TEXT: Joseph  Mills
  Andrea Sfiligoi
  Fortress of the
  Warlord
  A classic fantasy campaign for Four Against Darkness, for level 4+
  
  1
  Fortress of the
  Warlord
  A campaign for Four Against Darkness, for characters of level 4+
  Written and laid out by Joseph Mills
  Cover art and Four Against Darkness rules by Andrea Sfiligoi
  Illustrations by Andrea Sfiligoi, Virgil Finlay, Jason Glover, Ulysse Bouchard,
  Publisher's Choice Quality Stock Art @Rick Hershey / Fat Goblin,  Some
  artwork copyright William McAusland, used with permission.
   Hex map by Victor Jarmusz
  Dungeon maps and An-mor map by Michael T. Chambers
  Editing by Dr. Graham Wilson. Proofreading by Finnegan Brown
  Additional material and assistance courtesy of Andrea Sfiligoi,
  Erick N. Bouchard, Nicholas Wright and Victor Jarmusz
  Foreword by Erick N. Bouchard
  Special thanks to Andrea Sfiligoi and Erik Indigo - without their help, this
  book would not have been possible, and to Daniel Casquilho and Krist
  Anthony Almario for their diligent assistance in helping to keep the orclings
  on the path.
  Play testers: Krist Anthony Almario, Daniel Casquilho, Pammie Wong,
  Finnegan Brown, Rashard Parker, Anna Pool, Olivia Synnova Mills, Natasha
  Mills, Tashawna Pool, Jaro Chambers, Jay Villanueva.
  Dedicated to the memory of Joe Dever and the legacy of Edward Packard.
  
  2
  Contents
  Foreword                                                6
  Introduction                                          7
  Recommended Level                           7
  Expansions and Supplements           7
  Background                                           7
  New Rules                                               8
  d12 Dice                                                  8
  The Hex Map                                         8
  How Movement Works                       8
  The Trail Hexes                                     8
  The River, Lake and Mountain           9
  Searching a Hex                                    9
  Backtracking                                          9
  Getting Lost                                         10
  Secrets of the Rainforest                  10
  Day and Night                                     11
  Setting up Camp                                 11
  Traveling at Night                               11
  Mystical Night                                     12
  Food and Foraging                             12
  Bribes                                                    13
  Minidungeons                                     13
  Fighting Multiple Groups                  14
  Trial of Champions                            14
  Marching Order                                  14
  The Orcs                                               15
  Tribes                                                    15
  Renegade Characters                        15
  Death of the Reavers                         16
  Playing the Hero                                 16
  Keywords                                             16
  Chapter One ~ The Rainforest   
   19
  Monsters on Your Tracks                 20
  Rainforest Content Table                  21
  Rainforest Vermin Table                   22
  Rainforest Minion Table                   24
  Rainforest Boss Table                        26
  Rainforest Weird Monster Table     28
  Map of An-Mor                                   30
  Hex Map                                               31
  Rainforest Numbered Hexes           32
  Rainforest Special Event Table        36
  Rainforest Special Feature Table    38
  Rainforest Unique Events Table      40
  Rainforest Treasure Table                47
  Rainforest Pursuit Table                   48
  Rainforest Unique Treasure Table  49
  Orc Tribe Table                                     50
  Rainforest Magic Treasure Table     51
  Rainforest Trap Table                          52
  Rainforest Scroll Table                         53
  Secrets of the Rainforest                    54
  Mystical Night Table                            55
  Rainforest Quest Table                       56
  Rainforest Wandering Monster Table 56
  Chapter Two ~ The Barricades
  57
  Rangers Camp                                     57
  
  3
  Recruits                                                 57
  Hireling Table                                       59
  Training at the Camp                          59
  Campfire Games                                 59
  Gordashi’s Supplies                             60
  How to Play                                          60
  Objective                                               60
  Orc Captains                                        60
  Barricade Keys                                     61
  Searching Barricades                          61
  Sneaking                                                 61
  Captives                                                61
  Barricade Secrets                                61
  Sound the Alarm                                 62
  Fighting Multiple Groups                    62
  Madness                                               62
  The Barricades (d66) Table               64
  Ending the Chapter                            73
  Calculating  Chapter Two XP            73
  Barricade Secrets                                74
  Barricade Alarm Table                       76
  Barricade Search Table                      76
  Barricade Treasure Table                 77
  Barricade Trap Table                         77
  Chapter Three ~ The Fortress           78
  Before You Begin                                78
  Using the Fortress Map                     78
  Objective                                               79
  Searching and Secrets                         79
  Sound the Alarm                                  79
  Recruiting Captives                              79
  Clearing Rooms                                    79
  Wandering Monsters                           79
  Open Doors and Sneaking                 81
  Fortress Map 1st Floor                        82
  Fortress Map 2nd Floor                       83
  Numbered Fortress Entries              84
  Triangle Puzzle                                     87
  Ending the Chapter                             99
  Calculating Chapter Three XP            99
  Fortress Prisoners                            100
  Fortress Trap Table                          102
  Fortress Wandering Monster Table  102
  Fortress Alarm Table                         103
  Fortress Scroll Table                           104
  Secrets of the Fortress                    106
  Fortress Treasure Table                  108
  Fortress Search Table                       109
  Fortress Magic Treasure Table       109
  Chapter Four - The Ruins                111
  How to Play                                      112
   The Abyss                                            112
  The Final Boss                                      112
  Ending the Game                               112
  Start Here                                            112
  Teleported Out?                                 113
  Shifting Warp                                      113
  Ruins Contents Table                       114
  
  4
  Ruins Treasure Table                        117
  Ruins Magic Treasure Table              117
  Ruins Scroll Table                                118
  Ruins Vermin Table                           120
  Ruins Minions Table                         122
  Ruins Boss Table                               124
  Ruins Weird Monster Table               126
  Ruins Unique Event Table                  129
  Ruins Special Event Table                129
  Secrets of the Ruins                          130
  Ruins Special Feature Table             131
  Ruins Quest Table                              132
  Shifting Warp Table                           132
  The Finale                                              133
  Time is of the Essence                      133
  Tactical Options                                 133
  The Bound Girl                                  133
  Mauldron                                            134
  Shadow Beast                                    134
  The Portal Closes                                135
  The Heroes Prevail                             135
  XP and Reward                                     135
  Chieftain's Daughter?                       136
  Appendix                                             136
  New Class                                           136
  Swampling Class                                  136
  Traits                                                    137
  Saves                                                      137
  Abilities                                                 137
  Expert Skills                                          137
  Net Throwing                                       137
  Ostrichemaster                                  137
  Swamp Harvest                                  137
  New Weapon                                     139
  Weighted Net                                    139
  New Animal Companion                   139
  Swamp Ostritch                                139
  New Arcane Tanning                       140
  Harvestable Components              140
  New Arcane Tanning Items              140
  Alchemical Harvesting                      143
  New Ingredients                               143
  New Apothecary                                144
  So You Got a Total Party Kill ?         147
  Guide to  Hex Map Travel                  148
  The thirst for adventure is the vent which Destiny
  offers; a war, a crusade, a gold mine, a new
  country, speak to the imagination and offer swing
  and play to the confined powers.
  ~ Emerson
  
  5
  …and from the hills and the forest they came like thieves in the
  night, seeking plunder and murder. Their insatiable thirst for
  violence and blood driving the horde ever onwards…
  
  6
  Bellows of war ravage the Southern Savage Lands as the Withering Warlord's
  orcs march northwards, even as heroes rise to the call to fight these dark forces.
  But who is this enigmatic Warlord, and why has he never been seen? Is he just
  a puppet figurehead for quarrelsome tribes, or a true power on his own?
  Fortress of the Warlord is Joseph Mills' first book, a solid homage to J.R.R.
  Tolkien's epic saga, where heroes of humble origins battle the sneering enemies
  of civilization. I had the pleasure to witness Joseph's progress from its humble
  beginnings, knowing full well the grueling experience and excitement of writing
  your first gamebook. And what gruel it is! Since it's a game, mechanics need to
  be clear, balanced, challenging and innovative, but familiar. Since it's a novel,
  the story must be compelling and memorable. On top of that, player agency
  must be optimal while minimizing page count, knowing that to please some
  readers will inevitably alienate others. Endless re-writes inevitably lead to
  existential anguish – a sign you're on the right track. Good writers, as such, must
  show creativity, resilience and above all humility, qualities for which Joseph has
  proven himself a paragon.
  Marrying our respective narratives was great fun for me: as we shared ideas, I
  also integrated his Warlord and sinister agents into my upcoming publications.
  The end result, which you have in your hands, is a solid campaign that will
  provide you with endless hours of heroic adventuring, fighting evil for the
  greater good. The gods of battle will be pleased.
  As I leave you on my last words, thanking Joseph for this narcissistic opportunity
  to write my first-ever foreword, I offer those who believe that a foreword is
  wasted space, a whimsical old-school orcish pastiche, the Orcish Temper Table,
  to roll on optionally when encountering the Withering Warlord's orcs (d6): 1
  brutal (level +1), 2 cunning (morale +1), 3 cunningly brutal (level & treasure +1),
  4 brutally cunning (treasure +1), 5 not very cunning (treasure -1), 6 not very
  brutal (level -1).
  Erick N. Bouchard,
  M.A.P., B.A.
  Québec (Canada),
  November 18th,
  2019
  Foreword
  
  7
  Introduction
  Fortress of the Warlord is set in the
  world 
  of 
  Norindaal 
  on 
  the
  continent of An-Mor. Knowledge of
  the world’s lore is unnecessary to
  play. However, you may learn more
  from the Norindaal Wiki.
  https://sites.google.com/site/norin
  daal
  This is a classic fantasy campaign
  in four chapters. It will take several
  game sessions to complete. The
  Four Against Darkness core book
  and Four Against the Abyss are
  required. Each chapter has its own
  play style. The first uses a hexagon
  overland map. The second uses the
  (d66) numbered paragraph system.
  The third uses a programmed
  dungeon map. The final chapter
  uses the Four Against Darkness
  dungeon generator table but
  replaces the room content tables
  with those from this book.
  Recommended Level
  This adventure is recommended
  for a party of level 4. If the party
  level average is lower or higher
  than this, adjust boss and minion
  levels 
  up 
  or 
  down 
  1 
  level
  accordingly. For expert levels, give
  +3 to monster levels and +1 more
  per level above 6, and add +2 to the
  difficulty of saves.
  Expansions & Supplements
  You may use expert characters as
  described in Four Against the Abyss
  with the modifications listed above.
  If you own any other supplements,
  you may also use the character
  classes, spells, skills, abilities,
  hirelings, and equipment found in
  them.
  Background
  Although small conflicts do occur
  between the lords and tribes, the
  Southern Savage Lands have been
  at 
  relative 
  peace. 
  However,
  something is stirring. There are
  whispers in the night of a dark force
  growing; 
  people 
  have 
  gone
  missing, crops are dying from an
  unnatural blight, and there have
  been rumors of necromancy.
  Unaware of the growing danger,
  the high lords sit and do nothing.
  They are unprepared for what is
  coming. It is up to you to take
  matters into your own hands. Do
  you have what it takes to seek out
  the source of the darkness? Will
  you prevail and bring peace and
  prosperity back to the land?
  
  8
  New Rules
  Tables
  Each chapter has its own tables for
  monsters, 
  treasure, 
  magical
  treasure, traps, special features
  and events.
  d12 Dice
  Several of the tables
  in this book make
  use of the twelve-
  sided dice or d12.
  You will need a d12 to play this
  adventure.
  The Hex Map
  The rainforest is represented by a
  hexagon map. Each hexagon, or
  “hex” equates to 5 miles across.
  Your party begins at the X at the top
  of the map. Your objective is to
  journey 
  south 
  towards 
  your
  destination, which is symbolized by
  a star, by moving one hex at a time.
  How Movement Works
  Hexes 
  are 
  either 
  blank 
  or
  numbered. There are five types of
  terrain: 
  rainforest, 
  mountains,
  river, lake, and trail. For each blank
  hex space the party moves over,
  roll d12 and then refer to the
  Rainforest Content Table. When the
  party moves onto a numbered hex
  space, don’t roll on the Rainforest
  Content Table but refer to its
  corresponding 
  entry 
  on 
  the
  Rainforest Number Hexes section
  (page 32) instead.
  Trail Hexes
  The trail is just a well-trodden path
  through the dense rainforest and
  is heavily patrolled by monsters.
  Before you leave a trail hex,  you
  must roll a 1 in 6 chance of a
  wandering monster encounter in
  addition to any encounter rolled on
  the Rainforest Contents Table.
  The River
  On the map, the river is shown as
  a dark line that curves and winds
  through 
  the 
  middle 
  of 
  the
  rainforest. 
  It 
  is 
  deep 
  and
  dangerous. However, swimming
  across is possible. Barbarians,
  swashbucklers, 
  rangers 
  and
  amphibious 
  classes 
  can
  automatically swim across the
  river. All other classes need to
  make a level 3 swimming save to
  cross, or lose 2 life. Apply a -1
  penalty for shield carriers and an
  additional -1 and -2 for those
  wearing light or heavy armor.
  
  9
  Halflings, dwarves, and elves,
  excluding sea and river elves, suffer
  an additional -1 penalty. Characters
  must roll before they attempt to
  swim.
  Lake Hexes
  In the southern part of the
  rainforest there is a deep and
  murky lake. The rules for crossing
  the river also apply to crossing the
  lake.
  Mountain Hexes
  Attempting 
  to 
  traverse 
  the
  rainforest mountain terrain is
  extremely difficult. To travel into,
  and out of a mountain hex, you
  must roll a single level 6 save for
  the entire party. Add +1 for every
  barbarian or dwarf in the group
  and -1 if the party is mounted, e.g.
  horses or mules. On a success, the
  party moves into the next hex. On
  a failure, the party cannot travel to
  the next hex and must try the save
  again, or go another direction. In
  addition, each party member loses
  1 life and 2 hours have passed.
  Traveling through the mountains
  on a trail hex requires no save.
  Searching a hex
  If a rainforest hex is blank or has
  been cleared of monsters by your
  party, you may search it. The party
  may search each rainforest hex just
  once, rolling d6 on the Search Table
  in Four Against Darkness.
  Backtracking
  If for any reason your party needs
  to move back through a hex they’ve
  already been through, there's a 1
  in 6 chance of encountering a
  wandering 
  monster. 
  If 
  this
  happens, roll on the Rainforest
  Wandering Monster Table.
  Flying Mounts
  Due to the thick rainforest canopy,
  flying is impossible, and flying
  mounts cannot be taken.
  Getting Lost
  The map you use to track your
  travel through the rainforest is the
  very same map the village elders
  gave you. You could easily go off
  track and become lost. Before
  leaving a hex you must make a level
  3 orientation save for the whole
  party; add +1 for each barbarian,
  wood elf, ranger, green troll, druid
  
  10
  or wilderness guide in your party.
  On a failed roll, you are lost. If lost,
  roll to discover where you actually
  are.
  Roll (d6): 1 - North 1 hex, 2 -
  Northeast 1 hex, 3 - Southeast 1
  hex, 4 - South 1 hex, 5 - Southwest
  1 hex, 6 - Northwest 1 hex. Reroll if
  a rolled hex location would have
  you move off of the map or over
  water.
  You do not need to roll an
  orientation save anytime you leave
  a hex in which you previously failed
  your orientation save.
  Reorientation to a different hex
  does not cost additional time
  (game hour per hex).
  Escape Spells
  The Escape  or  Mass teleport
  spells, or other spells with similar
  effects, may be used as normal in
  the rainforest area. Just change the
  word “room” into “hex”.
  Secrets of the Rainforest
  With 3 Clues, you can learn a
  Secret. You may use secrets from
  the 4AD core rulebook as well as
  secrets from any other Four Against
  Darkness supplements you own.
  You may also choose to learn the
  secrets found in the Secrets of the
  Rainforest Table on page 54 of this
  book. However, each character
  may learn only one Secret of the
  rainforest.  Secrets of the rainforest
  may be used only in the rainforest.
  
  11
  Day and Night
  While the party travels on the
  hexagon map, you must keep track
  of whether it's day or night. A full
  day is 12 hours of daylight and 12
  hours of darkness.  You begin at
  daybreak.  It takes 1 hour to cross
  a trail hex, 2 hours to cross a
  rainforest hex, and 4 hours to cross
  a mountain, lake or river hex.
  Setting up Camp
  You may set up camp at nightfall or
  continue traveling through the
  night. For every day without
  camping, each party member loses
  1 life and suffers -1 to all rolls for
  each missed night of sleep. If you
  press forward without camping
  beyond 2 days, each character
  loses 1 semi-permanent life from
  lack of sleep. These lost life points
  cannot be restored until the end of
  the chapter.
  When camping on a rainforest or
  mountain hex, roll a 2 in 6 chance
  of a wandering monster encounter
  per night. When camping on or
  alongside a trail hex, roll a 3 in 6
  chance of a wandering monster.
  After each night of camping, all
  characters except one, regain 1 life,
  1 spell, and 1 ability - e.g., 1
  halfling’s luck point,  1 use of
  barbarian rage, etc. Select one
  character 
  to 
  keep 
  watch
  throughout 
  the 
  night. 
  That
  character does not rest and regains
  nothing. Wandering monsters do
  not gain a surprise attack, due to
  one character being on watch,
  unless the watch fails a level 3
  vigilance save (rogues, rangers and
  wood elves add +1/2 level). If a
  wandering 
  monster 
  is
  encountered, 
  refer 
  to 
  the
  Rainforest Wandering Monster
  Table. The party breaks camp at
  dawn, and another 12 hour
  daylight cycle begins.
  Traveling at Night
  At night, the party moves at half
  speed:  3 hexes in the rainforest
  and 6 hexes on a trail.
  Fleeing Combat
  If you flee combat, you must run
  away in the direction you came
  from. Use the rules for fleeing (4AD,
  p. 55).
  Mystical Night
  Mysterious things are said to
  happen in the rainforest at night.
  Small temples and shrines are only
  
  12
  detectable by their glow. Strange
  magical beings wander about,
  restless ghosts and night goblins
  stalk the overgrown paths. For each
  hex you move to on the rainforest
  overland map at night, roll a d6. On
  a roll of 1–2, roll on the Mystical
  Night 
  Table, 
  instead 
  of 
  the
  Rainforest Content Table.
  Food and Foraging
  For each day of travel on the hex
  map, each character must eat at
  least 1 food ration. In addition, in
  between game chapters, each
  character must eat 1 ration. Any
  characters who do not eat lose 1
  life. While traveling through the
  rainforest in chapter one, you may
  forage for food. However, in
  chapters two, three and four, you
  may not forage. To forage, you
  must make a level 6 foraging save
  once a day. Add +1 for every
  barbarian, 
  druid, 
  ranger, 
  or
  swampling in your group. If you are
  successful, you find d6+4 rations.
  Each character may only carry 10
  rations at any time. 10 rations costs
  5 gold, and can only be purchased
  before the adventure begins.
  Bribes
  Some monster reactions include
  food as a bribe. If the reaction lists
  1 or more food, you will need that
  amount to perform a successful
  bribe. If the bribe description lists
  A patrol of bloodthirsty night goblins stalk the forest after dark.
  
  13
  food and gp, you will need to give
  the specified amount of food and
  gold to complete the bribe.
  Minidungeon Locations
  While adventuring through the
  rainforest at night in chapter one,
  you might discover a mystical
  temple or shrine. Also, while
  adventuring 
  through 
  the
  barricades in chapter two, you
  might discover a bunker. These are
  treated as randomly generated
  minidungeons. If you  enter any of
  these,  generate the interior with
  the d66 room table in Four Against
  Darkness (p.25). Use all of the core
  4AD tables while in a minidungeon.
  Each minidungeon has a maximum
  total of rooms and corridors:
  mystical temple 10, mystical shrine
  6, barricade bunker 4. Upon
  reaching the last room or corridor
  of any minidungeon, instead of
  rolling on the 4AD contents table,
  roll on the 4AD Boss Table or Weird
  Monster Table, your choice. If your
  party is all of Expert level (levels 5
  to 9), use the content from 4AA to
  populate minidungeons.
  Halden and Fornus prepare themselves for combat as a war
  band of throatslitter orcs circle their position!
  
  14
  Fighting Multiple Groups
  As you make your way through the
  rainforest, 
  there 
  may 
  be
  encounters where you face more
  than one group of enemies at a
  time. When this happens, you must
  fight them as one large group. For
  more detail, refer to Four Against the
  Abyss pg 9-10.
  Trial of Champions
  Some monsters have a reaction
  called “trial of champions.” If that
  comes into play, the monsters
  propose a trial by combat
  between their best fighter
  and a character of your
  choice. If they have a Boss,
  the 
  Boss 
  will 
  be 
  their
  champion. If they do not
  have a boss, they will just
  choose a minion who will
  count as 2 levels higher for
  the trial. The trial will last d6
  turns. Determine randomly
  who goes first. Roll d6: your
  character will attack first on
  a roll of 1–3; the monsters’
  champion will go first on a
  roll of 4–6. Other characters
  may not intervene and you
  may not use magic or ranged
  attacks. The champion who
  kills their opponent or inflicts
  greater damage by the end
  of the trial is the winner. Monsters
  losing a trial will remain in the
  room/hex but will let you pass,
  even if your party goes through the
  room, hex-space or area later, as
  long as the character who won the
  trial is still with the party. The
  character must be able to fight: a
  carried, 
  paralyzed 
  or 
  dead
  character will not count. Monsters
  winning a trial expect the party to
  leave the room, hex-space or area,
  and they will fight at +1 to their level
  if you disregard the result of the
  trial and attack them.
  Marching Order
  When adventuring outdoors,
  all characters and monsters
  have room to fight, just like
  in 
  a 
  room. 
  However,
  marching 
  order 
  is 
  still
  relevant for the targeting of
  traps and some monster
  abilities. Therefore, always
  keep track of your marching
  order.
  Stepping into Expert Tier
  It’s likely that some or all
  characters will become 5th
  level while in the rainforest.
  In this case, you may NOT
  pay 
  with 
  gold 
  for
  advancement. See 4AA for
  details.
  
  15
  The Orcs
  Most of Norindaal’s orcs are a
  barbarous race. Some are more
  savage than the rest. While the
  majority tend to be barbarians,
  warriors, rogues, hunters, and
  mercenaries, a select few become
  shamans and rule over others
  through fear.
  Orcs are afraid of magic and must
  test morale each time one or more
  is killed by a spell. If a spell causes
  their group to drop below 50%,
  they must test morale at -1. They
  will never have magic items in their
  treasure other than Potions of
  Healing 
  and 
  (+) 
  enhanced
  weaponry and armor. Treat scrolls,
  wands, cloaks, amulets, etc. as d6
  x d6 gp instead. Elves attack and
  cast spells at +1 against orcs,
  including spells cast through scrolls
  or magic items. Orcs hate elves and
  therefore their reaction versus a
  party with any elf is always to fight.
  Tribes
  Through cunning and threats, the
  warlord has rallied four orc tribes
  under his banner. Roll on the Orc
  Tribe Table (p. 50) whenever
  monsters with the word "orc" in
  their name are encountered, and
  add those specific stats to the orcs
  you are encountering.
  Renegade Characters
  In other supplements there  are
  playable character classes that
  stem from many of the “green
  races.” If you own any of these
  supplements and want to play the
  orc, 
  half-orc, 
  goblin, 
  ogre,
  hobgoblin, or troll classes, consider
  the rules below.
  1) These characters should belong
  to tribes that are unaligned or
  enemies with the four listed on the
  Orc Tribe table (p.50).
  2) All the reactions of the minion
  and vermin with the words; orc,
  goblin, ogre, hobgoblin and troll  in
  their names are at +1.
  
  16
  3 All Boss monster reactions with
  the words; orc, goblin, ogre,
  hobgoblin and troll are always
  “fights to the death.”
  Death of the Reavers
  If any member of your current
  party killed any orc reaver in The
  Three Rings adventure, any orc or
  group of orcs met will include a
  relative of theirs on the d6 roll of
  1-2. In that case, roll on Orc Reaver
  table in The Three Rings to
  determine this orc’s profile, and to
  find out which orc reaver they were
  related to. If encountered in a
  group of minions, this orc will be
  their leader. If encountered as a
  boss,  this orc will use their new
  profile instead of the one listed. In
  any case, the orc will hate those
  who partook in their relative’s
  murder, and all orcs in the
  encounter will fight to the death.
  Playing the Hero
  Some encounters contain people
  held captive or victimized by
  monsters. You may choose to save
  them from their predicament. In
  every chapter, for each victim you
  rescue, you get 1 Clue. After being
  rescued, the captives go off on their
  own.
  Keywords
  Below is a list of keywords you may
  have discovered, and game events
  that you might have played
  through in some of the other
  various 4AD supplements. Take
  note of any keyword or event you
  may have encountered and how it
  
  17
  affects your game play in this
  adventure.
  HAGGIA – If you have this keyword,
  the Troathslitters are resentful
  against you for killing their ally, the
  hag. Add 1 to all reaction rolls with
  them.
  ANATHEMA, 
  BANISHED,
  EXTINCTION, KARTOKNALLHART,
  KENOCIDE, 
  OUTLAWED,
  PROSCRIBED – If you have any
  these keywords, the War Omen
  Orcs respect your deeds of war;
  they will be peaceful towards your
  party on a reaction roll of 1–2.
  POTATO or POTATARSONIST – If
  you have these keywords, reduce
  the number of goblins encountered
  in each encounter by 1.  The troops'
  numbers are depleted by the
  magical animation of their food
  supplies or your former destruction
  of them.
  CONSUMMATED – If you have this
  keyword, increase by +1 the
  number 
  of 
  hobgoblins
  encountered as the old Pantalone
  r e i n f o r c e d
  security 
  after
  the ignominies
  you 
  inflicted
  upon his wife.
  PUNGENCY – If
  you have this
  keyword, your
  horrible smell allows you to reroll
  reaction rolls with moss trolls.
  If you killed the Onyx Occultist or
  the Lady of Black Lashes in a
  previous adventure (they are the
  same person), she has regenerated
  (she is practically immortal) and
  sent a medusa assassin after your
  party (see 4AD p.37); you will meet
  her the second time you roll a
  Greater Forest Gorgon on the
  Rainforest Weird Monster table.
  She surprises on a d6 roll of 1–2.
  Double her treasure.
  If you have killed the Goblin
  Buffoon Mortadelle in a previous
  adventure, apply a -1 to all morale
  rolls of goblins as the death of their
  beloved buffoon has broken their
  spirits.
  If you have killed the Orc Captain
  Usu in a previous adventure, all
  Orcs of the Gorebutcher tribe will
  hate your party and fight to the
  death. Add +1 to their treasure roll
  as they have shared among
  themselves the captain's loot.
  
  18
  Shumell, a swashbuckler from Tezany’s Cove, Duggan, a dwarf
  of the Miner Clan, and Ninda, a night elf astrologer, meet for a
  warm meal of mutton at the Rusty Nail Tavern.
  
  19
  ~ Chapter One ~
  The Rainforest
  After weeks of adventuring, your
  party stops to rest at the Rusty Nail
  Tavern, on the road to the Duchies
  of Law, just outside the small village
  of Hulban. The tavern is full of
  merrymakers eating, drinking, and
  shouting along with an owl-folk
  bard who is singing “Me One Tail
  Feather”, a local favorite. There's a
  game of davlok being played by a
  group of dragonslayer dwarves at
  a small table to your left. To your
  right, three cutthroats compete
  over who can quaff the largest
  amount of ale. It's a quarter to eight
  when suddenly in walk two local
  guards. A muffled hush descends
  on the tavern. The guards make
  their way over and inform you that
  they have been sent to bring you to
  the great hall. Their request seems
  urgent, 
  so 
  you 
  agree. 
  You
  accompany them to a whitewashed
  building with a polished flagstone
  floor, adorned with tapestries and
  fur rugs. Large timbers span the
  ceiling in an arc, each covered with
  various animal head carvings that
  stare down at you from above.
  Three elderly men sit at a long table
  covered with scrolls. The one
  seated in the middle wearing a gray
  robe stands and introduces himself
  as Onius, the village elder. He
  pauses for a moment, and you can
  see his countenance sadden. He
  looks down and then back up at
  you again and says, "We need you
  to find our missing folk and those
  from the surrounding farms. A
  traveling merchant witnessed orcs
  herding bound people South
  towards the rainforest. We have
  heard rumors of a fortress there,
  controlled by a warlord. One week
  ago, we sent our best ranger into
  the rainforest to locate the fortress.
  We have just received his urgent
  message 
  requesting 
  an
  experienced rescue party. We will
  pay you 300 gold pieces for each
  adventurer, to locate and rescue as
  many as you can, and give you
  these two potions of healing as an
  advance." The elder hands you two
  potions; then, he runs his hand
  across a map on the table and
  points to an X before saying; "We've
  drawn this map for you to use on
  your journey. Follow the map, and
  when you get close, the ranger will
  find you."
  
  20
  Monsters on your
  tracks
  This rule is optional. It adds some
  excitement to the game but may
  decrease the party’s survival rate.
  The warlord has many spies and has
  heard of your plan to rescue the village
  folk. He has put a hefty price on your
  heads and will stop at nothing to
  circumvent your attempt. After you
  have moved a total of 10 hexes on the
  rainforest map, a group of monsters
  begins to track and pursue you. The
  monsters begin their pursuit at the X
  on the map, where you originally
  started. Every time you move to a hex,
  the pursuing monsters move 1 hex
  towards you. This one hex to one hex
  pursuit does not include your getting
  lost movement. Neither day nor night
  time, nor different terrain types, will
  speed or slow their progress. No
  matter which direction you move or
  are forced to move, the pursuers will
  continue to move 1 hex towards you.
  The monsters will not cross over the
  river or lake hexes. Instead, they will go
  around or find a way to cross, such as
  a bridge. This may be used to your
  advantage since your characters can
  swim (see the river, p.8). After each
  night of camping, the monsters will
  have moved 1 hex towards you. If by
  chance you enter one of the nighttime
  Temple or Shrine mini-dungeons, the
  pursuing monsters will have been
  thrown off your trail and will have
  moved d3 hexes in a random direction.
  Use the d6 orientation roll on p.10 to
  determine 
  where 
  the 
  pursuing
  monsters are on the map. After the
  location of the redirected monsters
  has been established, they will start to
  head straight towards you again. If the
  pursuers catch up with you, roll on the
  Rainforest Pursuit Table (p. 48) to
  determine 
  which 
  monsters 
  you
  encounter. In addition to the pursuing
  monsters, you must also face any
  contents encountered on the hex you
  move to. Resolve the hex content
  BEFORE fighting the pursuers. If you
  defeat the pursuers, another group of
  monsters will begin to pursue you.
  Every group of pursuers after the first
  will start 10 hexes north from your
  current location, and use the same
  rules. There will only be one group of
  pursuers on the map at any one time.
  The pursuit will continue until you
  complete chapter 1 by finding the
  ranger.
  
