  handed weapon.
  Starting wealth: 4d6 gold pieces.
  Life: 4 + level. A 1st level necromingo
  has 5 life.
  Expert skills: Alchemical Training
  (CoCoC), 
  Arcane 
  Tanner,
  Archnecromancer (from III),
  Detective, Fire Breather
  (from CoCoC), Ghoulish
  Familiar (from DDD),
  Intuition, 
  Knife
  Throwing, 
  Lesser
  N e c r o m a n c y ,
  Protective 
  Incense,
  Slow Fall (from CoCoC),
  Spore Alchemy, Spot
  Weakness, 
  Stabbing
  Attack, Strong Will, Super
  Logic, 
  Terrifying 
  Presence,
  Vampire Hunter, Wings (from DDD;
  cannot be used while wearing armor).
  Flamingo folk can also learn some
  expert spells (see Necromingo Spells
  above).
  
  21
  ~ Prologue ~
  You are dead. Not for you, the
  evergreen fields of legend. They are
  lies. They do not exist. The harsh truth
  of the afterlife is inescapable. Above
  you, dark red clouds roil menacingly
  over black ash dunes. No sun, no
  moon, no stars adorn the bleak
  lifelessness of the Netherworld.
  You are an enslaved soul. Your
  Netherworld body spasms under the
  whip of the demon slave-masters. At
  every moment, you are beyond fatigue
  and pain, you toil incessantly, pushing
  ahead a glowing, cyclopean belfry of
  bleached bones.
  Like all captives, your party has been
  garbed 
  in 
  monkish 
  robes 
  and
  tonsured. At your side, hundreds,
  maybe thousands of other enslaved
  souls, nameless and soiled like
  yourself, push the tower forward
  without respite or seemingly purpose.
  Sometimes, wretched souls fall from
  exhaustion and in mere moments a
  putrid claw picks them up, tossing the
  Enter the Bone Belfry
  
  22
  screaming soul into a deformed mass
  of chewing maws, where their frail
  screams are cut off with a massive
  belch. The tedium of the endless
  march continues, only broken by the
  ever failing souls unable to survive the
  harshness of the realm.
  You have heard the demons chatting
  and bickering amongst themselves as
  they pass the line, cracking their whips
  for no reason but cruel joy. They are
  bringing your enslaved souls to the
  Bone Land, to the very hellish city of
  the voracious Pale Ones.
  A last shipment of soul-slaves is to be
  harvested there before undertaking
  the final voyage to the Trenches of
  Harrowing, to be offered as tribute to
  the Blasphemous One Gürgun-OzoŎg-
  Bhaal-Thar-Thakkua. The so-called
  “Gelatinous Conjoined Lord Of Hoards
  Who Feeds On The Drowned” guards
  the sole known permanent gate to the
  world of Norindaal.
  Time passes, but without any means
  to witness its passing, it may be weeks,
  years, even centuries when at last you
  cross the sky-high ramparts of the
  demonic stronghold.
  Shrill cries scratch at your numbness
  of soul damaged mind and ‘body’.
  Necrogaunts - purplish devils with no
  face - fall upon the convoy on distorted
  bat wings, carrying captives away to a
  grisly fate. The demon guards defend
  their prizes furiously, incensed at the
  scavengers.
  There is a pattern to the necrogaunts’
  hunt. They catch you in their abrasive
  claws and drag you up in the sky
  towards the city’s gothic skyscrapers,
  then drop you harshly on the black
  obsidian tower floor.
  Before you stands a tall man, a skull-
  masked warrior, in baroque armor
  covered in non-human bones. You
  barely notice him. Besides him is a
  half-naked woman. A succubus. Wide
  of hips, petite but full-bodied, her
  hairless skin is tan, with reflections of
  the darkest purple. From her comes
  the smell both of vanilla and the tomb.
  Strangest of all, twisted horns rise from
  her head, and black pits are where her
  eyes should be.
  Awkwardly, she is both repulsive and
  irresistible. Men cannot take their eyes
  off her. Women see her for what she
  is: 
  another 
  monster 
  of 
  the
  Netherworld, grotesque and menacing.
  You realize you are not alone. At your
  side, there are other lost souls like you.
  You all look up at her, confused.
  “You do not belong here. You are
  troublemakers“, castigates the she-
  Mob of Captive Souls (Boss). Level HCL undead horde, 30 life,
  1 attack per character, never pursues or attacks fleeing characters,
  no treasure, morale -2. Reaction: always fight.
  
  23
  demon. The masked man berates her.
  “Let us not torment our allies. We will aid
  you in leaving the Netherworld“, says the
  masked man. “I am Rotëleks, paladin of
  Zur. She is Lelåh, a Salamandrine Oracle.
  A soothsayer.” She nods. “Not yet. But I
  serve the Mother of Oracles, who rules
  over the Staring Conurbation. She has
  foreseen the future. If we aid you in
  leaving the Nether, a great woe will befall
  her rival, the Lord of the Bone Land.”
  The paladin hands you a water-skin
  and some sort of meat. Better not to
  ask its origin. “The Lord of the Bone Land
  is a wicked one. It was the one who
  harvested you, to feed the Abominable”
  adds the paladin. “We have freed you.”
  The necrosuccubus rises. “Come with
  us, and you may live again. Or, fare by
  yourselves in the Nether, and despair. We
  will be waiting.”
  If you agree to follow them, go to 66. If
  you’d rather try to escape the
  Netherworld without them, go to 52.
  ~ Room 1 ~
  If all the keywords SELF, RIGHTEOUS
  and SUICIDE are marked, go to 40. If
  only the SUICIDE keyword is marked,
  go to 44. Otherwise, read along.
  Hall of Bloodied Lamentations: The
  entire belfry is made of compacted
  human bones that glow a sickening
  phosphorescent green. Behind a set of
  double doors, stylized and sculpted in
  the fashion of a fierce elf king, the
  room opens to a low depression. On
  the doors, a name: Zördak.
  On the northern wall, a wide green
  devil face, its mouth stretched tall as
  two men, is blocked by an iron grid.
  Above it, another name in runes: “The
  Everblack”. The maw bellows a song of
  rage and suicide over grinding music:
  “One thousand hands pull you down into
  dark waters. Victimized. Time of life on
  earth, expired...”
  A raging mob of captive
  souls
  desperately fights two huge, demonic
  skeletons covered in black tar. They try
  to drag the mob towards Room 2.
  You will have to fight the crowd for at
  least 1 round each time you cross it.
  Note the squares you intend to cross
  
  24
  in these rooms before looking at the
  other rooms' entries.
  ~ Room 2 ~
  If both the keywords SELF and
  RIGHTEOUS are marked, go to 40.
  Otherwise, read along.
  Confessional 
  of 
  Amputated
  Gluttony: Seven black candles light
  this grisly ceremonial room. You can
  take some of them if you want (treat as
  lanterns with a 60 minutes duration).
  Beyond a rising dais made of mutant
  skulls, the walls are engraved with
  runic litanies in elvish. A large, rotted
  tapestry depicting the sacrifice of vast
  hosts, fighting to escape a chasm,
  hangs in the leftmost arch.
  Two 
  spiky 
  skeletal 
  ur-demons,
  dripping with oily tar, grab at the crowd
  to take them beyond the tapestry,
  screaming and kicking, to Room 3.
  If your group includes an elf or a cleric,
  go to 43. Otherwise, you must either
  fight the monsters or flee to Room 1.
  
  25
  If you win or flee, you may exit to
  Rooms 1, 3, 7. Note the squares you
  intend to cross before reading the
  entries.
  ~ Room 3~
  Corpse Grinder: Atop a baroque stone
  slate with blood-stained chains rises a
  soul furnace, a device which allows
  the burning of souls into soul cubes. It
  is sculpted like a crouching, hideous
  and flabby wale-fish demon ordained
  to the Devourer of All, a sanguinary
  aspect of both the gods Zur and
  Tauramin. 2d6 soul cubes shine within
  a bowl at the furnace’s feet. Bronze
  chains tie it to the wall (treat as two
  ropes). On the west wall are three
  levers made from femurs, in a complex
  zigzag pattern.
  You can make a single puzzle save
  (level HCL+2, wizards add +L, rogues
  and dwarfs add +½ L) to change the
  levers’ position. If you succeed, you
  gain 1 clue and you may either mark or
  unmark the SELF keyword. If you fail,
  the levers jam into their current
  position.
  As 
  you 
  are 
  about 
  to 
  leave,
  unfortunately, you realize that an altar
  of possession was enshrined in the
  soul furnace.
  For every 10 minutes spent in this
  room, the character or retainer with
  the most life points must succeed a
  level HCL+3 magic save or become
  possessed by a demonic spirit.
  Demonologists are immune. Once
  possessed, the character will attack the
  party, starting by those with the least
  life, as a monster of his level +3, using
  his deadliest weapon, magic item or
  spell available. Characters with the
  Blessing spell and demonologists can
  attempt to exorcise the demon.
  A 
  possessed 
  character 
  can 
  be
  exorcised by a Blessing but only if the
  caster succeeds a casting check over
  twice the possessed character’s level.
  Clerics add their level. A demonologist
  can also exorcise the demon and
  absorb it within himself using the
  possession ability (rolling against twice
  the 
  possessed 
  one’s 
  level). 
  An
  exorcised character gains 1 Madness
  per companion killed and will forever
  Skeletal Ur-Demons (Weird Monsters). Level HCL+4
  undead, 4 life points (each), 1 attack, 3 treasure rolls and 1
  clue, morale +1. Each life point lost by a character conjures
  1 armored skeleton after your next turn. Only a single XP
  roll is gained for defeating both monsters.
  Reaction: always fight.
  Armored Skeletons (vermin). Level HCL+2 undead, no treasure. Note that
  crushing weapons do NOT hit them at +1. Arrows hit them at -1.
  
  26
  The Pens of Decrepit Skinning
  
  27
  remain vulnerable to any form of
  possession (-2 to future saves). The
  possessed character gains 1 clue from
  the tormenting experience.
  You can only exit to Room 2. Note the
  squares you intend to cross before
  reading its entry.
  ~ Room 4~
  Oubliettes of Necropsy: Fourteen
  torches light this room. You can take
  some of them if you want (treat as
  lanterns with a 60 minutes duration).
  You trigger a trapdoor (level 4 save or
  1 wound, see 4AD p.59) if you crossed
  at least one of the following squares:
  6-8-14-15. Add 1 to the trap’s level for
  each additional square crossed after
  the first. There is a 3 in 8 chance that a
  single awakening horror lies in the pit.
  A character who fell into a trapdoor
  and 
  defeated 
  the 
  monster 
  (if
  applicable) may search for secret doors
  (d6). On a 4+, a secret passage to the
  shaft in Room 9 is found. On a 1,
  another trapdoor is sprung (as above):
  a rope will be needed to get the
  character out. After d3 x 10 minutes,
  the pit will fill with black ooze,
  drowning anyone left there.
  Pond of Respite: Six unclad ladies with
  pure black hair and porcelain skin, all
  identical, bathe in a sparkling gray
  pond flowing from the eastern wall.
  They seem oblivious to your presence.
  The scene is eerily monochrome and
  silent. You can join the silent ladies in
  a tender embrace (go to 70), kill them
  Awakening Horror (Minion). Level HCL+5 demon, 1 life,
  1 treasure. Never tests morale. Slashing weapons hit the
  Horror at -1. Its level rises by +1 for each turn after the
  first. If the characters flee, it never pursues and returns
  to slumber. Its level lowers by 1 every 10 minutes (down
  to HCL+5).
  Reactions (d6): 1-2 bribe (1 captive), 3-6 fight to the death.
  
  28
  (go to 68), drink from the waters (go to
  69) or just exit to Rooms 1, 5 or 7. Note
  the squares you intend to cross before
  reading the entries to these rooms.
  ~ Room 5~
  Pens of Decrepit Skinning: Seven
  black candles of human fat are alight.
  You can take some of them if you want
  (treat each as a lantern with a 60
  minutes duration).
  You trigger a dart trap (level 2 save or
  1 wound, see 4AD p.59) for each of the
  following squares you crossed: 4-9-14-
  18. A rogue can disarm them all by
  succeeding a traps save against a level
  equal to the number of squares
  crossed. In addition, roll on the Hidden
  Treasure Complication table (4AD p.55)
  if at least 3 trapped squares are
  crossed, although there is no treasure.
  Terrified captives (d3+3), doomed
  souls like yourselves, are chained to
  the walls. They beg you to take them
  with you out of the Netherworld.
  They count as retainers. They are
  unarmed (-2 to attacks), unarmored
  and disoriented (morale -1).
  A young man in torn noble livery
  stands out among the captives,
  brooding and cursing loudly. If any of
  your current characters undertook the
  Three Rings adventure, you recognize
  him as your former patron, Harros
  Davanzu. He is wounded and angry
  over 
  the 
  loss 
  of 
  his 
  drinking
  companions and for getting here (he
  passed out). Davanzu's family is rich,
  and he promises a reward of 200 gold
  if you manage to escort him back to
  your homeworld. He seems very alive.
  Davazu makes a ruckus (causing you
  to meet wandering monsters on a roll
  of 1-2 instead of just 1) and runs away
  in a corner of the room each time a
  wandering monster appears.
  Davanzu seems blessed by the gods:
  monsters never attack him, traps seem
  to have no effect on him and he never
  loses any life or gains any Madness,
  whatever happens.
  You may exit to Rooms 4 or 6. Note the
  squares you intend to cross before
  reading their entries.
  Optional Rules: If you have the Four
  Against the Abyss book and free any
  
  29
  captive, roll 2d6 for each to determine
  their type (excluding Davanzu): 2
  acolyte*, 3 bodyguard, 4 dungeon
  guide*, 5 porter, 6 lantern bearer, 7
  unskilled commoner (level 0, 1 life), 8
  rat exterminator, 9 minstrel*, 10 spear
  carrier, 11 man-at-arms, 12 surgeon*.
  * If you have the Fiendish Foes book, this
  captive has a 1-3 in 6 chance of being a
  doppelganger (FF p.7). Win a FF magic
  item of your choice if you defeat it.
  ~ Room 6~
  Antechamber of the Golden Hand:
  You trigger a poison gas trap (level 3
  save for everyone or 1 wound, see 4AD
  p.59) if you crossed at least one of the
  following squares: 6-8-16-20. Add 1 to
  the trap’s level for each additional
  square crossed after the first.
  The room is an armory. Any basic
  magical weapon from the 4AD book,
  light and heavy armor, shields and
  lockpicks can be found here.
  Furthermore, on a wall is a mechanical
  contraption featuring a hand-shaped
  cavity with a stone bowl underneath. It
  holds gold nuggets worth d8 x 5 gold.
  If a character presses his hand into the
  machine, go to 45.
  You may exit to Rooms 5 or 7. Note the
  squares you intend to cross before
  reading their entries.
  ~ Room 7~
  If all the keywords SELF, RIGHTEOUS
  and SUICIDE are marked, go to 40. If
  only SUICIDE is marked, go to 44.
  Otherwise, read along.
  Canal of Carnal Devourment: You
  trigger a quicksand trap if you crossed
  at least one of the following squares:
  6-8-9-10-12-14-15-16-18-21-30. 
  The
  trap’s level equals the number of
  crossed squares among these.
  Quicksand trap: A random character
  must make traps save against the
  trap’s level or lose 1 life. Add+1 for
  halflings. Apply the character's armor's
  value as a penalty. Make a new check
  each turn thereafter, increasing the
  save level cumulatively by +1 and
  losing 1 life for each failure, until the
  character climbs out or suffocates. Any
  other character (excluding retainers,
  mercenaries and captives) can help,
  adding +1 to the roll, but must also
  make a traps save, with the same
  consequences.
  Depression: The marked middle
  section in Room 7 is a depression,
  about 1 meter deep (3.3 feet).
  Hieroglyphs on the walls show a
  stylized elf king creating the Bone
  Belfry to bind a giant harpy with three
  chains, which are linked in turn to five
  stars represented by diamonds.
  You may take the diamonds if you want
  (80 gold each), in which case mark the
  DAMNATION keyword. If you take any,
  you must give at least one to Rotëleks
  and to each dwarf in your party.
  Search: You may spend 10 minutes to
  make a level HCL+4 puzzle save
  (wizards and demonologists add their
  
  30
  level, clerics add ½). Gain 1 clue if you
  succeed (only once). Re-roll as much as
  you like but roll for wandering
  monsters each time.
  You may exit to Rooms 4, 6, 8, 9, 10 and
  also Room 1 (if the SUICIDE keyword is
  marked, but not RIGHTEOUS and SELF)
  or Room 2 (unless all three of the SELF,
  RIGHTEOUS and SUICIDE keywords are
  marked, in which case you cannot).
  Note the squares you intend to cross
  before reading the room entries.
  ~ Room 8~
  Causeway of Morbid Veneration:
  Tortuous stairs made of protruding
  bones lead to a bizarre mural engraved
  with stylized depictions of the gods.
  As you draw near, 5 skeletal dogs
  come out of the walls, with a 1-4 in 6
  chance of attacking first.
  Skeletal dogs. Level 3 undead, no
  treasure. Crushing weapons attack at
  +1 but ranged weapons do no harm.
  
