TEXT: Wayfarers and
  Adventurers
  New Characters and Options for Four Against Darkness
  
  Wayfarers and
  Adventurers
    New Characters and Options for Four Against Darkness
  Written and illustrated by Andrea Sfiligoi
  Proofreading: David Ybaben
  Playtesting and helpful comments: Andrea Sfiligoi, Victor Jarmusz, Erick
  Bouchard, John Clay, Ray Ohlinger, Jay Villanueva, Finnegan Brown
  Buy our books on www.lulu.com/songofblades
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  Wayfarers and Adventurers
  2
  Contents
  Introduction 
  3
  Druid 
  5
  Martial Mystic 
  7
  Gnome 
  11
  Wood Elf 
  15
  Green Troll 
  17
  Green Troll Stupidity Table 
  18
  Character Traits 
  22
  Rare Traits 
  32
  Milestones 
  33
  Druid Spells 
  42
  Expert Druid Spells 
  45
  Druid Scrolls 
  46
  New Wizard Basic Spells 
  47
  Expanded Random Basic Spell Table 
  47
  New Expert Skill: Troll Trainer 
  50
  New Equipment 
  50
  Leafsteel Armor 
  51
  New Animal Companions 
  52
     Forest Shadow 
  52
     Bearwolf 
  52
  Alternative Minions 
  54
  New Weapons 
  55
  
  Wayfarers and Adventurers
  3
  Introduction
  This supplement for Four Against Darkness describes new classes that
  may be used alongside the ones found in the core book, in Concise
  Compendium of Classes and other supplements. All of these are
  optional. Use them if you think they will add to your enjoyment of the
  game. They are written in the most generic format possible, giving you
  ample opportunities for use in any type of setting or adventure.
  Two adventurers face a six-eyed molebeast in the dungeons of Thruu.
  
  Wayfarers and Adventurers
  4
  
  Wayfarers and Adventurers
  5
   Druid
  Druids are nature priests unaffili-
  ated to temples and organized
  religion. They protect the wilder-
  ness and channel the powers of
  nature, gaining the ability to
  shapeshift into animal form or to
  summon the aid of trees and
  beasts. They are a bit crippled in
  dungeons, but shine in a wilder-
  ness setting.
  Spellcasting: Druids can use
  their own spells, adding their level
  to their spellcasting roll. They do
  not need to read or learn their
  spells from books, but meditate
  between adventures to regain the
  spells used. They begin with 2
  druid spell slots, +1 per level.
  They gain 1 additional spell slot
  immediately when they level up.
  Spell Knowledge: Druids know
  and can memorize any spells from
  the basic druid spell list. If a druid
  wants to add to his repertoire the
  spells from the Expert druid list,
  he must learn them during his
  adventures. A druid of level 5+
  may add a spell to his repertoire
  in the following ways:
  1) As an epic reward (when the
  party completes a quest, the druid
  may learn an expert spell instead
  of rolling on the epic rewards
  table);
  2) Discovering a secret (the druid
  spends 3 clues and learns a new
  expert spell);
  3) The druid passes an XP roll and
  learns an expert spell;
  4) The druid finds an expert spell
  on a scroll and uses that scroll to
  learn the spell. This process
  destroys the scrolls but lets the
  druid add the spell to his reper-
  toire of known spells.
  Attack bonus: A druid under-
  goes partial martial training. A
  druid adds +1/2 L on Attack rolls,
  rounded down.
  Non-druid scroll use: Druids
  can cast spells not on the druid
  spell list from scrolls and magic
  items, but add only +1/2 L to the
  spellcasting roll. Druids may NOT
  learn these spells.
  Armor allowed: Light armor,
  leafsteel armor, shield.
  Weapons 
  allowed: 
  Light
  weapons (staff, sickle, club, dag-
  ger), javelins, short bow or sling
  (light ranged weapons).
  Animal Companion: A druid
  may have one animal companion
  in addition to a mount. This
  animal comes to the druid of its
  own volition. The druid must not
  pay the cost of the animal, but
  must spend 1 gp worth of food
  when the animal comes. All
  animals described in The Cruci-
  ble of Classic Critters are avail-
  