  21
  Rainforest Content Table (d12)
  1
  Treasure found! Roll on the Rainforest Treasure Table. Then roll a d6,
  on a 6 the treasure is guarded: roll on the Rainforest Boss Table.
  2
  Treasure protected by a trap. Roll on the Rainforest Traps Table and on
  the Rainforest Treasure Table.
  3
  Roll on the Rainforest Special Event Table.
  4
  Roll on the Rainforest Special Feature Table.
  5
   Roll on the Rainforest Vermin Table.
  6
  Roll a d6, on a 1-3 roll on the Rainforest Special Event Table, rerolling
  any Rainforest Special Event that has already happened, on a 4-6 roll
  on the Rainforest Traps Table.
  7
  If surrounded by rainforest terrain space on all sides, roll on the
  Rainforest Minions Table, otherwise empty.
  8
  Roll on the Rainforest Minions Table.
  9
  If off the trail, roll on the Rainforest Traps Table. Otherwise, roll on the
  Rainforest Weird Monsters Table.
  10 Roll on the Rainforest Boss Table.
  11 If off the trail, Roll on the Rainforest Minions Table; if on a trail, roll on
  the Rainforest Boss table at + 2.
  12  Roll on the Rainforest Boss Table at +1.
  
  22
  Rainforest Vermin Table (d12)
  1
  2d6 Vicious Vines. Level 3 plant vermin, no treasure, never tests morale.
  On Defense rolls of 1-2, the victim is entangled and forfeits their next
  attack round. Rogues don't get an outnumbering bonus against vicious
  vines. Reaction: always fights
  2
  2d6 Belligerent Badgers.  Level 3 animal vermin, normal treasure**,
  never tests morale.  If characters withdraw from the fight, the badgers
  gain +2 to their level. Reaction: always fight to the death.
  3
  2d6+2 Fire Beetles. Level 3 animal vermin, normal treasure and morale.
  When a lantern-bearing character receives a wound, he must save
  versus level 3 burn or lose 1 additional life. Reactions (d6): 1-2 flee, 3-5
  fight, 6 fight to the death.
  4
  2d6 Enormous Green Wasps. Level 3 animal vermin, no treasure, never
  tests morale. Characters wounded by wasps must save versus level 3
  poison (halflings and barbarians add +1) or receive a non cumulative -1
  to Attack rolls on the next 4 rounds. Reaction: always fight to the death.
  5
  3d6 Enormous Acidic Spiders. Level 3 animal vermin, no treasure,
  normal morale. On a Defense roll of 1, the character comes in contact
  with the acid spit by the spiders and receives 1 additional wound.
  Reactions (d6): 1-2 flee, 3-5 fight, 6 fight to the death.
  6
  d6+3 Large Black Scorpions. Level 4 animal vermin, normal treasure*,
  normal morale. Characters wounded by scorpions must save versus
  level 4 poison or be paralyzed for the next 2 rounds. Reactions (d6): 1-2
  flee if outnumbered, 3-5 fight, 6 fight to the death.
  *See the Alchemical Harvesting appendix.
  ** If you have a character with the Arcane Tanner Expert Skill, you
  also find harvestable arcane tanner components, see 4AA.
  
  23
  Rainforest Vermin Table (d12) Continued
  7
  d6+4 Creeping Centipedes. Level 4 animal vermin, no treasure, normal
  morale. Characters wounded by centipedes must save versus level 3
  poison (halflings add +1) or lose the use of a random arm, due to
  swelling, for 2 rounds. The character drops all items in that arm.
  Reactions (d6): 1-2 flee, 3-5 fight, 6 fight to the death.
  8
  2d6 Ravenous Rats. Level 3 animal vermin, no treasure, morale -1. Each
  character must immediately save versus level 4 flea infestation
  (barbarians and dwarves roll at +1) or drop all held items: weapons,
  shields, or lanterns, forfeiting their next action round. Reactions (d6): 1-3
  bribe (2 food each), 4 flee, 5-6 fight.
  9
  3d6 Thieving Bats.  Level 4 animal vermin, treasure 2, normal morale.
  At the beginning of combat, all characters must save versus level 3
  thieving or lose a held weapon, shield or lantern. Swashbucklers save
  at +1. Items are all recovered at the end of the encounter. Reactions (d6):
  1-3 bribe (any 2 weapons) 4-5 fight, 6 fight to the death.
  10
  2d6+2 Wild Boars.  Level 4 animal vermin, normal treasure*, morale
  +1. Characters wounded by boars must save versus level 3 infection or
  become ill and suffer a (non-cumulative) -1 to Defense rolls (halflings
  and barbarians roll at +1). A Blessing Spell will cure the illness. Reactions
  (d6): 1-3 bribe (2 food) 4-5 fight, 6 fight to the death.
  11
  2d6 Rainforest Jackals. Level 4 animal vermin, no treasure, morale -1.
  Jackals will only attack the two characters with the lowest combined level
  and life points. A fire or lightning based spell cast from such a target will
  force the jackals to direct their attacks against another character, if
  available. Reactions (d6): 1-2 bribe (1 food each) 3 flee, 4-6 fight.
  12
  2d6 Massive Mosquitos. Level 3 animal  vermin, normal morale, no
  treasure. Characters wounded by mosquitos must save versus level 2
  bleeding or lose 1 additional life per turn until a Blessing or bandage is
  used. The bandage does not restore any life, it only stops the
  bleeding. The bleeding stops automatically at the end of the
  encounter. Reaction: 1-3 Bribe (1 Life point worth of blood for every
  mosquito), 4-6 fight to the death.
  * If you have a character with the Arcane Tanner Expert Skill, you
  also find harvestable arcane tanner components, see 4AA.
  
  24
  Rainforest Minion Table (d12)
  1
  2d6+2 Bugbear Archers.  Level 5 minion,  normal treasure and morale. The
  bugbear archers have a 5 in 6 chance of surprising the party. Reactions (d6):
  1-3 bribe (40 gp), 4-5 fight, 6 flee.
  2
  Vampiric Fly Swarm. The swarm is treated as an event, not a creature.
  There are two ways to deal with it: fire, acid or cold-based spells will kill the
  swarm instantly, no Attack roll needed. The other option is to evade. To
  evade, move to another hex that you already visited or a new one, using
  the normal amount of time to do so. There is a 2 in 6 chance of the swarm
  pursuing. If this happens, all characters lose 1 life. After inflicting this
  damage, the party must choose whether to fight (with a fire, acid or cold
  based attack) or escape again, until the party manages to escape and the
  swarm does not pursue the characters.
  3
  2d6+2 Orc Raiders.  Level 4 minion, normal treasure, morale +1. For every
  3 orc raiders you encounter, 1 captive will be in tow. Reactions (d6): 1-2 bribe
  (30 gp), 3-5 fight, 6 fight to the death. If bribed, no captives are freed.
  4
  d6 Moss Trolls. Level 5 plant minion, normal treasure*, 2 attacks, normal
  morale. Trolls regenerate unless killed by a spell, or unless a character uses
  one attack to chop an already killed troll to bits. If this does not happen, roll
  a die for every killed troll on its next turn. On a 5 or 6, the troll will come
  back to life and continue to fight. When attacking a moss troll, if a 1 or 2 is
  rolled, the character's weapon sticks to the moss and the character forfeits
  their next round. Reactions (d6): 1-2 bribe (20 gp), 3-5 fight, 6 fight to the death.
  5
  d6 Putrid Slime. Level 6 minion, no treasure*, normal morale. Each time
  putrid slime is wounded there’s a 3 in 6 chance the attacker will lose 1 life
  from acid splash. The slime is immune to acid, sleep and poison. Rogues
  don't get their outnumbering bonus against putrid slime. There’s a 2 in 6
  chance putrid slime will contain treasure from a previous victim’s remains
  (roll on the Rainforest Treasure Table). Reactions: always fight to the death.
  6
  2d6 Ambush Raptors. Level 4 minion, normal treasure +1 **, morale +1.
  They have a 4 in 6 chance of surprise. When an ambush raptor is killed,
  there's a 1 in 6 chance 1 that more ambush raptor will join the fight.
  Reactions (d6): 1-3 bribe (1 food each), 4-6 fight.
  * If your party includes a wandering alchemist or a wizard, you also find an alchemical ingredient
  (see TCOTDF). Check the Alchemical Harvesting appendix for details.
  ** If you have a character with the Arcane Tanner Expert Skill, you also find harvestable arcane
  tanner component, see 4AA. Check the Alchemical Harvesting appendix for details.
  
  25
  Rainforest Minion Table (d12) Continued
  7
  3d6+4 Geckomen Troops. Level 5 minion, normal treasure, normal morale.
  For every wound a character receives, the character must save versus level
  3 poison (halflings and barbarians save at +1) or suffer a non-cumulative -1
  to Attack rolls. A Blessing removes the modifier. Reactions (d6): 1-2 bribe (30
  gp), 3-4 fight, 6 fight to the death.
  8
  2d6+2 Screeching Monkeys.  Level 3 minion, no treasure, morale -1. Each
  character must immediately make a Defense roll against thrown feces. If
  hit, the character must save versus level 3 disease or -1 to Defense rolls.
  Barbarians are immune to this. Disease effect is not cumulative. A Blessing
  Spell will remove the disease. The only way to attack a screeching monkey
  is with ranged weapons, spells or flying animal companions. Every time a
  screeching monkey is hit, it lets out a loud screech. Each character must
  save versus level 3 sound attack or suffer a non-cumulative -1 to attack rolls,
  until the end of the encounter. Reactions (d6): 1 flee if outnumbered, 2-3 bribe
  (1 food each), 4-6 fight.
  9
  2d6+4 Swampling Hunters. Level 5 minion, normal treasure, morale -1.
  There’s a 3 in 6 chance they will be accompanied by d6+2 level 3 swamp
  ostriches. For every 3 swampling hunters encountered, 1 of them will wield
  a net and uses it as his first attack. Characters failing a Defense roll against
  a net take no damage, but are entangled and must spend their next 2 turns
  to break free. Any netted character, if attacked, is hit automatically. If you
  have a swampling in your group, the swampling hunters will be non-hostile
  and offer 4 food rations. Reactions (d6): 1- 4 flee, 5-6 fight.
  10
  2d6 Sylvan Savages. Level 7 minion, normal treasure, morale +1.
  Characters wounded by savages must roll an additional Defense roll or lose
  1 additional life. Use this rule only once per savage; each character may be
  hit maximum twice by the same foe. Reactions (d6): 1-3 bribe (30 gp), 4-6 fight.
  11
  d6+2 Red Jungle Eagles. Level 6 minion, normal treasure* and morale.
  Characters wounded by eagles must save versus level 4 or be snatched up
  into the air and dropped, taking d3 damage. Halflings, gnomes, lutins and
  swamplings roll at +2. Ogres and trolls cannot be snatched up. Reactions
  (d6): 1-2 bribe (2 food) 3-4 fight, 5-6 fight to the death.
  12
  2d6 Wild Orc Warriors.  Level 6 minion, normal treasure and morale. The
  wild orc warriors always surprise. Reactions (d6): 1-2 bribe (30 gp), 3-5 fight,
  6 fight to the death.
  * If you have a character with the Arcane Tanner Expert Skill, you also find harvestable
  components, see 4AA. Check the Alchemical Harvesting appendix for details.
  
  26
  Rainforest Boss Table (d12)
  1
  Juvenile Giant.  Level 8 Boss, 8 life, 3 treasure, morale +1, 3 attacks. The giant is
  noisy and you hear him coming. You may roll a level 6 Stealth save to avoid the
  encounter. Halflings, wood elves, lutins, rogues and assassins add +L, swashbucklers,
  rangers and elves add +1/2 L , characters in heavy armor subtract -1. Make a single
  roll for the party, using the WORST modifier that applies. If you succeed, you avoid
  the encounter. If you fail, the giant will automatically attack and strike first. The shield
  of a character hit by the Giant is destroyed. In addition, wounded characters are
  knocked down and must use their next turn to stand up. Reactions (d6): 1-2 bribe (200
  gp), 3-5 fight, 6 fight to the death.
  2
  Primordial Bear. Level 7 Boss, 8 life, treasure: furs worth 9d6 gp, normal morale, 2
  attacks. The bear has a 2 in 6 chance of surprising the party. Characters wounded
  by the bear must save versus level 3 jaw lock (warriors and barbarians save at +1)
  or forfeit next turn. Reactions (d6): 1-3 bribe (4 food), 4-6 fight. There’s a 2 in 6 chance
  a primordial bear is accompanied by d6 cubs. If so, change the fight reaction to fight
  to the death and add 1 Food per cub to the Bribe reaction. The cubs fight as level 3
  minions. Fur pelt harvested from cubs can be sold for 4d6 gp per cub.
  3
  Horned Boa. Level 6 Boss, 10 life, treasure +2*, normal morale. The boa will attack
  a random character. Characters wounded by the boa must save versus level 4
  constrict (barbarians, ogres and trolls save at +2) or lose 1 additional life. They may
  not attack and must continue to make the same level 4 save each round or lose an
  additional 1 life each turn, as the boa tightens its spires around its victim. A character
  who successfully saves breaks free and can fight normally. The horned boa will
  constrict only one character at a time. Once it has a character in its spires, it will
  perform bite attacks against other random characters, but can be attacked at +1.
  Reactions (d6): 1-2 flee, 3 Bribe (1 food), 4-5 fight, 6 fight to the death.
  4
  Wild Orc Barbarian. Level 7 Boss, 5 life, 2 treasure -1, 2 attacks. Once per battle,
  the wild orc barbarian goes berserk, forcing the 1st and 3rd characters who hit him
  to roll 3 separate Defense rolls on their next Defense turn, losing 1 Life per each
  failed Defense roll. Reaction (d6): 1-3 bribe (100 gp), 4-5 fight, 6 fight to the death.
  5
  King of the Jungle.  Level 7 Unique Boss, 5 life, 3 treasure rolls, morale +2, 3 attacks.
  This is a semi-clothed, club wielding gorilla raised by orcs. At the end of any turn in
  which the king of the jungle is wounded, roll d6. On a 1, there is a 3 in 6 chance that
  he calls a stampede of animals. Every character must save versus level 3 trample or
  lose 1 life (lutins, halflings and swamplings save at +1 but will lose 2 life if they fail).
  The King of the jungle is a unique creature. Once you kill him, if you encounter him
  a second time, generate a different creature by rolling on the Rainforest Weird
  Monster Table. Reactions (d6): 1-2 quest, 3 bribe (80 gp), 4-5 fight, 6 fight to the death.
  *See the Alchemical Harvesting appendix.
  
  27
  Rainforest Boss Table (d12) continued
  6
  Vegetal Man. Level 8 plant Boss, 7 life, treasure +1*, morale +2, 2 attacks. It
  always gets a surprise attack, unless the party is led by a wood elf, ranger,
  swampling or druid. In that case, there is a 3 in 6 chance of surprise.  Wounded
  characters must save versus level 3 entangle or forfeit their next combat round.
  An entangled character must make a level 3 save to free themselves, or
  continue being entangled and be unable to perform any actions. Reactions (d6):
  1-2 quest, 3 bribe (100 gp), 4-6 fight.
  7
  Gray Ogre. Level 6 Boss, 10 life, 2 treasure rolls, morale +1, 2 attacks. The ogre
  patrols with d6+3 hobgoblins, level 4 minion, normal morale, no treasure. When the
  ogre is wounded, roll a 2 in 6 chance it will retaliate against the character who injured
  it, immediately performing an out of sequence extra attack against that character.
  Reactions (d6): 1-3 bribe (50 gp), 4-6 fight. Use the Trial of Champions rules (4AA).
  8
  Escaped War Rhino. Level 8 animal Boss, 7 life, 2 treasures, morale +2, 2 attacks.
  The rhino’s armor is covered with broken arrow shafts. A headless orc rider hangs
  from its saddle. When wounded, the rhino will attempt to impale its attacker, who
  must make a level 3 save (rogues and elves save at +1) or lose 2 life. There's a 3 in 6
  chance the headless orc has treasure roll at +1. Reactions (d6): 1-3 bribe (8 food), 4-6
  fights.
  9
  Rainforest Chaos Demon.  Level 8 Chaos Boss, 5 life, 2 treasure rolls at +1*, morale
  +1, 2 attacks. When the rainforest chaos demon is hit, there's a 3 and 6 chance it will
  phase, avoiding the damage. Reactions (d6): 1-3 quest, 4-5 fight, 6 fight to the death.
  10
  Forest Mook. Level 7 plant Boss, 6 life, treasure +1, morale +1. It has a 5 in 6 chance
  of surprise. When reduced to 2 life, it will heal itself back to full health, once per
  battle, at the end of its turn. Fire based spells deal double damage to the forest
  mook. Reaction (d6): 1-3 bribe (80 gp or any potion), 4-5 fight, 6 quest.
  11
  Tree Gromdel. Level 6 Boss, 5 life, 2 treasure rolls, morale +2, 3 attacks. There is a
  2 in 6 chance on each turn that the tree gromdel will take to the trees and remain
  there using ranged attacks. If it does, he can only be attacked by spells, ranged
  weapons, or by flying characters. Reactions (d6): 1-3 bribe (70 gp), 4-5 fight, 6 fight to
  the death.
  12
  Young Green Wyrm. Level 10, 10 life, 3 treasure rolls**, morale +2, 2 attacks. This
  flightless dragon crawls on the rainforest floor in search of prey. It uses its acid breath
  on its first turn and every 5th turn. The first 3 characters in marching order must
  save vs level 4 acid or lose 2 life. Reactions (d6): 1-3 quest, 4-5 fight, 6 fight to the death.
  * If your party includes a wandering alchemist or a wizard, you also find an alchemical
  ingredient (see TCOTDF). Check the Alchemical Harvesting appendix for details.
  ** If you have a character with the Arcane Tanner Expert Skill, you also find harvestable
  arcane tanner component, see 4AA. Check the Alchemical Harvesting appendix for details.
  
  28
  Rainforest Weird Monster Table (d12)
  1
  Ancient Treefolk. Level 7 plant weird monster, 6 life, normal treasure and
  morale, 2 attacks. It takes double damage from fire based spells. Reactions
  (d6): 1-3 flees, 4-5 fight, 6 fight to the death.
  2
  Bird Bear. Level 6 weird monster, 6 life, treasure: feathers, morale +1.
  Characters wounded by the bear must save versus level 4 bear hug. Ogres
  and trolls and barbarians save at +L. On a failure, choose one: lose 1
  additional life, or have their armor or shield destroyed. D6+1 feathers each
  worth 40 gp can be harvested. Reaction (d6): 1-3 bribe (6 food), 4-5 fight, 6
  fight to the death.
  3
  Liger. Level 5 animal weird monster, 8 life, morale +1, 2 treasure, 2 attacks.
  This is a lion/tiger hybrid. Characters wounded by the liger must save versus
  level 3 maul or lose 1 additional life and be pulled to the ground, forfeiting
  their next turn. Reactions (d6): 1-3 bribe (7 food), 4-5 fight, 6 fight to the death.
  4
  Striped Velociraptor. Level 5 weird monster, 4 life, treasure + 1**, normal
  morale, 2 attacks. Has 3 in 6 chance of surprise. On a Defense roll of 1-2, its
  target is disemboweled and loses 2 additional Life points. Reactions (d6): 1-3
  bribe (6 food), 4-5 fight, 6 fight to the death.
  5
  Man-Eating Plant. Level 6 plant weird monster, 6 life, 2 attacks, 2 treasure
  rolls*, morale +1. Immune to Sleep spells. Fire-based spells inflict double
  damage. On a Defense roll of 1, characters are swallowed and must make
  a level 3 save each round to free themselves. Ogres, trolls, druids and wood
  elves roll at +1/2 L. Until freed, they may take no other action than attempt
  to free themselves. A swallowed character loses 1 life per turn, until freed.
  The plant can only swallow 1 character at a time. Reaction: always fight to the
  death.
  6
  Man of the Woods. Level 6 weird monster, 7 life, 2 treasure +1, morale +1,
  2 attacks. When he is encountered, there’s a 3 in 6 chance he’s in bear-form;
  if so, he attacks. If in man-form, there a 4 in 6 chance he won't attack, unless
  a dwarf is in the party. If not attacked, there’s a 3 in 6 chance he will offer
  food and rest. Food and rest heal 3 life, all spells, and 1 ability to the party.
  If he attacks while in man-form, and his life is reduced to 1, he turns into a
  large bear and flees. Reactions: Use the system described above. If not hostile
  or helpful, he will ignore you and go on his way.
  * If you have a wandering alchemist or a wizard, you also find an alchemical ingredient, see
  TCOTDF. Check the Alchemical Harvesting appendix  for further details.
  ** If you have a character with the Arcane Tanner Expert Skill, you also find harvestable arcane
  tanner component, see 4AA. Check the Alchemical Harvesting appendix for further details.
  
  29
  Rainforest Weird Monster Table (d12) Continued
  7
  Greater Forest Gorgon. Level 6 weird monster, 7 life, magic treasure +1*,
  morale -1. There's a 3 in 6 chance she appears as a lost maiden; if so, you
  cannot roll for reactions and she will get a surprise attack. If she is wounded,
  there’s a 2 in 6 chance that the greater forest gorgon curses her attacker,
  who suffers a non cumulative -2 to Attack and Defense. A Blessing can
  remove the curse. Reactions (d6): 1 flee, 2-3 quest, 4-6 fight.
  8
  Forest Fey. Level 6 weird monster, 5 life, 2 treasure rolls  +1*, morale +1.
  She has 2 forms. Roll d6 for her current form: 1-3 woman, 4-6 glowing
  spheres. If in woman-form, roll 2d6 for each male character. The character
  with the lowest roll is enthralled and fights the others for 3 turns, like a Boss
  Monster of his own L+3. Characters wounded by the fey must perform a
  save versus level 4 daze (wizards add +L), or forfeit their next turn. In spheres
  form, the fey is immune to ranged attacks and Sleep spells. Reactions (d6):
  1 flee, 2-4 quest, 5-6 fight.
  9
  Large Intelligent Arachnid. Level 5 weird monster, 7 life, normal treasure*
  and morale. A character rolling a 1 on his Attack roll is webbed; he becomes
  unable to act for the entire encounter and is hit automatically if attacked.
  Reactions (d6): 1-3 quest, 4-5 fight, 6 fight to the death. If you roll a Quest, the
  monster will ask you to retrieve a living minion for it to eat. If you complete the
  quest, it will reward you with 50 gp and a roll on the treasure table +1. A Sleep
  spell or a net (see appendix) might be useful to capture a minion.
  10
  Shuffling Compost Pile. Level 5 weird monster, 4 life, treasure +1. This
  monster lies on the rainforest floor waiting for its next victim. It has a 4 in
  6 chance of surprise. It will attack the first character in the marching order.
  Characters wounded by the pile must save versus L3 suffocation or  forfeit
  their next turn (barbarians , ogres and troll save at +1). Fire based spells
  deal double damage. Reaction: fights to the death.
  11
  Hairy Tree Slug. Level 7 weird monster, 7 life, normal morale and treasure*.
  The hairy tree slug is almost impossible to spot. It has a 5 in 6 chance of
  surprise. When a character wounds it, there’s a 2 in 6 chance his weapon
  will stick, forcing the character to forfeit his next attack. Reactions (d6): 1-3
  fight, 4-6 fight to the death.
  12
  Restless Rainforest Revenant. Level 6 undead, 4 life, treasure +1, never
  checks morale. Immune to Sleep and poison. The revenant can be
  damaged only by magic weapons, silver, holy water or spells. Any
  character wounded must save versus level 3 necromantic energy or lose 1
  level. A Blessing will restore 1 level drained. A character reduced to level 0
  dies. Reactions 1-3 quest, 4-5 bribe (2 magic items), 6 fights to the death.
  * If you have a wandering alchemist or a wizard, you also find an alchemical ingredient, see
  TCOTDF. Check the Alchemical Harvesting appendix  for further details.
  
  30
  Download a full color map of Norindaal from:
  https://sites.google.com/site/norindaal/home/landmasses
        You may reproduce this map for personal use only.
  2020 Ganesha Games
  
  31
  Map of the Rainforest
  A full color map may be downloaded from ganeshagames.net
          You may reproduce this map for personal use only.
  2020 Ganesha Games
  
  32
  1     On the trail ahead, there are
  2d6+3 orc warriors riding war
  boars. You may avoid them by
  leaving the trail. If you approach, go
  to 14 on the Rainforest Unique
  Event Table.
  2    You come to a large murky lake.
  You may avoid the lake. If you
  approach it, go to 27 on the
  Rainforest Unique Event Table.
  3    Huddled around a smokey fire,
  3d6+2 
  hungry 
  bugbears 
  are
  cooking a charred goblin. One of
  them looks up at you and growls
  "fresh meat.” Bugbear, Level 4
  minion, normal treasure, normal
  morale. Reactions: 1-3 bribe (10
  food), 4-5 fight, 6 fights to the death.
  4    On the wooden bridge, a troll
  holds out an open hand and
  demands 50 gold from each
  member of your party. You may
  pay the toll or go another way. If
  you attack, go to 15 on the
  Rainforest Unique Event Table.
  5    You see several burnt dwellings.
  The village appears abandoned.
  Suddenly, from behind a pile of
  debris, small ash-covered faces
  stare back at you. You may ignore
  them 
  or 
  investigate. 
  If 
  you
  investigate, go to 16 on the
  Rainforest Unique Event Page.
  6    In a clearing, you see a massive
  old tree with a door-sized hole at
  its base. From within the tree, you
  hear someone calling out, "Please
  do come in, won't you?" If you
  choose to enter, go to 17 on the
  Rainforest Unique Event Table.
  7    A partially burned bridge spans
  a river. A section is completely
  missing. You may try and jump
  across. If you choose to jump the
  gap, roll a (d6) for each character
  and go to 29 on the Rainforest
  Unique Event Table.
  8    You come to a cave in the side
  of a grass-covered hill. From inside,
  you hear the clanging of metal
  striking metal. If you enter, go to 18
  on the Rainforest Unique Event
  Table.
  9    Just when you start thinking that
  you're lost, you hear the screech of
  a hawk circling above. From behind
  a tree, out steps an elf wearing
  green leather armor. He smiles and
  introduces himself as Gordashi.
  You have found your contact in the
  rainforest! Congratulations, you
  have completed chapter one and
  can now turn to chapter two.
  10    On the trail ahead are 2d6 orc
  bandits. You may avoid them by
  leaving the trail. If you approach
  Rainforest Numbered Hexes
  
  33
  them, go to 19 on the Rainforest
  Unique Event Table.
  11    Up ahead, you see a small hut
  with a tattered thatched roof. A
  blind woman with a crooked staff
  steps out and motions for you to
  come closer. Before you can decide
  what to do, she says "I've been
  expecting you." If you choose to
  approach, go to 20 on the
  Rainforest Unique Event Table.
  12    The trees begin to sway back
  and forth, but there is no wind!
  Suddenly, you see several of the
  trees moving of their own accord,
  towards 
  you. 
  D6 
  Rainforest
  Treefolk, level 5 minion, 2 attacks,
  morale 
  +1, 
  normal 
  treasure.
  Immune to sleep and poison.
  Treefolk take double damage from
  fire-based spells. Reactions (d6): 1-3
  Peaceful, 4 offer fruit (3 food rations),
  5-6 fight.
  13    A pack of 2d6+4 ravenous
  wolves run towards you. There's a
  2 in 6 chance they gain surprise.
  Ravenous Wolves, level 6 vermin,
  normal morale, no treasure. When
  a ravenous wolf is killed, there’s a
  1 in 6 chance that the pack will start
  fighting over the dead ravenous
  wolf. If this happens, they will not
  attack the party for 2 turns. There’s
  a 3 in 6 chance that the wolves are
  led by an alpha wolf. If an alpha
  wolf  leads them, use the champion
  rules of combat from 4AA. Alpha
  Wolf. Level 7 boss, 4 life, no
  treasure, morale +1. Reactions (d6):
  1-3 bribe (2 food each), 4-6 fight.
  14  You hear unrecognizable
  chatter coming from up ahead. You
  see 
  4d6 
  goblins 
  squabbling
  amongst 
  themselves. 
  Two
  unconscious elves lay prostrate on
  the ground next to an overturned
  wagon.
   Goblin Scoundrels. Level 5 minion,
  treasure -1, morale -1. Reactions
  (d6): 1 flee, 2-4 bribe (50 gp each), 5-6
  fight. If you defeat them or they
  flee, go to 21 on the Rainforest
  Unique Event Table.
  15     A large pile of leaves and twigs
  moves slightly as you approach.
  Suddenly, it stands upright and
  moves towards you. Shuffling
  Compost Pile. Level 5, 4 life,
  treasure +1. This monster lies on
  
  34
  the rainforest floor waiting for its
  next victim. It has a 4 in 6 chance of
  surprise. It will attack the first
  character in the marching order.
  Characters wounded by the pile
  must 
  save 
  versus 
  level 
  3
  suffocation or pass out, forfeiting
  their next turn (barbarians, ogres
  and trolls save at +1). Fire based
  spells 
  deal 
  double 
  damage.
  Reaction: fights to the death.
  16    From out of the bushes, 2d6
  hobgoblins appear. They have a 3
  in 6 chance of surprise. Hobgoblin
  Reavers. Level 4 minion, normal
  treasure and morale. On a Defense
  roll of 1 or 2, a character must save
  versus level 3 or be knocked down,
  forfeiting their next turn. Reactions
  (d6): 1-3 bribe (40 gp each), 4-6 fight.
  17    At a fork in the trail, you see a
  large orc accompanied by 2d6+3
  other 
  orcs, 
  talking 
  amongst
  themselves. Roll a 3 in 6 chance
  that they have not spotted you. If
  they have not spotted you, you may
  choose to go another way and
  avoid them. Orc Scouts Level 4
  minion, normal treasure and
  morale.
   Orc Leader. Level 6, 4 life, 2 attacks,
  treasure +1. Reactions (d6): 1-3 bribe
  (40 gp each), 4-6 trial of champions.
  18  d6+1 Jungle gorillas come
  running towards you. Level 5
  animal minion, normal treasure,
  morale +1. A character wounded by
  a gorilla must save versus level 3
  rend or lose the use of a random
  arm. Trolls, ogres and barbarians
  save at +1. A Blessing will mend the
  damaged arm. Reactions (d6): 1-3
  bribe (3 food each), 4 trial of
  champions, 5 fight, 6 fight to the
  death.
  19   Standing at a fork in the trail
  are d6 orcs. Roll a 2 in 6 chance that
  they have not spotted you and you
  may avoid them. If you choose to
  approach, or if you have been
  spotted, go to #22 on the
  Rainforest Unique Event Table.
  20    At a junction in the trail, you
  see an abandoned cart turned over
  on its side. If you choose to search
  the cart, go to 23 on the Rainforest
  Unique Event Table.
  
  35
  Groben holds on for his dear life, after almost falling to the
  bottom of a deep pit while traveling through the rainforest.
  