  31
  If you defeat them, you can examine
  the mural closer by spending 3 clues
  (go to 41) or exit to Room 7. Note the
  squares you intend to cross before
  reading Room 7.
  ~ Room 9~
  Divine Condescendence Stairway:
  The stairs climb up then stop to a shaft
  about 10 meters (30 feet) deep. If you
  have a rope, you can climb down to
  explore the labyrinth hidden within the
  Belfry’s deepest innards. If you have no
  rope, or do not wish to go down, return
  to Room 7.
  If you climb down, generate a random
  dungeon with 6 rooms. Roll d6+10
  instead of d66 for room type and
  replace all monsters by the Final Boss,
  which is always the Condescending
  One, a grave shifter. (There is but one.)
  If any character is teleported to the
  Trenches of Harrowing, split the party
  and go to 39. Otherwise, read on.
  The sound of grinding stone invades
  all the level (-1 to spellcasting inside the
  maze): the Belfry has started to move
  on again, pulled by countless soul-
  slaves, towards the Trenches of
  Harrowing. In addition to its treasure,
  the Condescending One has a rope, a
  ring of three wishes (or a random
  magic item, if you don’t have 4AA) and
  the deadly “Orphanmaker”.
  The Orphanmaker: a +2 magic
  matchlock pistol engraved in Zur’s
  iconography: ranged, one-handed
  magic slashing weapon, Attack +4, may
  be fired only once per encounter,
  usable only by dwarves, swashbucklers
  and warriors; on a roll of 1, the gun
  explodes inflicting d3 damage upon
  the user.
  Skeletal rats (vermin). Level HCL+2 undead, no treasure. Crushing weapon
  attacks are at +1 against skeletal rats. Bows and slings may not be used to
  attack skeletal rats.
  Reactions (d6): 1-2 flee, 3-6 fight.
  The Condescending One (Weird Monster). Level HCL+5
  undead (grave shifter), HCL+3 life, 3 attacks, treasure d6
  soul cubes, morale +2. Characters hit must save versus
  level 5 magic (demonologists add +½ L, wizards add +1) or
  be teleported to the Trenches of Harrowing (go to 39).
  Reactions (d6): 1 quest, 2-6 fight.
  
  32
  
  33
  Its value is 300 gold. If the user dies,
  the Orphanmaker eats his soul: he
  cannot be resurrected. For every shot,
  roll for wandering monsters (1-2 on d6)
  whenever 
  used 
  in 
  a 
  dungeon.
  Monsters will arrive after the combat.
  The user can reload the Orphanmaker
  before the monsters arrive.
  ~ Room 10~
  The Never-Ending Staircase: This
  steep, seemingly unending causeway
  leads to the intermediate level. A gray
  slime drops at you from the ceiling,
  with a 4 in 6 chance of surprise.
  You may exit to Rooms 7 or 11. Note
  the squares you intend to cross before
  reading Room 7.
  ~ Room 11~
  The Steps of the Everbleak: Crossing
  from Room 10 to Room 11 takes 90
  minutes. Mark your current room
  number, restart your clock marker to
  zero then go to 73. Return here after.
  You are exhausted after climbing this
  impossibly long stairway entirely made
  of human bones - as the rest of the
  Bone Belfry. Echoes of your own voices
  rise in the stairs, albeit in an
  incomprehensible demonic tongue.
  (Demonologists recognize the dialect
  of the Bone Land, a demon city.)
  The iron door to the upper levels is
  locked (level 5 lockpick save). Roll for
  wandering monsters if you bash it
  (level 5 strength save).
  Wandering monsters on this level are
  always intestinal rot demons.
  The room beyond is safe except for
  such a demon that attacks the first row
  of characters (treat as a corridor).
  You may exit to Rooms 10, 12 or 13.
  You must succeed a Search roll to find
  the secret door to Room 13.
  ~ Room 12~
  Deadmen’s Respite: You may use this
  area to rest (regain 1 life per character)
  but roll in this case for wandering
  Gray Slime (Weird Monster). Level 5, 6 life, 2 attacks, no treasure, never tests
  morale. Targets hit lose 1 hand held item or armor, or take 2 wounds.
  (Optionally, see Caverns of Chaos p.22 for more detailed rules.)
  Intestinal Rot Demon (Weird Monster). Level HCL+2 demon horde, 6 life, 1
  attack per character, no treasure, never checks morale. On a failed Defense,
  roll. a targets automatically loses 1 life per turn until it dies (except if using
  Escape, Chaos Teleport, Mass Teleport or similar spells).
  Reaction: always fight to the death.
  
  34
  monsters (always intestinal  rot
  demons).
  You can rest as long as you wish,
  regaining 1 life for each period of 10
  minutes, but the chance of a random
  encounter increases by 1 each time (up
  to  a maximum of 5 in 6).
  You can exit to Rooms 11, 13 or 14. You
  must succeed a search roll to find the
  secret door to Room 13. Roll for
  wandering monsters if you fail.
  ~ Room 13~
  The Offering: The steeply rising
  stairway suddenly collapses into the
  lair of a nether monstrosity. The first
  character in marching order must
  succeed a level HCL+2 trap save or be
  swallowed by a dust wyrm interred
  alive within the Bone Belfry. To get out
  of this deep pit, the monster must be
  killed and the character’s companions
  must use a rope or a chain.
  You may exit to Rooms 11 or 12.
  ~ Room 14~
  The Flight of Macabre Apotheosis:
  Crossing from Room 14 to Room 15
  takes 60 minutes. Mark your current
  room number, restart your clock
  marker to zero, go to entry 73 then
  return here afterwards.
  When you reach the middle stairs in
  room 14, a huge stone block trap falls
  on the last character in marching
  order, which should be the paladin
  Rotëleks if he still lives (level 5 Defense
  roll or 2 wounds, see 4AD p.63).
  After a long climb, the stairs finally lead
  to the second story (Room 15), where
  a risen platform is surrounded by five
  staircases spread in a star pattern. On
  the walls are repeating hieroglyphs
  depicting the gods Zur and Tauramin.
  You may examine them more closely
  by spending 3 clues if you want (go to
  41), or simply exit to Rooms 12 or 15.
  ~ Room 15~
  If both the keywords RIGHTEOUS and
  SELF are marked, go to 49. Otherwise,
  keep reading.
  Temple of Red Purification: 35 red
  candles are alight. You can take some
  of them if you want (treat as lanterns
  with a 60 minutes duration). You
  trigger a spear trap once (level HCL
  save or 1 wound, 4AD p.63) if you
  crossed any of these squares: 4-6-8-9-
  12-14-16-18-20-21-22-25-26-28-33-35-
  36-40-51.
  Dust Wyrm (Boss). Level HCL+5 aberration, HCL+5 life, 3 attacks. Never rolls
  for morale. 3 treasures. When hit, characters lose 1 life and must make a level
  5 engulf save or be swallowed whole by the monster. Those caught inside must
  kill the monster to evade (those outside can help), losing 1 life at the end of
  each turn until the monster dies. The monster cannot attack those inside its
  belly.
  
  35
  Moreover, if you triggered 4 or more
  trapped squares, roll on the Infamous
  Amputation Table for each failed save
  that turns out a 1. A rogue can disarm
  the trap with a single traps save of a
  level equal to the number of squares
  crossed (ex. level 10 for 10 squares).
  A mummified corpse hiding its torn
  flesh under a grotesque mask guards
  the room. It gnaws, blasé, at the
  mauled corpses of blue-skinned ice
  elves. Unlike most of its kind, this time
  feeder is bored and playful.
  The time feeder will only you let you
  pass unarmed if you answer its riddle:
  “What can change the nature of a man?”
  Make a level HCL+5 puzzle save
  (wizards and clerics add their level).
  Otherwise, you must fight the monster.
  Mark the VICTORY keyword if you cast
  a Fireball spell or other fire-based spell,
  used a firearm or a bomb, or if
  someone carrying a lantern or torch
  died in this room.
  Once you defeat the monster, you feel
  the urge to eat its flesh. Go to 75 if you
  choose to give in this unnatural desire.
  Otherwise, you notice the pungent
  smell of tar. Nine truncated pillars rise
  from the floor, at random intervals.
  Many floor tiles seem suspicious.
  Will you try to jump from one pillar to
  another (go to 46) or take the risk of
  crossing the squares?
  In the latter case, note the squares you
  intend to cross before going to 42.
  ~ Room 16 ~
  Balconies of Suicide: The wind
  stricken bone balconies stand perched
  as high as skyscrapers, the ground
  below almost invisible. If you have the
  ANAGNORISIS keyword, go to 51. If not,
  read on.
  Wicked runes, which glorify the death
  god Zur as the World Devourer, compel
  those that come near the bottomless
  fall below to commit suicide.
  Time Feeder (Weird Monster). Level HCL+4 demon,
  HCL+4 life, immune to Lightning and Sleep, normal
  treasure. When failing a Defense roll, instead of losing
  a life point, place a 'death mark' token next to the
  character hit. Roll a d6 each time the time feeder loses
  a life point. On a 1-2, the monster ignores the wound
  and disappears from the battle. Otherwise, fight on.
  From then on, roll a d6 each time a new combat encounter occurs until the
  time feeder is brought to zero life: 1 all characters lose 1 life per 'death mark'
  token they have, 2-4 nothing happens, 5-6 the time stealer reappears at its
  current life points and joins the combat. Remove all 'death mark' tokens once
  the monster is dead. Reaction: always puzzle (level HCL+5).
  
  36
  The Time Feeder
  
  37
  All characters, starting by wizards, then
  demonologists, then by increasing
  order of life points, must succeed a
  level HCL+3 magic save. Clerics and
  halflings go last and add their level.
  Clerics of Zur and succubi are immune.
  The first to fail attempts to jump to his
  death. Party members who succeeded
  the save can restrain their bewitched
  comrade by succeeding an unarmed
  attack (-2) against the latter’s Defense
  bonus +5. A Sleep spell vs his level +3
  or any spell resulting in a non-lethal
  restrain effect would also work.
  Failure means the character or retainer
  is lost along with any equipment
  carried.
  If you overcome the balcony’s evil
  influence, you could attempt to climb
  down and escape the tower (go to 47),
  but failure would be deadly. You can
  also return to your former room.
  ~ Room 17 ~
  Antechamber 
  of 
  Intestinal
  Penitence: 
  Nearly 
  dead 
  from
  starvation, you find a blue-skinned,
  nude old elf disemboweled on the
  rising stairs, begging for your help.
  Suddenly, he is violently yanked above
  by his own entrails, howling in terror.
  Make a Madness check for characters
  (retainers make a morale check).
  If you climb the stairs, which lead to
  Room 18 (actually a corridor), the
  second character in marching order
  must succeed a level HCL+3 traps save
  or the stairs collapse, causing the
  character to automatically fall into the
  pit trap in Room 13.
  ~ Room 18 ~
  Degraded Portal of Vilification:
  Faded 
  hieroglyphs 
  on 
  each
  treacherous step picture a ziggurat and
  a raging bound harpy. On one
  degraded icon, her face seems squishy.
  If you want to push the cavity beneath,
  go to 48. Otherwise, you can go down
  to Room 17 or enter Room 20.
  Note the squares you intend to cross
  before reading the latter’s entry.
  Before you leave this room, take a
  picture or a note of your characters’
  sheets or copy their values on a sheet,
  including current level and life, spells
  spent and equipment. This information
  may be needed in a later encounter.
  