  Wayfarers and Adventurers
  6
  able. Druids may also take the
  forest shadow and the bearwolf
  described in this book as com-
  panions.
   The druid has a special, subtle
  connection with his animal
  companion. The druid receives
  1 Madness if the animal dies. As
  soon as the druid is in the wil-
  derness or just outside of a
  dungeon, another animal of the
  druid’s choice will replace the
  dead companion. Again, the
  druid must offer 1 gp worth of
  food to accept the animal as his
  companion.
  Starting Equipment: Light
  hand weapon (sickle).
  Starting Wealth: 2d6 gp.
  Life: 3 + Level. A 1st level druid
  has 4 Life.
  Expert skills: The druid may
  learn the following skills from
  Four Against the Abyss: Arcane
  Tanner, Commanding Pres-
  ence, Continual Light, Detec-
  tive, 
  Intuition, 
  Negotiator,
  Poison Resistance, Protective
  Incense, Spore Alchemy, Strong
  Will, Terrifying Savagery.
  The druid may learn the follow-
  ing skills from Concise Collec-
  tions of Classes: Poison Expert,
  Spiritual Nourishment, Surgeon
  Training.
  Saves: If not otherwise speci-
  fied in the description of a save,
  the druid saves like a cleric.
  A druid in the forests of Edda meditates while his forest shadow
  companion watches over him.
  
  Wayfarers and Adventurers
  7
  Martial Mystic
   A martial mystic is a student of
  the martial arts. Learning to
  focus on inner life-force and to
  control bodily functions and
  abilities to the fullest, mystics
  can 
  produce 
  seemingly
  magical effects, awaken their
  internal energies, transfer
  their life force onto others,
  and access the telepathic
  storage of universal knowl-
  edge known as akasha.
  Attack and Defense: the
  mystic adds +1/2 L to attack
  rolls (both melee and ranged)
  and +L to defense rolls.
  Unarmed fighting: The
  martial mystic is trained to
  use his hands and feet as
  weapons, and does not suffer
  the customary -2 modifier for
  unarmed fighting. The -1 for
  using light weapons still
  applies. In addition, the
  mystic may attack with a kick.
  A kick hits at +1 but if the
  mystic rolls a 1 on the attack
  roll, the mystic loses his
  balance and will not attack
  next turn.
  Resistance: The martial
  mystic adds +L to save rolls
  vs. poison, stone-turning, gas,
  stunning, 
  and 
  mind
  control/hypnosis.
  Athletic: The martial mystic
  adds +L to save rolls to climb
  or leap or obstacles or to jump
  down safely, including when
  falling through a trapdoor or any
  
  Wayfarers and Adventurers
  8
  similar trap that inflicts falling
  damage.
  Chi powers: The martial mystic
  receives a number of Chi points at
  the beginning of every adventure
  equal to his level +2. The martial
  mystic may spend one Chi point
  per turn to do one of the following:
  1) Create an energy fist attack
  that counts as a magic attack
  and can hit any creature,
  including those who are insub-
  stantial or are hit only by
  magic weapons. Add +L (not
  just 1/2L as usual) to this
  unarmed melee attack. If the
  martial mystic possesses a
  magic item or an advanced
  skill that lets him perform
  multiple attacks or attack
  more than one target, such as
  Flurry of Blows or Double
  Attack, the +L bonus is
  applied to all attacks per-
  formed during the current
  turn. The energy fist disap-
  pears at the end of the turn;
  2) Destroy one door, treasure
  chest, shield, pole, tree or
  other item made of wood with
  a thickness up to the mystic’s
  arm length. The power can be
  used to break free from a
  wooden house or even damage
  a ship to the point it will sink
  or disable a siege engine. This
  happens automatically, but
  requires the expenditure of an
  action. This may also be used
  to automatically inflict up to 3
  damage 
  against 
  creatures
  made of wood (wood golems,
  wood automatons, wood ele-
  mentals, treemen, living wood
  statues);
  3) Break free of chains, ropes,
  shackles, handcuffs or other
  restraints, including magical
  ones. This happens automati-
  cally, but requires the expen-
  diture of an action;
  4) Evade from a melee without
  suffering an attack;
  5) Automatically pass a defense
  roll (you spend the Chi point
  INSTEAD OF rolling -- you
  cannot roll and then, on a fail-
  