  36
  Rainforest Special Event Table (d12)
  1
  An unfamiliar animal howls loudly in the distance. All characters
  must save versus level 3 fear or suffer -1 to Attack and Defense
  rolls on the next combat encounter. Barbarians, druids, and
  beastmasters add +½ L.
  2
  Suddenly, the ground begins to shake. It's an earthquake! Every
  character must save versus level 3 injury or lose 1 life. Halflings,
  gnomes and dwarves save at +1.
  3
  You hear a deep rumbling sound.  All of a sudden, soil and rocks
  tumble down from above you. It's a landslide! Every character must
  save versus level 3 injury or lose 1 life. Dwarves and gnomes save at
  +2. Characters carrying a shield save at +1.
  4
  Dark clouds move over your location. Suddenly, lightning strikes.
  Every character must save versus level 3 lightning or lose 2 life.
  Characters wearing Heavy Armor save at -2. Spellcasters may cast
  Lightning Bolt or Lightning Strike to counter the lightning. No
  spellcasting roll is needed -- the character uses up the spell and the
  event is ignored.
  5
  The ground beneath you starts to sink. You’re standing in a sinkhole!
  The first 2 characters in your party's marching order must sacrifice
  1 carried item, or lose 1 life due to suffocation.
  6
  Everything in the rainforest starts to look the same. You're lost! You
  must backtrack in the direction you came from to gain your bearings.
  Roll a (d6): 1-2 one hexes back, 3-4 two hexes back, 5-6 three hexes
  back.
  7
  You hear a cracking sound from above. A tree limb falls towards you!
  Every character must save versus level 3 injury or lose 1 life.  Elves
  and halflings add +1 to their save. Characters in Heavy Armor +1 to
  their save.
  8 You discover a tree with ripe fruit hanging from its lower branches.
  If you decide to eat the fruit, go to 1 on the Unique Event Table.
  
  37
  Rainforest Special Event Table (d12) Continued
  9
  You hear the faint sound of singing from somewhere up ahead. It
  gets louder until you come upon a beautiful fairy. The fairy stops
  singing to say; "Hello, my name is Landanissu. I’ve lost my pouch of
  herbs. If you find it, I will gladly pay you in kind." You may accept the
  quest or ignore it. If you accept, you may spend 3 Clues to find the
  pouch, return it to the fairy, and collect your reward by going to 3 on
  the Unique Event Table.
  10
  A man running for his life scrambles out of the bushes. He trips and
  rolls down a small embankment. Suddenly, from behind him, d6+2
  wild boars charge out. You may choose to help or ignore the man.
  Wild Boars, level 4 vermin, 2 attacks, morale +1, no treasure. If you
  decide to help the man and defeat the wild boars, go to 2 on the
  Unique Event Table.
  11
  A traveling merchant passes your way. You may buy from or sell to
  him. After you have completed your business, he goes on his way,
  and you will not see him again (reroll this encounter if you roll it a
  second time). The traveling merchant will buy any weapon, armor or
  mundane item at half its cost. He will purchase magic items for 4d6
  x10 gp each.  He will sell any 4AD mundane item at double cost, or
  up to three scrolls (Escape, Blessing or Lightning) at 100 gp each. He
  has one copy of each scroll for sale.
  12
  A traveling alchemist passes your way. You may buy from or sell
  potions to him. After you have completed your business, he goes on
  his way, and you will not see him again (reroll this encounter if you
  roll it a second time). He will buy any potion for 50 gp. He has
  available for sale a single Potion of healing (150 gp) and 2 vials of
  poison antidote (80 gp each, cancels all damage and effects from a
  single source of poison or venom).
  
  38
  Rainforest Special Feature Table (d12)
  1
  The trees and undergrowth open up into a beautiful meadow. In the
  center, you see a large mushroom circle. If you step inside of the
  circle, go to 4 on the Rainforest Unique Event Table.
  2
  You come to a massive bare tree. Inside a hollowed-out hole at its
  base, you see a shiny object. If you reach in and grab it, go to 5 on
  the Rainforest Unique Event Table.
  3
  You come to a large stone circle. The stones are covered in
  hieroglyphs and strange carvings. If you enter the circle, select 2
  characters who enter first, roll d6 and go to 6 on the Rainforest
  Unique Event Table.
  4
  You hear the laughter of children and women and smell the aroma
  of food. You have found a swampling village! Large ostriches start
  squawking and numerous halflings carrying spears run toward you.
  If you run, go to 7 on the Rainforest Unique Event table. If you stay
  and wait, go to 8 on the Rainforest Unique Event table.
  5
  The ground slopes downward into a large hollow where a thick fog
  has settled. Inside the hollow, you see four wooden totem poles
  covered in animal carvings. You may choose to touch one of them.
  You may only select one totem pole to touch.
  1st pole – go to Rainforest Unique Event 9
  2nd pole – go to Rainforest Unique Event 10
  3rd pole – go to Rainforest Unique Event 11
  4th pole – go to Rainforest Unique Event 12
  
  39
  Rainforest Special Feature Table (d12) Continued
  6
  Up ahead, you see numerous stone cairn piles. Suddenly, a large
  capstone falls off one of them. You may ignore the fallen stone or
  put it back on top of its cairn. If you put it back, go to 13 on the
  Rainforest Unique Event Table.
  7
  You are standing in a field of poppy flowers. Unless they are immune
  to sleep, all characters must save vs. L2 sleep or instantly fall asleep
  and lose 1 life. Sleeping characters must continue to save vs. L2 sleep
  each turn or lose an additional 1 life for each failed attempt. Sleeping
  characters will not drop below 1 life -- at that point, they will wake
  up, with enough strength to move away from the poppy field.
  8
  As you walk, sharp briars scrape at your clothing and skin. Eventually,
  you come to an impassable wall of thorns. Each character must save
  versus L3 to free himself or lose 1 life. Druids and wood elves roll at
  +L. If a character fails the save, he must continue to try and free
  himself or lose an additional 1 life. The party must turn back one hex,
  in the direction from which they came, and find another way around
  the thorns. Mark the wall of thorns on your map. A Forest Pathway
  spell (Wayfarers and Adventurers, p.44) will automatically let the party
  go through the wall of thorns.
  9
  A depression on the rainforest floor leads to a deep crevice. The
  crevice is too wide to jump. Falling in would be certain death. You
  must find another way around. Mark the crevice on your map.
  10
  You enter a small quagmire. Noxious vapors seep up from the soggy
  ground. Each character must save versus level 3 noxious gas or lose
  1 life. Barbarians, trolls, ogres and dwarves save at  +½ L. Characters
  failing their save have blurry vision and cannot use ranged weapons
  or scrolls on the next encounter. A Blessing will cure the blurry vision.
  11 A clear spring comes up out of the ground. If you drink from the
  spring, turn to 24 on the Rainforest Unique Event Table.
  12
  Suddenly, a thick fog forms into the area. Use an Alter Weather
  (Wayfarers and Adventurers, p.44) spell immediately to dispel the fog
  or make your next orientation roll at -2.
  
  40
  1   Roll (d6): 1-2 fruit was poisonous,
  each character loses 1 life; 3-6 fruit
  has 
  healing 
  properties, 
  each
  character heals 1 life. Fruit cannot
  be saved for later use.
  2    The man falls to the ground
  visibly shaken by his ordeal. After
  regaining his composure, he gives
  you 2d6 x 5 gp, and provides you
  with 1 Clue.
  3    The fairy is happy to see you.
  She grants you either 2 rolls on the
  Unique Rainforest Treasure Table,
  or 2 elixirs of the magi (see p.144)
  or one of each, your choice.
  4    You step into the mushroom
  circle. Roll d6: 1-2 nothing happens;
  3-4 a sprite appears and gives you
  a quest (Roll on the Rainforest
  Quest Table); 5-6 the mushrooms
  release noxious spores; characters
  must save versus level 3 poison
  (barbarians and halflings add +1) or
  lose 1 life.
  5    You reach into the hole. Roll
  (d6): 1-3 something bites your
  hand, you lose 1 life. In addition,
  you must save versus level 3 poison
  or lose 1 additional life; 4-6 you find
  a silver ring or a roll on the Unique
  Rainforest Treasure Table, your
  choice. The silver ring is the Ring of
  Rainforest Unique Events Table
  
  41
  Zuult, a magic item that adds +1
  spell slot per day, may be used by
  wizards only, and may be sold for
  300 gp.
  6   You step into the stone circle.
  Roll 1d6: 1-3 a bolt of lightning
  strikes the first two characters in
  the marching order for 2 damage
  each, 4-6 a voice welcomes you;
  each character heals 1 life, and
  casters recover 1 spell slot of their
  choice.
  7    You run back towards the way
  you came. Briars scrape your arms
  and face. Eventually, you outrun
  the swamplings. Each character
  except elves, druids and halflings
  lose 1 life from cuts and scratches.
  Any character going to 0 life has
  fallen into a hole and cracked their
  skull. In addition, from here on, all
  swamplings are hostile towards
  you. Ignore reaction rolls: they will
  always fight.
  8  You wait for the villagers to
  approach. If you ready your
  weapons for an attack, go to 26 on
  the Rainforest Unique Event Table.
  If you lower your weapons, roll d6
  and then go to 25 on the Rainforest
  Unique Event Table.
  9     You touch the first totem pole,
  and nothing happens.
  10   You touch the second totem
  pole and get shocked, losing 2 life.
  Additionally, the next 2 characters
  in the marching order lose 1 life.
  11    You touch the third totem pole
  and heal 2 life. In addition, the last
  two characters in marching order
  heal 1 life. There is no effect on
  characters who are not wounded.
  12   You touch the fourth totem
  pole. A small blue monkey appears
  and telepathically gives you a
  quest. Roll on the Rainforest Quest
  Table.
  13   Suddenly the cairns burst open,
  3d6+3 skeletons crawl out of the
  rubble and attack. Cairn Skeleton,
  Level 5 undead minion, normal
  treasure. Immune to sleep. Arrows
  hit them at -1. Crushing weapons
  hit them at +1. Reaction: fight to the
  death.
  14   The 2d6+4 boar riding orcs spot
  you and charge towards you.
  Boar Riding Orcs, Level 4 minion,
  treasure +1, 2 attacks. Reactions
  (d6): 1-3 bribe (40 gp each), 4-5 fight,
  6 fight to the death. After killing an
  orc rider, you must kill its War Boar
  Mount (that counts as a level 4
  minion).
  15    The troll growls when you
  refuse to pay the toll.
  
  42
  Toll Troll, Level 7 Boss, 8 life, 2
  attacks, 2 treasure rolls +1, morale
  +1. Crushing attacks hit him at -1.
  Each turn, roll d6. On a 1 or 2, the
  troll regenerates 1 life point.
  16  Several swampling men and
  women with children come out
  from hiding. One of them tells you
  that raiding orcs have burned their
  village and taken captives South. If
  you have a halfling or a swampling
  in your party, they offer food and
  rest. Wounded characters heal 2
  life, casters replenish 1 spell slot.
  17      Inside the tree, a white-haired
  halfling introduces himself as
  Zippington Zipple the Great. He
  frowns when it’s obvious you’ve
  never heard of the name. He asks
  if you want to play a game of dice.
  Each round of dice is a 5 gp wager.
  Roll d6: 1-2 you win, 3-6 Zippington
  wins. You may continue to play as
  many rounds as you wish.
  18     Torches light the way as you
  enter the cave. The passage
  eventually opens into a large
  domed chamber. Wood and metal
  are strewn all around. Standing
  next to a furnace, a stocky dwarf
  hammers a chunk of molten metal.
  The dwarf looks up at you and yells:
  "Business is closed!”  A confused
  look crosses his face when he
  doesn't 
  recognize 
  you. 
  He
  apologizes, introduces himself as
  Dulkun and says, “You must be
  travelers 
  passing 
  through.”
  Suddenly there's a flash of light in
  
  43
  his eyes as if he remembers there's
  something he needs and offers you
  a quest. Roll on the Rainforest
  Quest Table, rerolling #4.
  If you accept the quest, he will give
  you food and rest, restoring 2 life
  and 2 spells.
  19    The 2d6 orcs spot you and yell
  out in broken trade language,
  "there they are, kill them!" From the
  trees, arrows from hidden orc
  archers fly out.
  2d6 Orc Bandits, Level 4 minion,
  normal treasure and morale.
  Reactions: Fight.
  D6+2 Orc Archers. Level 4, no
  treasure, normal morale. They get
  a surprise attack. They must be
  attacked by spells or ranged
  weapons since they are up in the
  trees. Reactions: Fight.
  20    The old woman thrusts her
  arm out in your direction and
  introduces herself as Mordonna
  the Mysterious Mystic. She offers
  to tell you your fortune for 30 gold.
  Only one character may have their
  fortune told.
  If you choose to have your fortune
  told, go to 28 on the Rainforest
  Unique Event Table.
  21     One of the victims is already
  dead. The other, barely alive, gasps
  for air and points to the cart.
  Searching the cart, you find 1
  Potion of Healing and 3d6 gold. You
  may choose to help the dying
  woman by giving her the Potion of
  Healing or not. Choose, then go to
  30 on the Rainforest Special
  Feature Table.
  22    The d6 orcs see you and flee
  back into the dense rainforest. You
  may chase them, if you like. To
  catch up with them, roll a single
  save versus L5 tracking for the
  whole party. Add +1 to the roll for
  every wilderness guide, ranger,
  swampling or druid in your party.
  You only have one chance. If you
  manage to catch up with them,
  they will perform a surprise attack,
  and you will still be on the same
  hex.
  Orc Runners, Level 6 minion,
  normal morale and treasure. If you
  defeat them, gain 1 Clue. Reaction:
  always fight.
  23    You search the overturned
  cart. Suddenly, you hear the sound
  of several crossbow bolts being
  released. Each character must
  immediately defend against 2
  
  44
  separate level 3 ranged attacks
  from d6+2 orc crossbow men.
  Then, a group of orcs charges out
  of the woods.
  2d6 Orc Warriors, Level 5 minion,
  normal treasure and morale.
  Reactions: fight.
  Orc Crossbow men. Level 4 minion,
  no treasure, morale -1. Reactions:
  Fight.
  After defeating the orcs and
  searching the overturned cart, you
  find 3d6x10 gp. In addition, roll on
  the Rainforest Magic Treasure table
  at +1.
  24   You swallow a large gulp of
  water. Each character heals 2 life
  points.
  25     You lower your weapons as
  the villagers approach. They greet
  you and escort you to their chief
  Hargin, who asks you to help find
  his daughter Synnova, who was
  taken by orcs. If you accept his
  quest, he will offer food and rest,
  restoring 2 life and 2 spell slots to
  all characters. Write the keyword
  CHIEFTAIN’S DAUGHTER on your
  character sheet.
  26    They shout out a battle cry, and
  many blow darts hit you. Every
  character immediately falls asleep.
  Eventually, you wake up on the
  floor in a hut. All of you are there,
  with all your belongings. The village
  chieftain walks into the hut,
  introduces himself as Hargin and
  asks for your help finding his
  daughter Synnova, who was taken
  by orcs. If you accept his quest, he
  will offer food and rest, restoring 1
  life and 1 spell. Write the keyword
  CHIEFTAIN’S DAUGHTER on your
  character sheet.
  27    If for any reason you have
  stumbled upon this entry location,
  you have become utterly lost. Make
  an Orientation Check and move on.
  28    Mordonna stares into a crystal
  ball for a moment, then in a deep
  guttural voice tells your fortune.
  Roll d6: 1-2 "You will seek many
  things but will only find some of
  
  45
  them"; 3-4 "You have great ancient
  power within you. You will do many
  great things", gain 1 Clue; 5-6 the
  old Mystic screams as if in pain and
  scurries back into her hut. From
  inside the hut, you hear her yell out,
  "Leave now and never return!"
  29 You attempt a running jump.
  Roll d6: 1) you fall into the water
  and lose 2 life; 2) you make it
  across, but land badly losing 1 life;
  3-6) you make it across safely.
  30  If you give her the Potion of
  Healing, she recovers some, and
  tells you her name is Sinnah. She
  then thanks you and gives you
  directions. You may avoid your next
  getting lost penalty.
  If you did not give her the potion,
  she waves her hand and curses you
  before dying. On your next combat
  encounter, each character makes
  Defense rolls and saves at -2. One
  Blessing will remove the curse from
  one character.
  
  46
  Kandesha the wilderness guide finds the tracks of a primordial
  bear on the trail while they make their way towards their
  destination.
  
  47
  Rainforest Treasure Table (d12)
  1 One small pouch with d6 x 5 gp
  2 One medium-sized pouch with 2d6 x 10 gp
  3 d6 pearls worth 2d6 x 5 gp each
  4 One vellum scroll with a random spell from the Rainforest
  Scroll Table
  5 One sizeable red ruby worth 2d6 x 5 gp*
  6 One jewel-encrusted golden ring worth 3d6 x 10 gp**
  7 Roll on the Rainforest Magical Treasure Table at -1*
  8 Roll on the Rainforest Magical Treasure Table, 2d6 x 5 gp**
  9 Two rolls on the Rainforest Magical Treasure Table.
  10 Two vellum scrolls, each with a random spell from the
  Rainforest Scroll Table, 2d6 x 5 gp.
  11
  Two rolls on the Rainforest Magical Treasure Table, one
  vellum scroll with a random spell from the Rainforest Scroll
  Table, 2d6 x 10 gp
  12 Two random scrolls from the Rainforest Scroll Table, or one
  roll on the Rainforest Unique Treasure Table (your choice).
  * If your party includes a wandering alchemist or a wizard, you
  also find an alchemical ingredient, see TCOTDF. Check the
  Alchemical Harvesting appendix for further component details.
  ** If you have a character with the Arcane Tanner Expert Skill, you
  also find harvestable arcane tanner component, see 4AA. Check
  the Alchemical Harvesting appendix for further details.
  
  48
  Rainforest Pursuit Table (d6)
  1
  d6+3 Orc Bounty Hunters.  Level 5 minion, normal treasure, morale
  +1. Each character must immediately save versus level 3 netting or
  become entangled and forfeit their next round. Rogues add +1/2 L.
  2
  Gray Ogre Mercenary. Level 6 boss, life 10, 2 treasure, morale +1,
  2 attacks. He patrols with d6+3 goblin lackeys, level 4 minions, normal
  morale. Use the Trial of Champions rules (4AA). Every time the ogre
  mercenary is wounded, roll a 2 in 6 chance it will immediately
  retaliate, performing a free attack against the character who injured
  him. This attack takes happens in the character’s turn, right after the
  attack that wounded the ogre.
   Halflings add +L to their Defense rolls against ogres.
  3
  d6+2 Hobgoblin Cutthroats. Level 6 minions, normal treasure and
  morale. Characters have a -1 on Defense rolls for each cuttthroat
  outnumbering the party. Example: against 6 cutthroats, all characters
  in a party of 4 would have -2 on Defense rolls.
  4
  d6+1 Gray Half-Orc Slavers. Level 5 minions, no treasure, normal
  morale. On a Defense roll of 1 or 2, characters are lassoed and must
  forfeit their next attack round. Lassoed characters cannot defend
  themselves and are automatically hit for 1 Life if attacked. Each turn,
  lassoed characters must save versus level 3 to free themselves.
  Barbarians, ogres and trolls add +1 to this save.
  5
  d6+1 Troll Trackers. Level 6 minions, no treasure, 2 attacks, normal
  morale. Trolls regenerate, unless killed by a spell, or unless a
  character uses one attack to chop an already killed troll to bits. If this
  does not happen, roll d6 for every killed troll on its next turn. On a 5
  or 6, the troll comes back to life and continues to fight. Halflings add
  +L to their Defense rolls against trolls.
  6
  3d6 Goblin Henchmen. Level 4 minions, normal treasure, morale
  -1. Whenever a goblin is hit, roll a 2 in 6 chance of the goblin dodging
  the attack and ignoring all damage. They cannot dodge spells.
  Never roll for reactions: the pursuers always fight. For additional rules on
  pursuers, see p.20. See also the Traitor Among the Pursuers secret, p.54.
  
  49
  Rainforest Unique Treasure Table (d6)
  1
  Ghost Scepter. This light crushing weapon hits at +2 all incorporeal
  monsters like ghosts, spirits and wraiths. Resale price 100 gp.
  2
  Seed of the Miracle Fruit. There are 3 of these seeds, always found
  together. When planted, a seed will immediately grow a vine which
  produces a fruit. When eaten, the fruit heals 3 life. Fruit cannot be eaten
  during combat. A character may eat up to 3 miracle fruits per day. The vine
  dies after the fruit is picked. Resale price 15 gp per seed (total 45).
  3
  Bermus Cloak. Lets the wearer reroll failed Stealth saves. May be worn
  only by human-sized or smaller characters. A character may wear only one
  cloak at a time. Resale price 60 gp.
  4
  Gorg’s Disk. This shield cannot be destroyed by natural forces. However,
  magic, dragon fire, demon attacks and iron eaters can destroy it. Resale
  price 80 gp.
  5
  Everglow.  Even when it's dropped or extinguised by any game effect, this
  magic lantern will continue to give off light. Resale price 80 gp.
  6
  Orc Musk.  When worn, this oil will alter reaction rolls by +1/-1 (your choice,
  and you choose after rolling) on one encounter with orcs, trolls, goblins or
  hobgoblins. 1 Use only. Resale price 12 gp.
  The Legendary Sword of Wyndallo
  
  50
  Orc Tribe Table (d6)
  1
  War Omen Tribe:  Always preceded by countless flocks of ravens, the War
  Omens superstitiously carry the corpses of their foes as trophies on rotting
  carriages, adorned with their red crow banner. Orcs of the War Omen Tribe
  hate paladins, clerics of the four gods of Law and Light and their monks,
  for suffering under the Inquisition, and will always fight to the death any
  party that includes these characters. Their red war paint makes them
  immune to magic on d6 rolls of 1-2; for that same reason, they do not check
  morale when killed by magic.
  2-3
  Gorebutchers Tribe:  These malformed, obese orcs, clad in dark yellow
  robes, go to war alongside their countless hybrid mongrel offspring.
  Whether minions or Bosses, Gorebutchers are always escorted by d6+3
  cavorting chaos mongrel swarmlings (level 3 vermin, no treasure). You
  must defeat all the swarmlings as they gleefully sacrifice themselves for
  their ingrate fathers and mothers. Their reaction is always "fight".
  4-5
  Throatslitters Tribe: Dressed in midnight blue hooded capes, the
  Throatslitters are the Warlord's silent assassins.  When met in the outdoors,
  they will ride giant wolves instead of war boars. The chance of surprising
  the party is increased by 2 in 6. If they surprise, you always fight them using
  the corridor rules: they always strike the last two characters in the
  marching order, always performing any outstanding attacks against the
  character with the lowest life point total. If encountered as minions,
  decrease their numbers by 2 (to a minimum of 2) but add +1 to their level.
  If encountered as a Boss, add +1 to level and treasure roll (no treasure
  becomes an unmodified treasure roll).
  6
  Gray Skins Tribe:  Extremely aggressive orcs, known by the symbol of the
  gray hand, which they paint on their shields and battle standards. Roll their
  reactions at +1. There is a 2 in 6 chance they will be accompanied by a Gray
  Orc Shaman, level 4 boss, 4 life, normal treasure and morale. Each time
  the Gray Orc Shaman is wounded, his attacker must roll a 3 in 6 chance of
  being cursed, thus suffering a non cumulative  -1 to all Attack rolls during
  the entire encounter. A Blessing will remove this curse.
  Roll on this table whenever you encounter monsters with the word
  "orc" in their name. Add the specific tribe abilities to the orcs you are
  encountering.
  
  51
   Rainforest Magic Treasure Table (d12)
  1
  Wand of Perfect Sleep. This wand contains 1 single charge of the Sleep
  Spell. The spell is cast automatically on all creatures except for monsters
  immune to sleep. No spellcasting roll is needed. After the use, the wand
  crumbles to dust. Resale price 100 gp.
  2
  Amulet of the Troll Tongue.  This amulet has 2 charges. The wearer may
  spend a charge as a free action to adjust the reaction rolled for any troll up
  or down by 2 points. Decide how to adjust after rolling. Resale price 20 gp.
  3
  Cloak of the Ghost. This cloak gives the wearer +1 to Stealth saves. It may
  only be worn by human sized characters. Dwarves, halflings, swamplings,
  satyrs lutins, gnomes, ogres, trolls and the like may not wear it. Resale price
  50 gp.
  4
  The Helm of Mogg. This helmet grants +1 to Defense rolls.  It may be worn
  by any character who can use magic items. Resale price 250 gp.
  5
  Bronze Bull Bracer. The wearer of these bracers gains +1 to his Attack rolls.
  They may be worn by any character who can use magic items. Resale price
  300 gp.
  6
  Circlet of the Bright. The wearer of this headpiece gains one additional
  spell slot per adventure chapter. Only spellcasters may wear the circlet.
  Resale price 350 gp.
  7
  Fetish of the Forest. This small dragon-shaped woodcarving gives the
  carrier +2 on saves versus acid attacks. Resale price 80 gp.
  8
  Boots of the Quickened. The wearer of these boots gains +2 on all trap
  save. They may be worn by any character who can use magic items. Resale
  price 100 gp.
  9
  Sword of Wyndallo. This sword provides +1 to Attack rolls and +2 against
  plant monsters and treemen. Resale value 250 gp.
  10
  Bloodthirsty Arrows. This is a quiver of 3d6 magical arrows. Each arrow
  provides a +2 to Attack rolls against living targets only. The bonus does not
  apply against undead, artificial creatures or elementals. When used, each
  arrow breaks and loses its power. Resale value 15 gp per arrow.
  11
  Shield of Light. When the bearer of this shield fails a Defense roll, roll a 1
  in 6 chance that the shield will emit a bright light blinding the attacker. Attack
  and Defense rolls against a blinded opponent are at +3. The creature
  recovers from blindness after one turn. Artificial and undead creatures are
  unaffected. Resale price 100 gp.
  12
  Bogga’s Bola. When using this bola, on an exploding attack roll, there is a
  1 in 6 chance the bound monster will not be able to escape. Use bola
  rules (Wayfarers and Adventures, p. 55). Resale price 25 gp.
  
  52
   Rainforest Trap Table (d6)
  1
  Hot Tar Pit. The first 2 characters in your marching order must save
  versus level 3 trap or fall into the pit and lose 1 life. In addition, each
  character in the pit must continue to roll until they save against level
  3, taking 1 additional damage on each failed attempt to climb out.
  Rogues and assassins add +L, barbarians +1/2 L, rounded down.
  2 Covered Spiked Pit. The first 2 characters in your marching order
  must save versus level 4 trap or lose 2 life. Rogues and assassins add
  +L, halflings +1/2 L. Trapped characters must try to escape the pit by
  climbing out (a level 3 save) or lose 1 additional life. If one member
  in the party has a rope, no save is needed to climb out of the pit.
  3
  Quicksand. You are standing in quicksand!  There is a 3 in 6 chance
  each character will get stuck and lose one life. Each character must
  continue to roll versus level 3 or lose an additional 1 life. Barbarians
  and swashbucklers add +1/2 L. Swamplings add +L.
  4
  Net Trap. You've triggered a small cord! A large net trap drops down
  onto you. Each character must save versus level 3 trap. Rogues,
  swashbucklers and assassins add +L to the save. Elves and halfling
  add +1. Trapped characters can only be freed by cutting it with a light
  slashing weapon (a knife or dagger; this takes 2 turns; longer blades
  may not be used). If at least one character is trapped, roll a 2 in 6
  chance of wandering monsters. The trapped character will not be
  able to fight until he breaks free or a friend frees him.
  5
  Giant Ant Bed.  You have stepped into a giant ant bed. All characters
  must save versus level 3 ant bites or lose 1 life. Barbarians and wood
  elves add +1/2 L. Green trolls and undead/artificial characters are
  immune.
  6
  Falling Tree Limb. You hear a loud snap, and a tree limb falls down
  from above. Each character must roll a 3 in 6 chance to be struck by
  the falling branch, losing 2 life. Rogues, swashbucklers and assassins
  reduce this chance to 1 in 6. Halflings, elves, druids and barbarians
  reduce this chance to 2 in 6.
  
  53
  Rainforest Scroll Table (d6)
  1
  Friendly Vines. With a successful spellcasting roll against the target’s Level,
  this spell summons d6 vines which entangle your enemies for d6 turns. One
  vine entangles 1 enemy. Entangled enemies can be hit automatically and
  cannot attack. The spell may also be used in place of a rope, to climb out of
  a pit or trap. Fire-based and ethereal creatures (spirits, ghosts, elementals)
  are immune to friendly vines. The spell will only work outdoors (not in
  dungeons). It will not work in ice and snow regions, barren desert regions,
  over bodies of water or in the air. Flying monsters count as 2 levels higher
  when rolling the spellcasting check. This is an expert druid spell.
  2
  Know Thy Way. Caster will automatically know the contents of the next hex
  or room. Up to 3 random rolled results are known (roll them in advance),
  including monsters, treasure, special features and traps. This expert spell
  may be used by wizards, elves and druids.
  3
  Charm Critter.  Charms d6+ 1/2 L, rounded down, animals for d6 turns.
  Make a spellcasting roll vs. the animal’s level. Only works on natural animals
  or beasts that exist in our world. Charmed animals will not attack the
  characters, regardless of a rolled reaction, unless attacked. Charmed
  animals will not fight in the service of the characters. This is an expert druid
  spell.
  4
  Stampede. d6 animals stampede from the surrounding area. For every
  stampeding animal, roll a melee attack against the target monster adding
  the spellcaster’s level. Each wounded monster loses 1 life. Each character
  must also save vs the caster’s level or suffer 1 wound. Barbarians, druids,
  swamplings, beastmasters add +2. Halflings, gnomes and swamplings suffer
  2 wounds if they fail. This spell does not work indoors or in a dungeon. It
  will only work in forest, rainforest, plains, hills or jungle terrain. Stampede
  is a basic druid spell.
  5
  Acid Spray.  Acid shoots from the caster’s hands. Perform a separate ranged
  attack against d3 different targets, adding the caster’s L, inflicting 2 damage
  per target on a hit (if the target has only 1 life, the excess damage is lost).
  In corridors, if the caster is in the back of the marching order, characters in
  front of the caster must defend against an attack of the caster’s L or be hit
  for 2 damage. This spell may also be used to break free from shackles or to
  destroy a door. Monsters using acid (e.g., green wyrms, oozes, jellies, blobs,
  acid cubes) are immune to this spell. Acid Spray is an expert wizard spell.
  6
  Bamboo Prison. A ring of bamboo shoots out of the ground, trapping up
  to d3+L vermin or minions for a number of turns equal to caster’s level.
  Trapped monsters cannot flee and may be attacked at +2 with missile
  weapons. Bamboo Prison is an expert druid spell.
  