  38
  ~ Room 19 ~
  Stairs of Deathful Honor: A flight of
  ever-more steep stairs climbs up in a
  spiral. At the stair’s base rise sharp iron
  spikes stained with rusted blood.
  Shreds of meat hang from the spikes.
  Will you dare to climb up (go to 53) or
  rather return to Room 20? You can also
  attempt a Search roll (go to 55) or eat
  some of the raw meat, which smells
  delicious (go to 75).
  On the walls, more grisly psalms
  preach the glory of annihilation and
  Zur’s everlasting glory.
  You must exit to Room 20. Note the
  squares you intend to cross before
  reading its entry.
  ~ Room 20 ~
  If the keyword SELF is marked, go to
  71. Otherwise, keep reading.
  If the RIGHTEOUS keyword is marked,
  but not SELF, the devil’s open maw
  leads to a one-way chute leading to the
  western devil’s head in Room 15 (on
  square #2).
  Antechamber of the Vomiting Maw:
  The room’s floor is littered with the
  dismembered corpses of several
  bearded ice elf wizards, blown apart by
  gunshots. Intestines are suspended
  between 77 candles of dried blood, all
  alight. Their smell awakens a ravenous
  hunger (go to 75 if you eat them). You
  can take some of the candles if you
  want (treat as lanterns with a 60
  minutes duration).
  You trigger a dart trap (level 2 save or
  1 wound, 4AD p.59) for each of the
  following 
  square 
  numbers 
  you
  crossed: 4-6-8-9-12-14-16-18-20-21-22-
  25-26-28-33-35-36-40-51-79.
  A rogue can disarm them all with a
  single traps save whose level equals
  
  39
  the number of booby-trapped squares
  crossed.
  For example, if your party crossed the
  following sequence of squares to cross
  room 20, [11-28-6-16-13-7-20-9-3],
  since five squares among these are
  trapped (28, 6, 16, 20 and 9), your party
  triggers five dart traps unless a rogue
  disarmed them with a level 5 traps save.
  In addition, for each square marked #5
  you crossed in this room, your group
  is shot once by a psionic brain cannon
  located in square #19. For each shot
  that misses, roll a d8: on a roll of 1-2,
  mark the VICTORY keyword.
  The brain cannon is not alone. After
  resolving the cannon’s shots, a score
  of gaunt demons of despair (d3+3),
  eyeless and gaunt, tear away the rotted
  curtains and shoot at you with blazing
  harquebusses, keening miserably. You
  must fight them with ranged weapons
  or spells, unless your programmed
  path in Room 20 took you onto the
  balcony (the corridor next to Room 33).
  Mark the VICTORY keyword if you cast
  a Fireball spell or other fire-based spell,
  used a firearm or a bomb, or if
  someone carrying a lantern or torch
  died in this room. Each missed
  harquebus shot from the demons also
  has a 1-2 in 8 chance of unlocking the
  VICTORY keyword.
  Once the fight is over, you feel a strong
  desire to taste the skin of the dead
  elves. Go to 75 if you take a bite.
  The tears flowing from the green devil’s
  face in the west wall is a fountain of
  afterbirth fluids that heals d3 life to
  all characters who drink from it.
  You may exit to Rooms 18, 19, 21, 24,
  33 or 36. Note the squares you intend
  to cross before reading their entries.
  Psionic Brain Cannon. Level HCL+4 aberration,
  HCL+5 life, +2 morale, normal treasure. Always
  attacks first (even against bows). Attacks all characters
  simultaneously with a magic blast that ignores armor
  and shields. The monster strikes twice against each
  fleeing character.
  Reaction: always fight.
  Demons of Despair. Level HCL+3 demons, normal
  treasure, -3 to Defense on the first turn (harquebusses) and +1 in melee
  thereafter, -1 attack penalty to all ranged weapons (canceled by Lightning).
  Fighters and dwarves can take the harquebusses after defeating the demons
  and use them. They are ranged slashing weapon +3, with a 1-2 in 6 chance of
  attracting wandering monsters when shot. They explode on an Attack roll of
  1, for d3 wounds to the bearer. Reaction: always fight.
  
  40
  
  41
  The door to Room 24 is locked (level
  HCL+2 to lockpick, level 5 to bash).
  ~ Room 21 ~
  The iron doors to this room are locked
  (level 5 to bash, level HCL+2 to
  lockpick). The Seneschal’s key open
  them.
  Library of the Grief Stricken: This
  library is covered with green slime.
  Add 1 life to the monster for each of
  the following squares you crossed:
  4-6-16-21.If you have Four Against the
  Abyss, the room is also a Repository of
  Secret Knowledge, (see 4AA p.50).
  You may only use the repository once
  the green slime is dead.
  The books are mostly about the
  making of portals and the binding of
  demons, most of which is unintelligible
  except to demonologists and ice elf
  mages (from TNBTW), who gain 1 clue.
  You may also spend 10 minutes (roll
  for wandering monsters) to Search the
  room (5+ on a d6 to succeed).
  If you succeed, you find either d3
  random Chaos spell scrolls (CoC p.19)
  or basic spell scrolls (4AD p.47). The
  first scroll is always a Healing spell.
  If you fail, the bookshelf is a void
  monster. If you defeat the it, you may
  take its treasure as normal, and
  recover all the items lost in this battle.
  In both cases, you do find the scrolls.
  You may exit to Rooms 16, 20 or 22.
  Note the squares you intend to cross
  before reading their entries.
  ~ Room 22 ~
  Grisly Chamber of the Seneschal:
  You trigger a toxic sludge trap (level
  3 Defense roll, no armor bonus, or all
  Green slime (Weird Monster). Level HCL+2, life special, 3 attacks, no treasure.
  The monster’s attacks cause no damage but force the target to make a level 4
  disease save (halflings add + ½  L) or lose 1 more life each time they suffer
  damage until Blessed. Those killed become green slimes.
  Reaction: fight to the death.
  Void monster (Weird Monster). Level HCL+2 monster, HCL+5 life, surprises
  the party unless a rogue or a goblin (including Rikka from CKSM and light
  goblins from TTT) succeeds a level 5 spotting save (add their level). Each attacks
  inflicts 1 wound and steals one item carried by that character (your choice) on
  a failed Defense roll. The void monster cannot move so your party may
  automatically withdraw from this battle without being hit.
  
  42
  characters lose 1 life) for each of the
  following squares you crossed: 4-9-15.
  A rogue can disarm the traps with the
  Seneschal’s key or a level 3 traps save.
  Failing to disarm a trap causes green
  slime to flood into the square from the
  room up north (life 5; see Room 21).
  You have found the Insane Seneschal’s
  lair: see the Bone Belfry Random
  Encounters table for his profile.
  Unless killed in the previous 77
  minutes, the Seneschal has 1-6 in 8
  chances of being in this room at any
  time (roll a d8). He is the Bone Belfry’s
  overseer, bound by sorcery and
  ordered by his forgotten master aeons
  ago to insure the belfry’s proper
  functioning.
  His demonic figure hidden behind a
  dour bronze mask and a black velvet
  robe, the Seneschal is tended by a
  retinue of beautiful animated porcelain
  maidens. Covered in black eyes, the
  lictor’s skin is engraved in minute
  calligraphy that repeats the grisly
  d3+3 Porcelain Maidens (vermin). Level 2, 1 life, never test
  morale, no treasure; each one killed gives 1 life to the
  Seneschal. They are very vulnerable to a satyr’s mesmerizing
  and wooing powers (from TCOTFD), and will serve him slavishly
  as retainers if wooed (level 0, +0 to Attack/Defense, 1 life).
  Reaction: identical to the Seneschal’s (except if wooed).
  
  43
  prayers bellowed by the speakers in
  Room 1. Incensed at the intrusion, the
  Seneschal will attack mercilessly with
  a huge serrated cleaver. Since the
  Seneschal walks slowly, you can always
  retreat, even if there are no doors in
  the room where you fight him.
  If you kill the Seneschal, you may wish
  to eat his still warm corpse, which
  smells like sweetmeats (go to 75 if you
  do, then return here). Inside the
  porcelain maidens is naught but
  caramelized blood, which also smells
  delicious. (Go to 75 if you take a bite,
  just a tiny bite. It’s harmless… Then
  return here.)
  You may exit to Rooms 21, 23 or 28.
  Note the squares you intend to cross
  before reading their entries.
  ~ Room 23 ~
  Strobe of Dioramic Rendition: You
  trigger a trapdoor (level HCL+2 traps
  save, 4AD p.59) that leads to the shaft
  in Room 9. Lose
  1 life from the
  fall for each of
  the 
  following
  squares 
  you
  crossed: 1-4-9-
  15.
  A rogue can
  disarm the trap
  with 
  the
  Seneschal’s key
  or a level HCL+2
  traps save.
  Eerie demon-faced clockworks and
  baroque disassembled cannon parts
  lie about in this strange artificer’s
  workshop.
  A rogue, dwarf or gnome can attempt
  to rebuild the cannon with a level
  HCL+4 engineering save (gnomes add
  twice their L, dwarves add +L, rogues
  add +½ L).  On a failure it explodes
  causing d3 wounds to the would-be
  inventor. Success is worth 1 XP roll.
  The cannon has 1 charge by point of
  success on the save above the target
  (minimum 1, maximum 5). A single
  shot works as a level 10 Fireball spell.
  It can also destroy a wall or door
  segment (one square). The cannon
  cannot move through stairs and
  requires 2 characters to carry it (they
  fail all Defense rolls against wandering
  monsters, as if carrying a corpse - see
  4AD p.44).
  You may exit to Rooms 22 or 25. Note
  the squares you intend to cross before
  reading their entries.
  The door to Room 25
  is locked unless you
  have the Seneschal’s
  key (level HCL+4 to
  lockpick, level 5 to
  bash). 
  A 
  failed
  lockpick save causes
  a 
  strangleweed
  trap to attack 2
  characters 
  (level
  HCL+2 save or lose 1
  life).
  
  44
  
  45
  ~ Room 24 ~
  All doors to Room 24 are locked (level
  HCL+3 to lockpick, level 5 to bash). The
  Seneschal’s key opens the lock.
  The Calendar of the Apocalypse: You
  trigger either a chaos globe trap (from
  Caverns of Chaos p.12), a giant metal
  ball trap (4AA p.47) or a random trap
  (if you don’t have either book) if you
  crossed any of the following squares:
  1-6-8-10-31.
  A rogue can disarm each trap as usual
  but add +1 to the trap’s level for each
  trapped square crossed after the first.
  A most fearful guardian keeps the
  Calendar from the eyes of undeserving
  mortals: the Staring Sphinx, a
  supernatural abomination created by
  the Seneschal from a ghoul, a mind
  screamer, a flower demon and a
  ferryman of death, among other things.
  If you completed the RRR adventure
  and obtained the Timepiece Of The
  Apocalypse, the Sphinx will not attack
  you. Instead, it will take the Timepiece
  from your past and give you 10 soul
  cubes in payment (like it or not). The
  sphinx will leave the belfry afterwards.
  Otherwise, you will have to decipher
  the Staring Sphinx’s puzzle, woo her
  (with a satyr) or fight her to the death.
  Examining the Calendar: Once the
  monster is defeated, you may inspect
  the room. On the wall is an incredibly
  detailed depiction of the Calendar of
  the Apocalypse in which red-robed
  cultists led by a scantly clad witch with
  dragon marks, lead an army of chaos
  mutants against snow elves. (If you
  completed 
  Buried 
  Secrets, 
  you
  recognize Xi-Golog, cleric of the lich
  dragon god Ter Za Necht.)
  The Staring Sphinx (Weird Monster). Level HCL+5 demon,
  life HCL+5, 3 attacks, +1 morale, 5 Abyssal or CoC treasures
  (your choice) and d3+2 soul cubes. Spells, scrolls and magic
  items used against the sphinx have a 1-5 chance of also
  affecting the caster. Her mental bolts ignore armor and
  shields. Paladins, succubi, witchhunters and all spellcasters
  add +½ L to their Defense rolls. Attacks cause 2 wounds, 1
  Madness and force a level magic HCL+1 save. If this save is
  failed, the target comes in contact with the Dark Plague (see
  p.9) and must also immediately succeed another save versus level HCL+1 poison
  or be paralyzed. Elves add +L. Paralyzed characters are automatically hit if attacked.
  Blessing removes paralysis. If the magic save fail succeeds, the character is
  “vorpalized”: roll 2d6 on the Infamous Amputation table and add 1 to the result.
  Chained by magic bonds, the Sphinx cannot pursue nor leave the room. She
  resurrects every 77 minutes at full life. The Staring Sphinx is worth 3 XP rolls when
  “killed” the first time (1 XP roll if wooed).
  Reaction: always puzzle (HCL+5 save).
  
  46
  If you want to activate the Calendar,
  choose a character to make a level
  HCL+5 puzzle save (wizards, succubi,
  monks, night elves and clerics of
  Tauramin add their level).
  On a failure, lose 1 level (a Blessing can
  cancel this).
  On a success, your party goes back in
  time to the first time you entered
  Room 18, with not consequences of
  what happened later except memories
  and XP won. All traps and monsters will
  be reset. Random encounters are to be
  re-rolled.
  On a double success, the same applies
  but you also gain 1 clue and d6 spent
  spells are restored to the character
  who made the save.
  On a triple success, all life and spells
  are 
  restored 
  but 
  the 
  Calendar
  transports your party instead to
  another place and time - to Earth, in
  the middle of the stone ring of
  Stonehenge, England (Wessex), in the
  year 790 A.D. (THOC, p.21). Alternately,
  the Calendar could transport you in
  any other Earth setting covered in a
  4AD book you own, such as Arthurian
  England (KoD), ancient Greece (4AT) or
  20th century Earth (4AM). You can only
  return to Norindaal after successfully
  completing one adventure in that book.
  In any case, you have left the
  Netherworld: your adventure ends
  here. Each survivor gets 1 XP roll.
  Each time after the first the calendar is
  used again, there is a cumulative 1 in 6
  chance of causing a tear in time and
  space where your entire party will be
  lost forever.
  Wooing the Sphinx: If your group
  includes satyrs, the Staring Sphinx is
  vulnerable to their mesmerizing and
  can be wooed (see TCOTFD). In wooing,
  increase her level by 1 against a
  dominant stance but add+1 to Giving
  rolls under a romantic stance (as she
  has never been wooed before and is
  therefore very naïve in matters of love).
  Lose 2 life for every failed Withholding
  roll. Should she be pleased, her gift is
  priceless: a copy of either the 1st or the
  2nd Key of Moments (tick either the
  CERBERUS or STYX keyword).
  You may exit to Rooms 20, 28 or 34.
  Note the squares you intend to cross
  before reading their entries.
  ~ Room 25 ~
  All entrances to Room 25 are locked
  (Seneschal’s key to open or level HCL+2
  to lockpick, level 5 to bash).
  Seneschal’s 
  Harem: 
  Twenty-one
  torches are alight. You can take some
  of them if you want (treat as lanterns
  with a 60 minutes duration).
  A spear trap (level 5 Defense roll or 1
  wound, 4AD p.60) attacks a random
  character if any of the following
  squares was crossed: 4-12-15-25-27-
  30-34. A rogue can disarm it as usual.
  Three chained succubi, shrunken to a
  gaunt mien by starvation, beg you with
  pitiful moans as you enter: “Give us
  man-seed less we die, and call our Father
  Time’s curse upon you with our last
  
  47
  breath”. Strange, impossible iron keys
  like Escher’s designs hang at their
  bosom.
  If you oblige them, select one or more
  male characters and go to 54. If you
  ignore them, go to 57. If you kill them
  and take the keys, go to 59.
  You may exit to Rooms 23 or 26. Note
  the squares you intend to cross before
  reading their entries.
  ~ Room 26 ~
  The Gallows of Burning Expiation: If
  you cross any of these squares, a giant
  stone block falls on the last character
  in marching order (Defense roll vs the
  trap’s level or 2 wounds) : 4-8-9-10-26.
  The trap’s level is 4 plus the number of
  these squares crossed. A rogue can
  disarm each trap as usual. In addition,
  the entrance by which you came is
  irreversibly blocked.
  The room is guarded by a single
  awakening horror of astounding age
  and potency. In its treasure are
  advanced gnomish plans that give a +2
  bonus to engineering saves.
  Using the Levers: Once the monster
  is overcome, the complex assemblage
  of bone levers, made from skulls and
  spines, can be activated with a level
  HCL+3 puzzle save (wizards and monks
  add +L, rogues add +½ L). A new
  attempt can be made every 10 minutes
  (roll for wandering monsters). If you
  succeed, gain 1 clue and mark the
  SUICIDE keyword. To restore the levers
  to their previous position, make the
  puzzle save again and mark off the
  keyword.
  The archway to Room 25 is closed by
  an iron grid (level HCL+2 lockpick save
  or the Seneschal’s key to open). It
  cannot be bashed.
  Beyond (in Room 25) are three gaunt
  women in chains, semi-conscious,
  crouched on black velvet pillows.
  You may exit to Rooms 25, 27, 28 or 34.
  Note the squares you intend to cross
  before reading their entries.
  Awakening Horror, Greater (Weird Monster). Level
  HCL+7 demon, 3  life, 3 treasure rolls. Never test
  morale. Slashing weapons hit it at -1. Its level rises by
  +1 for each turn after the first. If the characters flee,
  it never pursues and return to slumber. Its level
  lowers by 1 every 10 minutes (down to HCL+7).
  Reactions (d6): 1-3 bribe (1 captive), 4-6 fight to the
  death.
  