  Wayfarers and Adventurers
  9
  ure, decide to use the Chi);
  6) Project his lifeforce to heal
  others. The mystic spends 1
  Chi and loses 1 Life but heals
  2 life to a friend. This ability
  may also be used to remove
  the effects of poisoning from a
  friend’s body, but it will not
  bring back to life someone who
  died of poisoning. The mystic
  may also remove temporary
  blindness or 1 point of Mad-
  ness. The mystic may heal
  another mystic but not him-
  self;
  7) Parry a ranged attack and
  immediately reflect it back
  against the attacker (use the
  mystic’s normal chance to hit
  with a ranged attack, adding
  +1/2 the mystic’s L);
  8) Upon a successful defense roll,
  spend 1 Chi to immediately
  perform a melee attack at -1
  that will incapacitate the
  attacker, as long as the mystic
  spends his following action to
  tie the attacker with a rope or
  the like; this ability may be
  used only against minion or
  vermin, or against a boss
  whose level is half the mystic
  or less (for example, an 8th
  level mystic may immobilize a
  level 4 Boss). This ability may
  not be used against weird
  monsters, hordes, shapeless
  creatures, insubstantial crea-
  tures, elementals or swarms
  (use your common sense: if it
  is something that cannot be
  tied with a rope, incapacitation
  will not work);
  9) Focus on non-lethal combat,
  so that the mystic may
  perform non-lethal (subduing)
  attacks for the duration of an
  encounter. Any victim “killed”
  by the mystic during this
  combat is considered knocked
  out instead, and may be
  revived later for interrogation,
  bound, etc. Weird monsters
  and creatures with no nervous
  system (undead, insubstantial
  creatures, oozes, jelly cubes,
  molds, elementals, automata
  and robots, spirits) may not be
  knocked out;
  10)  Use pressure points to force a
  prisoner to tell the truth. This
  allows the mystic to perform a
  search roll, once per adven-
  ture, that will yield 2 clues, if
  he has a prisoner to interro-
  gate. The prisoner must be
  able to communicate (i.e., not
  an animal). Weird monsters
  and creatures with no nervous
  system (undead, insubstantial
  creatures, oozes, jelly cubes,
  molds, elementals, automata
  and robots, spirits) may not be
  interrogated with pressure
  points;
  11) Put a number of Chi points
  towards self discovery and
  introspection. The points must
  
  Wayfarers and Adventurers
  10
  be allotted before the begin-
  ning of the adventure and may
  not be used for anything else.
  Once the mystic has allotted 6
  Chi points towards self discov-
  ery, he may access akashic
  knowledge or wake up his kun-
  dalini 
  energy. 
  Accessing
  akhasic knowledge: this
  lets the mystic use a single skill
  he does not know once per
  adventure (any expert skill
  from any book such as those
  found in Four Against the
  Abyss may be used) or cast a
  single spell per adventure
  from any list of spells from any
  book. The spell is not memo-
  rized or chosen, it is just drawn
  into the mystic mind’s from
  akasha (a collective, telepathic
  library of all the knowledge in
  the universe). The spell or skill
  will disappear from the mys-
  tic’s mind as soon as its game
  effect is caused. Awakening
  kundalini: This will give the
  mystic a permanent +1 to all
  rolls performed during an
  encounter (attack, defense,
  saves, or any other rolls).
  Spent Chi points are recovered
  during the mystic’s morning med-
  itation, a process that requires
  sitting in an undisturbed place for
  at least one hour.
  Scroll use: Mystics can cast
  spells from scrolls and magic
  items, always counting as first
  level casters (they just add +1 to
  the spellcasting roll).
  Armor allowed: None.
  Weapons 
  allowed: 
  Light
  weapons (staff, sickle, club,
  dagger, nunchaku), sling, two-
  handed light weapon (quarter-
  staff: counts as a 10’ pole, and has
  a -1 for being a light crushing
  weapon and a +1 for being a
  two-handed weapon, for a net
  bonus of 0).
  Starting Equipment: Light
  hand weapon or sling, meditation
  beads, one short rope (used to tie
  incapacitated opponents).
  Starting Wealth: 1d6 gp.
  Life: 5 + Level. A 1st level martial
  mystic has 6 Life.
  Expert skills: The martial
  mystic may learn the following
  skills from Four Against the
  Abyss: Acute Hearing, Combat
  Acrobatics, Deadly Strike (used
  with bare hands only), Double
  Attack, Impervious, Poison Resis-
  tance, Quick Footed, Spot Weak-
  ness (only with bare hands),
  Withstand Pain.
  From Concise Collection of
  Classes, the mystic may learn the
  following skills: Catch Projectiles,
  Flurry of Blows, Quivering Palm.
  Saves:  Unless specified other-
  wise in the description of a save,
  a martial mystic saves a rogue.
  