  54
  Secrets of the
  Rainforest
  Don't Step There.  You know the
  location of the next 3 traps you
  encounter. This will prevent
  any character in the party
  from triggering that trap.
  Once that trap has been
  discovered, it's automatically
  deactivated, and one of the
  3 uses of this Secret is spent.
  Secret Healing Pool. You
  find a secret pool of healing.
  The healing pool heals 2 life
  to each character. You may bottle
  the water and make a potion that
  will heal 8 life. You may discover the
  healing pool’s location at any time
  while traveling in the rainforest.
  The healing pool may only be used
  one time.
  Rainforest Magic Item Location.
  You have found a hidden rainforest
  magic item. Roll on the Rainforest
  Magic Item Table.
  Rainforest 
  Sprite's 
  Name.
  You've learned the name of a
  rainforest sprite. You can call it
  forth to fight for you, for one
  encounter. Rainforest Sprite. Level
  6, 5 life, ranged magic attack +4,
  defense +3, can self-heal 2 life,
  once. At the end of the encounter,
  the sprite flies away.
  Rainforest Tracking.  You may
  skip any 1 future encounter while
  in the rainforest. May only be used
  once.
  Secret Bird Call. You know
  a secret bird call that
  summons 
  birds 
  bearing
  enough manna to heal each
  character of 2 life or to count
  as 2 food rations. You may
  use the secret bird call at any
  one time while in the
  rainforest.
  One With Nature.    This Secret lets
  you travel 3 hexes without any
  encounters. Don’t roll on the
  encounter table. You may use this
  Secret at any one time in the
  rainforest.
  Sacred Sapling.  You come upon a
  sacred sapling. Consuming the
  plant gives all casters in the party 1
  additional spell slot. The effect lasts
  until the spell is used.
  Traitor Among the Pursuers. You
  have been informed that your
  pursuers (see p.20) will accept a
  bribe. Use this secret and spend
  100 gp to avoid an encounter with
  pursuers. As soon as you bribe
  them, another group of pursuers
  will start chasing the party.
  
  55
  Mystical Night (d6)
  1
  Up ahead you see several stone pillars with a stair leading down. You
  have found a mystical shrine. Refer to the Minidungeon paragraph
  on p.13 if you enter the shrine.
  2
  You find a tree with low hanging fruit that you have never seen during
  the daytime. 4 fruits can be harvested. Each fruit will restore 2 life if
  eaten within 6 hours. After 6 hours, the fruits lose their power.
  3
  Five small lights spin downwards towards you. You are attacked by
  D6+2 Night Fey, level 5 minion, morale +1, Rainforest Unique
  Treasure. When each night fey attacks for the first time, it will attempt
  to blind its opponent. If hit, a character must save versus level 3
  magic or become blind for 2 turns. Blind characters suffer a -3 to
  Attack and Defense rolls, and may not withdraw from combat. A
  Blessing will cure the blindness.
  4
  Glowing eyes peer back at you from out of the darkness.  2d6 Night
  Goblins attack. Level 5 minion, normal treasure and morale. Your
  lantern bearer must defend against a level 4 attack or have the
  lantern shot out of his hand by an arrow.  Until the lantern is picked
  up,  all characters have -2 to Attack and Defense rolls. In addition,
  every other round there is a 2 in 6 chance the night goblins will
  attempt to knock the lantern out of the bearer’s hand again.
  5
  From out of the darkness, a white apparition floats towards you and
  attacks. Rainforest Ghost, level 5  undead Weird Monster, 4 life,
  normal morale, no treasure, level drain. When a character fails a
  Defense roll, they must save versus level 2 drain or lose 1 level. A
  Bless Spell can restore the lost level. A character reaching level 0 dies
  and rises as another rainforest ghost, attacking his former party.
  6
  Through the trees you see a glowing stone structure, you have found
  a mystical temple. Refer to the Minidungeon paragraph on p.13 if
  you enter the temple.
  For each hex travelled on the rainforest map at night, roll d6. On a 1–2, roll
  on the Mystical Night Table, instead of the Rainforest Content Table.
  
  56
  Rainforest Quest Table (d6)
  1 Bring me their eyes! Seek out 3 ambush raptors, kill them, and bring
  me their eyes. Reward: 2 treasure rolls at +1.
  2
  I need two acorns. Somewhere in this rainforest live several treefolk.
  Kill two of them and bring me an acorn from each. Reward: 3d6x15
  gp + 1 Rainforest Treasure roll at +1.
  3
  Just the tail feathers. Defeat bird bears and bring me 5 of their tail
  feathers.  Reward: 1 Potion of Healing or a Wand of Sleep (2 charges),
  your choice.
  4
  Not an ordinary key.  In the northeast (map entry 8), there lives a
  dwarven blacksmith. Sneak in at night and steal his golem key. Bring
  me the key, and I will give you 3 scrolls with spells of your choice. You
  may use one character to sneak in. To sneak in, a character must
  perform a L6 stealth save or be discovered (rogues and assassins
  add + ½ L, halflings +1). If not discovered, the golem will not awake,
  and the key will be found. If you are discovered, the blacksmith will
  not fight, but his golem will.  Wooden Golem. Level 9 weird monster,
  8 life, no treasure, never checks morale, 2 attacks, immune to sleep.
  Fire-based spells and attacks inflict double damage.
  5
  I want her broomstick. Seek out one of the 3 greater forest gorgons.
  Kill her and bring me back her broomstick. If you have already killed
  one of the greater forest gorgons, seek out another one for its
  broomstick, even if the quest is given by a greater forest gorgon.
  Reward: 2 treasure rolls at +1.
  6
  A monstrous task.  A large monster dwells in the murky lake in the
  southern part of the rainforest. Go to any lake hex and roll on the
  rainforest weird monster table to determine its type, but add +2 Life.
  Bring me back its head. Reward: Roll twice on the Rainforest magic
  item table and keep both items rolled.
  Rainforest Wandering Monster Table (d6)
  1-2 Roll on the Rainforest Vermin Table.
  3-4 Roll on the Rainforest Minion Table.
  4-5 Roll on the Rainforest Boss or Weird Monster Table, your
  choice. Reroll any wyrm.
  
  57
  ~ Chapter Two ~
  The Barricade
  From behind a large tree, an elf
  dressed in green leather slowly
  approaches. With a smile, he greets
  you and introduces himself as
  Gordashi. “Quickly, there are spies
  everywhere,” he says, motioning
  for you to follow him. You dash
  through the rainforest to the base
  of a cliff wall covered by vines. The
  ranger says a hushed word under
  his breath, and the vines move
  away, exposing the mouth of a
  hidden cave. The interior is well lit
  by glowing lichens that cling to the
  ceiling and walls.
  Further inside, the cave opens up
  into a large chamber, where several
  straw beds line the floor. The
  aroma from four rabbits roasting
  over a fire fills your nostrils.
  Gordashi welcomes you in and
  says, “I must leave, but I will return
  before dawn. We will talk then.
  Now you must eat and rest.” His
  hawk companion lets out a screech
  and flies from the cave, closely
  followed by the ranger.
  You awaken to the sound of
  Gordashi stoking the fire. Noticing
  you wake, he says, “We have much
  to discuss. I have been scouting the
  barricades for weeks. Numerous
  bands of orcs are herding captives
  to the fortress through the outer
  barricades. We must find out
  what’s going on inside the fortress
  and what the orcs are doing with
  the captives. To reach the fortress,
  you must go by night, making your
  way through the barricades.
  Close to the fortress, past all the
  outer barricades, there is a large
  spider den that the orcs do not
  disturb. Make your way through
  the barricades and enter the
  spider's den. Kill the spider and rest
  there before entering the fortress.
  I have prepared some supplies and
  a few items that you will need. After
  dusk, I will take you to the outer
  barricades. For now though, I
  suggest you prepare yourself.”
  The Ranger’s Camp
  In addition to Gordashi, the
  ranger’s camp usually has d6 other
  individuals staying there at any
  given time. Most of them are part
  of a supply chain, bringing supplies
  and information to and from the
  village. 
  A 
  few 
  of 
  them 
  are
  adventurers 
  and 
  sometimes
  hirelings. If you do not have a full
  group, consisting of 4 adventures
  and or 2 hirelings, you may enlist
  or hire them. In addition, if you
  
  58
  currently have a full party, you may
  also choose to exchange one and
  only one of your current characters
  for a new character. If you decide
  to swap an existing character with
  a new one, simply create a new
  character of your choosing, at 1
  level lower than the one you are
  exchanging them for. If you have a
  roster or guild of either pre-
  generated characters or original
  characters not in use, you may also
  choose to swap them in. Make sure
  that 
  the 
  newly 
  swapped 
  in
  character is at least 1 level below
  the character being swapped out.
  If you are creating a character to
  exchange, that character will come
  with basic equipment and wealth.
  You may choose to equip the
  freshly swapped in character with
  the equipment you already have,
  but not from the character that is
  being swapped out. The original
  character that you swap out will
  leave the ranger’s camp and act as
  a message relay back to the village
  of Hulban. There will always be at
  least 1 adventurer at the camp. To
  determine if there are any hirelings,
  roll a d6. On a 3, 4, or 5, there is one
  hireling at the camp. On a 6, there
  are 2 hirelings at the camp. To
  determine their profession, roll a
  
  59
  d6 on the Hirelings Table below.
  For rules and individual hireling
  specifics, refer to Four Against the
  Abyss (page 26). Any time that you
  visit the ranger’s camp, you have
  the option to use these rules.
  Training at the Camp
  As per the training rules in Four
  Against the Abyss, p.35, expert
  characters with plenty of available
  funds may spend gold to hire
  trainers at the ranger’s camp.
  However, unlike training in a town,
  this camp is away from civilization,
  and there will only be a few options
  available for what Expert skills may
  be learnt. Choose the Expert skill
  that you want to train and roll d6.
  On a roll of 4+, a trainer is available
  for that skill and the character may
  try to learn that skill as normal.
  Additionally, due to the limited
  number of trainers at the camp at
  any given time, your party may only
  attempt to train a total of 3
  different skills on any visit to the
  camp. If you ever visit the camp
  again during this adventure, you
  can attempt again to learn expert
  skills, 
  using 
  the 
  same 
  rules
  described above, and you may roll
  again 
  to 
  see 
  if 
  previously
  unavailable skills are now available.
  Campfire Games
  At the ranger’s camp, there are
  optional games to play while sitting
  around the campfire. You may
  choose either to prove your
  strength while arm wrestling, or to
  win gold throwing bones. You may
  choose any of your characters to
  play either game as many times as
  you like, following the rules below.
  Arm Wrestling: Choose one of
  your characters to test their
  strength for the match. Roll a d12
  and add the character's natural
  attack 
  bonus, 
  without 
  any
  enhancing 
  spells 
  or 
  weapon
  bonuses. In addition, barbarians
  and ogre-sized characters (ogre
  mercenaries, green trolls, moose
  folk, moonbeasts, sumotori elves)
  Hirelings Table (d6)
  1 Lantern bearer
  2 Spear carrier
  3 Minstrel
  4 Man-at-Arms
  5 Acolyte
  6 Surgeon
  
  60
  add  +1 to the roll. Halflings,
  swamplings, lutins and gnomes
  have -1 to the roll. Then roll a d12
  and add 3 to the result for the other
  challenger. The character with the
  highest score wins 50 gp. Each
  character may only win one time. If
  a character loses, he may have a
  rematch. However, on the rematch,
  apply an additional -1 modifier to
  their roll.
  Throwing Bones: Roll 2d6 for your
  character partaking in the dice
  game, and 2d6 for the opposing
  camp adventurer. Swashbucklers
  and rogues roll at +1. Halflings may
  reroll once. The character with the
  highest result wins the game. The
  wager is either 1, 5, or 10 gp per
  game. There is no limit to how
  many times you may play this game.
  Gordashi’s Supplies
  After 
  eating 
  and 
  resting, 
  all
  characters’ life, spells, and abilities
  are fully restored. The ranger gives
  you 4 Potions of Healing and a total
  of 10 food rations.
  How to play
  Chapter two uses a numbered
  paragraph system. You roll d66 and
  refer 
  to 
  its 
  corresponding
  numbered paragraph. Read each
  paragraph 
  and 
  follow 
  its
  instructions. After you resolve an
  encounter 
  on 
  a 
  numbered
  paragraph, roll d66 and move to
  the next corresponding paragraph,
  and so on.
  Objective
  Your party must make their way
  through the outer barricades and
  enter the large spider den on the
  side of the fortress wall. Four main
  perimeter walls make up the outer
  barricade. These walls cannot be
  climbed; however, each barricade
  has a gate. The gates cannot be
  bashed nor can the locks be picked;
  instead, you must gather keys by
  defeating orc captains.
  Orc Captains
  The orc captains are barricade
  bosses and fierce adversaries to
  deal with. Some orc captains will
  demand a Trial of Champions if
  they are accompanied by minions.
  Roll the orc captain’s Reactions to
  determine if you are to use Trial of
  
  61
  Champions. Sometimes, an orc
  captain will be accompanied by
  another orc captain, in which case
  one will be chosen at random as a
  champion. A defeated orc captain
  may have a barricade key.
  Barricade Keys
  Barricade keys can only be taken
  from defeated orc captains. Not all
  captains have a key. Roll a 1 in 6
  chance that a defeated orc captain
  will have a barricade key. Every
  time you obtain a key, you
  automatically gain entrance to the
  next area of the barricades. Repeat
  this until all 4 barricade keys are
  obtained. In addition, you may
  spend 1 XP roll to face an orc
  captain by going to 15.  You do not
  have to perform the XP roll, just
  spend the XP and go to 15. Once all
  four barricade keys are obtained,
  proceed 
  to 
  the 
  "Ending 
  the
  Chapter" paragraph.
  Searching Barricades
  You can search empty or cleared
  barricades unless otherwise stated.
  Roll d6 on the Barricade Search
  Table.
  Sneaking
  When given the option, you may try
  to sneak past an encounter. Follow
  the encounter’s description, as
  sneaking rules vary. In some cases,
  you will perform a single roll for the
  whole party. In other cases, each
  character will roll individually.
  Captives
  As explained in chapter one under
  “Playing the Hero” , you gain 1 Clue
  every time you help a captive or
  person in need.
  Barricade Secrets
  While adventuring through the
  barricades, you may spend 3 Clues
  to learn a Secret. You may choose
  any of the Barricade Secrets or any
  Secret from Four Against Darkness
  or 
  from
  any 
  expansions 
  or
  supplements you own. Barricade
  Secrets can only be used in chapter
  2 and will not carry over into
  subsequent chapters or in future
  adventures, so make sure to use
  them.
  
  62
  Sound the Alarm
  While you make your way through
  the barricades, there’s a chance
  that sentinels will spot you and
  sound an alarm. When the alarm is
  sounded, roll on the Barricade
  Alarm Table. Some monsters will
  sound the alarm as a Reaction.
  When the alarm is sounded, you
  must still face the monsters that
  sounded the alarm, in addition to
  the monsters from the Barricade
  Alarm 
  table. 
  Unless 
  stated
  otherwise, the alarmed monsters
  and the monsters answering the
  alarm do not get a surprise attack.
  Fighting Multiple Groups
  At times you will face more
  than one group of enemies
  at the same time.  When
  this happens, fight them as
  one large group. Use the
  Trial of Champions rules
  (see p.14), if the encounter
  states to do so.
  Madness
  Some monster abilities in
  this book cause Madness
  points. A character with 1
  or more Madness points
  becomes suspicious of
  others. You may not move
  items or gold from that character
  to others. In addition, characters
  whose total Madness points are
  higher than their level run away,
  never to be seen again, carrying
  away all of their possessions. Add
  1 to a wizard’s level for the purpose
  of resisting Madness. You may use
  a Blessing, an uplifting story or the
  song from a minstrel hireling (from
  Four Against the Abyss) to remove 1
  Madness 
  point 
  during 
  the
  adventure. Exiting the dungeon
  and resting at the ranger’s camp
  removes 1 Madness point per
  character, as long as the party has
  slain at least 1 major monster (boss
  or weird monster).
  
  63
  Grumb and his war omen orc sentinels stand at the ready,
  prepared to defend the fortress from any intruders.
  
  64
  Each character may remove a
  single Madness point between
  adventure chapters. Any remaining
  Madness points are carried over
  into the next chapter or adventure.
  The Barricades (d66)
  ~ 11 ~
  In the distance, 3d6 red goblins
  chase a frantic woman, gleefully
  cackling as they run. They don't see
  you. You may avoid them or choose
  to help the woman. Red Goblin.
  Level 4 minion, normal treasure,
  morale -1. Reactions (d6): 1 flee if
  outnumbered, 2-3 bribe (30 gp each),
  4-6 fight.
  ~ 12 ~
  Ahead, 2d6+3 orcs lay on the
  ground around a low burning fire.
  They are all asleep and snoring
  loudly. To sneak by them, each
  character must make a level 3
  stealth save. Rogues and halflings
  add +L. If any character fails the
  save, the orcs will wake up.
  Sleeping Orc. Level 5 minion,
  normal treasure and morale. If you
  choose to attack them,  you may
  attack for 2 full turns before the
  sleeping orcs are ready to respond.
  Reactions (d6): 1-3 bribe (30 gp each
  or a flagon of wine), 4-6 fight.
  ~ 13 ~
  At this dirt barricade, 2d6+2 hairy
  hobgoblins squat around a red
  glowing fire. They have not noticed
  you yet. To sneak past them, each
  character must make a level 3
  stealth save or be spotted. Rogues
  and halflings add +L to the roll.
  Hobgoblin Grunt. Level 5 minion,
  normal treasure and morale.
  Hobgoblin grunts wield poisoned
  blades. Characters wounded by
  them must save versus level 4
  poison or lose 1 additional life. In
  addition, any character receiving 3
  or 
  more 
  wounds 
  from 
  the
  poisoned blades suffers a non
  cumulative -1 modifier to Attack
  and Defense rolls. A Blessing will
  cure the poison. Reactions (d6): 1
  sound alarm, 2-3 bribe (30 gp each),
  4-6 fight.
  ~ 14 ~
  Chained to a hewn log post is a
  large moss troll, gnawing away on
  a rotten shank of meat. Roll (d6):
  1-3 he spots you, breaks free of his
  chains and attacks, 4-6 he spots
  you then sits down scratching his
  head in bewilderment.
  
  65
  Large Moss Troll. Level 8 Boss
  plant, 7 life, 2 treasure rolls, 2
  attacks, normal morale. The troll
  regenerates 1 life point at the end
  of each turn, unless the damage
  has been inflicted by a spell, fire,
  acid or magic weapon. If a
  character attacking a moss troll
  rolls a 1, the weapon gets stuck in
  the moss and the character must
  use his next turn to recover it.
  Reaction: see above.
   ~ 15 ~
  A longhaired orc captain wielding a
  massive stone club and d6+3  nasty
  looking orc sentinels approach.
  Orc Captain. Level 8 Boss, 5 life,
  normal treasure, morale +1, 2
  attacks. Reactions (d6): 1 trial of
  champions, 2-3 bribe (120 gp), 4
  sound the alarm, 5-6 fight.
  Orc Sentinels. Level 5 minion,
  normal treasure and morale. When
  led by an orc captain, they add +2
  to their morale rolls until the
  captain is defeated.
  ~ 16 ~
  Behind a vacant barricade, you find
  a Potion of Healing with its wax
  stopper missing. You will not be
  able to carry this potion without
  spilling it. However, there is a 2 in
  6 chance that you kept an empty
  bottle or other small container and
  can bottle up this potion. If not, you
  must drink it now, or throw it away.
  It's not safe to rest here.
  ~ 21 ~
  In the dark, you stumble into a
  large depression in the muddy
  ground filled with a group of dead
  orcs. Roll d6. On a 1-3, one of the
  orcs is still alive and you may
  interrogate him by rolling a level 5
  interrogation save. Witch hunters
  add +L, rogues and assassins add
  +2, rangers add +1. If successful,
  you find 1 Clue.
  ~ 22 ~
  You find a dug-out trench. It’s
  unoccupied, and you may rest here
  for a moment. If you do so, roll d6.
  On a 1-2, 2d6 orc soldiers will pass
  this way and you must play the
  encounter described below. On a
  
  66
  3-6, all your characters recover 1
  life, 1 spell, and 1 ability use (such
  as the barbarian’s rage or the
  halfling’s luck).
  Orc Soldiers. Level 5 minion,
  normal treasure, morale +1. These
  orcs fight in a tight formation using
  spears and pikes. On a Defense roll
  of 1, the defender is hit by a pike
  attack from an orc in the rear and
  loses 1 additional  life. Once the
  orcs do not outnumber the
  characters, they lose this ability.
  Reactions (d6):  1-2 sound the alarm,
  3-4 bribe (40 gp each), 5-6 fight.
  ~ 23 ~
  Thick clouds roll in over the
  barricades, and it begins to rain,
  extinguishing most of the barricade
  fires. You may choose to skip your
  next 2 rolled paragraphs. However,
  there is a 1 in 6 chance of lightning
  striking 
  a 
  random 
  character,
  causing them to lose 2 life. Wizards
  may cast Lightning Bolt and druids
  may cast Lightning Strike to
  channel the electricity and avoid
  the lightning strike.  You may also
  cast Alter Weather and avoid all the
  effects in this paragraph.
  ~ 24 ~
  You hear the loud cries of a man
  being viciously whipped by d6+3
  grizzly looking orcs. You can
  attempt to rescue the man, or
  sneak past. To sneak past, each
  character must make a level 3
  Stealth save or be spotted. Rogues
  and halflings add +L. Characters in
  heavy armor roll at -1.
  Orc Slavers. Level 5 minion, normal
  treasure and morale. Orc slavers
  wield vicious whips. On a Defense
  roll of 1, the defender takes no
  damage but is disarmed, and must
  use a turn to pick up the weapon
  or draw another weapon. Reactions
  (d6): 1-2 sound the alarm, 3-4 bribe
  (20 gp each), 5-6 fight.
  ~ 25 ~
  A random character covers their
  ears with their hands and begins to
  shake. Loud wicked laughter is all
  that they can hear, deep within
  their mind. The character must
  save versus level 5 mental shock or
  receive 2 madness. Wizards add +
  L, elves +1/2 L. Barbarians must
  make an additional save versus
  level 3 fear or suffer -1 to Attack
  rolls on next encounter.
  ~ 26 ~
  Next to a crackling fire pit, d6+2
  orcs squabble over a large, scantily
  clad female orc. The orcs don’t
  notice you. To sneak by, each
  character must make a level 2
  
  67
  Stealth save or be spotted. Rogues
  and halflings save automatically.
  If you defeat the orcs, the female
  will flee, and there is a 2 in 6 chance
  she will Sound the Alarm.
  Orc Pikemen. Level 5 minion,
  normal treasure and morale. The
  orc pikemen deal 2 wounds on a
  successful attack. Reactions (d6): 1-3
  bribe (30 gp each), 4-6 fight.
  Orc Female. Level 3 minion, normal
  treasure, morale -1.
  ~27~
  You cast the fire spell towards the
  ceiling above, and instantly all the
  webbing covering the room bursts
  into flames. Every character must
  save versus level 6 fire or lose 3 life.
  Fire-based characters are not
  affected, fire elves add +½ L to their
  save.
  You then hear a loud shriek and a
  large spider drops from the ceiling
  and crawls towards you.
  Large Spider. Level 9, life 8, Boss,
  treasure +1, 2 attacks, never tests
  morale. Characters wounded by
  the spider must save versus level 3
  web or forfeit their next action
  round. Reaction: always fight to the
  death.
  The Elfsteel shirt is a suit of +2 light
  armor. Once you have defeated the
  Large Spider, turn to chapter 3.
  ~ 31 ~
  In the thick mud, you find a glass
  flagon of red ale. It’s safe to drink
  (counts as 1 food ration), but it can
  be used to bribe one group of orcs
  that you encounter. You don't need
  to roll reactions if using this ale to
  bribe orc minions. It is always
  successful.
  ~ 32 ~
  This 
  crumbling 
  barricade 
  is
  deserted. You may rest for a
  moment. If no one passes this way,
  all characters will recover 1 life
  point, 1 spell and 1 ability. If you
  stop to rest, there is a 3 in 6 chance
  that 2d6 orcs will pass. If they do
  pass by, each character must make
  a level 4 stealth save to hide or be
  spotted. Rogues and halflings add
  +L. If one character fails the save,
  you will have to face the orcs.
  Orc Infantry. Level 4, normal
  treasure, morale +1. For every 2
  infantry killed, the remaining fight
  as if they were 1 level higher. This
  level increase continues until all
  orcs are defeated. Reactions (d6):
  1-3 sound the alarm, 4 bribe (40 gp
  each), 5-6 fight.
  
  68
  ~33~
  There is no one at this makeshift
  guard post. Up against a leaning
  wall, you find a moldy weapon rack.
  You may choose to find any
  standard weapon you may need
  (one weapon per character).
  ~ 34 ~
  Up ahead, you hear the heavy clang
  of metal against metal as 2d6 orcs
  practice fighting maneuvers. They
  haven’t noticed you yet. To sneak
  by them, each character must
  make a level 3 Stealth save. Rogues
  add +L, halflings add +1.
  Orc Soldiers in training. Level 5
  minion, normal treasure, morale
  +1. These orcs fight in formation.
  On a Defense roll of 1, the defender
  suffers an additional attack by
  another orc in the formation. This
  ability is ignored if the orcs do not
  outnumber the characters.
  Reactions (d6): 1-2 sound the alarm,
  3-4 bribe (30 gp each), 5-6 fight.
  ~ 35~
  You rest for a moment. You may
  recover 1 Life for one character.
  ~ 36 ~
  The slippery mud in front of you
  shifts and gathers into a huge mass
  that stands upright.
  Putrid 
  Muck. 
  Level 
  6 
  Weird
  Monster, 8 life, no treasure, normal
  morale. The putrid muck has a 3 in
  6 chance of surprising your party.
  When it is hit by slashing weapons,
  it divides. Each segment receives
  half of its remaining life points,
  rounded down, and must be fought
  as a separate monster. Segments
  will separate again if hit with a
  slashing weapon. Reaction: always
  fights to the death.
  ~37~
  The character reaches into the web
  for the Elfsteel chainmail shirt and
  becomes trapped in the web. To
  break free, he needs the help of
  two other characters and 2 turns of
  time. While helping the stuck
  character, the two friends may not
  perform any other action.
  A large spider drops from the
  ceiling and crawls towards you.
  Large Spider. Level 9 Boss, life 10,
  treasure +1, 2 attacks, never tests
  morale. Characters wounded by
  the spider must save versus level 3
  web or forfeit their next action.
  Reaction: always fight to the death.
  Defeating the spider, you  may take
  
  69
  the Elfsteel shirt, a suit of +2 light
  armor (total Defense bonus +3).
  Once you have defeated the spider,
  turn to chapter 3.
  ~ 41 ~
  Between two barricades, you find
  a fire elf lying dead on the ground.
  His left hand has been severed
  from his arm. Clenched in his right
  hand, 
  you 
  find 
  a 
  piece 
  of
  parchment. You find a Fireball
  scroll or 1 clue (your choice).
  ~ 42 ~
  Out of the darkness, 2d6+4 orc
  warriors approach. Roll a 1 in 6
  chance that they are led by an orc
  captain.
  Orc Warriors. Level 5 minion,
  normal treasure and morale. If led
  by a captain, they get +2 to morale
  rolls until the captain is defeated.
  Reactions (d6): 1-3 bribe (30 gp each
  plus 150 gp for the captain), 4-5 fight,
  6 trial of champions.
  Orc Captain. Level 8 Boss, 5 life,
  normal treasure, morale +1, 2
  attacks.
  ~ 43 ~
  Two loud, large armor-clad orcs
  move towards you.
  Armored Orc Captains. Level 8
  Bosses, 5 life, normal treasure,
  morale +1, 2 attacks. These two
  orcs charge on their first attack.
  Only an exploding Defense result
  may block their charge. Reactions
  (d6): 1 trial of champions, 2-3 bribe
  (100 gp each),  4-5 fight, 6 fight to the
  death.
  ~ 44 ~
  Suddenly, a character in the back
  of the marching order is lassoed by
  a rope and pulled violently to the
  ground by an orc wielding a leather
  noose on a long pole. He is
  accompanied by 2d6 other orcs,
  who 
  all 
  laugh. 
  The 
  lassoed
  character loses 1 life and remains
  bound until the end of the
  encounter, unable to fight. If you
  run from this encounter, the
  lassoed character dies. If your party
  bribes the orcs, the lassoed
  character will be freed.
  Orc Noosemen. Level 5 minion,
  normal treasure and morale. On a
  Defense roll of 1, a character is
  caught by a noose and must use his
  next turn to break free. Reactions
  (d6): 1-3 bribe (30 gp each), 4-5 fight,
  6 fight to the death.
  ~ 45 ~
  A strong wind suddenly whips
  through the barricades causing all
  the fires to burn brighter. On your
  next 2 attempts to sneak, your
  characters will have a -1 on stealth
  
  70
  saves. Druids may cast Alter
  Weather to cancel the effects of this
  event.
  ~ 46 ~
  You find an escaped prisoner
  hiding behind some barrels. The
  prisoner tells you that he escaped
  the fortress and is trying to make
  his way home. There is a 2 in 6
  chance he gives you a half-full
  Potion of Healing before he
  scrambles off on his own. The half-
  full potion heals 3 life points.
  ~47~
  Slowly, you make your way through
  the webbing, chopping as you go.
  Before too long, you begin to see
  movement from up above. In the
  darkness, near the ceiling, several
  red eyes stare back at you.
  Suddenly, a huge spider drops
  from the ceiling and crawls towards
  you.
  Large Spider. Level 9 Boss, life 10,
  treasure +1, 2 attacks, never tests
  morale. Characters wounded by
  the spider must save versus level 3
  web or forfeit their next turn.
  Reaction: always fight to the death.
  On defeating the Large Spider, you
  will find the Elfsteel shirt, a suit of
  +2 light armor (total Defense bonus
  +3). Once you have defeated the
  Large Spider, turn to chapter 3.
  ~ 51 ~
  Thick plumes of noxious gas from
  a burning tar pit fill the air. Each
  character must save versus level 4
  gas or lose 1 life. Golems, undead
  and other characters that do not
  breathe are unaffected. Halflings,
  barbarians, ogres and trolls add +1.
  ~ 52 ~
  From up ahead, a drunk orc
  stumbles your way. You may avoid
  him or interrogate him. To do so,
  roll a L5 interrogation save. Witch
  hunters add +L, warriors add +1,
  paladins +2. Add +3 if you offer him
  a flagon of ale. If successful, you
  gain 1 Clue.
  If you want to fight the drunk orc,
  consider him a Level 2 minion with
  no treasure and normal morale.
  