  48
  The Seneschal’s Succubi Slaves
  Alecto, Megaera & Tisiphone
  
  49
  
  50
  ~ Room 27 ~
  The Altar of Blind Faith: A steel spear
  trap stabs the characters if any one of
  these squares crossed: 4-8-27-28-33-
  36. (See 4AA p.47; roll on the Traps
  table from 4AD instead, p.62, if you
  don’t have this book). A rogue can
  disarm the trap as usual but add 1 to
  the trap’s level for each trapped square
  crossed after the first.
  The room is guarded by an eye of
  fearful flame armed with a scythe. It
  fights to the death all who enter but
  does not pursue. The scythe is either a
  demonic weapon (4ATN p.61) or a +1
  two-handed slashing weapon.
  If you defeat the monster, you find an
  Altar of Martyrs (see below) upon
  which 
  stands 
  a 
  sacrificial 
  knife
  fashioned after the chaos god Xichtul’s
  most gruesome aspect, “That Which
  We Do Not Speak Of”. On the slab is a
  ritual by which the faithful can gouge
  their eyes out to invite great power
  from Xichtul.
  The Ritual of True Eyesight: To
  attempt this feat, choose a character
  (neither Lelåh nor Rotëleks will try) to
  make a level HCL+2 fear save. On a
  failure, the character is permanently
  blinded (-2 to attack and Defense) as
  his eyes quickly grow into lictors’ eyes
  and flee from his body (see the Bone
  Belfry Random Encounter table). All
  other party members must succeed a
  level HCL+3 fear save or gain 1
  Madness upon seeing this.
  On a success, the character gains the
  Terrifying Secret special secret for free
  (4AD p.71): it can be used once per
  adventure. However, the character will
  no longer be allowed in human
  settlements as his body is now covered
  in blinking, demonic black eyes. (If you
  have the TTT book, add 1 point in the
  Demons alignment as long as this
  character remains with your party.)
  Eye of Fearful Flame. Level HCL+6 undead, life HCL -1
  (minimum 1), 2 attacks, 4 treasures. Never checks morale.
  If a character ever rolls two results of 1 in a row during the
  fight, roll on the Infamous Amputation Table to determine
  what was severed. Each of its turns, roll a d6: on a 1-3, the
  Eye emits a fiery ray that removes 1 life to all characters who
  fail a level HCL+2 save vs fire (rogues and swashbucklers add
  +L, others add +½ L), on a 4-6, all must succeed a level HCL+2
  save vs fear or flee (warriors, cambions and witchhunters
  add +L; others add +½ L; paladins, atrocities and nether
  golems are immune).
  In addition to its treasure, if you have Dark Waters, choose one or more characters
  if you wish and roll once on that book's Captain's Desk table (wizards add +1).
  Reaction: always fight to the death.
  
  51
  Clerics or paladins who attempt this
  ritual lose all their spells until an
  atonement quest is completed unless
  they serve gods of the Death or
  Demons alignments.
  The sacrificial Knife of Martyrdom is
  magical and bestows +2 to spellcasting
  rolls. Unfortunately, each time it is
  used, the wielder must succeed a level
  HCL-2 (minimum 2) magic save to resist
  the urge to stab himself (d3 wounds)
  while loudly praising Xichtul’s glory. If
  the knife was used in towns or cities,
  this will cause citizens in the party’s
  presence to become hostile.
  You may exit to Rooms 26 or 28. Note
  the squares you intend to cross before
  reading their entries.
  The Altar of Martyrs: Crude carvings
  on a stone slate promise great rewards
  for human sacrifice. If a party member
  murders a captive at the altar, he is
  both Blessed and healed back to full
  life but also gains 1 Madness. If a
  character destroys the altar instead, he
  is both Cursed (-1 to attack rolls) and
  loses 1 Madness. A Blessing cures the
  curse. If you have TTT, instead of this
  generic curse, the character either
  gains the Benediction or the Curse of
  Xicthtul instead, depending whether a
  sacrifice was offered (Benediction) or
  the altar destroyed (Curse).
  ~ Room 28 ~
  If the keyword SELF is marked, go to
  71. Otherwise, keep reading. If the
  RIGHTEOUS keyword is marked, but
  not SELF, the devil’s open maw leads
  to a one-way chute leading to the
  eastern devil’s head in Room 15 (on
  square #2). Room 28 extends all the
  way from between rooms 21 and 33 to
  the giant devil’s head at the south west.
  Hall of the Blazing Scourge: Seventy
  torches are alight. You can take some
  of them if you want (treat as lanterns
  with a 60 minutes duration).
  3 Skeletal Ur-Demons (Weird Monsters). Level
  HCL+2 undead, 4 life points (each), 1 attack. 3
  treasures, morale +1. When hit, 1 armored skeleton
  is created and the character must succeed a level
  HCL+4 strength save or be pushed back one square
  to the west (if possible) or north (otherwise), in that
  order (see below). Barbarians, warriors, dwarfs,
  paladins and characters with the Combat Acrobatics
  skill add their level to this save. Defeating both
  skeletal ur-demons is worth a single XP check. Reaction: always fight.
  Armored Skeletons (vermin). Level HCL+2 undead, no treasure, no bonus
  to crushing weapons, arrows -1.
  
  52
  The Basin of Decayed Rebirth
  
  53
  The hall is guarded by three ogrish
  skeletal ur-demons with huge skull-
  like hammers. They attack with a 1-3 in
  6 chance of surprise unless a character
  has the Danger Sense skill (from 4AA).
  If you destroy them, there is still a 1-2
  in 6 chance that they reconstructed (at
  full life) each time you return here.
  Note you position on the map when
  the combat starts. The square number
  refers to the square closest to room
  from which you entered Room 28. If
  you came from Room 22, your position
  is square 3. From Room 24, it is 28.
  From Room 26, it is 11. From Room 27,
  it is 7 (north stairs) or 8 (eastern stairs).
  From Room 29, it is 13. From 34, it is
  either 11 or 17, depending on the stairs
  you used. This is important because
  you may fall into traps as the skeletal
  ur-demons push you into them.
  Green Devil Face (east): The following
  words are engraved upon the altar in
  elvish, demonic and the trade language
  of Norindaal: “Blessed To Tauramin-Zur
  Is The Soul Sacrificed To Nourish The
  Clock Ward”.
  If your group includes a cleric of Zur or
  a character with the Abominable Gift
  of Dhaur or Morkath (from 4ATN), the
  green devil’s face in Room 28 works as
  a blessed temple and a fountain,
  otherwise it is a cursed altar (4AD
  p.32) that inflicts the Curse of Zur.
  Curse of Zur: The character is hated by
  all undead, always acts last against them,
  suffers a -1 save penalty against their
  special 
  abilities, 
  and 
  cannot 
  be
  resurrected unless 2 Blessings are spent
  or a quest is completed for an undead
  creature.
  You may exit to Rooms 26, 29, 33, 34
  and 39.
  If you are pushed back into another
  square, or if you flee, or when the
  combat is done and you exit the room,
  d6+3 Graveyard Denizens (Minions). Level 5 undead. No
  treasure. Never test morale nor pursue. Immune to
  slashing weapons and bows. Always reanimate 20 minutes
  later unless destroyed by the Turn Undead skill or a cleric
  carrying a Holy Symbol of Healing. They hate clerics and
  succubi.
  
  54
  take note of all the squares you
  crossed in Room 28 and go to 74 to see
  if you set off any traps.
  When the fight is over, mark the
  VICTORY keyword if you cast a Fireball
  spell or other fire-based spell, used a
  firearm or a bomb, or if someone
  carrying a lantern or torch died in this
  room.
  You may exit to Rooms 22, 24, 26, 27,
  29, 34. Note the squares in those
  rooms that you intend to cross before
  reading the Room entries.
  ~ Room 29 ~
  The Basin of Decayed Rebirth: Living
  membranes hang from the walls like
  skin tapestries, quivering faces pushing
  as if from inside.
  Lit by bright phosphorescent pupae
  that swim within, a basin of shining
  white milk stands in the middle of this
  room, from which grisly tar-like undead
  emerge. 
  They 
  are 
  graveyard
  denizens. Add one to their number for
  each of the following squares you
  crossed: 4-6-9-12-16-21-44.
  The Change
  Things get even worse from here.
  After the second round of combat,
  each pair of graveyard denizens
  merges into a medusa of rebirth.
  After the third round, each pair of
  medusas merge into a greater
  medusa 
  of 
  rebirth. 
  The 
  same
  phenomenon occurs at each following
  turn, each remaining pair turning into
  a more powerful medusa creature with
  level +2 and life +2 each time. They
  spawn at full life points, ignoring
  previous 
  wounds. 
  Each 
  medusa
  defeated is worth 1 XP (2 XP each for
  level 8+ medusas).
  If the characters flee (to their point of
  entry 
  only), 
  the 
  medusas 
  will
  disintegrate back into d6+6 graveyard
  denizens in the basin after 77 minutes.
  Medusa of Rebirth (Weird Monster). Level HCL+2,
  HCL+3 life points. At the beginning of battle, all
  characters must save versus a level 4 gaze attack or be
  turned to stone. Petrified characters are incapacitated
  until a Blessing spell is cast. Rogues add +1/2 L to this
  save. Succubi are immune. Merges with another
  Medusa of Rebirth into a Greater Medusa of Rebirth
  after turn 3 (see The Change, p.54): level HCL+4, life
  HCL+5, level 5 gaze save when the Greater Medusa
  appears or be petrified. Add +2 to level and life of all
  further merged greater medusas of rebirth.
  Reaction: always fights to the death.
  
  55
  Slain, sleeping or petrified medusas
  (from a Reverse Gaze spell) will not
  merge back into the pool (reduce their
  numbers from the graveyard denizens.)
  Treasures of the Basin: In the Basin
  of Decayed Rebirth are 3 random
  magic items (from either the 4AD or
  the 4AA magic items tables, depending
  on your party’s HCL) and a large but
  fragile crystal decanter. It is crafted in
  the representation of succubi lovingly
  mating with a Blasphemous One. Any
  succubus, 
  demonologist 
  or 
  Zur
  worshipper 
  will 
  recognize 
  this
  monstrosity as Gürgun-OzoŎg-Bhaal-
  Thar-Thakkua, better known as the
  Gelatinous Conjoined Lord Of Hoards
  Who Feeds On The Drowned. This
  abomination rules the Trenches of
  Harrowing.
  All characters must make a level HCL+4
  puzzle save (wizards, succubi and
  monks add +L) upon gazing at the
  decanter. Those who succeed realize
  one of the succubi sculpted is
  unmistakably Lelåh and must make a
  Madness check (p.8). Lelåh will not
  answer questions about this, saying “it
  is impolite to ask such things of a lady”.
  Once all the monsters are slain or
  neutralized, the treasure can be taken
  and the Decanter of Unwholesome
  Coition can be used to carry purifying
  water that can cancel the effects of up
  to 4 squares of black ooze (such as the
  fluid from Room 33). Because of its
  weight, the character carrying the
  Decanter 
  cannot 
  defend 
  against
  attacks or traps. Each life lost from
  violence incurs a 1-4 in 6 chance of
  breaking the Decanter.
  The characters can return multiple
  times 
  to 
  fill 
  the 
  Decanter 
  but
  remember that the Denizens keep
  perpetually regenerating every 20
  minutes (see p.49).
  You may exit to Rooms 28, 30 or 32.
  Note the squares you intend to cross
  before reading.
  ~ Room 30 ~
  Mirror of Last Escape: The huge,
  barred mirror hanging on the south
  wall can only be unlocked with the
  Seneschal’s key or a level HCL+3
  lockpick save (gain 1 Madness per
  failed attempt) or the spending of 1
  spell (any). It opens a magic gate: read
  entry 62 if you go through.
  You may exit to Rooms 32, 33, 34 or 36.
  Note the squares you intend to cross
  before reading their entries.
  ~ Room 31 ~
  Balcony of Refractory Blistering: The
  balcony collapses (fall into Room 33,
  no save) if you crossed any of the
  following squares: 1-4-8-9-15-16-22-25.
  A rogue can disarm each square
  crossed with a successful HCL+2 level
  traps save.
  If you managed to avoid the balcony
  from falling apart, you may attempt a
  search roll to find (if successful) a vial
  of coagulated blood underneath the
  balustrade. 
  It 
  works 
  as 
  either
  
  56
  
  57
  enchanted paint (Fiendish Foes p.9) or
  a healing potion (one use), but only in
  the Netherworld.
  You may exit to Room 29. Note the
  squares you intend to cross before
  reading its entry.
  ~ Room 32 ~
  Malenchantments 
  of 
  the
  Necrosphere: 
  Erupting 
  from 
  a
  sacrificial well in square 32, the hungry
  tendril of a gargantuan entity trapped
  within the Belfry’s walls trashes about
  the room with fury. Make a Defense
  roll (level HCL+3) for a random
  character for each of the following
  squares crossed: 4-6-8-9-12-14-18-21-
  25-27-30-34.
  Characters hit lose 1 life and suffer a
  cumulative -1 penalty to Defense for
  each tentacle strike that hits them. The
  penalty is lifted when leaving Room 32.
  Furthermore, seven lifelike statues of
  petrified hooded monks, holding stone
  scrolls in their hands, stand scattered
  in the room. They wear sigils of Tamas
  Zeya, the goddess of oaths. Every 5
  combat rounds, there is a 1 in 6 chance
  of the tendril smashing a statue. (Stop
  rolling if you exit the room, as the
  tentacle retracts.)
  While the stone scrolls are unreadable,
  you can take them if you wish. If you
  cast a Blessing on one or more statues,
  mark off the spells spent and go to 63.
  d3+1 Elf Ghouls. Level HCL+4 minions, normal treasure.
  Characters wounded by an elf ghoul must save versus
  level 4 poison or be paralyzed for the combat’s duration.
  Elves add +L to this save. A paralyzed character is
  automatically hit if attacked. The Blessing spell removes
  paralysis. Every even turn, a single ghoul has a 1-2 in 6
  chance of casting a spell instead of attacking. A random
  character must save against level 5 magic or suffer d3
  wounds from a frost blast. Spellcasters add +L,
  moonbeasts and ice elves are immune.
  Reactions: always fight.
  2 Blue Ogres (Weird Monsters). Level HCL+4 undead,
  HCL+3 life points, 1 treasure roll  + two silver whips worth
  20 gp each), 2 damage on a hit, on a Defense roll of 1 a
  character loses his weapon until the end of the fight.
  Reaction: fight to the death.
  