  71
  ~ 53 ~
  Ahead, 4d6 orcs eat at a large table.
  They have not noticed you yet and
  can be easily avoided. To sneak by,
  roll d6 once for the entire party. On
  a 1 or 2, you have been spotted and
  the orc workers will Sound the
  Alarm. On a 3+, you sneak past
  them. Add +1 if you have a rogue
  in the first two positions of the
  marching order. Subract -1 if you
  have one or more characters in
  heavy 
  armor 
  OR 
  any 
  large
  character (ogre, troll, etc).
   Orc Workers. Level 3 minion,
  treasure: food, morale -1. Reactions
  (d6): 1-2 flee, 3-4 bribe (5 gp per
  character), 5-6 fight. If you defeat
  the orcs, you may gather 1 food
  ration per orc (maximum 10) from
  the table.
  ~ 54 ~
  You find a small satchel of herbs on
  the 
  ground. 
  Any 
  alchemist,
  conservationist, assassin or wizard
  will recognize this as 2 doses of
  medicinal herbs. Each dose heals 2
  life points and may be sold for 5 gp.
  If you do not have the above
  classes in your party, you may pick
  up the herbs to sell them later but
  you may not use them.
  ~ 55 ~
  This barricade appears unoccupied.
  Upon further inspection, you find
  an unlocked hatch door. The door
  leads down into a bunker below. If
  you decide to enter the bunker, use
  the Minidungeon rules on p.13.
  
  72
  ~ 56 ~
  A large leather-winged creature
  swoops down from the sky and
  tries to grab a random character. If
  the character is a troll or ogre, he
  may 
  fight 
  off 
  the 
  creature
  performing a single Attack roll
  against level 7. A character with
  Danger Sense and a ranged
  weapon or spell may do the same
  using his ranged weapon or any
  spell that inflicts damage, but not a
  spell cast from a scroll (as there’s
  no time to read). If the creature is
  fought off, it disappears. If it is not
  fought off, it will grab the character.
  The character will manage to break
  free while being lifted into the air,
  and will fall taking d3 damage.
  Rogues, swashbucklers and elves
  reduce this falling damage by 1.
  ~ 61 ~
  3d6 filthy little goblins are roasting
  a small dog over a fire. One of them
  notices you.
  Goblin Cutthroats, Level 4 minion,
  normal treasure and morale. As
  long as the goblins outnumber the
  party, when the goblins attack the
  characters make Defense rolls
  against level 5. Reactions (d6): 1-2
  sound alarm, 3-4 bribe (1 food and
  20 gp each), 5-6 fight.
  ~ 62 ~
  It begins to hail, an uncommon
  occurrence in this region. Dark
  sorcery is in the air tonight! Roll a
  d6 for each character. On a 1, the
  character loses 1 life. Barbarians do
  not take damage but must save
  versus level 4 fear or suffer -1 to all
  Attack 
  rolls 
  on 
  their 
  next
  encounter. Druids, rangers and
  ice-based characters do not take
  damage. A character with an
  indestructible magic shield will
  take no damage. Characters with
  normal shields may opt to destroy
  the shield to avoid the damage.
  ~ 63 ~
  You see a heavily armored orc
  captain holding a smaller orc up by
  the throat. There are d6+4 orc
  guards accompanying him. To
  sneak by, each character must
  make a level Stealth 3 save. Rogues
  and halflings add +L.
  Orc Captain. Level 7 Boss, 6 life,
  normal treasure, morale +1, 2
  attacks. Reactions (d6): 1 trial of
  champions, 3-4 bribe (130 gp), 5-6
  fights.
  Orc Sentinel. Level 5 minion,
  normal treasure and morale. If led
  by a captain, they have +2 to their
  morale 
  until 
  the 
  captain 
  is
  defeated.
  
  73
  The orc held up by the captain,
  Grubech, will not fight but will
  cower in a corner. If you defeat the
  captain in  4 or fewer turns, he will
  be so impressed by your prowess
  that he will ask to join the party in
  exchange for food.  Grubech is a
  Level 2 warrior with light armor,
  hand weapon and shield. In any
  other case, Grubech will flee.
  ~ 64 ~
  The round barricade is empty
  except for three locked wooden
  crates. See rules for picking locks
  (4AD, p. 63, the locks are Level 3).
  You may search the crates. Roll on
  the Barricade Search Table once
  per crate. Each crate has a 2 in 6
  chance of being rigged with a trap
  (if so, roll on the Barricade Trap
  Table).
  ~ 65 ~
  A dwarf in black leather warily
  approaches 
  your 
  party 
  and
  introduces himself as Tulan. He
  tells you that he’s making his way
  into the fortress and asks to join
  you. You may allow the dwarf to
  join. He receives an equal portion
  of all spoils. Tulan, Level 4 dwarf,
  life 9, Attack +4 (+0 with ranged
  weapons), Defense +1 (light armor).
  Tulan will leave the party after you
  enter the fortress. If you roll this
  encounter a second time, reroll.
  ~ 66 ~
  You hear the heavy sound of drum
  cadence and the marching of
  numerous feet. Ahead you see a
  platoon of 4d6+8 orcs marching.
  There’s a 5 in 6 a chance that they
  haven’t spotted you yet. If they
  haven’t spotted you, you may
  ignore them.
  Orc Soldiers. Level 5 minion,
  normal treasure, morale +1. They
  fight in formation: on a Defense roll
  of 1, the defender loses 1 additional
  life from another soldier in the
  formation. This effect is negated if
  the orcs do not outnumber the
  party.  Reactions (d6): 1-3 bribe (30
  gp each), 4-6 fight.
  Ending the Chapter
  You have obtained all the barricade
  keys and finally make your way
  towards the fortress. As you
  approach, you notice a large hole,
  covered by spider webs, in a side
  wall. This must be the spider den
  Gordashi told you about! You crawl
  down into the dank hole, careful
  not to become entangled in the
  sticky webs. You arrive in a large
  room, and at the back of the room
  is a massive spider web littered
  with the remains of small animals,
  a goblin, and what appears to be
  
  74
  the remains of a halfling. As the
  light from your lantern brightens
  the scene, you notice the halfling
  corpse is wearing a brilliant Elfsteel
  chainmail shirt. Taking in the details
  of the room, you realize that you
  cannot see the ceiling above, as it
  is covered in thick webs. You have
  a few different options to consider.
  Select one of the three choices
  below, and go to its appropriate
  numbered paragraph entry, in this
  chapter. Do not read them before
  making your selection.
  1    You may attempt to burn away
  the webs with any fire spells, such
  as a Fireball. Go to ~27~
  2     You may attempt to retrieve the
  Elfsteel chainmail shirt from the
  web. Go to ~37~
  3  You may further inspect the
  room by cutting your way through
  the webs. Go to ~47~
  Calculating XP
  After completing chapter two,
  each surviving character gains 1
  XP roll, in addition to the
  standard 1 XP roll per Boss or
  Weird Monster and 10 minion
  encounters (roll at -1 for XP from
  minions).
  Barricade Secrets
  A Hidden Potion. You find a
  hidden Potion of Healing. You may
  use it immediately.
  By Stealth. You know a way to
  pass by without being seen. You
  may use this to skip any one
  encounter or to automatically
  succeed in a Stealth save for all the
  party.
  The Hog Caller.  You know a secret
  hog call. You can bribe one group
  of War Boars without rolling their
  reactions one time. This may not be
  used on war boars that are used as
  mounts.
  The Good Stuff. You find a flagon
  of wine. You may use the flagon to
  bribe one group of orcs without
  rolling their reactions.
  Night Flight. You know how to
  predict the arrival of the large
  leather-winged creature. You may
  avoid the creature on its next attack.
  The Forecaster. You can predict
  the weather. You may ignore any
  effects for the next weather event
  encountered (e.g., hail, lightning
  storm, wind, etc.).
  
  75
  …You crawl down into the dank hole, careful not to get
  entangled in the sticky webs. This must be the spider den
  Gordashi told you about…
  
  76
   Barricade Alarm Table (d6)
  1 No other orcs are close enough to hear the alarm.
  2 A Large Orc Brute approaches. Level 7 Boss, 6 life, 2 treasure rolls,
  normal morale, 2 attacks. Reactions (d6): 1-3 bribe (150 gp) 4-5 fight, 6
  fight to the death.
  3 2d6 Orc Guards arrive. Level 5 minion, normal treasure and morale.
  Reaction: always fight.
  4
  d6+2 mounted orc guards come racing towards you. Level 6 minions,
  normal morale and treasure, 2 attacks due to the War Boar’s attack.
  Reaction: always fight.
  5
  You hear the screeching of 2d6+2 goblins warriors as they approach.
  Goblin Warriors Level 4 minion, normal treasure and normal morale.
  Reaction: always fight.
  6
  An orc captain arrives. Roll a 2 in 6 chance he's accompanied by d6
  Orc Sentinels, who will have +2 to morale rolls until the captain is
  defeated.
  Orc Captain. Level 8 Boss, 5 life, normal treasure, morale +1, 2
  attacks. Reactions (d6): 1-3 bribe (140 gp), 4-5 fight, 6 fight to the death.
  Orc Sentinel. Level 5 minion, normal treasure and morale. If 2 or
  more orc sentinels are together, they will fight in formation. For every
  orc sentinel killed, there is a 3 in 6 chance the attacking character will
  lose 1 life from another sentinel in the formation.
   Barricade Search Table (d6)
  1-2 Your search has triggered a trap! Roll on the Barricade Trap Table.
  3-4  You find nothing. Roll for Wandering Monsters.
  5-6 You find 1 Clue or a random Barricade Treasure, you choose.
  
  77
  Barricade Treasure Table (d6)
  1 You find a pouch with 2d6x10 gp.
  2 You find a gem worth 3d6x10 gp.
  3 You find a Potion of Healing
  4 You find 2d6x10 gp and 1 scroll with a random basic spell from Four
  Against Darkness or Wayfarers and Adventurers.
  5
  Magic armor. Roll d6: 1-2 light armor, 3-4 heavy armor, 5-6 robe.
  The robe can be worn by any human sized character who does not
  wear any armor. All these armor types have a +1 magic bonus to
  Defense rolls.
  6 You find a magic weapon with a +1 bonus. Roll (d6): 1-2 light slashing
  weapon, 3-4 crushing weapon, 5-6 ranged weapon of your choice.
  Barricade Trap Table (d6)
  1
  A dart (level 3) attacks a random character inflicting 1 wound on a
  failed save. Rogues and assassins save at +L. In addition, any
  character hit must save vs level 3 poison or be weakened (-1 to Attack
  and Defense rolls on the entirety of the next encounter). A Blessing
  will remove the weakness.
  2
  Spring-loaded blade (level 3) attacks a random character, dealing 2
  wounds on a failed save. Rogues, swashbucklers and assassins add
  +L, halflings and barbarians add +1/2 L, rounded down to the save.
  3
  Noxious fumes (level 4) attack all characters, inflicting 1 wound on a
  failed save. Any character failing their save will have blurry vision and
  won’t be able to use  ranged attacks or scrolls for the next encounter.
  4
  Electric shock (level 4) attacks the first 2 characters in the marching
  order, inflicting 2 wounds on a failed save. Barbarians, ogres, trolls
  and dwarves add  +1/2 L, rounded down, to the save.
  5
  Exploding shrapnel (level 3) attacks 3 random characters, inflicting 1
  wound on a failed save. Halflings may reroll the save but receive 2
  wounds if they fail. Rogues and assassins add +L to the save.
  6
  Spikes from the ground (level 3) attack the character at the rear of
  the marching order, inflicting 2 wounds on a failed save. Rogues and
  assassins add  +L, barbarians add +1/2 L rounded down to the save.
  
  78
  ~ Chapter Three ~
  Ihe Fortress
  The large arachnid lets out a loud
  hiss and falls lifeless to the floor.
  The dust and cobwebs finally clear
  and you discover an iron door near
  the back of the room. Upon closer
  inspection, you see that it is
  unlocked. You have found a way
  inside of the fortress!  It appears
  that the door has not been opened
  in a very long while. The  orcs must
  have been aware of the large spider
  and left this room alone. This will
  be a safe place to settle in and rest
  for the night, as tomorrow you will
  need all your strength. Your party
  sleeps through the day and wakes
  as the sun begins to set again. You
  prepare yourselves and approach
  the old iron door. With some force,
  it opens. Good luck!
  Before You Begin
  After resting, all characters’ life,
  spells, and abilities are fully
  restored. If your party has any
  hirelings or animal companions,
  they are also fully healed.
  Using the Fortress Map
  Chapter three uses programmed
  dungeon maps (pages 82 and 83)
  with numbered locations. Decide
  which room you want to move to,
  and then read its corresponding
  numbered entry paragraph. Use
  the Four Against Darkness rules for
  closed 
  doors. 
  When 
  moving
  through an area you've already
  visited, roll a 1 in 6 chance of
  meeting wandering monsters in
  every numbered location. Roll on
  the Fortress Wandering Monster
  Table to determine which monster
  you encounter.
  Only read the entry for the room
  when you enter it or when you are
  instructed to read.
   Your party enters the the dungeon
  on the Fortress Map 1st Floor (page
  82) on section number 1.
  
  79
  Objective
  Your main objective is to locate and
  rescue 
  the 
  prisoners 
  from
  somewhere inside the fortress and
  make your way back to the rangers’
  hidden cave. You must rescue at
  least one prisoner, and safely
  escort them to the rangers' camp,
  to complete the chapter.
  Searching and Secrets
  Rooms and corridors may only be
  searched if instructed to do so by
  the numbered entry. You may
  spend 3 Clues to learn a Secret
  from the Fortress Secret Table. You
  may also learn Secrets from any
  Four Against Darkness book you
  own.  Fortress Secrets may only be
  used inside the fortress.
  Sound the Alarm
  While making your way through the
  fortress, there is a chance that
  some monsters will sound the
  alarm (it’s one of their reactions).
  When the alarm is sounded, roll on
  the Fortress Alarm Table. You must
  fight the encountered monsters
  that sounded the alarm, in addition
  to the alerted monsters, at the
  same time.
  Rescuing Captives
  Captives you rescue will need to be
  escorted out of the fortress with
  you. The captives will fight as per
  their descriptions. It is possible to
  temporarily leave captives in one
  room of the fortress and return for
  them when it is safe to proceed.
  You must return to the rangers’
  cave with at least one captive alive
  to complete this chapter. If you
  have any surplus armor, of any
  type, you may give it to the captives
  to raise their Defense rolls. Each
  prisoner has a profile, see the
  Fortress Prisoners paragraph.
  Cleared 
  Rooms 
  and
  Wandering Monsters
  While adventuring through the
  fortress, 
  you 
  may 
  need 
  to
  backtrack through a room or
  corridor that you have already
  cleared. If so, you do not have to
  read 
  the 
  room’s 
  paragraph.
  However, you still must roll a 1 in 6
  chance of encountering Wandering
  Monsters 
  from 
  the 
  Fortress
  Wandering Monster Table. Roll
  once per room that you already
  visited.
  
  80
  Going room to room through the fortress, Kordall comes upon
  a chamber filled with the stench of death.
  
  81
  Opening Doors
  and Sneaking
  On the fortress map, there are
  rooms and corridors with or
  without doors. You do not have to
  enter rooms or corridors that have
  a door unless you choose to do so.
  Use the core Four Against Darkness
  rules for doors. If a room or
  corridor has no door, you may
  attempt to sneak past the opening,
  avoiding any encounter it may
  contain. However, do not read the
  room’s entry until you choose to
  enter the room. To sneak by any
  open room or corridor, each
  character must make a level 4
  Stealth save. Rogues, assassins,
  and halflings add +L to save. Elves
  add +1. If any character fails their
  save, you must play the contents of
  the room or corridor as if you
  entered it.
  
  82
   Fortress Map  1st Floor
  82
  
  83
   Fortress Map  2nd Floor
  83
  
  84
  Numbered Fortress
  Entries
  1    With a hard push, the thick
  metal door slowly opens into one
  end of a long corridor. Torches
  mounted to the wall flicker, casting
  shadows all around. Chumak, a fat
  orc, leans up against the wall,
  asleep at the far end of the
  corridor. There's a 3 in 6 chance of
  him waking if one or more
  characters fail a Level 4 Stealth save
  (rogues and assassins add +L,
  halflings add +1, characters in
  heavy armor subtract -2). An
  assassin who succeeds the stealth
  save may also opt to attack the
  sleeping orc at +L. A rogue who
  succeeds the save may also
  attempt another Stealth save to
  steal the orc’s treasure without
  waking him up.
  Chumak, Level 6 minion, normal
  treasure and morale.
  Reactions (d6): 1-2 goes back to sleep,
  3 bribe (80 gp), 4 fight, 5-6 sound the
  alarm.
  2    Several mice scatter from the
  lantern light as you enter this small
  dusty room. There are four empty
  barrels, and an old iron chest firmly
  bolted to the flagstone floor. The
  chest is locked (level 5). There's a 3
  in 6 chance it's trapped. If  it’s
  trapped, deal with the trap first,
  then roll on the Fortress Treasure
  Table.
  3   The sound of water dripping
  echoes up from a deep well in the
  center of the room. A braided
  leather rope descends down from
  a rusty winch. If you choose to
  winch up the bucket, roll d6 and
  then go to 22.
  4  The stench in this room is
  unbearable. You see a massive iron
  holding cage with three captives
  (select them from the list on page
  101). They are covered in filth and
  wearing  rags. The cell doors cannot
  be picked or bashed in. To open
  them, you need the key. From
  inside the cage, a prisoner says
  "Hurry! It won't be long before the
  guards return." If you choose to
  wait and try to get information
  from the captives, first roll on the
  Fortress Wandering Monster Table,
  then go to 23.  When you return
  with the PRISONKEY to free the
  prisoners, go to 34.
  5    As you step into this room, you
  see 2d6 orc slavers. They have a 2
  
  85
  in 6 chance of surprising you. In
  addition, there's a 2 in 6 chance
  they are led by Mongruff, a huge
  bugbear. If Mongruff is present and
  you choose to roll for reactions, use
  his reaction table, not the slavers’.
  Orc Slavers. Level 5 minion, normal
  treasure and morale. One of the
  orcs wields a net and on his turn
  will attempt to net one of the
  characters in the front of the
  marching 
  order 
  (randomly
  determine which). The character
  must Defend against a L5 attack or
  lose his next 2 turns.  Any netted
  character that is attacked is hit
  automatically. Reactions (d6): 1-3
  bribe (20 gp each), 4-6 fight.
  Mongruff. Level 8 Boss, life 7,
  normal treasure, morale +1, 2
  attacks. Reactions (d6): 1 trial of
  champions, 2-3 bribe (150 gp), 4-5
  fight, 6 fight to the death.
  6  The smell of rotting flesh
  permeates this room. Skunng, a
  large troll, shields its eyes from
  your light, then snarls and steps
  towards you.
  Skunng, Level 8 Boss, 8 life, normal
  treasure and morale, 2 attacks.
  Unless damaged by a spell, fire,
  acid or magic weapon, Skunng will
  regenerate 1 life point each turn.
  Reactions (d6): 1-3 bribe (2 food and
  100 gp) 4-5 fight, 6 fight to the death.
  7   This dusty room appears to have
  remained closed for a long time.
  Cobwebs hang from the walls and
  ceiling, 
  blanketing 
  everything.
  There's a large wooden chest
  against a back wall. The chest is
  locked (level 5, with a 3 in 6 chance
  of being trapped). If it’s trapped,
  deal with the trap first, then roll on
  the Fortress Treasure Table.
  8    You enter this large chamber,
  and the smell of sweet smoke fills
  your nostrils. Each character must
  save versus L4 poison gas or lose 1
  life (halflings and barbarians save
  at +1). Any character hurt by the
  gas has a 2 in 6 chance of having -2
  on Defense rolls until the end of the
  next combat encounter. A Blessing
  can cure this condition. A strange
  writing in what appears to be blood
  covers one of the walls. A wizard,
  elf, demonologist, conservationist
  or druid have a 3 in 6 chance of
  being able to read the strange
  writing. Each such character in the
  party may roll once separately. If a
  character manages to read the
  strange writing, go to 24. The room
  contains two moldy bookshelves, a
  round table with glass vials, and
  
  86
  scrolls. You may Search the room
  three 
  times, 
  once 
  for 
  the
  bookshelves (finding 1 Clue on a
  5+), once for the vials (finding 2
  Potions of Healing on a 4+), and
  once for the parchment (roll once
  on the Fortress Scrolls Table on a
  4+). If any roll is a 1, wandering
  monsters arrive immediately.
  9     2d6x3 orcs sit around a table,
  playing dice and drinking. They look
  up in amazement, not sure if you
  are actually there or if the grog is
  playing tricks on their minds. You
  may attack twice if you choose not
  to roll for their reactions. Drunken
  Orcs, Level 4 minion, normal
  treasure and morale. Reactions (d6):
  1-3 bribe (20 gp each or 1 flagon of
  ale), 4-6 fight.
  10   In this room an orc reaver,
  wearing a leather cowl and wielding
  two hand axes, stands at the ready
  grimacing at you. He grunts, "You
  die here."
  Glordorn, Level 8 Boss, 9 life,
  normal 
  treasure, 
  never 
  tests
  morale, 2 attacks. Glordorn is very
  resilient. Melee attack dice do not
  explode against him. Reaction:
  always fights to the death.
  If you take his treasure, roll a 3 in 6
  chance of finding a note discussing
  Harros Davanzu’s rings. If so, write
  the keyword THIRDRING on your
  play sheet. If you own The Three
  Rings supplement, you may use this
  keyword as 1 Clue towards the 3
  Clues needed to encounter an orc
  reaver in that book.
  
  87
  11    You enter this room, and the
  horrible smell makes you retch.
  You see a massive iron holding
  cage with three captives (select
  them from the list on p. 101). The
  cell doors cannot be picked or
  bashed in. To open them, you will
  need the PRISONKEY. From inside
  the cage a prisoner says, "Hurry! It
  won't be long before the guards
  return." If you choose to wait and
  try to get information from the
  captives, first roll on the Fortress
  Wandering Monster Table. Then go
  to 25.
  When you return with the key to
  free the prisoners, go to 34.
  12   You stand in front of a thick iron
  door with archaic etchings gouged
  into the wooden beam above it.
  Suddenly, a voice inside your head
  asks: "How many am I? Tell me, and
  I will let you pass."
  This door is sealed by a spell and
  cannot be bashed in, nor the lock
  picked. To proceed this way, count
  the number of triangles on the
  puzzle diagram above and turn to
  the entry corresponding to the total
  number of triangles. No cheating!
  If the text of the entry doesn’t say
  that you solved the puzzle, you fail
  and a party member of your choice
  loses 1 Life to a magic blast from
  the door. You can try again until
  you solve it or give up.
  "How many am I? Tell me, and I will let you pass."
  
  88
  13 In this small room, dust and
  cobwebs fill the air. In the back, you
  find an old wooden shelf containing
  five glass bottles. Three are empty,
  and two contain liquid. Roll a d6
  once for each bottle. On a 4+, it’s a
  Potion of Healing or a Mixture of
  Sleep (it may be thrown as a ranged
  attack; if it hits, it works as a Sleep
  spell cast by a level 1 wizard), your
  choice.
  14     There are 2 big orcs in this
  room; Grud and Bruum, both
  wearing armor and carrying spiked
  shields. Grud wields a heavy battle-
  axe, and Brum uses a flail.
  Grud. Level 8 Boss, 5 life, normal
  treasure, morale +1, 2 attacks.
  Reactions (d6): 1 trial of champions,
  2-3 bribe (140 gp), 4-5 fight, 6 fight to
  the death.
  Bruum. Level 7 Boss, 6 life, normal
  treasure, morale +1, 2 attacks.
  Spiked shields inflict 1 extra
  damage on a Defense roll of 1, if
  the defenders do not have a shield
  themselves.
  If you defeat the orcs, there’s a 2 in
  6 chance you discover something
  in this room. If you do find
  something, go to 27.
  15    You've entered the fortress
  armory. There are several armor
  racks with light and heavy armor,
  and a weapon rack with swords,
  axes, and spears. You may take any
  weapon you desire (1 weapon per
  character).
  16    In this room you see three
  unconscious orcs, bandaged and
  laying on cots. Gibjub, a small
  goblin healer with bloody hands,
  quickly begins to make his way
  towards the door. If you have a
  Sleep spell, a bola, a boomerang
  (Wayfarers and Adventurers p.55), or
  a net (see the appendix in this
  book), you may subdue Gibjub
  before he escapes, performing an
  attack versus his level (5). If Gibjub
  escapes, there’s a 3 in 6 chance he
  Sounds the Alarm. If you subdue
  Gibjub, you may force him to heal
  2 wounds to each character.
  However, there’s a 3 in 6 chance of
  infection from the goblin’s filthy
  tools. Infected characters suffer a
  -1 to Attack and Defense rolls until
  the end of the next encounter. A
  Blessing will cure the infection. The
  unconscious orcs are all heavily
  injured – even if they are awoken
  by the sounds of combat, they will
  not be able to fight. Once they have
  dealt with Gibjub, or any other
  monsters brought to this room by
  
  89
  a sounded alarm, a single character
  may attempt to interrogate one of
  the wounded orcs ; roll versus level
  5 (paladins at +2, elves at +1, witch-
  hunters at +L). If you succeed, go to
  29.
  17   As you enter, 2d6 goblins scurry
  to grab their weapons.
  Goblin Assassins, Level 4 minion,
  normal treasure and morale. If they
  fight, they will throw smoke bombs
  with a free action before the melee.
  All characters must save vs. L4
  smoke, with halflings rolling at +1.
  Any character failing the save will
  be affected by the smoke and be
  unable to perform ranged attacks
  during this encounter and the next.
  Spells may be cast as normal.
  Reactions (d6): 1 flee if outnumbered,
  2-3 bribe (30 gp per goblin), 4 fight,
  5-6 sound the alarm.
  18     Before you open the door, you
  hear the sound of snorting and
  squealing pigs. The smell is
  overbearing. You have found the
  war boar breeding pens. Each
  character must save versus level 3
  nausea. 
  Druids, 
  trolls 
  and
  beastmasters roll at +1. If failed, the
  character has -1 to Attack and
  Defense rolls until the end of the
  next encounter. In the room you
  see fifteen large war boars, mostly
  sows, and piglets. Squirg, a huge
  war boar with blood-red eyes
  rushes through the gate. He and d6
  sows 
  approach. 
  Due 
  to 
  the
  presence of the piglets, the sows
  will fight to the death if a combat
  takes place, even if Squirg dies or
  flees.
  Squirg, Level 7 animal Boss, 5 life,
  no treasure, morale +1. A wounded
  character must save versus level 2
  gore (barbarians add +1) or lose 1
  additional life. Reactions (d6): 1-2
  bribe (2 food for himself and each
  sow) 3-6 fight (sows fight to the
  death). Sows are Level 6 minions,
  no treasure, never test morale.
  19  Torches mounted to the wall
  light this long hallway. The dirt floor
  is littered with bits of broken glass,
  straw, and rodent droppings. You
  hear something heading towards
  you. Roll on the Fortress Wandering
  Monster Table at +1.
  20  A slippery stone stairway leads
  to the floors above and below.  The
  stair going up is barred by a thick
  iron door. This must be the way to
  the upper ramparts and main
  entrance to the fortress. The door
  cannot be picked nor bashed
  
  90
  down. The stair leading down is
  open and takes you to 35 on the
  2nd Floor of the Fortress Map.
  21  There is a green stone altar
  covered in dried blood at the back
  of this room. Treat the altar as a
  Cursed Altar (4AD, p. 32). Beside
  the altar is a wooden treasure
  chest. If you open the box, go to 31.
  22    Roll d6: 1-3 the bucket contains
  water, 4-5 a stash of 2d6 x10 gold,
  6 2d6+4 Fortress War Rats, Level 4
  minion, no treasure, morale -1,
  Each character in melee with the
  rats must immediately save versus
  level 3 flea infestation (barbarians,
  druids and rangers add +1 to their
  save), or drop held items: weapons,
  shields or lantern. One turn is
  needed to pick them up. Reactions
  (d6): 1-3 bribe (2 food each), 4-6 fight.
  23  The captive tells you they are
  being forced to excavate the ruins
  below the fortress. However, they
  don’t 
  know 
  what 
  they 
  are
  excavating for. Gain 1 Clue.
  24   The strange script begins to
  make sense. It tells of an ancient
  relic that has been lost for
  hundreds of years. Gain 2 Clues or
  roll on the Fortress Scroll Table.
  25 The captive tells you there’s a
  secret passage out of the fortress.
  Once freed, he can lead you to it.
  26   You solved the puzzle! You hear
  the clank of metal gears turn and
  the low rumble of stone grinding
  against stone. The sealed door
  slowly opens, allowing you to pass.
  27
  Behind a loose stone in the
  wall, you find a vellum scroll. Roll
  on the Fortress Scroll Table.
  28  As you enter the room,
  Wulfnarg the Warlord yells in fury
  and charges at you. There is a 2 in
  6 chance that d6+1 battle orcs are
  with him.
  Wulfnarg, Level 10 Boss, 10 life,
  never tests morale, 2 attacks. Deals
  2 wounds with each attack. All elves
  defend at -3 against Wulfnarg.
  Every 3rd attack Wulfnarg makes
  will be a rage attack – the character
  targeted by the rage attack will
  have to defend against 3 separate
  attacks, dealing 1 wound each. The
  target of this attack must be
  randomly chosen from all available
  
  91
  targets. Reaction: Always fights to the
  death.
  Battle Orc. Level 6 Boss, 4 life,
  normal treasure, morale +2. Gain
  no XP roll for battle orcs, but count
  each as the equivalent of one
  encounter with minions (1/10 XP).
  Each time a battle orc is wounded,
  roll a 2 in 6 chance it will retaliate
  with an out of sequence attack
  against 
  the 
  character 
  who
  wounded him.
  If you defeat Wulfnarg, go to 33.
  29    The wounded orc tells you that
  a hidden passageway leads directly
  out of the fortress, then becomes
  unconscious. Gain 1 Clue.
  30    The captive tells you that you
  must get the PRISONKEY from the
  warlord.
  31     As you try to open the treasure
  chest, it opens up as a huge mouth
  filled with knife-like teeth.
  Treasure Maw, Level 7 weird
  monster, 7 life, 2 attacks, never
  tests morale, 2 treasure rolls +1.
  The treasure maw does not attack
  fleeing characters.  Reaction: always
  fight to the death.
  32   This room does not actually
  exist. How unfortunate for you to
  end up here! From out of the
  darkness, 
  your 
  mother-in-law
  attacks. Fight her like a medusa (4AD
  p.37). In addition, there will be 1
  medusa for every mother-in-law you
  have ever had. You must fight each
  of them separately, one at a time.
  33   Wulfnarg roars and falls to the
  ground. He looks up at you and
  says, "You fools, you know not what
  you have done! I and only I could
  hold back the great lich from
  destroying this world.” Wulfnarg
  spits out blood before continuing.
  “Mauldron is using the captives to
  excavate below the fortress, in
  search of an ancient relic, the Stone
  of Xultus. He needs it to summon
  the demon Massomous into this
  world. But I am smart and I did not
  let the captives excavate in the
  lower pits.” The warlord takes a last
  final breath and curses you before
  he dies. “Mauldron will avenge me!”
  Among Wulfnarg’s possessions is
  Elfripper, a magic two-handed
  battle axe +1/+3 vs elves (the
  wielder must succeed a level 3 will
  save or fight to the death all
  potentially hostile elves met), a suit
  of +1 heavy armor (total Defense
  bonus +3) and Potion of Healing.
  