  58
  You may exit to Rooms 16, 29, 31, 35
  or 37. Note the squares you intend to
  cross before reading their entries.
  The door to Room 37 is locked and
  engraved with the face of a screaming
  medusa (the TISIPHONE keyword is
  needed to open the door).
  ~ Room 33 ~
  You fall into the burbling black ooze.
  Go to 49 to see what fate awaits you
  then return here.
  If you survive, you may exit to Rooms
  20, 28, 31 and 34. Note the squares you
  intend to cross before reading their
  entries.
  ~ Room 34 ~
  Belvedere 
  of 
  Mucilaginous
  Apotheosis: Make a level 4 acrobatics
  save or fall into the black ooze (room
  33) for a random character for each of
  the following squares you crossed:
  4-6-9-16-21.
  A pair of gaunt, undead blue ogres
  with bat wings and silver whips, clad in
  silver finery, stand guard over the
  entrance to Room 38.
  If you have the Seneschal’s key or the
  succubi’s 
  three 
  keys 
  (ALECTO,
  MEGAERA and TISIPHONE keywords),
  you can attempt a level HCL+4
  persuasion save to bluff your way past
  the ogres, pretending you have been
  sent here on the Seneschal’s orders.
  Add +1 for Commanding Presence,
  Negotiator and Superlogic; halflings,
  rogues, succubi and ogres (from TTT)
  add 
  +L. 
  Characters 
  with 
  the
  Abominable Gifts of Dhaur or Morkath
  add+3. Gain 1 XP roll if they let you
  pass. If you fail, they attack first.
  You may exit to Rooms 24, 28, 31 and
  33. Note the squares you intend to
  cross before reading their entries. The
  door to Room 24 is locked (level 7 to
  lockpick, level 5 to bash).
  You need both the CERBERUS and STYX
  keywords to unlock the doors to Room
  38.
  ~ Room 35 ~
  Alcoves of the Ravenous Acolytes:
  The room is lit by the blue-light of a
  wax candle made by a seven-fingered
  severed hand of glory. Quivering
  demons, crucified and bleeding, stare
  at you from the ceiling, consumed by
  silent pain. As you come in, elf ghouls
  
  59
  rise out from alcoves in the east wall.
  Add one to their numbers if you
  crossed square 21 or 9.
  If you defeat them, you can take the
  hand of glory.  It has 7 charges. You
  may use a charge to either cast the
  Blessing spell or provide a one-time +3
  bonus to disarm a trap or lockpick a
  door. If you want to eat the ghouls’
  remains, which seem tasty and juicy,
  go to 75, then return here.
  The levers on the north wall are made
  from human tibias. They can either
  open or close the maws in Room 15.
  Either 
  mark 
  or 
  write 
  off 
  the
  RIGHTEOUS keyword. Each time you
  switch the lever, d3 more elf ghouls
  emerge from the east wall. Gain 1 clue
  the first time you activate the lever.
  You may exit to Rooms 32, 36 or 37.
  Note the squares you wish to cross
  before going there. The door to Room
  37 is locked and engraved with the face
  of a smiling medusa (the MEGAERA
  keyword is needed to open it).
  ~ Room 36 ~
  Cutting Game Room: The room is lit
  by the cold blue light from an obelisk
  to which is chained a jet black, egg-
  shaped Blasphemous One encased in
  glowing iron chains: the Quintessal. Its
  five demonic visages stare at you in
  impish glee. On a brass plate are a
  three-bladed sword, a decanter, an
  hourglass and a hand mirror. Organs
  and torn flesh hang from hooks all over
  the room, tingling softly like bells.
  A random character in your party (not
  Rotëleks, Lelåh or a retainer) is chained
  to the obelisk. The sadistic Quintessal
  explains to you the rules of the game:
  you are to bid for your companion’s
  release, one body part at a time : first,
  each arm, then each leg and finally the
  head. You must play five times, each
  failure costing your friend a limb.
  The obelisk’s magic prevents you from
  harming the Blasphemous One. The
  same magic stops it from harming you,
  except through the “Cutting Game”, as
  described below. You can leave if you
  wish, but your missing party member
  will remain chained until you play the
  Quintessal’s cruel game.
  The Cutting Game: Roll a white d6 for
  you and a black one for the Quintessal.
  If you roll a 6, you may roll again,
  adding the results, and so on. The
  demon can’t roll again.
  Tentacled brain. Level HCL+4, HCL+3 life, treasure+1. The monster is only
  level 6 vs ranged weapons or spells. It does not attack, but each turn until the
  Brain is killed or flees, before they have a chance to attack, all characters must
  save vs level 5 magic or take 1 wound and 1 Madness point. Wizards,
  conservationists and monks add their level to this save. Ice elves are immune.
  Reactions (d6): 1-2 peaceful, 3-4 bribe (200 gp or necros), 5-6 fight.
  
  60
  You win the round if your total is higher
  than the demon. However, if you ever
  roll a 1 or 3 on any of your dice, you
  lose the round. When you lose, your
  companion loses a limb: see the
  Infamous Amputation table to see
  what happens. Halflings and xwarts
  can spend Luck points as either players
  of the Cutting Game or as its victims.
  If you win the final “head” round, your
  comrade is free. Otherwise, you get a
  headless companion back.
  The Prizes
  For each round you win, the limb is
  safe and you can choose one of these
  items (there is only one of each):
  Clockward Keeper (Final Boss). Level HCL+5 demon, life: special, 3 attacks,
  immune to Sleep and demonologist powers, no treasure, never flees. Non-
  slashing weapons have a 1 in 6 chance of getting stuck in its gelatinous mass
  when they strike. A character who fails a Defense roll has been engulfed in the
  Keeper’s membrane: he automatically lose 1 life each turn until the Keeper is
  killed or an Escape or Mass Teleport spell or a teleportation ring is used.
  Reactions: always fight to the death.
  
  61
  The Three-Bladed Sword is +3 to
  Attack vs demons but you lose d6 life
  when rolling a 1 to attack them. Using
  it costs 1 soul cube per adventure.
  The Hourglass of Regret allows you,
  once, to turn back in time and return
  to when you first reached Room 18
  (gain 1 Madness). It cannot be
  recharged with soul cubes as you must
  break it to use it.
  The Ewer of Loss resurrects (once) any
  dead character, who gains 1 Madness.
  The Mirror of Folly allows you to
  remove 1 Madness at the cost of d3+1
  life points, once per encounter.
  The 
  1st
  Key 
  of 
  Moments, 
  an
  impossible Escher-like item of frozen
  bone (mark the CERBERUS keyword).
  It unlocks… something. Something
  important.
  You may exit to Rooms 20, 31, 35 or 37.
  Note the squares you intend to cross
  before reading their entries. The door
  to Room 37 is locked and marked with
  the face of a grieving medusa (the
  ALECTO keyword is needed to open the
  door).
  ~ Room 37 ~
  Sanctuary of Bleeding Thought:
  Room 37 is locked. You need at least
  one of the following keywords to open
  a door: ALECTO (west door), MEGAERA
  (north door) or TISIPHONE (east door).
  The doors are marked with a swirling,
  phosphorescent spiral rune.
  Inside the room is a chained tentacled
  brain monster. Subtract 1 from its
  reactions for each Abominable Gift in
  the party (see 4ATN). Once it attacks,
  all doors lock: they must be either
  bashed (level HCL+2 strength save) or
  lockpicked (level HCL+4 lockpick save),
  each attempt taking a combat turn.
  Its treasure includes the 2nd Key of
  Moments (mark the STYX keyword).
  Daubed in the viscous fluids of the
  recent dead, the bone walls bear
  hieroglyphs depicting ice elf wizards
  and winged ogres guarding chained
  gods. Among those you recognize are
  Xicthul, supreme god of chaos; the
  demon Asdzugh and Pandalatra
  Telemvii, goddess of flight. If you group
  includes a demonologist or a cleric of
  Zur, you may use the hieroglyphs
  either as a Cleansing Ritual (CoC p.26)
  or a Blessing spell.
  ~ Room 38 ~
  The Clock Ward: You need both the
  CERBERUS and STYX keywords to
  unlock the doors to Room 38.
  49 candles of human fat light up the
  room from the south side. You can take
  some of them if you want. Treat them
  as lanterns with a 60 minutes duration.
  Beyond a wide wall of phantom jelly
  stands a gigantic bone-framed mirror,
  over which rests a weird, baroque clock
  made of human hand bones, spinning
  incoherently. It shines a bright, purple
  light, and sometimes the rustling of
  feathers can be heard as it ticks.
  
  62
  Ghostly inhuman eyes and maws form
  and disappear on the walls, reflecting
  in the shivering jelly.
  The green demon’s face in the
  northern wall is sculpted in the very
  likeness of Rotëleks’ mortuary mask, a
  disturbing thought (gain 1 clue).
  You must fight the gelatinous entity to
  get to the north side of the room. For
  this combat, record the life points lost
  and inflicted as well as all spells and
  expendable abilities used (such as
  rages or charges), for each combat
  turn. The Keeper doesn’t attack if you
  flee.  When the Keeper has suffered 5
  wounds or a killing blow, go to 58.
  ~ 39 ~
  The Labyrinth of Gürgun-OzoŎg-
  Bhaal-Thar-Thakkua: The Trenches of
  Harrowing are a most dreadful place,
  possibly the most dangerous in the
  Netherworld. The cursed dead lay
  beneath the surface, attempting to grip
  travelers and bring them under the
  tar-like crust of the marsh.
  Once you reach the Trenches, you
  must make 3 successful stealth saves
  to avoid the demons’ convoys and
  caravans. Each time you fail, you
  encounter 2d6 armored skeletons
  (see Room 28).
  To reach the gate to Norindaal, you
  have first to navigate the Labyrinth of
  the Gelatinous Conjoined Lord Of
  Hoards Who Feeds On The Drowned,
  its Blasphemous One master.
  Generate a random dungeon with the
  following exceptions:
  • 
  The 
  dungeon’s 
  entrance 
  (use
  entrance room #5) is guarded by a
  psionic brain cannon (see Room 20).
  Gürgun-OzoŎg-Bhaal-Thar-Thakkua (Final Boss).
  Level HCL+4 aberration, life HCL+4, 3 attacks, treasure
  2d6 soul cubes. Immune to Sleep. Weapons used to
  attack it are destroyed by rust unless a level HCL+1
  poison save is made. Each life point lost by the monster
  causes a cumulative -1 attack penalty to all its
  opponents until the combat is over. Blossom spells hit
  it like Lightning bolts. Hates rogues. 3 XP for killing it.
  Reaction: fight to the death, eat your corpses and then grind your spirits into
  soul cubes.
  2d6 Endless Host. Level HCL (minimum 2) undead. No treasure. Never test
  morale. At the end of each combat turn, d6 new hordlings appear until all are
  destroyed. Crushing weapons attack the Endless Host at -1.
  Reaction: fight to the death
  
  63
  • All traps are trapdoors with green
  slime at the bottom (4AD p.59 and see
  Room 21).
  • All Special Features are endless host
  (see below).
  • All Special Events are grey slime (see
  Room 10).
  • All vermin are 2d6 armored
  skeletons (see Room 28) or, if you
  have the FF and 4ATN books, either
  stirges (if your HCL is 5 or less, see FF
  p.4) or gelatinous polygons (if your
  HCL is 6 or more, see 4ATN p.49).
  • All minions are replaced by d3
  skeletal ur-demons (see Room 2).
  • All Weird Monsters are psionic brain
  cannons. Subtract 1 from all reactions
  for each Abominable Gift in the party.
  • Any Boss encountered is always
  Gürgun-OzoŎg-Bhaal-Thar-Thakkua
  with its Endless Host minions.
  If you defeat the Blasphemous One, or
  manage to incapacitate it completely
  for one entire round, you may cross
  the gate back to Norindaal (go to 61).
  
  64
  ~ 40 ~
  Tar-like black ooze flows from the devil
  face’s gaping maw into the depressions
  in Rooms 1, 2 and 7 (the zones marked
  by diagonal lines).
  If you have the VICTORY keyword, the
  grease is ablaze with fire: roll a d6 each
  time a life point is lost to the grease; on
  a 1-2, the character catches fire (1
  wound) and must roll again each
  following turn, losing 1 life for each
  failure, until a result of 3-6 is rolled.
  The mob in Room 1 is being carried
  away by the current, drowning and
  crying in despair. The skeletal ur-
  demons in Room 2, unless destroyed,
  have retreated to the western side. Go
  to 49.
  ~ 41 ~
  The mural depicts four rows of five
  square effigies representing esoteric
  aspects of either Zur (the death god) or
  Tauramin (the time god), in the
  following order:
  1. ZUR, BRINGING DEATH’S RESPITE TO A
  SICK CHILD (”THE CONSOLER”)
  2. TAURAMIN, PICTURED AS A MAIDEN, A
  MOTHER AND A CRONE
  3. TAURAMIN, AS A BLIND SOOTHSAYER
  OR SALAMANDRINE ORACLE
  4. ZUR, SPREADING DISEASE TO PANICKED
  CROWDS (”THE MERCILESS ONE”)
  5. TAURAMIN, AS HE WHO CANNOT BE
  ESCAPED, A CLOCK-LIKE WHEEL
  6. ZUR, WALKING THE ELDERLY TO THE
  GRAVE (”THE PATIENT ONE”)
  7. TAURAMIN, AS THE JAILER OF EVIL
  GODS (PARTIALLY DEFACED)
  8. ZUR, MERCIFULLY ENDING A SLAVE’S
  SUFFERING (”THE ALL-FAIR”)
  9. ZUR, CONSOLING MOURNERS AT A
  FUNERAL (”THE CRYING ONE”)
  10. ZUR, FERRYING THE SOULS TO A
  BENEVOLENT AFTERWORLD (”THE LIAR”)
  11. TAURAMIN, AS THE ARBITER OF
  CONFLICTING GODS (”THE JUDGE”)
  12. ZUR, WATCHING FLOWERS GROW
  FROM A TOMB (”HOPE-AFTER-GRIEF”)
  13. TAURAMIN, AS THE “DEVOURER OF
  ALL”, BREAKING A HUGE HOURGLASS
  14. ZUR, DESTROYER OF THE UNDEAD
  (PURITAN ASPECT, THE DEATH PALADIN)
  15. ZUR, AS THE “DEVOURER OF ALL”,
  RECEIVING BLOOD SACRIFICES
  16. ZUR, CATERING
  TO
  DECADENT
  PLEASURES (NECRŒPICURIAN ASPECT)
  17. TAURAMIN, ITS EFFIGY DEFACED
  18. ZUR, RULING ON A BONE THRONE
  19. TAURAMIN, REPRESENTED AS THE
  CYCLE OF SEASONS (FERTILE ASPECT)
  20. 
  ZUR, 
  BLESSING
  SUCCESSFUL
  ADVENTURERS OVER A PILE OF CORPSES
  What does that mean? Return to your
  room number (either 8 or 14).
  