  92
  Roll twice on the Fortress Treasure
  Table. 
  Write 
  the 
  Keyword
  WULFNARG on your play sheet.
  Return to either entry 41 or 44
  (based on which entry took you to
  this entry in the first place).
  34    With some force, the key turns
  in the lock and the cell door creaks
  open. Immediately one of the
  prisoners asks if you have the
  SKULLKEY. With the SKULLKEY, the
  prisoner will lead you to the hidden
  passageway out of the fortress.
  Sadly, the torturous imprisonment
  has 
  muddled 
  the 
  prisoners’
  memory, and they will need to be
  led room by room in the hope of
  them recollecting. However, they
  do 
  recall 
  that 
  the 
  hidden
  passageway is located on the lower
  2nd floor. To find it, you must go
  down to the 2nd floor and check
  the rooms. Each time you enter a
  room on the 2nd floor, roll 2d6. On
  a 9-12, the prisoner remembers the
  hidden door’s location, which will
  be found in the next room, even if
  it’s a room you've already checked.
  Once the hidden passageway is
  located, go to 41. On a  2 to 4, you
  must 
  roll 
  on 
  the 
  Fortress
  Wandering Monster Table. The
  monsters are now on alert. Add 2
  to the level and life points of all
  Boss or Weird Monsters. These
  
  93
  wandering monsters always attack,
  even if their listed reaction says
  otherwise.
  Refer to the Fortress Prisoner Table
  for the freed prisoner stats. If you
  have surplus weapons and armor
  to give them, they will assist in the
  fight to gain their freedom.
  Prisoners 
  without 
  armor 
  or
  weapons will not fight, but can be
  killed. Keep them safe!
  35     At the bottom of the stairs you
  surprise 2 orcs. Roll d6; on a 1-3,
  one of the orcs slips and falls down,
  forfeiting his next 2 turns.
  Orc Commanders. Level 8 Bosses,
  7 life, normal treasure, morale +1.
  On a Defense roll of 1, the orc will
  knock 
  down 
  the 
  defender.
  Knocked down characters forfeit
  their next turn to stand up.
  Reactions (d6): 1-3 bribe (120 gp), 4-6
  fight.
  36    The smell of burnt food fills
  this room. Boogum, a massively
  obese orc cook, is startled by your
  arrival and lets out a scream. From
  behind a wide curtained doorway
  steps out Brux, a greasy gray ogre
  wearing a stained apron and
  wielding a heavily notched cleaver.
  Boogum, Level 6 minion, no
  treasure, morale -2. If he fights, the
  cook immediately throws a large
  pot of hot gruel at you. The first 3
  characters in marching order must
  save versus level 3 scalding or lose
  1 life. Shield bearers save at +1.
  Brux, Level 8 Boss, 8 life, normal
  treasure, morale +1. Brux charges
  a random character in the front of
  your 
  marching 
  order. 
  That
  character’s first Defense roll is at a
  -2. Brux deals 2 wounds if he hits.
  Reactions (d6): 1-3 bribe (80 gp and
  3 food), 4-6 fight.
  
  94
  37  At the end of this long hall
  stands a massive iron door that is
  barred from the other side. There
  appears to be no latch to open it. It
  cannot be picked open or bashed
  down. This is a dead end! Roll a
  random trap.
  38   As soon as you enter this room,
  a gust of air extinguishes your
  lantern. The room is now pitch
  black! You must relight your lantern
  or fight at -2 to Attack and Defense
  rolls. If you have a magical light
  source, or one or more of your
  characters can see in the dark
  without penalty, skip the following
  monster stats – the creature will
  avoid your group, and not attack.
  The first 3 characters in your
  marching order are immediately
  attacked by something in the
  darkness. Each receives 1 wound.
  On every turn after the first, the
  lantern bearer rolls a d6 to attempt
  to relight their lantern. On a 1-3,
  the character fails to light the
  lantern this turn, and the party
  must continue to fight at -2. On a
  4-6, the lantern is relit and the party
  may fight as normal. The lantern is
  automatically relit after the fight
  ends.
  Tentacled Fiend, Level 9 demon
  Boss, life 7, 3 attacks, normal
  treasure, morale +1. As soon as the
  lantern is relit, each character must
  immediately save vs. L4 fear
  (wizards save at +1, paladins and
  necromancers save automatically),
  or forfeit their next turn. Reaction:
  always fights to the death.
  39    The stench of death permeates
  this room. As the light from your
  lantern pierces the darkness, you
  see 2d6 orc ghouls chained to the
  back wall. Behind them, there’s a
  large wooden chest set in a stone
  niche. If you want to open the
  chest, you must first defeat the orc
  ghouls. There is also a 3 in 6 chance
  that the chest is trapped. If so, roll
  on the Fortress Traps Table. Then
  roll on the Fortress Treasure Table.
  Orc Ghouls. Level 7 undead
  minions, no treasure, never check
  morale. Characters wounded by a
  ghoul must save versus level 3
  poison or be paralyzed, forfeiting
  their 
  next 
  round. 
  Paralyzed
  characters receive an automatic
  wound, if attacked. Elves are
  immune to this paralysis. Ogres,
  trolls, halfling and barbarians save
  at +1. Reactions: always fights to the
  death. If you retreat from this
  encounter, the orc ghouls will NOT
  attack you since they are chained
  to the wall.
  
  95
  40     In the middle of this chamber,
  you find a small stone altar with a
  pile of bones upon it. A faint mist
  begins to swirl around the room
  and a wraith materializes.
  Fortress Wraith. Level 5 undead
  Boss, 7 life, normal treasure, never
  tests morale. Each time a character
  is wounded by the wraith, they
  must save versus level 3 magic or
  lose a temporary level. A Bless Spell
  will restore 1 level. Characters who
  reach 0 level die and on their next
  turn they rise as fortress wraiths.
  Reactions: always fights.
  41   With a loud click,
  the SKULLKEY turns in
  the lock, and the door
  opens up into a long
  dark passageway. You
  have found the hidden
  passage that will lead
  you out of the Fortress!
  At the end of the
  passage, you come to the backside
  of a hidden cave mouth, far behind
  the fortress. If you do not have the
  keyword WULFNARG, and have not
  defeated Wulfnarg the Warlord, he
  will be here waiting for you. The
  Warlord yells in fury and charges at
  you. There is a 2 in 6 chance that he
  will be accompanied by d6+1 battle
  orcs.
  Wulfnarg Level 10 Boss, life 10,
  never tests morale, 2 attacks. Deals
  2 wounds. All elves make Defense
  rolls at -3 against Wulfnarg. Every
  3rd attack Wulfnarg makes will be
  a rage attack – the character
  targeted by the rage attack will
  have to defend against 3 separate
  attacks, dealing 1 wound each. The
  target of this attack must be
  randomly chosen from all available
  targets. Reaction: Always fights to
  the death.
  Battle Orc. Level 6 Boss, life 4,
  normal treasure, morale +2. No XP
  roll, but each Battle Orc counts as
  an encounter with a group of
  minions. Each time a battle orc is
  wounded, roll a 2 in 6 chance it will
  retaliate with an out of sequence
  attack against the character who
  wounded it. Reaction: always fights.
  If you defeat Wulfnarg, go to 33.
  If the room is clear of monsters, or
  after you have defeated the
  Warlord and the battle orcs, and
  you have at least one rescued
  prisoner with you, you have
  completed chapter 3. Write the
  keyword WULFNARG on your
  character sheet. Congratulations,
  you may now turn to chapter 4!
  
  96
  42    The door opens, and you see
  a dark figure leaping into a bright
  swirling portal and vanishing. The
  portal instantly closes behind the
  figure, and the room becomes
  quiet and still. You may Search the
  room twice but first, roll a d6. On a
  1-4,  roll on the Fortress Trap Table.
  43    The stone floor in this room
  begins to tilt down towards the
  back of the room. The first 3
  characters in your marching order
  must save versus level 5 balance or
  slip and slide down to the end of
  the room. Rogues, assassins,
  harlequins, 
  lutins, 
  and
  swashbucklers save at +L, elves +1.
  You then hear the sound of metal
  grinding on stone, as several sharp
  metal spikes descend from holes in
  the ceiling. Those who failed their
  balance save are trapped and must
  attempt to clamber back up from
  the lower part of the room. They
  must roll d6. On a 5-6, they have
  safely made their way back up.
  Barbarians and halflings  roll at +1.
  On each failed roll the character
  loses 1 life. Characters safely at the
  top of the room, with a rope, may
  assist the trapped characters,
  adding +1 to their climbing roll.
  44   Immediately upon entering this
  room roll (d6): if you roll a 1 or 2, go
  to 28. If not, continue reading. This
  large room is fairly clean and well
  maintained. In one corner is a large
  post bed. There are 3 smelly crates,
  a moldy weapons rack holding 3
  swords and a polished set of heavy
  armor, adorned with screaming
  faces (which you may take if you
  want), and a large oak table with a
  small ornate box, encrusted with
  dried elf eyes. It’s evident to you
  that whoever stays in this chamber
  is of high rank. You may search the
  three crates. Roll on the Fortress
  Treasure Table 3 times. There is a
  2 in 6 chance that each crate is
  trapped. Roll separately for each
  crate’s chance of being trapped. If
  trapped, roll on the Fortress Trap
  Table. If you choose to open the
  small ornate box, go to 51.
  45   The room is unoccupied, except
  for 8 empty cots. At the end of each
  cot is a small footlocker. Every
  locker has a level 4 lock and has a
  3 in 6 chance of a random trap. Not
  all lockers contain something of
  value. After you have opened one,
  roll a d6 for its contents: 1-3 empty,
  4-5 Forest Treasure Table, 6
  Fortress Magic Treasure Table.
  
  97
  46    In the center of this room is a
  crumbling 
  wooden 
  platform,
  framed around a wide hole that
  descends far into the ground
  below. A massive iron winch with
  pulley hangs over the hole.  Asleep,
  atop the platform, Krush and
  Krash, two conjoined gray ogre
  twins snore loudly.
  Conjoined Gray Ogre Twins. Level
  7 Boss, 14 life, 2 treasure rolls,
  morale +1, 2 attacks. The conjoined
  twins are considered one Boss
  Monster, for combat and XP
  purposes. The twins charge a
  random character in the front of
  your marching order on their first
  attack round. The twins deal 2
  wounds on a failed Defense roll.
  When they are reduced to 7 life,
  they will only deal 1 wound on a
  failed Defense roll.  Reactions (d6):
  1-3 stays asleep, characters get 2
  attack rounds if engaged, 4-5 fight, 6
  sounds the alarm.
  Note, you will not be able to winch
  up the lowered platform. It appears
  to be locked from somewhere
  down below.
  47   As soon as you enter this room,
  you hear the sound of marching
  feet coming towards you, from
  back the way you came. You can
  close the door and attempt to hide,
  and let whatever is approaching
  pass by, or you may choose to wait
  and face what is coming. To hide,
  make a L4 stealth save. Rogues and
  halflings add +L. If any character
  fails the save, you have been
  discovered. If you chose to wait and
  fight them, use the corridor combat
  rules in Four Against Darkness. If you
  chose to hide in the room, and
  failed the save, use the room
  combat rules in Four Against
  Darkness.
  3d6 Elite Orc Soldiers. Level 5, 2
  treasure rolls, morale +1. Elite orc
  soldiers fight in formation. On a
  Defense roll of 1, lose 1 additional
  life from another elite orc soldier in
  the formation. Reactions (d6): 1-2
  bribe (all gold), 3-6 fight.
  48     You enter this room and see
  Furnit, a small goblin, sweeping the
  floor with a bushel of bound straw.
  The goblin looks up at you in fright
  and falls to the floor sobbing. He
  begins to beg, "Please don't kill me.
  I am only a lowly servant of the
  master. I will do anything you ask
  of me, just please don't kill me."
  You may attack Furnit, speak with
  him or leave him be. If you decide
  to attack Furnit go to 52. If you try
  and speak with Furnit go to 53.
  Some dwarves hate goblins. If you
  have any dwarves in your party,
  
  98
  there is a 4 in 6 chance you will not
  get a chance to speak with Furnit
  and must immediately go to 52.
  49    You open the door and see
  2d6 half-ogre hobgoblins being
  mentored by Menzet, a sickly
  looking older one, who is torturing
  an emaciated swampling woman.
  They all look at you in surprise.
  Half-Ogre Hobgoblin Torturers.
  Level 6 minions, normal treasure,
  morale +1. Reactions (d6): 1-3 bribe
  (40 gp each), 4-5 fight, 6 fight to the
  death. If you bribe them, you will
  not be able to rescue the tortured
  swampling.
  Menzet the Torture Teacher. Level
  6 Boss, 4 life, normal treasure,
  morale -1. Characters wounded by
  him must save versus level 5
  infection or suffer -1 to Attack and
  Defense rolls. A Blessing or a
  bandage will remove the infection.
  If you free the swampling, you gain
  1 Clue.
  50     The room is completely dark
  save for the light of your lantern.
  Chained to a wall are two wood elf
  women. One of them is already
  dead, the other, Zuldisa, is barely
  alive. She will not live much longer
  without help. To help her, you can
  use a Healing spell or potion. She
  will have the number of Life points
  you manage to heal, up to a
  maximum of 6. Once revived, she
  tells you she was taken captive
  while hunting in the rainforest. You
  gain 1 Clue. If you don’t heal her,
  she’ll die, and you get no Clue.
  Zuldisa may follow the group as a
  0 level character. She is too weak
  to fight.
  51    Inside the small ornate box you
  find a skull key, a grasshopper-
  shaped key and a prison cell key.
  Write the keywords SKULLKEY,
  GRASSHOPPERKEY and PRISONKEY
  on your character sheet.
  52     You move in to attack the
  goblin. Fleeing Furnit. Level 6
  minion, no treasure, morale -2,
  immune to sleep, no attack. The
  goblin is extremely quick on its feet
  and has a 4 in 6 chance of avoiding
  melee attacks, ranged attacks and
  spells. On a successful attack roll,
  even on an exploding one, roll to
  see if the goblin dodges or is hit.
  Before your turn, he screams to
  Sound the Alarm. Roll on the
  Fortress Alarm Table. Every 3
  rounds, until the Furnit is defeated,
  he will Sound the Alarm again. Each
  time he Sounds the Alarm, you
  
  99
  must roll on the Fortress Alarm
  Table. Any attempt to subdue the
  goblin by use of bola, boomerang,
  or a net requires an exploding dice
  roll. If you fail to subdue the goblin
  with a net (found in the appendix
  of this book), a boomerang, and
  bola (found in the Wayfarers and
  Adventurers supplement, p. 55), you
  will not get another try. You may try
  once for each bola, boomerang and
  net, if you have them.
  53    You decide to try and speak
  with Furnit. If you offer it 2 food
  rations and 30 gp, there is a 4 in 6
  chance you will gain 1 Clue. If you
  offer Furnit 1 magical item, there is
  a 3 in 6 chance you will gain 2 Clues.
  If the offer fails or you decide not
  to give it the items, the goblin
  becomes hostile, and you must go
  to 52.
  Ending the Chapter
  The chapter ends when you make
  your way out of the fortress
  through the secret passage and
  back 
  to 
  Gordashi’s 
  cave.
  Remember, you must rescue at
  least one captive to complete the
  chapter. The captive must survive
  until you reach Gordashi the ranger.
  
  100
   Fortress Prisoners
  The 6 prisoners in the fortress
  cages have individual profiles listed
  in the table on p.101. When you
  free a prisoner, you can choose a
  profile from the list. If you have
  open character slots in your party,
  you can recruit  prisoners as new
  party 
  members. 
  Each 
  newly
  recruited prisoner will be of level
  d3. If you don't have the rules for
  the corresponding class, treat them
  as warriors. Each of the prisoners
  has a Character Trait. Each trait is
  italicized in their description. Traits
  are 
  optional 
  character 
  rules
  descibed in the Wayfarers and
  Adventurers supplement. If you
  have a copy of that book, you may
  use these Traits, or ignore them, as
  you see fit.
  
  101
  Fortress Prisoners
  Owen, the owl-folk: (MMM) Owen is a young *Lecherous male owl-
  folk, who left his flock to seek fortune and philandering. Whilst
  venturing close to the Southeastern Coast of An-mor he was captured
  by a vicious war band of red goblin raiders.
  Ke-reesh, the kobold slave-master: (PoPlPoPe) Ke-reesh has
  *Unusual Skin and Hair Color of purple scales and a small tuft of
  orange hair on the top of his head. Unlike the typical hairless, yellow
  and blue scaled kobolds he is unique, and for that he was cast out
  and eventually taken captive by Fuushk, a nasty moss troll.
  Finnegan, the flamingo folk: (III) Finnegan is afflicted with
  *Spellblight, and closely covets his one spell, Evisceration (from Isles of
  the Incandescent Idols). He is a loner and seeking the meaning of life,
  or life after death.
  Daniel, the dauntless dwarf: (4AD or CCOC) Daniel has seen and
  fought one too many dragons, drakes and wyverns in his life to be
  called sane. While on his last dragon hunt expedition, he watched in
  absolute horror as his twin brother Donuul was swallowed whole and
  eaten by a green wyvern. He will always be in a state of mild
  *Madness because of the trauma.
  Melinda, the moose-woman: (MMM) Melinda is the majestic
  chieftain’s daughter from the great herd of the Northern An-mor
  Mountains. She is known for her *Mastery of the Blade, and has
  devoted her life to finding the location of Exmoos, the most perfect
  two handed sword ever forged. Because of her blind lust for the
  sword, she was caught off guard and taken prisoner by a large group
  of throatslitter orcs.
  Wilson, the wandering alchemist: (TCOTFD) Wilson truly believes he
  is *Protected by the Gods. He is the sole survivor of his last
  adventuring party that unfortunately never made it out of the
  Netherworld, save for himself. To this very day he still has vivid
  nightmares of what he saw while in the depths of that dark and
  foreboding realm.
  *See Wayfarers and Adventurers (p.22) for further deatails on Character Traits.
  
  102
   Fortress Trap Table (d6)
  1 Barbed dart: (level 5) attacks a random character inflicting 1
  wound. Rogues and assassins add +L, halflings +1.
  2
  Poison coated blade: (level 6) poison coated blade attacks the first
  2 characters in the marching order, inflicting 2 wounds on a failed
  save. Rogues, assassins, halflings and elves  add +L to the save.
  3
  Steam spray: (level 4) attacks all characters, inflicting 1 wound.
  Rogues and assassins add +L, halflings and barbarians add +1/2 L,
  rounded down, to the save. Any character hit must save versus L3
  blindness or become temporarily blind for the next 2 encounters (-3
  on Attack and Defense rolls until a Blessing removes the blindness).
  4
  Falling stone: (level 4) hits a random character inflicting 2 wounds
  on a failed save. Rogues and assassins add +L, dwarves and
  barbarians add +1/2 L.
  5 Acid spray:  (level 5) attacks 3 random characters inflicting 2 wounds
  on a failed save. Rogues and assassins add +L to the save.
  6
  Sprung Noose: (level 4) snares a random character at the back of
  the marching order inflicting 1 wound. A wounded character must
  also save versus level 3 sprain or lose the use of a random arm for
  the next 3 encounters. Rogues and assassins add +L, barbarians add
  +1/2 L to the save.
   Fortress Wandering Monster Table (d6)
  1-2
  3d6 Fortress War Rats. Level 3 animal vermin, no treasure,
  morale -1. As the rats swarm over them, each character must
  immediately save versus level 3 flea infestation (barbarians, trolls
  and ogres roll at +1) or drop all hand-held items: weapons,
  shields or lantern, losing next turn to pick them back up.
  Reaction: always attack.
  3-4 2d6 Orc Guards. Level 5 minion, normal treasure and morale.
  Reaction: always attack
  5-6 Orc Captain. Level 8 boss, life 5, normal treasure, morale +1, 2
  attacks. Reaction: always attack
  
  103
    Fortress Alarm Table (d6)
  1  No monsters are close enough to hear the alarm.
  2 An Orc Brawler comes bursting in. Level 7 boss, life 6, 2 treasure
  rolls, morale +2, 2 attacks. Reaction: always attack.
  3
  2d6 armored orc spearmen, Level 5 minion, normal treasure and
  morale. The spearmen fight in ranks. Regardless of any dice
  explosion, any attacks from the party may kill a maximum of 4 orcs
  per turn, unless the attack comes from an a rogue or assassin with
  an outnumbering bonus, from a ranged attack or from a spell.
  Reaction: always attack.
  4
  Large Troll, Level 8 boss, life 7, 2 treasure rolls, morale +1, 2 attacks.
  Crushing attacks are at -1 against the troll. Unless damaged by a spell,
  fire, acid or magic weapon, this troll regenerates 1 life each turn.
  Reaction: always attack.
  5
  2d6+2 Goblin Troops. Level 4 minion, normal treasure and morale.
  These goblins consume moss troll dung, which heightens their
  strength and combat prowess. As long as they outnumber the party,
  characters rolling a 1 on a Defense roll have their shield grabbed and
  lose their shield bonus until the goblins no longer outnumber the
  party. Reaction: always attack
  6
  Orc Captain, Level 8 boss, life 5, normal treasure, morale +1, 2
  attacks. Roll a 2 in 6 chance he’s accompanied by d6 armored orc
  spearmen (see profile below). Reactions (d6): 1-3 bribe (100 gp), 4-5
  fight, 6 fight to the death.
  Armored Orc Spearmen, Level 5 minion, normal treasure and
  morale. If led by an orc captain, they roll morale at +2 until the orc
  captain is defeated. The spearmen fight in ranks. Regardless of any
  dice explosion, any attacks from the party may kill a maximum of 4
  orcs per turn, unless the attack comes from an a rogue or assassin
  with an outnumbering bonus, from a ranged attack or from a spell.
  
  104
   Fortress Scroll Table (d6)
  1
  Phantom Image. This illusion spell conjures a menacing
  phantom that scares off d6 +L vermin or minion foes. It does not
  work on bosses, weird monsters, undead, artificial constructs, or
  monsters that never test morale. Any monster with a Fear attack
  or whose description asks you to save versus fear is also
  immune. Perform a normal spellcasting roll +L against the
  target’s L to detyermine if the target is affected. The illusion lasts
  for 1 turn and then disappears. Characters are not affected by
  the phantom image. There must be some source of light for the
  illusion to be seen: daylight, a lit lantern, a fire or torch lit room.
  Wizards may transcribe this spell into their spellbook. Gnomes,
  lutins and indigo flamingos can learn this illusion spell.
  2
  Fools’ Food.  Creates d6 food rations that can be ONLY used for
  bribes. Conjured food may not be used as rations for character
  consumption. It looks and tastes like real food, but contains no
  nutrients. Fool’s food only lasts for 1 single day, or a game chapter.
  After that, it dissolves away into mush. This spell may not be cast
  during combat. Wizards may transcribe this spell into their spellbook.
  Gnomes, lutins and indigo flamingos can learn this illusion spell.
  3
  Swine Soothe.  This illusion spell creates a sound that soothes a
  group of swine vermin or minions. The affected swine become
  permanently non-hostile, until attacked. Rolled as spellcasting +L
  versus the highest-level swine in the group to detremine if the spell
  affects them. Only works on swine e.g.; boars, pigs, sows, piglets,
  hogs. Does not work on magical animals or beasts. Will not work on
  a boar boss or any boar with a rider, such as boar mounts. Wizards
  may transcribe this spell into their spellbook. Druids, gnomes, lutins
  and indigo flamingos can learn this illusion spell.
  
  105
   Fortress Scroll Table (d6) Continued
  4
  Shrink Minions. D6+L minions shrink down in size becoming L 1, for
  the duration of the encounter. Roll a spellcasting roll at +L versus the
  minion’s level to determine whether they are affected. Only works
  on minions and vermin. Targets that are already Level 1 may not be
  affected. Any treasure or equipment acquired from shrunk minion,
  also shrink. Mundane equipment, weapons, armor or magical items
  and scrolls will be unusable and have no resale value. This spell may
  not be inscribed or learned, it may only be cast from scrolls.
  5
  Fire Wall. This fire-based spell creates a wall-to-wall fire barrier for
  d6 turns, to the maximum length of 10 dungeon map squares. Any
  monster in a corridor, closing to melee through the fire wall to attack,
  receives a fire-based attack with a bonus equal to the caster’s level.
  Party members in positions 1 and 2 of the marching order must save
  versus level 3 heat or lose 1 life. In a room, combat can only occur
  with ranged weapons or spells. Monsters without ranged attacks or
  spells will flee with their treasure, if they have an exit. Missile attacks
  (arrows, javelins, darts and bolas) shot through the fire wall have a
  3 in 6 chance of burning before reaching their target. All missile fire
  from both sides of the wall is at -2 due to the intense flames. The
  barrier is impassable to ice and frost creatures; water creatures going
  through the fire wall will extinguish the fire automatically and suffer
  no ill effects from it. Fire-based creatures and creatures that are
  immune to fire based spells move through it as if it did not exist. Any
  character walking through it would suffer from its effects, having to
  defend form an attack equal to the caster’s level. Only fire mages
  (Heart of the Lizard, p.79) may transcribe this spell to their spellbooks.
  6
  Sonic Stun. Casts a wave of sonic energy, stunning d6+2 minions or
  vermin targets for 1 turn. Stunned monsters forfeit their next attack.
  Does not work on bosses, weird monsters, undead, ethereal
  creatures, artificial constructs or elementals. Perform a spellcasting
  roll + L against the target’s Level to determine if the target is affected.
  If cast in a corridor, any characters who are in front of caster in the
  marching order must save versus the caster’s level or be stunned
  and forfeit their next turn. Wizards may inscribe this spell into their
  spellbook.
  
  106
  Watch Your Step.   You know the
  location of the next 3 traps you
  encounter. This will prevent any
  character in the party from
  triggering that trap. Once that trap
  has 
  been 
  discovered 
  it's
  automatically deactivated. After
  you use this Secret 3 times, it is lost.
  Secret Potion of Healing.   You
  know the location of a hidden
  Potion of Healing. You find it in the
  next room you enter.
  Secret Magic Treasure.    You have
  discovered the location of a hidden
  magic treasure. Roll on the Fortress
  Magic Treasure Table. You find it in
  the next room.
  Fortress Demon’s Name.    You've
  learned the name of a Fortress
  Demon. You may call it forth to
  fight for you, for one encounter.
  The demon fights like a level 4
  warrior with 5 life. Its first attack is
  a ranged magic attack at +4. Each
  attack round thereafter, it uses its
  claws at +4. It makes Defense rolls
  at +3, can self-heal 2 life, once. At
  the end of combat, the Fortress
  Demon vanishes.
  Builder’s Secret.    You may unlock
  3 non-magic fortress doors. If the
  room entry states you need a
  special key, you may not use this
  Secret on the door. You do not
  need 
  to 
  roll 
  for 
  wandering
  monsters when opening these 3
  doors.
  Soothe Swine. You discover a
  secret song that allows you to
  soothe d6+2 Boars once, except
  any Boss boars. Soothed boars will
  not fight you. Boars ridden by orcs
  may be soothed, in which case the
  orc boar riders lose the extra attack
  given by their mounts and must
  use their first action to dismount.
  Once used, the song is forgotten.
  Secrets of the Fortress
  
  107
  Alissa, an assassin from Almyrli, learns a powerful fortress
  secret that may turn the tide of battle in her favor.
  
  108
     Fortress Treasure Table (d12)
  1 or less. No treasure found.
  2 One small pouch of d6 x 5 gp.
  3 One small chest of 2d6 x 10 gp.
  4 One scroll with a random spell from the Fortress Scroll Table.
  5 One sizeable onyx worth 2d6 x 5 gp.
  6 One jewel-encrusted goblet worth 3d6 x 10 gp.
  7 One random magical item from the Fortress Magical Treasure Table.
  8 One random item from the Fortress Magical Treasure Table.
  9 Two random items from the Fortress Magical Treasure Table.
  10 Two scrolls, each with a spell from the random Fortress Scroll Table,
  plus a pouch with 2d6 x 5 gp.
  11 One random item from the Fortress Magical Treasure Table and one
  vellum scroll with a random spell from the Fortress Scroll Table.
  12
  Two random scrolls with a spell from the Fortress Scroll Table, one
  random item from the Fortress Magical Treasure Table, plus a pouch
  with 100 gp.
  
  109
     Fortress Magical Treasure Table (d12)
  1
  One Potion. Healing or Blessing, your choice. Resale value 100 gp.
  2
  Ruby of the Thief. Gives rogues a +1 to Search rolls. This bonus doesn't
  stack with other bonuses to Search rolls. Resale value of 200 gp.
  3
  Sapphire of the Thief.  Gives rogues +1 to rolls to disarm traps. This bonus
  doesn't stack with other magic bonuses. Resale value 100 gp.
  4
  Jade of the Thief. Gives rogues a +1 to rolls to pick locks. This bonus doesn't
  stack with other magic bonuses. Resale value 100 gp.
  5
  Brooch of Saulus. The wearer gains +1 to Defense rolls. This bonus stacks
  with other Defense bonuses (for example from magic shields) but no
  character may wear more than 1 brooch. Resale value 300 gp.
  6
  Glass Bracer. The wearer gains +1 to spellcasting rolls. No character may
  wear more than one glass bracer. Resale value 350 gp.
  7
  The Staff of Songs. The wielder of this staff can give a full party (all
  characters, their hirelings and any other character accompanying the party)
  a +1 bonus to all Attack rolls. The staff may be used once per day/adventure.
  The bonus lasts till end of a combat encounter. Resale value 300 gp.
  8
  Lucky Charm. When carried in a pocket, this charm provides a halfling one
  additional use of his Luck ability per adventure/chapter. Resale value 80 gp.
  9
  Harp of Havoc. Strum this harp once per day, and d6 minion or  vermin
  will be forced to dance, forfeiting their next turn. User must use two hands
  to play and perform a successful spellcasting roll (add +1 only for the user)
  against the targets’ level. If used by a bard or minstrel, double the number
  of targets affected, and add + L to the spellcasting roll. Resale value 100 gp.
  10 Club of Connush. This club (one handed, crushing melee weapon) provides
  +1 to Attack rolls, +2 against war boars or boar riders. Resale value 150 gp.
  11
  Bloodthirsty Darts. D3+2 magic darts that hit at+2. Their bonus already
  includes the modifier for light weapon and does not apply against undead,
  artificial or elemental creatures. Resale value: 50 gp per dart.
  12 Belt of Bounty. This belt allows the wearer to carry 15 food rations. When
  found, it will contain d6+1 rations. Resale value 50 gp.
     Fortress Search Table (d6)
  1-2 Your search triggers a trap! Roll on the Fortress Trap Table.
  3-4 You find nothing. Roll a 1 in 6 chance of a Wandering Monster
  encounter.
  5-6  You have found 1 Clue.
  