  65
  
  66
  ~ 42 ~
  You trigger a hot grease trap (level 2
  traps save or lose 1 life) for each of the
  following squares you crossed: 1-4-6-
  8-9-12-14-15-16-18-20-21-27-30-33-34.
  If you have the VICTORY keyword, the
  grease is ablaze with fire. Roll a d6 each
  time a character fails a save to the
  grease trap. On a 1-2, the character
  catches fire (1 wound) and must roll
  again each following turn until a result
  of 3-6 is rolled. The grease does not
  spread to Room 17 or the third story.
  You can exit either to Room 14, Room
  16 or Room 17.
  ~ 43 ~
  The elvish runes are ghastly prayers to
  the Devourer of All, the 13th aspect of
  both the gods Tauramin and Zur.
  Gain 1 clue and return to 2.
  ~ 44 ~
  The iron grid under the green devil face
  in Room 1 has lifted. You may freely
  access Room 7 from Room 1 and back.
  Go to Room 1 or Room 7.
  ~ 45 ~
  Your hand turns into solid gold. You
  may no longer use it, such as for
  fighting two-handed or lockpicking, but
  it counts as a light weapon (-1 to attack
  rolls). You may cut your wrist with a
  slashing weapon (lose d3 life) and sell
  the hand for 200 gp. It will not regrow,
  unless you have some sort of magical
  regeneration 
  ability 
  (like 
  a
  demonologist 
  possessed 
  by 
  an
  amorphous spawn, in which case the
  amputated hand regrows in d3 x 10
  minutes). You may do this several
  times if you want: the machine needs
  10 minutes to coil up (roll on the Bone
  Belfry Wandering Monsters Table). A
  character may not carry more than 10
  hands without being burdened (4AD
  p.53).
  If you have the Necromantic Limb of
  Darran Dur (from DDD), it reattaches
  itself to your forearm, canceling any
  penalties.
  Return to Room 6.
  ~ 46 ~
  The Pillars of Suffering: Count the
  number of squares (horizontally and
  vertically) between the pillars: the total
  is the jump’s level save. If you fail, you
  fall on the tile closest to your target (go
  to 42). If you succeed the jump, you can
  jump again from pillar to pillar until
  reaching either Room 14, 16 or 17. If
  you ever roll 8 or more on a jump save,
  go to 65.
  ~ 47 ~
  Make a level 15 (yes, fifteen!) climbing
  save for each character and retainer.
  Add +1 for each rope you have.
  Barbarians, moonbeasts and rogues
  add their level. If you fail, you plunge
  to a grinding death, several hundred
  feet below. Halflings and xwarts can
  spend a Luck point to re-roll.
  
  67
  If at least one character miraculously
  succeeds, go to 52. Otherwise, your
  adventure ends here.
  ~ 48 ~
  The first character in marching order
  must succeed a level HCL+1 disease
  save or catch the Dark Plague (see p.9).
  Return to 18.
  ~ 49 ~
  The room’s floor is overcome by a
  swirling acid tar. For each flooded
  square crossed, a character must
  succeed a level 3 strength save (+1 for
  barbarians, -1 for dwarves and
  halflings). On a failure, lose 1 life and
  roll again as you are dragged down in
  the tar until you succeed (losing 1 more
  life for each failure). The save's level
  increases by +1 for each failure after
  the first as the character is swept away
  by the black acidic bile. After three
  consecutive failures, the character and
  his equipment are swallowed by the
  acid tar, never to be seen again.
  Return to your current room’s number.
  
  68
  ~ 50 ~
  Unable to hold back time any longer,
  the Keeper collapses on itself as its
  gelatinous body breaks down in
  purulent, nauseating chunks. At that
  very moment, its membrane cannot
  hold back anymore the void it
  contained. The bone mirror breaks as
  air 
  violently 
  rushes 
  in, 
  causing
  everything in the room and beyond to
  be siphoned into a maelstrom of
  exponentially growing proportions.
  Rotëleks, the death paladin, erupts into
  a snarling laughter and teleports away,
  never to be seen again. As he departs,
  he chuckles evilly: “Everything comes to
  he who waits... and I have waited so very
  long for this moment!” You but have a
  scant few moments to escape the
  dimensional siphon.
  The Siphon
  Mark the ANAGNORISIS keyword. Each
  character must succeed a level
  strength HCL+1 save or lose 1 life, then
  save again at -1, then again at -2 and
  so on until a success is achieved.
  Barbarians, warriors add +½ L, ogre-
  sized characters add +L.
  Characters who fail 3 saves in a row are
  sucked into the dimensional rift.
  Every 10 minutes, the vacuum spreads
  to adjacent rooms:
  • After 10 minutes, the vacuum spreads
  to rooms 20, 28, 31, 32, 33 and 34.
  • After 20 minutes, it spreads to the
  entire third story.
  • After 30 minutes, it spreads to the
  entire second story.
  • After 90 minutes, it spreads to Rooms
  9 (shaft only), 11, 12, 13, 14, 15, 16. (Go
  to entry 73 then return here.)
  • After 150 minutes, it spreads to
  Rooms 7, 8, 9, 10. (See entry 73, again.)
  • After 160 minutes, the entire Bone
  Belfry is engulfed.
  Running characters move at a pace of
  1 square by minute (hence 10 squares
  in 10 minutes), half that if weary heavy
  armor or heavily encumbered. It takes
  60 minutes to get from Room 15 to
  Room 14 and the same to get from
  Room 11 to Room 10. Don’t forget to
  check and reset your clock every 77
  minutes (see entry 73).
  Each time the void reaches a new
  room, all monsters and treasures
  within 
  are 
  automatically 
  sucked
  towards the Rift in Room 38 (they
  count as destroyed but no XP is
  gained). As for the characters, for each
  fail they save, they are pulled one room
  closer to Room 38 and suffer 1 wound.
  Success allows to move 1 room away.
  Three successive failures in Room 38
  pulls them into the Rift (see p.64).
  Crossing 1 square filled with black
  flood causes 1 wound. The black ooze
  is unaffected by the vacuum.
  The only escapes from the towers are
  the balconies (go to Room 16) or the
  entrance beyond Room 1 (go to 52).
  
  69
  The Netherworld
  
  70
  The Rift
  Your companions who have been
  sucked into the Rift lose 1 life from the
  ordeal and find themselves in the far
  northern mountains of Norindaal, in a
  place called the Outer Rift: a demon-
  plagued miasma where the dreaded
  Void Walker made its lair.
  Monsters await you there: roll once on
  the Netherworld Vermin table, then the
  Netherworld Minions table, and then
  the Netherworld Boss table (if you
  don’t have 4ATN, use the 4AD tables or
  those from 4AA if your HCL is 6+). Fight
  these groups one at a time.
  If you survive the waves, you have
  found a way out of the demons’ abode.
  The air is freezing. The nearest visible
  settlement, Hunters’ Pass, is seven
  days’ walk away into the frozen
  landscape.
  Epilogue
  If you have TNBTW, you can continue this
  adventure at Hunters’ Pass. Otherwise,
  your party is free to roam Norindaal
  again, north of the lands of the Llirian
  snow elves, onto new adventures! All
  characters automatically gain 1 level.
  Congratulations for surviving the Bone
  Belfry!
  ~ 51 ~
  With shrilling shrieks, Lelåh beckons a
  flight of necrogaunts. They swarm at
  you and carry your group into the sky,
  away from the Bone Belfry. Rotëleks is
  nowhere to be seen. Though you fly at
  alarming speed, hunger in your belly
  hints that several days have passed.
  The necrogaunts secrete a disgusting
  but nutritious fluid which you suckle
  upon. Time becomes immeasurable.
  As you come within view of the
  Trenches of Harrowing, Lelåh speaks:
  “You might not realize it, but your deeds
  today will matter greatly in the scheme of
  things to come. A goddess will be freed. It
  was meant to be. Now, I know that future
  will come to pass.”
  She points at a ziggurat in the
  quagmire: “This will be your exit. When
  the Keeper died, you could have let
  yourselves be siphoned and brought to
  the Rift. You would have returned home,
  but probably not alive. Now, I give you a
  portal, as promised: that of Gürgun-
  OzoŎg-Bhaal-Thar-Thakkua.”
  The necrogaunts suddenly drop like
  rocks and swiftly depose you at the top
  of the Ziggurat, where a shining gate
  stands. “Quickly, now, before the
  Blasphemous One comes. Godspeed, my
  lovers. We shall meet again.”
  With these words, the succubus and
  her devil host depart in a whirlwind of
  bat wings. Step into the portal (to 72).
  ~ 52 ~
  If you have the ANAGNORISIS keyword,
  go to 51. Otherwise, read on.
  Unless the fate of the dice has you find
  a Nether Portal scroll (from 4ATN) and
  sufficient soul cubes to cast the spell,
  your only hope of escape is to get to
  
  71
  the Trenches of Harrowing, avoid their
  Blasphemous One ruler and its
  minions, then cross the gate to
  Norindaal, and hope for salvation.
  As you lack any rations or equipment,
  you might consider selling your own
  blood (1 necros per life) or any
  equipment you salvaged to get some
  supplies from a demon butcher, or
  even sell one of your unfortunate
  comrades (10 necros for the corpse +
  1 per life point). Such an evil deed is
  worth 1 Madness check.
  Journey Into the Netherworld
  Four Against the Netherworld (4ATN):
  If you own that book, you can play out
  the journey from the Bone Land to the
  Trenches (Locations II & V) as per the
  usual hex exploration rules. They are
  at least 14 hexes apart, depending
  upon your chosen path. Remember
  that characters lose 1 life for each day
  of travel without food, except for
  cambions, succubi and paladins of Zur,
  including Lelåh and Rotëleks  (if they
  are still with you).
  The 4ATN book provides you with
  several ways out of the Netherworld,
  such as the rules on p.19 or a chance
  to find a Nether Portal scroll and soul
  cubes. If your party manages to return
  to Norindaal this way, go to entry 72.
  Alternately, if you encounter by chance
  a grave shifter (4ATN p.51), you can
  decide to let the creature teleport you
  to the Trenches of Harrowing as per its
  special attack. Go to 39.
  If you don’t have 4ATN: Roll 14d6. If
  you had at least 10 rations per
  character, allocate a wound to a
  character of your choice (except Lelåh
  or Rotëleks) for each 1 on these dice.
  If you had less rations, each result of 1
  or 2 on a d6 causes a wound. You can
  use Healing spells or potions to heal,
  but not a succubus’ tantric ritual.
  
  72
  Going Back
  At any time, you may journey back to
  the Belfry and accept the strange
  couple’s offer.
  If you used the 4ATN rules for the
  journey, play the return trek as usual,
  except that Lelåh’s care will prevent
  you from going from under 2 life until
  you reach the Bone Belfry.
  If you didn’t use them, roll 7d6 as
  above. Likewise, no party member will
  be under 2 life if you choose to return.
  Lelåh and Rotëleks will be expecting
  you: “Your return  was foretold by the
  Lord of Time. You are late, though”, she
  simply comments. Go to 66.
  Reaching the Trenches
  If and when you reach the dreaded
  Trenches of Harrowing, go to 39.
  ~ 53 ~
  As you come near the top of the stairs,
  they suddenly jerk and fold down into
  a chute that pits the two characters
  ahead of the marching order against a
  steel spear trap (level HCL+2 save or
  d3 wounds, 4AA p.47), after which you
  fall into a trapdoor (level d6 trap or 1
  wound, 4AD p.62) with a time feeder
  inside (see Room 15).
  Furthermore, the iron spikes are
  magnetic, forcing the victims to
  relinquish all steel and iron items
  (including armor, shields and slashing
  weapons). In addition, each character
  who dies from these traps has his guts
  emerge and attack an intestinal rot
  demon (see Room 11).
  ~ 54 ~
  For 
  each 
  succubus 
  satisfied, 
  a
  character of level 6 or more gains 1
  Madness and heals d3+3 lost life.
  Characters under level 6 just recover 3
  life. This requires at least 10 minutes
  of activity with the succubi per life point
  gained.
  Roll for random encounters every 10
  minutes (always d6 lictor’s eyes; see
  the Belfry Random Encounters table).
  Should you return here, all succubi fed
  will have restored their full curvaceous
  figures. Laying with them will heal d6+3
  life (or 5 at Basic level) instead of d3+3
  (or 3 at Basic level). The Madness and
  additional life gains are cumulative but
  unlimited. Characters lost to Madness
  or killed because of the succubi
  become minor vampires.
  If no male fed at least one succubus,
  go to entry 57.
  Otherwise, if your party is under four
  characters, you can recruit any of the
  Minor Vampire (Weird Monster).
  Level HCL+3 undead, HCL+2 life.
  Those wounded must roll a save
  versus level 4 magic or lose one level.
  Vampires are affected only by magic
  weapons, spells or attacks that inflict
  2 wounds with a single blow.
  Reaction: always fight.
  
  73
  succubi which you fed as an additional
  character of your party’s lowest level.
  Their names are Alecto, Megaera and
  Tisiphone. See the pre-generated
  characters in appendix for their profile
  (succubi). Their level is the same as the
  party’s character of the lowest level.
  In any case, add their keys to your
  party’s inventory and mark the
  following 
  keywords: 
  ALECTO,
  MEGAERA, TISIPHONE.
  You may exit to Rooms 23 or 26. Note
  the squares you intend to cross before
  reading their entries.
  ~ 55 ~
  Make a Search roll. If you succeed, you
  find a secret passage to Room 13, its
  entrance adorned with an engraved
  skull whose eyes are dodecahedron
  rubies worth 50 gold each. If you roll a
  1, you are surprised by an intestinal
  rot demon (see Room 11).
  ~ 56 ~
  A deep change sets about any
  character 
  who 
  drank 
  from 
  the
  fountain, bathed in it or laid with the
  ladies.
  All 
  memories 
  and 
  worldly
  preoccupations vanish, except for the
  need to bathe and drink from the
  Fountain of Mercy’s liquid soul residue,
  an after product of the Soul Furnace in
  Room 3.
  Demonic Zombie Unicorn (Weird Monster): Level
  HCL+5 demon undead, HCL+6 life, never checks
  morale, no treasure. 1 horn attack (d3 damage) and
  3 grasping attacks (1 damage, cumulative -1 to
  Defense), regenerates 1 life/turn. Gain 1 Madness
  and add 1 grasping attack for each character killed
  as he is driven inside the monster’s ribcage, howling.
  Reaction: fight to the death.
  