  110
  At the end of the passage, you come to the backside of a hidden
  cave mouth, far behind the fortress.
  
  111
  ~ Chapter Four ~
  The Ruins
  After a few hours’ trek out of the
  dungeon, you finally make it safely
  back to Gordashi's hidden cave.
  The mouth of the cave is now
  clearly visible, its verdant covering
  burned away. Guardedly, you make
  your way into the cave. Upon
  entering, you find all of the
  furnishings 
  demolished 
  and
  thrown about. The ranger is
  nowhere to be found. It is evident
  that the orcs have been here. Did
  Gordashi make it out alive? Was he
  captured? Suddenly, from outside
  the cave entrance, you hear the
  footsteps of someone walking in.
  Have the orcs returned? Were you
  followed back from the fortress?
  You ready yourselves. A hawk flies
  in from the cave mouth and
  perches on a high stone ledge.
  Behind the bird, Gordashi the
  ranger walks in. He nods and gives
  you all a warm smile. "It is no longer
  safe here. Follow me quickly", he
  motions, before dashing away.
  With the rescued prisoners in tow,
  you race after him, under leaning
  trees, around boulders, and over a
  small stream, until you finally stop
  at the side of a large embankment,
  where a new makeshift camp has
  been set up. For the next few hours
  you go over everything you have
  seen and what The Warlord told
  you about his master’s plans.
  Gordashi gazes at you with concern
  on his face; "It appears we have a
  bigger problem than I initially
  thought. I have read the ancient
  story about this Stone of Xultus,
  and have heard hushed whispers
  mentioning Massomous the Mad,
  a powerful demon from another
  world. As the legend would have it,
  Massomous was bound and cast
  into the Impossible Labyrinth by a
  circle of planar elven magi over two
  millennia ago. We must destroy
  Mauldron before he uncovers the
  relic and ushers certain doom back
  into our world. I know not how you
  will get back into the fortress now.
  The place must be swarming with
  even more orcs than before.” At
  that moment one of the freed
  captives speaks up and says, “I
  know of another entrance directly
  into the ruins. Deeper in the
  rainforest, below the fortress, a
  cave is being used to remove
  excavation rubble. You can enter
  the ruins through there.” With a big
  grin, Gordashi looks at you and
  says, “So... enter the ruins and find
  the lich. Then destroy him once and
  for all.”
  
  112
  How to Play
  This final chapter uses the d66
  room generator (Four Against
  Darkness, p.25). Follow all the core
  4AD rules from rolling your
  entrance room all the way until the
  Final Boss. All the rules apply:
  searching, 
  loot, 
  XP, 
  traps,
  wandering monsters, combat in
  rooms and corridors, marching
  order, Clues, hidden treasure,
  secret doors, etc.
  The Ruins Tables
  In chapter 4, instead of rolling on
  the core 4AD tables, roll on the
  Ruins Tables, e.g., Ruins Minions
  Table, Ruins Traps Table, Ruins
  Treasure Table, etc.
  The Final Boss
  Play the game using the core 4AD
  rules for finding the final boss (4AD
  p.43). When you face the Final Boss,
  refer to “The Finale” paragraph
  instead of rolling on any table.
  Ending the Game
  Once you have defeated Mauldron
  and made your way out of the
  Ruins, you will have successfully
  completed the game.
  Camp Recovery
  As between chapters 1 and 2, your
  party is fully rested. All spells and
  abilities are restored. You may also
  make use of the available camp
  trainers, swap out or recruit new
  characters, or recruit hirelings, if
  you so choose, using the rules from
  p. 57-59.
  Start Here
  You have finally arrived at the
  mouth of the cave, back behind the
  fortress. A large field of rubble
  surrounds the exterior. Suddenly,
  three orcs run past you from out of
  the cave, screaming as they go.
  Behind them, a disheveled female
  dwarf prisoner also comes running
  out. She sees you and immediately
  stops to catch her breath and
  whimpers, "Don't go in there.
  Something unnatural and evil is
  happening. There was a shockwave
  that passed through the ruins, and
  now strange monsters are killing
  everyone. I killed one of the smaller
  ones 
  with 
  my 
  pickaxe, 
  and
  suddenly I was standing before the
  exit to the ruins. It was as if I was
  teleported out."
  
  113
  Teleported Out?
  You might be too late! Mauldron
  must have already retrieved the
  lost relic and started the ritual to
  summon the demon into this
  world. A portal has been opened to
  the Impossible Labyrinth, and its
  denizens are beginning to pour
  through. 
  You 
  must 
  destroy
  Mauldron and close the portal!
  Shifting Warp
  A sinister force is disrupting the
  very 
  fabric 
  of 
  reality. 
  Some
  encounters and monster reactions
  will create a shifting warp. If you fail
  a shifting warp save or roll a
  shifting warp reaction, you may be
  instantly teleported back to the
  entrance room, where you began,
  or you may be teleported to a
  random room. Some shifting warp
  effects will teleport your entire
  party, while another might only
  teleport a single character.
  Rules for Shifting Warp are on a
  table on p.132. Read them ONLY
  when instructed to do so by the
  text of the adventure.
  
  114
   Ruins Room Contents Table (d12)
  1 Empty, if a room. If a corridor, roll on the Ruins Vermin Table.
  2
  Treasure. Roll on the Ruins Treasure Table. Then roll a d6, on a
  4–6, the treasure is guarded: roll on the Ruins Boss table or Ruins
  Weird Monster table (your choice). The guardian will not have its
  own treasure.
  3 Treasure protected by a trap. Roll on the Ruins Traps Table and
  on the Ruins Treasure Table.
  4 If corridor, empty. If room, roll on the Ruins Special Feature Table.
  5 If corridor, empty. If room, roll on the Ruins Unique Events Table.
  6 Roll on the Ruins Vermin Table.
  7 Roll on the Ruins Minions Table.
  8 If corridor, empty. Otherwise, roll on the Ruins Minions Table.
  9
  Empty. Roll a d6, on a 5 or 6 roll on the Ruins Unique Events Table,
  rerolling any unique event that has already happened. If you have
  already ran out of unique events, roll on the Ruins Boss Monster
  Table instead.
  10 Roll on the Ruins Weird Monsters Table.
  11 Empty, if corridor. If it is a room, roll on the Ruins Weird Monster
  Table.
  12 Roll on the Ruins Boss Table.
  
  115
   Ruins Traps Table (d6)
  1 A Disc Blade (L4 trap) spins out of the wall at a random
  character inflicting 2 wounds. Rogues and halflings save at +L.
  2
  A Spiked Ball (L5 trap) drops down onto a random character,
  inflicting 1 wound. Rogues, assassins, and halflings save at +L,
  swashbucklers and elves at +1/2 L.
  3 A Dart (L4 trap) targets a random character for 1 wound. Rogues
  and assassins save at +L, halflings and barbarians at +1/2 L.
  4
  An Electric Shock Trap (L5 trap) hits the first 2 characters in the
  marching order inflicting 1 wound (2 wounds to those in heavy
  armor). Barbarians and trolls save at +L.
  5
  Noxious Gas (L5 trap) spews from a vent, wounding all characters
  (1 wound). Affected characters have blurred vision, may not use
  ranged weapons or scrolls and suffer -1 to Defense rolls during
  the next 2 encounters.
  6
  A Vermin Pit (L5 trap) opens under the party. All characters who
  fail the save (rogues and swashbucklers save at +L) fall in and lose
  2 life, and are immediately attacked by surprise by a random Ruins
  Vermin. The characters may be helped to climb out from above
  by a lowered rope, but those who does so receive an automatic
  hit by the vermin. Characters who do not fall into the pit may use
  ranged weapons or spells to assist.
  
  116
  From out of the darkness, a huge scythe terror attacks, swinging
  its long-arched blade at you.
  
  117
   Ruins Treasure Table (d6)
  1
  d6 x 5 gp or a standard weapon or piece of equipment, or one of the
  following mundane items: rope, pole, hammer, lantern or bandage.
  2 4d6 x 10 gp or 1 gem worth 30 gp*.
  3 One scroll with a random spell from the Ruins Scroll Table*.
  4 One gem worth 3d6 x 20 gp**.
  5 One item of jewelry worth 4d6 x 10 gp or 1 scroll with a random spell
  from the Ruins Scroll Table**.
  6  One random magic item from the Ruins Magic Treasure Table.
   Ruins Magic Treasure Table (d6)
  1
  Zarca’s Scarab. Summons d6 artificial scarab beetles to fight for you, for one
  encounter. Scarab Beetle, Level 3 artificial construct, +2 to Attack rolls, +3 to
  Defense rolls. Immune to sleep and poison. The scarabs have 1 Life each and
  run away at the end of the encounter. The Scarab may only be used once per
  adventure. If unused, the Scarab may be sold for 100 gp.
  2
  Death Onyx. Casts a cone of necromantic energy. Up to 3 minions or vermin
  instantly die. The onyx may be used only once. While charged, it’s worth 5d6x10
  gp. Once used, it's worth d6x10 gp.
  3
  Oil of Striking. Applied to a slashing weapon, gives +1 to Attack rolls for 3 turns
  in the next combat engagement. A jar contains 2 single uses. Must be applied
  before combat. Worth 2d6x5 gp if not used.
  4
  Talisman of Righteousness. A character wearing this talisman may reroll a failed
  save against any game effects that give penalties to Attack, Defense, or are
  labelled as “curse”. One charge, worth 4d6x10 gp if unused.
  5
  Sphere of Sight. Use this scrying tool to see into one closed room or corridor,
  even through a single wall. You may know all contents, including events, monsters
  and treasure (roll them when you use it). May only be used once per adventure.
  May be sold for 6d6x5 gp.
  6
  Rod of the Ancients. This metal rod may be used as a light crushing weapon. It
  can cast a ray of negative energy. The user performs a spellcasting roll as a Level
  4 wizard; if the user is a wizard, he uses his own level if better than 4. d6 minion
  or vermins lose 2 levels, or 1 major monster (Weird Monster or Boss, but not a
  final Boss) loses 1 level. Monster brought to Level 0 are killed. One-time use. If
  unused, may be sold for 6d6x20 gp.
  * If your party includes a wandering alchemist or a wizard, your party might also find an
  alchemical ingredient, see TCOTDF. Check the Alchemical Harvesting appendix for further
  details.
  ** If you have a character with the Arcane Tanner Expert Skill, you also find an harvestable
  arcane tanner component, see 4AA. Check the Alchemical Harvesting appendix for further
  
  118
   Ruins Scroll Table (d6)
  1
  Larren’s Gift. This spell casts a temporary blessing shield on one
  character. The character is immune to any conditions that a Blessing
  would remove, for the duration of a single encounter. If this spell is
  used more than once per game, the caster loses 1 level. This spell
  may not be learned or inscribed: it may be cast only from the scroll.
  2
  Death’s Bell. Instantly destroys d3 undead minions or d6 undead
  vermin. Only wizards and necromancers may inscribe this spell into
  their spellbooks.
  3
  Force Cage. Creates an invisible cage that captures d6 minions or
  vermin for d6 rounds. Monsters held in the cage may not attack or
  flee. They may not be attacked in melee but they are hit by missile
  attacks and spells at +2. This spell may not be learned or inscribed.
  4
  Mertill’s Growth. A character grows to double in size for the
  duration of one combat turn. This gives a +2 to Attack and Defense
  rolls. Only wizards may inscribe this spell into their spell book.
  5
  Leprechaun’s Lyric. Restores 1 Luck point to a character with the
  Luck ability. This scroll may not be studied by a spellcaster, and
  requires eating 1 food ration to work.
  6
  The Great Physician.  Heals 2 life points to all characters. 10 gp must
  be sacrificed when this spell is cast. The coins disappear as the scroll
  turns to dust. This spell may not be learned or inscribed into
  spellbooks.
  
  119
  A dark mongrel’s eyes light up with delight
  at seeing your approach!
  
  120
   Ruins Vermin Table (d12)
  1
  d6+3 Sentient Slime. Level 5 vermin, no treasure, never rolls
  morale. All characters must immediately save vs. L4 toxic fumes
  or become disoriented for 1 turn. A disoriented character has a
  -2 penalty to defense rolls, and cannot attack or take any other
  action on their turn. Disoriented characters must continue to
  make the same save every turn thereafter until they succeed. If
  they fail the save, they continue to be disoriented. Sentient slime
  will attack disoriented characters first, prioritizing them over
  non-disoriented characters. Rogues don't get an outnumbering
  bonus against sentient slime. Reaction: always fights.
  2
  d6+2 Ruin Crawlers. Level 5 vermin, no treasure, normal morale.
  Characters wounded by a crawler must save vs. L4 infection
  (barbarians and halfling roll at +1) or lose 1 additional life every
  turn thereafter, starting on the next turn after receiving the wound.
  Infections do not stack. A Blessing or Healing will cure the infection.
  Characters do not lose life from the infection after the combat has
  ended. Reaction: (d6): 1-2 flee, 3-6 fight.
  3
  d6+2 Fanged Worms.  Level 4 vermin, no treasure, never rolls
  morale. Every turn after the first, 1 additional fanged worm joins
  the fight, until all fanged worms are destroyed. Reactions (d6): 1-2
  flee, 3-5 fight, 6 fight to the death.
  4
  d6+1 Spore Spewers. Level 5 vermin, no treasure, normal morale.
  All characters must immediately save vs. L4 poison (barbarians,
  ogres and trolls save at +1) or become lethargic, and only be able
  to attack every other turn, until the end of combat. Save only once
  at the beginning of combat. Reaction: always fights.
  5
  d6+1 Carrion Devourers. Level 6 vermin, no treasure, normal
  morale. Wounded characters must treat carrion devourers as L7
  when the characters defend. Reactions (d6): 1-3 bribe (2 food each)
  4-6 fight.
  6
  d6+3 Ruinous Rodents. Level 4 vermin, no treasure, morale -1.
  Whenever they are hit, they have a 2 in 6 chance of dodging the
  attack and ignoring all damage. This does not apply to spells.
  Reactions (d6): 1-3 flee, 4-6 fight.
  
  121
   Ruins Vermin Table (d12) Continued
  7
  D6+1 Portal Bats. Level 5 demon vermin, no treasure, normal
  morale. When a portal bat is killed, there’s a 1 in 6 chance the
  attacking character will be teleported to the entrance of the ruins.
  Reactions (d6): 1-2 flee if outnumbered, 3-5 fight, 6 fight to the death.
  8
  D6 Zombie Limbs.  Level 7 undead vermin, no treasure, never test
  morale. Arrows hit them at -1. Each character must immediately
  save versus level 4 shock, or gain 1 madness. Characters wounded
  by the limbs must save versus level 4 grab (ogres, trolls and
  barbarians add +L) or waste the next turn  removing a latched on
  hand. Reaction: always fight.
  9
  3d6 Huge Cockroaches.  Level 6 animal vermin, no treasure,
  normal morale. Characters wounded by the cockroaches must
  save vs. L4 infection, or lose 1 additional life. Barbarians, ogres
  and trolls save at +L. Reactions (d6): 1-3 bribe (2 food), 4-6 fight.
  10
  2d6+2 Diseased Leeches. Level 5 animal vermin, no treasure,
  never test morale. Characters wounded by leeches must save
  versus level 4 disease (Barbarians, halflings, ogres and trolls add
  +1/2 L) or suffer a non-cumulative -1 to Attack and Defense rolls.
  A Bless Spell will remove the modifier. Reactions (d6): always fight
  to the death.
  11
  3d6 Blubberous Blobs. Level 6 vermin, no treasure, never test
  morale. The blobs always lose the initiative. They are immune to
  Sleep. On their first turn after being hit (as long as the party kills
  at least one), the blobs fuse together and become one Boss
  monster with 1 life point per blob. This boss has a single attack.
  The boss is still counted as a Vermin creature for purposes of spells
  that target Vermin creatures. Rogues don't get an outnumbering
  bonus against blobs. Reactions (d6): 1-2 bribe (2 food) 3 flee, 4-6 fight.
  12
  2d6 Vampiric Slugs. Level 5 vermin, no treasure, never test
  morale. Characters wounded by slugs must immediately spend a
  turn and use a bandage to staunch wounds, or lose 1 additional
  life per turn. The bandage does not restore any life but stops
  bleeding. Bleeding stops in any case at the end of the combat.
  Reaction: always fight to the death.
  
  122
   Ruins Minions Table (d12)
  1
  d6+3 Ruin Stalkers. Level 5 minion, normal treasure* and
  morale. Ruins Stalkers have a 3 in 6 chance of surprise. If they
  outnumber the party, characters receive a -1 on Defense rolls for
  each stalker outnumbering the party. Example: against 6 stalkers,
  all characters in a party of 4 roll at -2 on Defense rolls. Reaction:
  always fight.
  2
  2d6 Portal Beasts.  Level 7 demon minion, normal treasure* and
  morale. When the last portal beast dies, there’s a 2 in 6 chance
  that the entire party will be instantly teleported back to the
  entrance of the ruins. Reaction: (d6): 1-2 flee, 3-6 fight.
  3
  2d6+2 Chain Sentinels.  Level 6 minion, normal treasure, morale
  +2. On a Defense roll of 1 or 2, characters are lassoed and lose
  their next attack turn. Lassoed characters cannot defend
  themselves. Each round, they must save versus level 3 to free
  themselves, with trolls, barbarians and ogres rolling at +L.
  Reactions (d6): 1-2 flee, 3-5 fight, 6 fight to the death.
  4
  2d6 Shadow Marauders. Level 6 demon minion, normal
  treasure* and morale. Spells against shadow marauders are cast
  at -2. Wounded spell casters (including clerics) do not lose life
  points, but instead they lose 1 available spell of your choice. If no
  spell is available, they lose 1 life. Reaction: always fights.
  5
  2d6 Hideous Effigies. Level 7 artificial minion, normal treasure,
  normal morale, immune to Sleep and poison. All characters must
  immediately save vs. L4 shock (paladins are immune) or gain 1
  madness. When a hideous effigy is killed, there’s a 2 in 6 chance
  that its death knell will scare its attacker, forcing him to forfeit his
  next attack turn. Roll the 2 in 6 chance once per each effigy killed
  by that attacker that turn. Reactions (d6): 1-3 bribe (5 food) 4-6 fight.
  6
  d6+3 Ruin Haunts. Level 7 undead minions, normal treasure and
  morale. When a ruin haunt is killed, its attacker must save vs. L3
  curse or suffer a non-cumulative -1 to Attack rolls. A blessing will
  remove the curse. Reactions (d6): 1-3 flee, 4-6 fight.
  
  123
   Ruins Minions Table (d12) Continued
  7
  d6+1 Petrified Skeletons. Level, 7 undead minion, normal
  treasure*, never test morale. Arrows hit them at -2, crushing
  weapons at +1. Reaction: always fight to the death.
  8
  d6 Deranged Harbingers. Level 6 demon minion, normal
  treasure* and morale. When deranged harbingers are wounded,
  roll d6. On a 1-3, the attack is ignored. Reaction: always fight.
  9
  3d6 Ruin Imps. Level 6 demon minion, normal treasure* and
  morale. Ruin imps are immune to spells. Any character hit by an
  imp must save vs. L2 magic or be forced to roll on the Shifting
  Warp table. Reactions (d6): 1-2 bribe (2 magic items), 3-4 shifting warp,
  5-6 fight.
  10
  2d6+2 Shadow Orcs. Level 6 minion, normal treasure, morale
  +1. Wounded characters must save vs L3 shadow energy (elves
  and halflings roll at +1), or suffer a cumulative -1 to Attack and
  Defense rolls until the end of the combat. The effect DOES stack.
  A Blessing will remove all penalties on a single character. Reactions
  (d6): always fight to the death.
  11
  d6 Shadoworgs. Level 7 demon minion, no treasure, normal
  morale. On each shadoworg’s first attack, there is a 3 in 6 chance
  that the beast will pounce, inflicting 3 wounds on a successful hit.
  Each time a shadoworg is destroyed, the attacker must save vs.
  its L3 death knell. On a failure, roll on the Shifting Warp Table.
  Reactions (d6): 1 flee, 2-3 bribe (2 food each), 4-6 fight.
  12
  2d6 Acidic Fungi. Level 7 minion, treasure +1*, normal morale.
  The first 2 characters in marching order must immediately save
  vs. L4 acid spray (rogues add +L) or lose 2 life. Reaction: always fight.
  * If your party includes a wandering alchemist or a wizard, you also find
  an alchemical ingredient, see TCOTDF. Check the Alchemical Harvesting
  appendix for further details.
  ** If you have a character with the Arcane Tanner Expert Skill, you also
  find harvestable arcane tanner component, see 4AA. Check the
  Alchemical Harvesting appendix for further details.
  
  124
   Ruins Boss Table (d12)
  1
  Ancient Stone Guardian. Level 8 artificial boss, 8 life, 2 treasure rolls*,
  morale +1. The stone guardian is immune to spells and poison. Slashing
  weapons and arrows hit it at -2. The shield of a character rolling a 1 on
  a Defense roll is destroyed when hit by a stone guardian. Reactions (d6):
  1-3 inactive (it’s just a statue), 4-6 fight to the death.
  2
  Scythe Terror. Level 7 chaos boss, 8 life, normal morale, treasure +1, 2
  attacks. This is a gray orc with a long blade for each of its hands. The gray
  orc shamans have twisted these monsters into what they are now.
  Attacks from a scythe terror inflict 2 wounds. There’s a 2 in 6 chance of
  surprise. Reactions (d6): 1-3 bribe (2 food), 4-6 fight.
  3
  Ruin Wraith.  Level 8 undead boss, 8 life, treasure +1*, never tests
  morale. Characters wounded by the wraith must save vs. L3 energy drain
  or (choose) either lose 1 level OR be teleported to the first room by a
  shifting warp effect. A Blessing  lets a character recover 1 lost level. Ruin
  wraiths can only be hit by spells, silver or magic  weapons. Reactions (d6):
  1-2 bribe (1 magic item) 3 flee, 4-6 fight.
  4
  Mortim Mangler. Level 8 demon boss, 5 life, 2 treasure rolls at -1*, 2
  attacks. Spells have a 3 in 6 chance of failure against a mortim mangler.
  Wounded characters treat the mangler as 1 level higher when defending
  against its attacks. Reaction (d6): 1 bribe (30 gp), 2-4 shifting warp, 5 fight,
  6 fight to the death.
  5
  Restless Mummy. Level 8 undead boss, 7 life, 2 treasure, never tests
  morale, 2 attacks.  Characters wounded by the mummy must save vs. L2
  rot or lose the use of a random arm. A second blow forces the target to
  roll a save for his other arm. A Blessing restores a crippled limb. Any
  character killed by a mummy becomes a mummy and attacks the party.
  Mummies are hit at +2 by fire-based spells. Reaction: always fight.
  6
  Possessed Orc Brute. Level 7 demon boss, 5 life, treasure +1, never tests
  morale. Reaction, always fights to the death. If the possessed orc is killed,
  a portal demon will immediately exit its body and attack.
  Portal Demon. Level 9, 8 life, no treasure, normal morale. On a Defense
  roll of 1, a target must save vs. L4 magic or be possessed by the demon.
  Clerics and druids save at +L, witch hunters at +½ L. Demonologists and
  demon characters (including cambions and succubi) cannot be
  possessed. On a failed save, the demon controls the character, and attack
  the party like a Boss of the possessed character’s level +3. Any wounds
  hit the character, not the demon. A Blessing cast on the possessed
  character allows a second save to cast out the demon. If the possessed
  character is lowered to 1 life, the demon will flee. Reaction: always fights
  
  125
   Ruins Boss Table (d12) Continued
  7
  Dark Delver. Level 9 demon, 10 life, 2 treasure rolls*, morale +1, 2
  attacks. Each time the dark delver is wounded, there’s a 2 in 6 chance
  it will summon d3 dark servants to join it. Reactions (d6): 1-3 bribe (30
  gp and 1 magic item), 4 summon d6 dark servants and fight, 5 fight, 6 fight
  to the death. Dark Servants, Level 4 minions, no treasure, normal
  morale. Reaction: always fight.
  8
  Hemoth Lord.  Level 10 demon, 5 life, treasure +1*, morale +2.
  Immediately, all characters must save versus level 2 shifting warp. All who
  fail are teleported back to the ruin entrance. A hemoth lord is immune
  to all spells. Each time a character is wounded, the character must save
  vs. L3 shock or gain 1 madness. Reactions (d6): 1-3 bribe (100 gp and 1
  magic item), 4-5 quest, 6 fight to the death
  9
   Armored Troll.  Level 10 boss monster, 10 life, 2 treasure +1, morale +1,
  2 attacks. Only spells, magic items or exploding melee attacks can hit an
  armored troll. When the troll is killed, there is a 1 in 6 chance it will
  regenerate 4 life and continue to fight. Reactions (d6): 1-4 bribe (2 food+
  20 gp) 5 fight, 6 fight to the death.
  10
  Withering Wight. Level 9 undead boss, 6 life, treasure +1, morale +1.
  There is a 4 in 6 chance of surprise. Wounded characters must save vs.
  L3 magic (wizards add +1) or suffer -1 to Defense rolls. This penalty does
  stack, up to a maximum of -3. A Blessing will remove all penalties on a
  single character. Any character killed by a withering wight will rise as a
  withering wight and attack the party. Reactions (d6): 1-2 flee, 2-6 fight.
  11
  Zombie Ogre. Level 10 undead boss, 11 life, 2 treasure rolls, never test
  morale, 2 attacks. Arrows hit it at -1. On a successful hit, the zombie ogre
  deals 2 wounds. Halflings and swamplingsadd +L to their Defense rolls
  vs. a Zombie Ogre. Reaction: always fight to the death.
  12
  Portal Void. Level 10 demon, 12 life, 3 treasure rolls*, never tests morale,
  2 attacks. Its attacks penetrate non-magical armor and shields, negating
  their Defense bonuses. When the portal void is slain, there is a 3 in 6
  chance that its death will trigger a shifting warp. If this happens, roll on
  the shifting warp table. Reaction: fights to the death.
  If you fail a shifting warp save or roll a shifting warp reaction, roll on
  the Shifting Warp Table on p. 132. Some warp encounters will instantly
  teleport you back to the entrance room of the ruins or to a random
  room.
  
  126
   Ruins Weird Monster Table (d12)
  1
  Greater Cockatrice. Level 6 chaos monster, 3 life, normal treasure and
  morale. A character wounded by a cockatrice must save vs level 2
  petrification or be turned to stone. Petrified characters are out of the game
  until a Blessing is cast upon them. Reactions (d6): 1-3 flee, 4 bribe (2 food),
  5 fight, 6 fight to the death.
  2
  Underground Ape. Level 9 animal, 6 life, no treasure, morale +1, 2 attacks.
  The ape will use both its attacks on the character with the current highest
  total attack  bonus (including any bonuses from magic items). If two or more
  characters have the same bonus, select randomly. If hit by a fire based spell,
  the ape will change targets and direct its future attacks against the spellcaster
  instead. Reaction (d6): 1-3 bribe (4 food), 4-5 fight, 6 fight to the death.
  3
  Vermin Walker. Level 6 demon, 8 life, morale +1, 2 treasure. Hundreds of
  crawling insects approach as one monster, performing a single attack. Each
  time the walker is wounded, roll a 4 in 6 chance it will split into another
  vermin walker, each portion retaining half its remaining life points, rounded
  down. Each portion will perform 1 attack. The walker takes double damage
  from fire attacks. Reactions (d6): 1-3 bribe (2 food), 4-5 fight, 6 fight to the death.
  4
  Dread Bat.  Level 7 chaos monster, 4 life, normal morale, treasure +1. Has
  a 3 in 6 chance of surprise. Wounded characters must save versus level 3
  dread (paladins are immune) or lose their next action. Reactions (d6): 1 flee,
  2 peaceful, 3 bribe (2 food), 4-5 fight, 6 fight to the death.
  5
  Portal Jelly. Level 6 demon, 6 life, 2 treasure rolls, never tests morale. On a
  Defense roll of 1 or 2, roll a 4 in 6 chance that the defender is engulfed and
  immediately teleported d6 rooms away, to a random location that has been
  already visited. Teleported characters must check for wandering monsters.
  The portal jelly is immune to Sleep. Reaction: always fight to the death.
  6
   Sanity Stealer. Level 8 chaos monster,  6 life, 2 treasure rolls at +1, morale
  +1. Always attacks a random target. Characters wounded by the stealer must
  save versus level 3 shock (paladins are immune, wizards roll at +1) or gain 1
  madness. Characters gaining 3+ madness points from the sanity stealer’s
  attacks are bewildered and may not attack until the end of the encounter.
  The sanity stealer will not attack bewildered characters. If only bewildered
  characters remain, they will be automatically devoured by the sanity stealer.
  Reaction: always fight to the death.
  
  127
   Ruins Weird Monster Table (d12) Continued
  7
  Shadow Spawn. Level 6 demon, 7 life, magic treasure +1, normal
  morale. Characters wounded by the spawn must save versus level 3
  magic or become partially paralyzed, losing the use of a random arm.
  A Blessing will cure the paralysis. When the spawn is killed, roll a 3 in 6
  chance that another will immediately take its place and attack. Any
  character killed by a shadow spawn will immediately rise as a shadow
  spawn and attack. Reaction: always fights.
  8
  Fungus Folk Scout. Level 7, 5 life, normal treasure and morale.
  Characters wounded by the fungus must save versus level 4 poison
  (halflings, ogres and trolls are immune, barbarians save at +1) or lose 1
  additional life. Reactions (d6): 1-2 flee, 3-4 peaceful, 5-6 fight.
  9
  Huge Black Salamander. Level 7, 7 life, normal treasure* and morale.
  A character wounded by the salamander must save versus level 2 devour
  or be swallowed. The swallowed character is out of the fight. If the
  salamander is killed, he is released, with a single life point. Only one
  character can be swallowed. Reactions (d6): 1-3 bribe (5 food), 4-6 fight.
  10
  Flesh Eating Fog. Level 5 elemental, 4 life, no treasure, never test
  morale. Immune to sleep and poison. Can be hit only by spells or magic
  weapons. Characters wounded by the fog must save versus level 3 gas
  or become comatose and unable to fight until the end of the encounter.
  A Blessing will awaken a comatose character. Attacks from the flesh
  eating fog inflict 2 wounds. Reaction: fight to the death.
  11
  Barghest. Roll a d6, on a 1-3 it is encountered as a large wolf, on a 4-6
  as a huge goblinoid. Large Wolf. Level 7, 6 life, normal treasure, morale
  +1, 2 attacks. If the wolf’s first attack hits, it will knock down its target,
  causing the target to forfeit their next action. Reaction, always fights.
  Huge Goblinoid. Level 7, 5 life, normal treasure and morale, inflicts 2
  damage per attack. Reaction: always fights.
  12
  Dark Mongrel. Level 8, 6 life, treasure +1, normal morale. Defense rolls
  of 1 and 2 cause an additional attack from the dark mongrel. Reactions
  (d6): 1-3 Quest, 4 Shifting warp, 5 bribe (1 magic item), 6 fights.
  * If your party includes a wandering alchemist or a wizard, your party also finds
  an alchemical ingredient  (p.143).
  ** If you have a character with the Arcane Tanner Expert Skill, you also find a
  harvestable arcane tanner component (p.140).
  