  74
  These characters transform into
  bathing maidens, identical to the
  others, set aside their gear and former
  identities, and rejoin their fellows in the
  pure, thoughtless act of bathing. The
  only way to save them is by spending
  a Blessing for each character. You can
  keep their gear if you want.
  You can Bless the other bathers if you
  wish and can (see 67) or leave them be
  and exit to Rooms 1, 5 or 7.
  ~ 57 ~
  Each unfed succubus curses one
  different 
  male 
  character 
  with
  Tauramin’s 
  Displeasure. 
  Cursed
  characters fail all their saves on die
  rolls of 1 and 2 instead just 1. A
  Blessing only relieves the curse for 60
  minutes.
  The curse can only be lifted by
  completing quest #4 from the 4AD
  corebook 
  (p.89), 
  feeding 
  each
  succubus twice (see 54 above) or safely
  escorting the cursing succubus out of
  the dungeon. Treat each unfed
  succubus as an unarmed, level 0
  retainer with 1 life. Those fed are level
  1 succubi (see p.82).
  You may exit to Rooms 23 or 26. Note
  the squares you intend to cross before
  reading their entries.
  ~ 58 ~
  Tick a box below. If all the boxes are
  ticked, go to 50. If not, keep reading.
  □ □ □ □
  You feel a slight blurring of the senses
  as the Keeper casts you back minutes
  into the past.
  If the first box is ticked, your party is
  brought back at the start of combat
  turn #1. Restore all life, spells and
  charges for both your party and the
  Keeper at the way they were. All
  persistent effects (such as from the
  Paincarver 
  spell) 
  are 
  canceled.
  Likewise, all dead characters are
  Luminescent Heptahedron of Xichtul (Final Boss): Level HCL+4 chaos
  demon, HCL+4 life, treasure: d6+2 healing potions and an Epic Reward, 1-3 in
  6 chance of attacking first. Immune to Sleep. Each character must save vs level
  HCL+1 (minimum 3) engulf each turn (add +2 to the save’s level if that character
  attacked it with a hand melee weapon last turn). An engulfed character suffers
  1 damage per turn and cannot attack or cast spells. Scrolls and books carried
  by an engulfed character have a 1 in 6 cumulative chance of being destroyed
  each round (roll only once, when the character is freed). A character is freed
  if the cube is killed. Lightning causes the monster to divide in two halves, each
  part having the monster’s level and life (round up), freeing its victims in the
  process. If the party flees, the monster will reconstitute itself and have fully
  healed upon their return.
  Reaction: fight to the death.
  
  75
  brought back to life as they were - they
  never died, in fact.
  If the second box is ticked, you are
  brought back at the start of turn #2,
  and so on for each box ticked. As the
  Keeper expends its time-travelling
  powers, its ability to go back in time
  reaches less further each time.
  Return to 38 and fight the Keeper again.
  ~ 59 ~
  The succubi offer no resistance and
  die. Add the keys to your inventory and
  mark the following keywords for each
  key: ALECTO, MEGAERA, TISIPHONE.
  However, the killer is cursed.
  Tauramin’s Curse: The killers always
  attack last (even with ranged weapons)
  and only attacks once every two turns.
  A Blessing only relieves the curse for
  60 minutes.
  A character can only lift the curse by an
  offering worth at least 200 gp or necros
  to the Mother of Oracles at her city, the
  Staring Conurbation (location IV in the
  Netherworld, 4ATN p.32) or at a temple
  of the time god Tauramin in Norindaal
  (once you return there).
  You may exit to Rooms 23 or 26. Note
  the squares you intend to cross before
  reading their entries.
  ~ 60 ~
  The creature sheepishly turns your
  head towards you, walking gently to
  rub its nose at you. Then its skin
  shreds, its jaw opening wide to let
  hungry intestines strangle your throat.
  The beast’s flanks are pierced by
  rotting skeletal hands that grasp at
  you, trying to force you inside its belly.
  Make a level 6 fear save or gain 1
  Madness. You can only flee by going
  through the gate (go to Room 30).
  Even as it dies, the monster is already
  regenerating and will rise again. What
  will you do?
  You can run through the forest
  towards the castle (go to 64) or return
  through the Netherworld gate (go to
  Room 30).
  ~ 61 ~
  You step into the portal and return to
  the world of Norindaal, your long lost
  home. Yet your perils are not over, as
  you have entered the nefarious Slime
  Pit. It is a foul, boiling maze of a moor,
  heated by geysers and lava rivers. Vile
  obelisks rise at regular intervals, their
  engravings proclaiming that a chaos
  lord of Xichtul named Skëyletir has
  created this permanent portal to the
  Netherworld with the sacrifice of
  countless souls. This is an evil place.
  Fortunately, merciful gods have been
  watching 
  your 
  progress. 
  Upon
  returning to the world of Norindaal,
  your entire party is healed back to full
  life. All spells and class abilities (e.g. a
  barbarian’s rage) are recharged.
  Generate a random Abyss (outdoors)
  dungeon made of 13 rooms with the
  following exceptions:
  
  76
  Rooms: You start in room #52 (no
  doors). Roll d6+40 instead of d66 for
  room type. Replace all corridors by
  crossroads (room #62). There are no
  doors. Replace results 2 to 5 on the
  Abyss Room Contents Table by a lava
  river over which you must jump to
  cross (level 6 jump save or d6 wounds,
  rogues add their level; see 4AA p.50).
  You reach the dungeon’s exit when you
  find the Final Boss (see below).
  Monsters: Replace all Abyss Vermin
  and Special Features by giant toads (if
  you have FF, p.4) or otherwise skeletal
  rats (see Room 8); all Abyss Minions by
  catoplebas (4AD p.38); all Abyss Weird
  Monsters by green slime (see Room 21)
  and all Abyss Bosses by a tentacled
  brain (see Room 37).
  If you defeat the Final Boss, go to 72.
  ~ 62 ~
  You have left the Netherworld! Gain 1
  XP roll and lose 1 Madness if you
  arrived here for the first time. A green
  forest surrounds you. It’s a summer
  evening and the air is bright with
  ladybugs. A unicorn with ribbons and
  a notebook on its saddle drinks from a
  pond, oblivious to your presence. A few
  miles away, the silhouette of a moss-
  covered keep shines under a full moon.
  You can walk to the keep (go to 64),
  walk to the unicorn (go to 60) or cross
  the gate back to the Netherworld (gain
  1 Madness and go to Room 30).
  ~ 63 ~
  Each Blessing spell cast transforms one
  petrified 
  monk 
  back 
  to 
  life.
  Unfortunately, each of the monks is a
  petrified medusa (see p.50) carrying a
  scroll of Reverse Gaze (the spell
  petrifies medusas with their own gaze).
  If you took their scrolls, you can cast
  the spell yourself, otherwise they will
  use their own scroll to reverse your
  gaze reversal, thereby canceling it.
  Return to Room 32 if you survive.
  ~ 64 ~
  If you have The Courtship of the Flower
  Demons, go to this book’s entry 13. You
  have left the Netherworld but another
  pernicious demonworld, the Blossoms’
  Demesne, awaits you now!
  Otherwise, you lose yourself for d3
  hours in growing darkess, and finally
  return to the shining gate as the night
  gets colder. The unicorn is waiting for
  you (go to 60).
  ~ 65 ~
  The fragile glass pillar breaks and wild
  fire sets the grease aflame. Mark the
  VICTORY keyword and go to 42.
  ~ 66 ~
  An auspicious entry number to start
  your adventure! It is ironic that after so
  much time hoping to evade the Bone
  Belfry, you must mix with the crowd of
  slaves and push your way inside. You
  have only seen its shadowy master, the
  
  77
  masked Seneschal, but the prospect of
  facing him again makes you edgy.
  This time, however, you will not be
  alone nor unprepared. Lelåh has cast
  a glamour that will make you invisible
  for a short time and allow you, along
  with Rotëleks, to slip into Room 1
  without being noticed by the demonic
  guards outside the Bone Belfry.
  Rotëleks: He is a paladin of Zur at the
  same level as your party’s HCL (see
  p.80 and 82). Extremely muscular, he's
  equipped with a sword, heavy armor
  (+2), a shield (+1) and a ring of
  teleportation.
  Careful to the point of paranoia, he will
  not lay with Lelåh or other succubi nor
  share any equipment or treasure with
  anyone. Rotëleks always takes the last
  place in the marching order, “to better
  protect the rear guard".
  Should a wound or a deadly effect
  appear to kill him (such as being turned
  to stone), he will use his ring of
  teleportation to get out of the Bone
  Belfry, sighing "I'm surrounded by such
  fools!" before disappearing from the
  adventure (remove him from your
  character roster).
  Lelåh: She is a unique succubus. See
  p.13-16 and the appendix (p.80, 82).
  The Clock Counter
  As soon as you enter the dungeon, and
  all the while within it, mark the passage
  of time. Each encounter in a room
  takes 10 minutes, including combat,
  puzzles, checking for traps, search rolls
  and interacting with levers or other
  objects. Use the Timeflow Scorecard
  on p.78 to track the passage of time.
  Simply walking through a room or
  corridor without checking for traps
  takes 1 minute per square crossed
  (horizontally or vertically, but not
  diagonally).
  When 77 minutes of game time (not
  real time) have passed, finish your
  current encounter, set the clock back
  to zero then go to entry 73.
  When you are ready to enter the Bone
  Belfry, go to Room 1.
  ~ 67 ~
  Roll a d6 for each Blessing cast at a
  bather. Each result is available but
  once. Disenchanted bathers, except
  the mind screamer and the mutant,
  will follow you as retainers on a
  reaction roll of 5 or less (d6+any
  modifiers applicable).
  The information revealed by each
  Blessed bather is worth 1 clue.
  1 Viluisk* aka Théodore de Hauteville,
  questing knight (KoD paladin) of level
  HCL from Brittany, on Earth.
  2 Maerumahn*, icthtyan (”salmon-
  man”) of level HCL from Atlis, in
  Norindaal (see MMM).**
  3  Ludex***, ice elf mage of level
  HCL+1 from Llirian (see TNBTW).
  4 Harébaal*, she-cambion of level HCL
  from the Toppled Estate (see 4ATN).*
  
  78
  5 "The Leech", tentacled mutant (CoC
  p.22) or zombie minotaur (4AA p.56) or
  minotaur (4AD, p.88) of level HLC+2
  (minimum 4). Reaction: fight.
  6 Ʌööö, mind screamer (4AA p.57) or
  orc brute (4AD p.37) if your HCL is
  under 6. Reactions (d6): 1-3 flee, 4-6
  fight.
  * They are warriors instead if you don’t
  have these books.
  **If a character in your party previously
  killed an avatar of Tezany (in Deep
  Waters), Maerumahn will instead fight to
  the death as a level HCL+4 Boss (HCL+4
  life, 1 attack, heals himself 2 times for
  d6+HCL life when his life gets below 5).
  *** He’s an elf if you don’t have TNBTW.
  You can leave the room, join any
  remaining bathers (see 70), kill them
  (68) or drink from the waters (69).
  ~ 68 ~
  The bathers offer no resistance and
  die. Their dark gray blood mars the
  fountain. Make a Madness check for
  each character, and a morale check for
  retainers.
  Paladins lose 1 prayer point for each
  maiden they attacked. Clerics of the
  gods of Peace lose 1 Blessing instead.
  You may leave (to Rooms 1, 5 or 7) or
  drink from the waters (go to 69).
  ~ 69 ~
  The water is pure and refreshing.
  Characters who drink regain all life
  points lost and lose 1 Madness. Gain 1
  clue. Go to 56.
  ~ 70 ~
  They welcome your tender embrace
  and lay with you meekly, in utter
  silence. Characters who partake in the
  
  79
  frolicking regain all life points lost and
  lose d2 Madness. Gain 1 clue. Go to 56.
  ~ 71 ~
  Like tar, black ooze pours from the
  wide-jawed devil faces in Room 28 and
  all the squares on the same level in-
  between. Mark the VICTORY keyword
  if you cast a Fireball spell or other
  fire-based spell, used a firearm or if
  someone carrying a lantern, candle or
  torch died in this room. Go to 49.
  ~ 72 ~
  You 
  have 
  finally 
  exited 
  the
  Netherworld! Each surviving character
  gains 1 XP roll. As you emerge the
  moor, you find yourselves in a freezing
  cold, at the junction of a mountain
  named the Eyrie and the small Lake
  Tauramin.
  You are on the northernmost part of
  the continent of Kardalok, beyond even
  the snow elf kingdom of Llirian, in a
  forlorn place known as the North
  Beyond the World.
  Your adventure ends here... for now.
  Epilogue
  If you have TNBTW, you can continue this
  adventure at the foot of the Eyrie. The
  closest settlement, Hunters’ Pass, is only
  four days away. There, you will find
  warmth, food and more mysteries!
  Ghoul. Level is the character’s former level +3. Undead Boss, life equal half
  the character’s former life. A character wounded by a ghoul must save versus
  level HCL+1 poison (minimum 4) or be paralyzed. Elves add their level to this
  save. A paralyzed character is automatically hit if attacked. The Blessing spell
  removes paralysis. In addition, elves who turn gouls have the powers of elven
  gouls (p.53)
  Reactions: 1-3 flee, 4-6 fight.
  
  80
  Otherwise, new adventures await as your
  party has returned home.
  In both cases, all your characters gain
  one level for surviving the ordeal of the
  Bone Belfry.
  ~ 73 ~
  The Bone Belfry has constructed a new
  custodian from its very bones to lash
  at intruders. You are attacked by a
  skeletal demon that emerges from
  the bones of the floor, with a 5 in 6
  chance of surprise. (See the Belfry
  Random Encounters table). You can
  flee this encounter normally.
  Return to your current room.
  ~ 74 ~
  You trigger a giant cleaver trap (level
  4 save or 2 wounds, CoC p.59) for each
  one of the following squares you
  crossed: 4-6-8-9-12-14-15-16-18-20-21-
  24-25-27-28-30-32-34-35-36-38-39-40-
  50-51. A rogue can disarm them all
  with a single traps save whose level
  equals the number of squares crossed.
  If you walked on any square with the
  number #5 in it (such as 5, 15, 50, etc.),
  roll on the Amputation Table for each
  failed save. Return to Room 28.
  ~ 75 ~
  Despite 
  your 
  revulsion, 
  the
  consecrated 
  entrails 
  sate 
  your
  ravening hunger. But this brings
  changes in you. Your appearance
  grows more cadaverous, your skin
  more translucent and your hair grows
  thinner.
  All who partake in this gruesome feast
  regain d6 life and 1 Madness and must
  make a Madness check.
  Failure causes an addiction to human
  flesh: a level 4 will save must be made
  each time the character is exposed to
  temptation or he will binge on
  cannibalistic meat like a ghoul.
  If the character’s Madness ever grows
  over their level, they will turn into a
  ghoul and attack the party.
  This addiction can only be cured by the
  same cure as for lycanthropy (See 4AA
  p.39).
  Return to your current room number.
  
  81
  Bone Belfry Random Encounters table (d6)
  1-3
  d6 Lictor’s Eyes (Minions). Level HCL+2 flying undead, morale -2, no
  treasure. 4 in 6 chance of surprise. For each one that flees, add 1 life to the
  Insane Seneschal.
  Reactions (d6): always flee.
  4
  Wraith (Weird Monster). Level HCL+2 undead, HCL+2 life, 2 Fiendish Foes
  or normal treasure rolls. Save vs magic (level 4) when hit or lose 1 level.
  Wraiths can be hit only by magic or silver, spells, holy water (1 life/vial), or
  attacks that inflict 2+ wounds with a single blow (FF p.6).
  Reactions (d6): 1-3 bribe (one magic item), 4-6 fight.
  5
  Skeletal Demon (Boss). Level HCL+4 undead, HCL+3 life, 2 attacks, 3
  Fiendish Foes or normal treasures, morale +1, each life point lost by a
  character conjures 1 armored skeleton after your next turn (FF p.6).
  Reaction: always fight.
  Armored Skeletons (conjured vermin). Level 5 undead, no treasure, no
  bonus to crushing weapons, arrows -1 (FF p.4). Reaction: always fight to the
  death.
  6
  The Insane Seneschal (unique Boss). Level HCL+5 demon (lictor), 2
  diseased attacks*, HCL+4 life + 1 for every fleeing Lictor's Eye previously
  encountered. Never checks morale. Treasure: d3+2 basic or Chaos spell
  scrolls (your choice) or Abyss spells (if HCL 5+) and 1 fingerbone key. Hates
  his killer and those that freed his succubi (in room 25) or stole his fingerbone
  key. There is but one Seneschal, but he always resurrects. If killed and
  encountered again, he will have reconstructed at 1 life + 1 more for each
  Lictor’s Eye met and not killed after his death. Gain 1 clue each time you kill
  the Seneschal (maximum 3). Only a demon weapon can permanently kill
  him.
  Reaction: always fight.
  * When hit by the Insane Seneschal, make a level 4 disease save or lose a limb from
  its putrefying touch: roll a d6 on the Infamous Amputation Table.  Halflings,
  Blasphemous Ones, cambions and any character with an Abominable Gift add their
  level to the save. Succubi (including Lelåh) and death lepers (from DDD) are immune
  to its putrefying touch but not to the life points loss.
  Tables of the Bone Belfry
  
  82
  The Infamous Amputation Table (2d6)*
  2-4
  Eye Gouged-Out: Characters with one eye blinded attack at -1 with
  ranged weapons. Eyeless characters are blinded. They attack and defend
  at -2, and cannot read nor cast spells from scrolls or spellbooks.**
  5-7
  Arm Severed: One-armed characters cannot use shields or two-handed
  weapons. Armless characters cannot attack, use shields, open doors,
  lockpick, disarm traps or use items. They can cast memorized spells, sing
  and talk.***
  8-10
  Leg Severed: With one leg, a character cannot flee and must either have
  a supporting comrade to walk (no Defense rolls against wandering
  monsters) or walk only in squares adjacent to walls. When moving, a hand
  must be used to hold oneself. Without legs, the character can’t move and
  must be carried. He can still fight (at -1).
  11-12
  Head severed. Without a head, a character can’t do much except die.
  Headless undead or artificial characters (e.g. golems or characters
  reanimated by the Lesser Necromancy skill) can still fight and carry on
  but are blinded (see above).****
  * Halflings can spend Luck points to
  re-roll both dice. The second result
  stands.
  ** If you have the Eye of Akerbeltz (from
  DDD), or put it in an empty eye socket,
  the penalty for losing one eye is ignored.
  *** If you have the Necromantic Limb
  of Darran Dur (from DDD), it reattaches
  itself to your forearm, cancelling any
  penalties.
  **** If this happens to Rotëleks, he
  merely puts his head back in place, with
  no adverse effect, adding: “I  am so
  powerful, I even impress myself.”
  
  83
  Timeflow Scorecard
  �������
  The first six boxes stand for 10 minutes each. The last box stands for 7 minutes.
  When 77 minutes have passed, reset the clock to zero and go to entry 73.
  Keyword Scorecard
  � ALECTO 
   
   
   
  � MEGAERA  
   
  � SUICIDE
  � ANAGNORISIS  
   
  � RIGHTEOUS 
   
  � TISIPHONE
  � CERBERUS  
   
   
  � SELF 
   
   
   
  � VICTORY
  � DAMNATION  
   
  � STYX
  
  84
              Basic Characters (Level 1)
  Class
  Life Traits
  Barbarian
  8
  Attack +L, rage , no magic items, life 7+L
  Cambion (4ATN)
  5
  Attack +½L, spellcasting +L, spells x L (Enslave Demon �), +L vs Madness
  & re-roll, no food in Netherworld, -½L from hellspawn reactions, saves as
  warrior, life 4+L
  Cleric
  5
  Attack +½L (L vs undead), Blessing ���, Healing ���, life 4+L
  Conservationist
  (TCOTDF)
  3
  Spellcasting+L, spells x L+3 (Blossoms, defensive & healing only);
  Blessing �, Escape �, Fools' Gold �, Song of Charm �, immune to
  curses from Light & Life gods, puzzles +L, life 2+L
  Demonologist
  (4ATN)
  4
  Attack +½L (+L vs hellspawn), Defense +½L vs hellspawn, saves +L vs
  hellspawn, bind WM/Boss hellspawn (+L), -½L from hellspawn reactions,
  Abominable Gift (OzoŎg; immune to magic), saves as wizard, life 3+L
  Dwarf
  6
  Melee attack +L, Defense +1 vs trolls/ogres/giants, Attack +1 vs goblins,
  smell gold (d6+L), sell gems & jewelry +20%, life 5+L
  Elf
  5
  Attack+L, attack +1 vs orcs, spellcasting+L,  spells x L (Fireball �),
  intolerant to demonologists, life 4+L
  Halfling
  4
  Defense +L vs giants/trolls/ogres, L+1 Luck points (run away, reroll
  Attack/Defense/Search/Treasure/Magical Treasure tables), life 3+L
  Questing knight
  (KoD)
  7
  Attack+L, life 6+L, immune to fear, quest, marches at front, acts first,
  never flees, life 6+L
  Paladin (4ATN)
  7
  Attack+L, L+1 prayer points (heal, re-roll save, summon steed), pay tithe
  (Lx10 gold), never flees, refuses to leave mission, intolerant to
  demonologists, life 6+L
  Paladin of Zur
  (BBB)
  7
  Attack+L, L+1 prayer points (+1 wound vs undead, re-roll save, summon
  stead, eat bone dust), pay tithe (Lx10 gold), never flees, refuses to leave
  mission, life 6+L
  Rogue
  4
  Defense +L, traps & lockpick +L, backstab (+L), life 3+L
  Pre-generated
  Characters
  Considering the lethality of this
  adventure, pre-generated characters
  are provided below for you to choose
  from. You can choose to either start
  with a party of four 1st level  characters
  with the basic 4AD rules or, if you have
  Four Against the Abyss, an advanced
  party of four level 6 characters with
  one Expert skill each. While Expert
  characters have the benefit of skills,
  greater discrepancies between class
  bonuses for saves will compensate this
  advantage.
  Remember that basic level characters
  (levels 1-5) roll a d6 for all their actions
  whereas Expert level ones roll a d8.
  Pre-selected spells and Expert skills
  have 
  been 
  optimized 
  for 
  this
  adventure. You can of course change
  them if you want, within the limits of a
  given character’s class.
  Aside for Röteleks, all characters,
  including Lelåh, start the adventure
  with no equipment except a dirty tunic.
  
  85
   Basic Characters (Level 1, continued)
  Class
  Life Traits
  Satyr (TCOTDF)
  8
  Defense +L, Wooing (Giving & Withholding +Lx2), spellcasting +L, saves
  +Lx2 vs flower demons, always mesmerized vs Maidens and Ladies,
  mesmerizing pheromones (d6+L vs female humanoids), spells x L
  (Blossom spells; Song of Charm �), save as barbarians, life 7+L.
  Succubus (BBB)
  4
  Loving (lovers L1-5: heal L; lovers L6+: heal d6+L and 1 Madness; self-
  heals lover's level+1 temporary point; random encounters), starving
  (lover saves vs L or 1 permanent wound), inspire lust (deflects wounds
  to party), never eats, immune to Madness, saves as cleric, life 3+level.
  Swashbuckler (DW)
  5
  Attack +½L, Defense +½L, 2nd attack (light wpn), L panache points (A or
  D+1), life 4+L
  Wandering
  alchemist (TCOTDF)
  4
  5th character, spell xL (Flower portal �), brew potions, re-roll common
  & uncommon ingredients, saves as halfling, life 3+Level
  Warrior
  7
  Attack+L, life 6+L
  Wizard
  3
  Spellcasting+L, spells x L+2 (Fireball ��, Lightning �), puzzles +L, life
  2+L
          Special Characters (Level 1)
  Class
  Life Traits
  Lelåh
  4
  Loving (lovers L1-5: heal L; lovers L6+: heal d6+L and 1 Madness; self-
  heals lover's level+1 temporary point; random encounters), starving
  (lover saves vs L or 1 permanent wound), inspire lust (deflects wounds to
  party), never eats, immune to Madness, salamandrine oracle (allocate
  dice between Attack and Defense; stealth like rogue; night vision), saves
  as cleric, life 3+level
  Rotëleks
  7
  Attack+L, L+1 prayer points (+1 wound vs undead, re-roll save, summon
  stead, eat bone dust), pay tithe (Lx10 gold), life 6+L, never shares gear.
  Gear: magic sword +1, heavy armor (+2), shield (+1), ring of teleportation
  
  86
              Expert Characters (Level 6)
  Class
  Life Traits
  Barbarian
  13
  Attack +L, rage , no magic items, life 7+L, Expert Skill: Berserk Fury
  Cambion (4ATN)
  10
  Attack +½L, spellcasting +L, spells x L Spells (Enslave Demon ��,
  Forgetfulness �, Ghost Fetcher �, Paincarver ��), +L vs Madness & re-
  roll, no food in Netherworld, -½L from hellspawn reactions, saves as
  warrior, life 4+L, Expert Skill: Stabbing Attack
  Cleric
  10
  Attack +½L (L vs undead), Blessing ���, Healing ���, life 4+L, Expert
  Skill: Turn Undead
  Conservationist
  (TCOTDF)
  8
  Spellcasting+L, spells x L+3 (Blossoms, defensive & healing only; Blessing
  ���, Escape �, Fools' Gold ��, Mass Teleport ��, Song of Charm
  ��), immune to curses from Light & Life gods, puzzles +L, life 2+L,
  Expert Skill: Mass Teleport
  Demonologist
  (4ATN)
  9
  Attack +½L (+L vs hellspawn), Defense +½L vs hellspawn, saves +L vs
  hellspawn, bind WM/Boss hellspawn (+L), -½L from hellspawn reactions,
  Abominable Gift (OzoŎg; immune to magic), saves as wizard, life 3+L,
  Expert Skill: Hellbane
  Dwarf
  11
  Melee attack +L, Defense +1 vs trolls/ogres/giants, Attack +1 vs goblins,
  smell gold (d8+L), sell gems & jewelry +20%, life 5+L, Expert Skill:
  Withstand Pain
  Elf
  10
  Attack+L, attack +1 vs orcs, spellcasting+L,  spells x L (Fireball ���,
  Lightning ���), intolerant to demonologists, life 4+L, Expert Skill:
  Double Attack
  Halfling
  9
  Defense +L vs giants/trolls/ogres, L+1 Luck points (run away, reroll
  Attack/Defense/Search/Treasure/Magical Treasure tables), life 3+L,
  Expert Skill: Acute Hearing
  Questing knight
  (KoD)
  12
  Attack+L, life 6+L, immune to fear, quest, marches at front, acts first,
  never flees, life 6+L, Expert Skill: Holy Avenger (Skeletal Demon)
  Paladin (4ATN)
  12
  Attack+L, L+1 prayer points (heal, re-roll save, summon steed), pay tithe
  (Lx10 gold), never flees, refuses to leave mission, intolerant to
  demonologists, life 6+L, Expert Skill: Divine Smite
  Paladin of Zur
  (BBB)
  12
  Attack+L, L+1 prayer points (+1 wound vs undead, re-roll save, summon
  stead, eat bone dust), pay tithe (Lx10 gold), never flees, refuses to leave
  mission, life 6+L, Expert Skill: Lesser Necromancy
  Rogue
  9
  Defense +L, traps & lockpick +L, backstab (+L), life 3+L, Expert Skill: Double
  Attack
  Satyr (TCOTDF)
  13
  Defense +L, Wooing (Giving & Withholding +Lx2), spellcasting +L, saves
  +Lx2 vs flower demons, always mesmerized vs Maidens and Ladies,
  mesmerizing pheromones (d6+L vs female humanoids), (Blossom spells;
  Song of Charm ���, Fools' Gold ���), save as barbarians, life 7+L,
  Expert Skill: Danger Sense
  Succubus (BBB)
  9
  Loving (lovers L1-5: heal L; lovers L6+: heal d8+L and 1 Madness; self-
  heals lover's level+1 temporary point; random encounters), starving
  (lover saves vs L or 1 permanent wound), inspire lust (deflects wounds to
  party), never eats, immune to Madness, saves as cleric, life 3+level,
  Expert Skill: Uncanny Progeny
  
  87
   Expert Characters (Level 6, continued)
  Class
  Life Traits
  Swashbuckler (DW)
  10
  Attack +½L, Defense +½L, 2nd attack (light wpn), L panache points (A or
  D+1), life 4+L, Expert Skill: Whirlwind of Steel
  Wandering
  alchemist (TCOTDF)
  9
  5th character, spell xL (Flower portal �), brew potions, re-roll common
  & uncommon ingredients, saves as halfling, life 3+Level, Expert Skill:
  Surgeon
  Warrior
  12
  Attack+L, life 6+L, Expert Skill: Culling of the Weak
  Wizard
  8
  Spellcasting+L, spells x L+2 (Fireball ����, Healing Surge ���,
  Lightning ��), puzzles +L, life 2+L, Expert Skill: Healing Surge
          Special Characters (Level 6)
  Class
  Life Traits
  Lelåh
  9
  Loving (lovers L1-5: heal L; lovers L6+: heal d8+L and 1 permanent Madness &
  Life; self-heals lover's level+1 temporary point; random encounters), starving
  (lover saves vs L or 1 permanent wound), inspire lust (deflects wounds to party),
  never eats, immune to Madness, salamandrine oracle (allocate dice between
  Attack and Defense; stealth like rogue; night vision), saves as cleric, life 3+level,
  Expert Skill: Uncanny Progeny
  Rotëleks
  12
  Attack+L, L+1 prayer points (+1 wound vs undead, re-roll save, summon stead,
  eat bone dust), pay tithe (Lx10 gold), life 6+L, , never shares gear. Gear: magic
  sword +1, heavy armor (+2), shield (+1), ring of teleportation
  
  88
  
  Will you return from the dead?
  “That is not dead which can eternal lie. And with strange aeons even
  death may die.“
  The words of Alazhred are truer than ever as dead heroes, freed
  from the Netherworld’s suffering hordes, are offered a second
  chance at life by a succubus and her paladin companion.
  The catch? To trust the bizarre prophecy of a demoness and
  survive through a tower of human bones, filled with a thousand
  sadistic traps and the most fearsome demons imaginable.
  Breachers of the Bone Belfry is a merciless horror mystery
  adventure set in a sinister demonworld. Have you ever wished
  your favorite hero would get a chance at resurrection, however
  slim?  Now you have it. But within the Belfry’s walls lies a fate that
  may be much worse that death itself, for death is only the
  beginning…
  Also featuring three new classes usable in your regular games:
  the paladin of death, the succubus and the necromingo.
  Requires only Four Against Darkness. Compatible with Four Against
  the Abyss and Four Against the Netherworld.
  Contains nude art and strong horror themes
  suitable for adults.
  
SOURCE: textdata/thevault/Four Against Darkness/Four Against Darkness Adventures/Four Against Darkness Breachers of the Bone Belfry/Four Against Darkness Breachers of the Bone Belfry.pdf