  128
  The hemoth lord is an abomination from the Impossible Labyrinth.
  The mere sight of one is enough to make most go utterly mad.
  
  129
   Ruins Unique Event Table (d6)
  1
  Strange sounds echo from the corridors. Each character must save vs.
  L4 fear or suffer -1 to Defense rolls during your next combat encounter.
  Paladins save automatically, witch-hunters and demonologists add +1.
  2
  Wandering monsters attack the party. Roll d6: 1-3 roll on the Ruin Vermin
  Table, 4 roll on the Ruin Minions Table, 5 roll on the Ruin Weird Monsters
  Table, 6 roll on the Ruin Boss Table. A Boss met as a Wandering Monster
  has no chance of being the final Boss.
  3 A random character has a premonition of something that's about to
  happen. Roll the contents of your next room or corridor before you enter.
  4
  A phantom races past you and vanishes. Each character must save
  versus level 4 fear, or suffer -1 to Attack rolls on the next combat
  encounter OR gain 1 Madness (your choice). Paladins and necromancers
  automatically pass this save, witch-hunters and demonologists add +1.
  5
  You meet Gurko, a gnome potion vendor. He is willing to sell each
  character a maximum of 1 potion each. He has potions of healing and
  liniments of blessing (counts as a blessing spell) available for purchase.
  Both potions cost 150 gp. This encounter is unique. Reroll this event if
  you already encountered Gurko.
  6 You have sprung a trap. Roll on the Ruins Traps Table.
   Ruin Special Event Table
  1
  Trick Shot. The shooting character must save versus level 6 difficulty
  to successfully cut the binds. Rangers, elves, marksmen and wood elves
  add their ranged attack bonus to the save. Halflings may use a luck
  point here. On a failed attempt, the girl is hit and loses 1 life, and you
  do not get another try. On a roll of 1, the girl is hit in the head and dies.
  2
  Stealthy Rescue. The rescue attempt can be initiated on any combat
  turn, after the first one. The rogue or assassin must use a turn to
  withdraw from combat and sneak towards the girl. On his next turn he
  cuts the binds and frees the girl. Roll a 4 in 6 chance that 2 of the shadow
  beasts become aware and attack the character and the girl.
  3
  Obelisk. Roll d6: on 1–2 nothing happens, 3-4 all characters must save
  versus level 4 magic or lose 2 life, 5-6, the obelisk shatters and you find
  a gem worth 4d6 x 15 gp inside.
  4
  Cistern. Roll d6: 1-2 it contains ordinary water, 3-4 the water is blessed
  – each character who drank can either heal 1 life or receive the benefits
  of a blessing spell (choose once for each character), 5-6 the water is
  cursed – each character who drank either loses 1 life or 1 daily ability –
  luck point, spell, etc. (choose once for each character).
  
  130
  Secrets of the Ruins
  Excavator’s Luck.  You know the location of the next 2 traps you
  encounter in the ruin. No character in the party will trigger that
  trap. When that trap is discovered, it is automatically deactivated,
  and 1 of the 2 uses of this Secret is spent.
  Keen Sense. You may skip any 1 future encounter while in the
  ruins. This Secret does not apply to the final boss. This Secret may
  only be taken and used once.
  Answered Prayer. You learn the name of a benevolent spirit. You
  call it forth to fight for you, for one encounter. Ruin Spirit. Level 6,
  5 life, +4 attack, +3 defense, undead, immune to poison and sleep.
  At the end of the encounter, the spirit vanishes.
  Hidden Aquifer. You find a hidden aquifer.  Each character may
  drink from it to heal 2 life. You may bottle the water and make a
  potion that will heal up to 8 life in any combination. The aquifer
  may only be used one time.
  Ruin Magic Item Location. You have found a hidden ruin magic
  item. Roll on the Ruin Magic Item Table.
  Dwarven Architecture.  You may reroll the contents of any one
  room or corridor inside the ruins.
  
  131
  Ruins Special Feature Table (d6)
  1
  Shrine:  Each wounded character who prays at the shrine has a 3 in
  6 chance to heal 2 life points. Roll separately for each character. The
  characters can only use this shrine in this way once in the adventure.
  Other shrines encountered later in the adventure may be used.
  2
  Stone Dais: By placing a magic item upon the stone dais and sacrificing
  it, roll a 3 in 6 chance a random character will gain a permanent +1 to
  Defense or Attack rolls, your choice. The dais may be used only twice.
  The item is instantly destroyed no matter what the outcome is. The +1
  bonus is permanent.
  3
  Monument:   There’s a large monument in this room. Roll d6. On a
  1-2 nothing happens, 3-4 a level 4 lightning bolt attacks a random
  character (save or take 2 damage), 5-6 you find 3d6 x 10 gp or one ruins
  treasure (your choice).
  4
  Sarcophagus: A large stone sarcophagus lays open in the center of
  the room. Roll d6: On a 1-2, the sarcophagus is empty, 3-4 a Restless
  Mummy attacks (Level 7 undead Boss, life 7, 2 treasure, never tests
  morale, 2 attacks. Characters wounded by a mummy must save versus
  level 3 rot or lose the use of one arm. A Blessing will restore the rotting
  limb. Any character killed by a mummy becomes another mummy
  and attacks the party. Mummies are hit at +2 by fire-based spells), 5-6
  you find 1 ruins magic item.
  5 Obelisk: You may leave the obelisk alone or touch it. If you touch it,
  go to 3 on the Ruins Special Event Table
  6
  Cistern: The room contains a deep cistern full of cool water. Each
  character may drink from the cistern. Go to 4 on the Ruins Special
  Event Table.
  
  132
  Ruins Quest Table (d6)
  1 I need ingredients! Bring me the  3 demon bats, 3 fanged worms or
  3 vampire slugs. Reward: 2 treasure rolls at  +1.
  2 Somewhere in these ruins live several barghest. Kill two of them and
  bring me their heads. Reward: 3d6x15 gp and 1 treasure roll at +1.
  3
  Seek out a fungus folk scout, capture it with a Sleep Spell and rope.
  You may also use bolas or a boomerang (Wayfarers and Adventurers
  p.55), or a net (from the appendix in this book) if you have them. Bring
  it to me. Reward: 1 Potion of Healing or 1 Wand of Sleep (2 charges),
  your choice.
  4
  Take me to the entrance of the ruin so I may rid myself of this place.
  Reward: 3 scrolls of your choice with basic or expert spells from any
  Four Against Darkness book you own, including druid spells from
  Wayfarers and Adventurers.
  5 Defeat a portal void, without being teleported to the ruin entrance.
  Reward: 4d6x10 gp and 2 treasure rolls at +1.
  6 Bring me 2 dead ruin imps. Reward: 2 Ruins Magical Treasures.
  Shifting Warp Table (d6)
  1-2 A random character is instantly teleported back to the entrance.
  3-4 The entire party is instantly teleported back to the entrance.
  5-6
  Two random characters are instantly teleported to a previously
  entered room or corridor. Roll a d6: 1-2 two rooms away, 3-4 four
  rooms away, 5-6, six rooms away. You decide which room to be
  teleported to, according to the rolled distance. If there are not enough
  visited rooms available, the two characters will be teleported back to
  the entrance.
  If teleported characters want to run
  back to their friends, they will require
  one turn to move from a room to
  another. Remember to roll for
  wandering monsters in each room
  that the party already visited.
  
  133
  The Finale
  As you enter this room, you see a
  massive portal swirling in an arch.
  Glowing waves of red and purple
  whip around and the crackling of
  electricity fills the air. With hands
  raised, Mauldron stands before a
  black stone altar, dagger in hand.
  Upon the altar, a young girl lays
  prostrate, her wrists bound to a
  wooden stake. From the dark
  recesses of the room, you begin to
  make out moving shadows with
  glowing yellow eyes that stare
  menacingly back at you. Suddenly,
  Mauldron turns around to face you
  and with a commanding voice says,
  "Kill them all, my pets." 3d6+4
  shadow beasts crawl towards you.
  Time is of the essence
  You must hurry to kill Mauldron,
  close the portal, and save the girl.
  Every 4 turns, d6 additional shadow
  beasts will arrive through the portal
  and attack.
  Tactical Options
  You have a few different tactical
  options to consider for this
  encounter.
  Brute Force. You may choose to
  split your group up however you
  want. Possibly, have a group of
  characters and hirelings fight
  Mauldron, while the others fight
  the shadow beasts. You may also
  choose to single out Mauldron or
  the shadow beasts, focusing your
  attacks.
  Trick Shot. Before the combat
  begins, a character with a bow may
  attempt a one-time trick shot to cut
  the girl’s binds. If you try the trick
  shot, go to 1 on the Ruins Special
  Event Table.
  Stealth. A rogue or assassin may
  try to sneak around and release the
  bound girl. If you try to use stealth,
  go to 2 on the Ruins Special Event
  Table.
  The Bound Girl
  Once the girl is released from her
  bindings, she will help by joining
  the group. She will fight if you have
  a light hand weapon for her to use.
  Synnova. Level 2 swampling, 5 life,
  -1 to Attack, +1 to Defense, 1
  remaining luck point, light armor.
  
  134
  Mauldron
  Mauldron. Level 10 undead boss,
  10 life, 2 attacks, treasure: see
  below, never tests morale. He is
  immune to sleep and poison. All
  characters must immediately save
  versus level 6 fear (necromancers,
  necromingos, all demonic and
  undead characters, clerics, and
  demonologists save at +L, paladins
  are immune). Those who fail the
  save receive 1 Madness point, or
  suffer -1 on their Defense rolls until
  Mauldron has taken 2 wounds,
  your choice. Any spell cast at
  Mauldron has a 2 in 6 chance of
  being nullified. A Healing Spell or a
  vial of holy water may be used to
  automatically inflict 2 damage to
  Mauldron. Reaction: always fights to
  the death.
  Mauldron’s 
  Possessions: 
  The
  Mantle of the Mad, a robe giving to
  the wearer a +2 to saves versus fear
  or Madness (worth 300 gp.), the
  Staff of Zondora, a +1 light crushing
  weapon that holds 1 extra wizard
  spell per adventure (worth 400 gp.),
  and the Stone of Zirchus, which
  renders its holder immune to the
  Dark Plague (worth 500 gp.)  In
  addition to these items, make 2
  magic treasure rolls.
  
  135
  Shadow Beasts
  Level 6 minion, no treasure, normal
  morale. Any wounded character
  must save versus level 3 negative
  energy or receive a cumulative -1
  to all melee attack rolls. A Blessing
  will dispel all penalties. Each time a
  shadow beast is hit, there is a 3 in
  6 chance that the blow doesn’t
  actually hit the creature. Reaction:
  always fight.
  The Portal Closes
  Right before you defeat Mauldron,
  a huge leg with a cloven hoof steps
  through the portal from the other
  side. 
  When 
  unlife 
  leaves
  Mauldron’s 
  body, 
  the 
  portal
  instantly slams shut, severing the
  huge leg. Before your very eyes,
  the leg melts into a pool of ink-
  black slime. From the dark pool,
  ripples stir, and suddenly a mass of
  writhing black tentacles form,
  reaching out at you.
  Doomed Tentacula. Level 8 boss,
  HCL life, HCL attacks, never test
  morale, no treasure. Immune to
  sleep and poison. Its life points and
  the number of attacks are equal to
  your party's highest character level
  (HCL). Consider each of its life
  points as a single tentacle. For
  every Life point it loses, reduce its
  number of attacks by 1. Reactions:
  1–4 bribe (a living being to eat), 5–6
  fight to the death.
   The Heroes Prevail
  You have destroyed Mauldron,
  and the threat from the other
  side of the portal has been dealt
  with. For now, Norindaal is safe
  once again. A few days’ journey
  brings you back to Hulban,
  where cheering villagers greet
  you as you enter through the
  gate. Throngs of people, young
  and old crowd the streets,
  singing and rejoicing. You make
  your way to the great hall where
  the village elders await you.
  Inside, 
  a 
  feast 
  has 
  been
  prepared for you. Onius greets
  you and graciously thanks you
  for your help. “With our thanks,
  here is your reward of 1200 gold
  pieces. Please eat and rest here
  in our village until you are ready
  to venture on. We salute the
  four of you… those that stood
  against 
  the 
  darkness, 
  and
  prevailed.”
  ~ The End ~
  
  136
  XP and Reward
  For destroying Mauldron you
  gain 1 XP roll. If you destroyed
  the doomed tentacula, gain
  another XP roll. If you were able
  to rescue the girl, you gain 1
  more XP roll.
  Chieftain’s Daughter?
  If you have the CHIEFTAIN’S
  DAUGHTER keyword from the
  first chapter, the girl on the altar
  is her. Whether she managed to
  stay alive or died during combat,
  you have completed that quest,
  and will always have favor with
  swamplings. 
  All 
  characters
  active in this adventure may
  modify by +/-1 (your choice) any
  reaction roll of swamplings.
  Appendix
  New Class: Swampling
  Swamplings are halfling hunters
  and fishermen dwelling in the
  swamps, bogs and marshes of
  the Southern Savage Lands. It is
  uncommon to find a swampling
  venturing too far from their
  native swamp lands. However,
  some have been known to wear
  the title of adventurer, and
  travel abroad. Swamplings tend
  to shy away from towns and
  cities, and they do not possess
  the social skills of their halfling
  cousins.
  Swampling communities tend to
  be small, close knit groups, with
  one male or female chieftain.
  Their villages are built in the
  trees or on pylons above swamp
  waters. When hunting in groups,
  swamplings 
  ride 
  swamp
  ostriches, good hunting animals
  and trained mounts.
  Traits:  Like their halfling
  cousins, swamplings add their
  level to their Defense rolls
  against giants, trolls, and ogres.
  Swamplings have a number of
  
  137
  Luck points equal to their level
  (one less than halflings). A
  swampling may spend 1 Luck
  point to run away from a
  combat without receiving an
  attack, or to reroll one of the
  following rolls: an Attack roll, a
  Defense roll, a Search roll, or a
  roll on the Treasure or Magical
  Treasure tables. You may not
  reroll a reroll, and the result of
  a reroll stands, even if it is worse
  than the original roll. All Luck
  points spent are recovered at
  the end of the adventure, or
  between game chapters if
  stated in the adventure. A
  swampling gaining or losing a
  level during an adventure also
  gains or loses 1 Luck point.
  Restrictions Unlike halflings,
  the swampling receives no
  bonus to persuasion saves. In
  addition, they do not get any
  bonus to stealth saves in towns
  or cities. While in towns and
  cities, they save like barbarians.
  Swimmer: Swamplings make
  swimming 
  saves 
  at 
  +2.
  Swamplings who ride their
  ostrich companion and use the
  mount as a swimming aid
  increase this bonus to +3.
  Saves: Like halflings.
  Weapons 
  allowed: 
  Light
  weapons only.
  Armor allowed: Light armor
  only.
  Starting equipment: bola or
  net, and a light hand weapon.
  Starting wealth: 2d6 gold
  pieces.
  Life: 3 + level. A 1st level
  swampling has 4 life.
  Expert skills:  Acute Hearing,
  Alchemical Training, Arcane
  Tanner, Combat Acrobatics,
  Danger Sense, Dead Shot,
  Negotiator, 
  Net 
  Throwing,
  Ostrichemaster, 
  Poison
  Resistance, 
  Spore 
  Alchemy,
  Swampling Harvest.
  
  138
  Janibba and her swamp ostrich hunt red eagles.
  
  139
  New Expert Skills
  Net Throwing. A character with
  this skill adds + L to the net
  throwing save, instead of +½ L.
  Ostrichemaster: Swamplings
  with this expert skill may have a
  swamp ostrich companion. See
  The Crucible of Classic Critters,
  p.14, for rules on animal
  companions.
  Swamp Harvest:  A character
  with this skill adds +2 to the
  party’s foraging roll while in a
  swamp, marsh, bog, forest or
  rainforest area.
  New Weapon
  Weighted net: This light ranged
  weapon can be purchased for 6
  gp. A character may carry a
  maximum of 1 net. Nets do not
  inflict damage. On a hit, the
  thrower performs a save versus
  the monster’s level, adding + ½ L.
  On a success, the target is
  trapped by the net and can be
  captured alive by any character
  spending 1 turn tying him down
  with a rope. If no character
  spends 1 turn to do so, the target
  will break free in 2 turns. If no
  character captures the netted
  monster and it breaks free, there
  is a 3 in 6 chance that the net is
  damaged and will require repair.
  Nets may only be repaired
  between adventures, adventure
  chapters, or over a period of 2
  nights if camping. If the monster
  does not break free, the net is not
  damaged and can be recovered
  at the end of the encounter.
  Nets do not work on bosses.
  Elementals, oozes, jellies, ghosts,
  swarms, hordes, blobs and any
  creature larger than a human
  may not be targeted.
  New Animal Companion
  Swamp Ostrich. Level 1, 2 life,
  attack +1, defense 0, morale +1.
  Swamp ostriches are excellent
  swimmers and never have to
  make swimming saves in normal
  conditions. They may only be
  ridden by their Ostrichemaster.
  While traveling in swamps,
  forest, rainforest and jungle,
  ostriches will forage, and will not
  require food rations.
  Swamp Ostriches cannot rise in
  level.
  
  140
  New Arcane Tanning
  Below is a list of monsters found in
  this book with new arcane tanning
  components and craftable items.
  Refer to the Arcane Tanner expert
  rules (Four Against the Abyss p.15),
  for further details. If your party has
  an Arcane Tanner, you may harvest
  these items to craft the items listed
  below. Arcane Tanner components
  are randomly found in a monster’s
  treasure. If the monster’s treasure
  stat has 2 asterisks (treasure**), in
  addition to its regular treasure, you
  will 
  find 
  arcane 
  tanner
  components. Some monster’s stats
  list 
  the 
  gp 
  worth 
  of 
  their
  harvestable components. If no cost
  is listed, the worth is the monster’s
  level in gp if a minion or vermin; if
  Bosses or Weird Monsters, multiply
  it by their life points.
  Harvestable Components
  ● Belligerent Badger’s pelt
  ● Wild Boar’s hide
  ● Ambush Raptor’s skin
  ● Red Jungle Eagle’s feather
  ● Primordial Bear’s pelt
  ● Horned Boa’s skin
  ● Horned Boa’s horn
  ● Bird Bear’s pelt
  ● Wyrm’s scale
  ● Striped Velociraptor’s skin
  New Arcane Tanning  Items
  Belt of Bounty: This item allows a
  character to carry 5 more food
  rations in addition to the standard
  limit of 10, to a maximum amount
  of 15 rations. Characters may only
  wear 1 belt of bounty. (3 belligerent
  badger pelts, 1 horned boa skin),
  10 gp. Worth 100 gp.
  Rongul’s Reptilian Leather: This
  light armor provides +3 to the
  wearer's Defense rolls versus
  missile attacks e.g. arrows, javelins,
  darts, spears, but not spells.
  (ambush raptor’s skin x2, striped
  velociraptor’s skin x2, horned boa’s
  skin), 30 gp. Worth 150 gp.
  Jurdun’s Jerkin: This Light Armor
  vest provides +1 to all Defense rolls.
  The bonus becomes +2 when
  defending against any natural
  animal (primordial bear’s pelt, bird
  bear’s pelt), 30 gp. Worth 150 gp.
  Spiked Serpentine Shield: This
  shield provides +1 to Defense rolls
  and +2 to Defense rolls against all
  serpents, reptiles, and dragons
  
  141
  (including drakes and wyverns).
  (green wyrm scale x2, horned boa’s
  horn, striped velociraptor’s skin), 60
  gp. Worth 200 gp. This item may
  also be crafted by a dragoncrafter.
  Green Wyrm Plate:  This Heavy
  Armor provides the standard +2 to
  Defense rolls and adds +2 to saves
  versus all acid attacks. (wyrm scale
  x3, horned boa’s horn x2), 60 gp.
  Worth 150 gp.
  Red Feathered Headband: This
  feathered 
  headband 
  provides
  either +1 to spellcasting rolls or 1
  additional spell slot per day
  (players choice). Only usable by
  druids. (red jungle eagle’s feather
  x6, ambush raptor’s skin), 30 gold.
  Worth 150 gold.
  Gwennil, the arcane tanner, is out hunting ambush raptors.
  
  142
  Zandim the alchemist pours over numerous tomes looking
  for the perfect ingredient to create a new potion.
  
  143
  Alchemical
  Harvesting
  With The Apothecary Cookbook
  (see The Courtship of the Flower
  Demons, p. 70), you may use the
  harvested monster parts from
  this book to craft potions.
  Alternatively, you may sell a
  bundle of ingredients for 2d6 gp.
  New Ingredients
  Here is list of monsters from this
  book with the harvestable
  alchemical ingredients. A “part
  for 
  part” 
  conversion 
  to
  previously published alchemical
  components has been included.
  To 
  keep 
  things 
  simple,
  ingredients are harvested in
  bundles, not single components.
  An encounter with several
  minions or vermin, or a single
  Boss or Weird Monster, provides
  only 1 bundle of ingredients.
  However, if in an encounter  you
  fight a Boss or Weird Monster
  and minion or vermin foes at the
  same time, you may harvest 1
  bundle from the major monster
  and another from each monster
  group.
  Uncommon Ingredients
  Moss Troll’s moss counts as Ice
  Troll’s kidneys (TNBTW).
  Man-Eating Plant’s sap counts as
  Fly Traps buds (TCOTFD).
  Large 
  Intelligent 
  Arachnid’s
  brain counts as Manticore’s
  venom (COC or TNBTW).
  Hairy Tree Slug’s hair counts as
  Hag’s hair (TR or DW).
  Ruin Stalker’s talon counts as
  Dryad’s nail (TCOTFD).
  Portal Beast’s heart counts as
  Witherer’s tongue (DDD).
  Shadow Marauder’s essence
  counts as Foetal Ghoul’s marrow
  (4ATN).
  Deranged Harbinger’s brain
  counts 
  as 
  Doppleganger’s
  gallbladder (FF).
  Ruin Imp’s gall bladder counts
  as Chaos Gremlin’s gums (COC).
  Acidic Fungi’s spore counts as
  Fungus men stems (4AD and TR)
  
  144
  Mineral Ingredients
  Large Black Scorpion’s stinger
  counts as aqua regia (TCOTFD).
  Fanged Worm’s fang counts as
  charcoal (TCOTFD).
  Ruin Wraith’s ectosalt counts as
  saltpeter (TCOTFD).
  Vegetal Man’s vitamin V counts
  as cinnabar (TCOTFD).
  Ancient Stone Guardian’s quartz
  counts as massicot (TCOTFD).
  Petrified 
  Skeleton’s 
  calcium
  counts as silver (TCOTFD).
  Hideous Effigies’ azurite counts
  as stibnite (TCOTFD).
  Rare Ingredients
  Rainforest 
  Chaos 
  Demon’s
  essence counts as Blue Regal’s
  hair (TCOTFD).
  Forest Fey’s essence counts as
  Chaos ghoul queen’s bladder
  (TNBTW).
  Mortim 
  Mangler’s 
  intestine
  counts as Man-tiger of Thraa’s
  guts (ME).
  Dark Delver’s blood counts as
  Chest Monster’s glands (4AA).
  Hemoth Lord’s tendon counts as
  Blasphemous 
  One’s 
  heart
  (4ATN).
  Portal Void’s jelly counts as
  Luminescent heptahedron’s jelly
  (BBB).
  Greater Forest Gorgon’s eye
  counts as Bloodmaw’s tongue
  (DDD).
  Huge 
  Black 
  Salamander’s
  tongue counts as Shokoti’s
  tongue (BBB).
  Sanity 
  Stealer’s 
  membrane
  counts as Lictor’s brain (4ATN).
  New Apothecary
  Elixir of the Magi: Restores 1
  used spell slot from a caster’s
  daily limit. It must be drunk, and
  it is only usable by spellcasters.
  Any non-wizard who drinks the
  elixir must save versus level 6
  poison or immediately gain 6
  madness points. The elixir
  contains only 1 use.
  Duration: Immediate.
  Cost: 350 gp.
  
  145
  Difficulty: 6.
  Ingredients: rainforest chaos
  demon’s essence x2, forest fey’s
  essence, ruin wraith’s ectosalt
  x2, mortim mangler’s intestine,
  ruin stalker’s talon.
  Blessed Vinegar: Instantly cast
  a Blessing upon whomever the
  vinegar is poured upon. Works
  as the standard Blessing Spell.
  The vinegar contains only 1 use.
  Duration: Immediate.
  Cost: 220 gp.
  Difficulty: 4.
  Ingredients: 
  shadow
  marauder’s essence x2, greater
  forest gorgon’s eye, man-eating
  plant’s sap x3, ruin wraith’s
  ectosalt, 
  huge 
  black
  salamander’s tongue.
  Pumice of Power: When the
  arms and legs of a character are
  rubbed with this pumice, their
  strength 
  is 
  increased. 
  The
  character makes saves, Attack,
  and Defense rolls as if 2 levels
  higher than his current level.
  Duration: 1 encounter.
  Cost: 300 gp.
  Difficulty: 5.
  Ingredients: 
  deranged
  harbinger’s brain, portal beast’s
  heart x2, acidic fungi’s spore x3,
  large intelligent arachnid’s brain,
  greater forest gorgon’s eye.
  Fairy Dust: When doused with
  this dust, a character is capable
  of flight. The character can carry
  up to one additional character
  and all their possessions. This
  may be used to avoid chasms or
  obstacles, or to fly away from a
  melee without receiving an
  attack from your enemies.
  Duration: 1 encounter
  Cost: 350 gp.
  Difficulty: 6.
  Ingredients: hideous effigies’
  azurite, hairy tree slug’s hair x3,
  fanged worm’s fang, large black
  scorpion’s stinger x3, dark
  delver’s blood.
  Sanguine 
  Solution: 
  This
  solution only needs to be
  poured upon the head of any
  character that has lost his sanity
  
  146
  (Madness points greater than
  their 
  character 
  level), 
  and
  instantly Madness points are
  lowered to 1 point below the
  character’s level. To make use of
  this solution, the character must
  first be subdued. To subdue a
  fleeing character, you must use
  either a sleep spell, a bola, a
  boomerang 
  (Wayfarers 
  and
  Adventurers, p.55), or a net (see
  p.139). If you have any of these,
  you may attempt to use one of
  them to attempt to subdue and
  capture the insane character
  once.
  Duration: immediate.
  Cost: 500 gp.
  Difficulty: 6.
  Ingredients: 
  hemoth 
  lord’s
  tendon, 
  ancient 
  stone
  guardian’s quartz x2, ruin Imp’s
  gall bladder x3, fanged worm’s
  fang, portal beast’s heart.
  Vegetal Salve:  Plant monsters
  will not attack any character that
  smears this paste on their face
  and arms. Monster must have
  the word plant in its description.
  The salve contains only one use.
  Duration: 1 encounter.
  Cost: 150 gp.
  Difficulty: 3.
  Ingredients: 
  vegetal 
  man’s
  vitamin V, man-eating plant’s
  sap x2, moss troll’s moss, large
  intelligent 
  arachnid’s 
  brain,
  sanity stealer’s membrane.
  Elixir of the Magi
  
  147
  So You Got a Total
  Party Kill?
  It may happen that your whole
  party 
  is 
  slaughtered 
  in 
  this
  adventure. Sometimes, bad luck
  happens. It’s  just a part of the
  game. After all, without risk, your
  adventurers’ life would be dull, and
  their victories meaningless.
  Here is a rule to use if your whole
  party is slaughtered.
  Create a new party and start the
  adventure again. You have been
  told about the fate of the previous
  party. One of your characters knew
  someone in the old party, or
  maybe they were relatives or old
  lovers, or maybe your wizard had
  a vision of the other party’s ill fated
  adventure. So your party sets out
  to 
  recover 
  the 
  old 
  party’s
  belongings and, if possible, give
  them a proper burial.
  Mark the spot (hex or location)
  where 
  your 
  previous 
  party
  suffered a Total Party Kill. During
  the game, you may spend 3 Clues
  to discover the exact location
  where they were killed. If there is
  an encounter in that area, you may
  bribe the monsters (if you roll a
  bribe reaction) to let you have your
  old friends’ weapons and armor
  (but not their treasure: that will be
  in the monsters’ possession. If you
  fight and defeat the monsters, all
  the treasure belonging to the old
  party will be found in their
  treasure, in addition to any
  treasure they possess of their own.
  If the previous party had unspent
  Clues, roll d6 adding the number
  of unspent Clues they had. On a 6
  or better, they left a diary/scroll or
  any 
  other 
  sort 
  of 
  written
  information, and you may collect
  those Clues with the new party. If
  the roll is less than 6, the written
  information has been destroyed
  and the Clues are lost.
  
  148
  Hex Map Travel Guide
  Choose which adjacent hex you want to
  move to. Before you move to that hex,
  make an orientation check.
  If your orientation check is
  successful, proceed to hex
  location.
  If you fail your orientation check,
  roll on the orientation diagram
  to determine where you end up.
    On a trail hex? Roll for Wandering Monsters.
  Deal with any Wandering Monsters.
  Roll on Rainforest Content Table.
  Complete any encounter.
  If an encounter is completed or you are in an
  empty hex, you may search and/or forage.
  After your 10th hex move,
  start moving the pursuing monsters.
  Before moving to another hex, note how many
  hexes you’ve moved, and their type, to keep
  track of the passage of time.
  If it is nightfall, you may set up camp.
  Start over at the top of the guide, choosing a hex to move to.
  
  There are whispers in the night of a dark force gathering deep within
  the rainforest. Growing numbers of raiding orcs, trolls, and goblinkind
  go unchecked. It is up to you and your four adventures to take matters
  into your own hands. Will you prevail and bring peace and prosperity
  back to the land?
  Fortress of the Warlord is a classic fantasy solo campaign for Four
  Against Darkness, featuring:
  - Four different types of gameplay
  - Eighteen new spells
  - Forty-five new magic items
  - Ninety-six new monsters and variations of the classic ones
  - New Alchemy components with 6 new items to craft
  - New Arcane Tanning components with 6 new items to craft
  - New class: the swampling
  - New mount: the swamp ostrich
  - New weapon: the weighted net
  - New reactions: Sound the Alarm and Shifting Warp
  Requires Four Against Darkness and Four Against the Abyss.
  In These Dark and Dangerous Times
  
SOURCE: textdata/thevault/Four Against Darkness/Four Against Darkness Adventures/Four Against Darkness Fortress of the Warlord/Four Against Darkness Fortress of the Warlord.pdf