  Wayfarers and Adventurers
  11
  Gnome
  Gnomes are a small folk related to
  both dwarves and halflings. Their
  love of pointy hats, knee-high
  boots and decorated clothes is well
  known. Like dwarves, they have
  an affinity with earth, gemstones,
  metals and engineering. Like hal-
  flings, they live above the ground
  in small, cozy homes on the side
  of hills, or in isolated cottages
  where they can practice their
  experiments without disturbing
  their neighbors with the occa-
  sional explosion or the funny
  smell coming from their labs.
  A gnome adventurer is skilled in
  crafting 
  bizarre 
  but 
  useful
  mechanical contraptions. Crea-
  tures of both science and wiz-
  ardry, most gnomes practice a bit
  of illusion magic.
  Illusions: The gnome can cast
  the Illusion spell (described in the
  spell section of this book) a
  number of times per adventure
  equal to L. They study the spell
  using a contraption bearing some
  magic words engraved on gears
  and lenses. Every morning, the
  gnome will need to spend a few
  minutes studying his contraption
  in a quiet surrounding, and will
  memorize his illusion spells for
  the day. When casting the illusion,
  the gnome adds +L to the spell-
  casting roll.
  
  Wayfarers and Adventurers
  12
  Scroll use: Gnomes can cast
  spells from scrolls and magic
  items, always counting as first
  level casters (they just add +1 to
  the spellcasting roll regardless of
  the gnome’s actual level). If the
  spell cast from the scroll is Illusion
  or any spell with the words Illu-
  sion, Phantasmal or Illusionary,
  however, they add their full level.
  Hard to hit: Due to their dimin-
  utive size and quick reflexes,
  gnomes add +1/2 L to defense
  rolls.
  Resistance: Gnomes add +L to
  saves vs. poison and gases.
  Gadgeteer:  Gnomes add their
  level on rolls to disarm traps. In
  addition, a gnome receives a
  number of gadget points at the
  beginning of every adventure
  equal to L+6. At any moment
  during the adventure, the gnome
  may spend gadget points to do one
  of the following:
  1) Use a one-shot mechanical
  weapon that lets him add +L
  to one ranged attack. The
  gadget is then disabled until
  the gnome spends another
  gadget point and 30 minutes
  to repair it. A typical example
  would be a mechanical, clock-
  work drone that hits the target
  and then runs out of energy, a
  spring-loaded blade, a razor-
  sharp yo-yo or a jack-in-the-
  box metal fist.
  2) Open one locked door or chest,
  or disarm one trap. This
  requires the expenditure of an
  action and a Save against the
  level of the trap or door. If no
  level is indicated for a locked
  door, assume it to be L6. Add
  the gnome’s level and the
  number of gadget points spent
  to the roll. The number of
  gadget points must be spent
  BEFORE the roll. For exam-
  ple, a gnome who wants to add
  +3 to his roll to disarm a trap,
  will have to spend 4 gadget
  points (one to be allowed to
  roll, and 3 to get a +3 bonus to
  the save).
  3) Help someone out of chains,
  ropes, shackles, handcuffs or
  other restraints, including
  magical ones. This requires
  the expenditure of an action
  and a Save vs. difficulty 6 (or
  the level of the creature that
  bound the victim or that is
  guarding the prisoner, if it is
  known and it is higher than 6).
  Add the gnome’s L to the roll.
  If the roll fails, the gnome may
  try again in the following turn,
  but if the gnome ever rolls a 1,
  the lock/chain/restraint is
  beyond his ability. The gnome
  may not free himself if he is
  the one being shackled.
  4) Build a gadget that creates a
  smokescreen. This lets the
  party flee from a combat
  encounter without suffering
  
  Wayfarers and Adventurers
  13
  any attacks as they withdraw.
  Smokescreens do not work
  against fire and smoke-based
  creatures like djinn, efreeti, air
  elementals (who automatically
  dissipate the smokescreen)
  and fire elementals. The
  smokescreen device is pretty
  simple to use, and the gnome
  may also give it to another
  character, but if used by a
  character who is not a gnome,
  there is a 2 in 6 chance that it
  will not work. The smoke-
  screen bomb is used in any
  case, and may not be repaired
  until the gnome spends 1
  gadget point to create another.
  5) Build a portable door. This lets
  the gnome add a door on the
  map where there is none, pro-
  vided there is a way to connect
  the current room to some
  other room, or to turn a door
  into an opening or an opening
  into a door. The device may
  also be used to lock a door that
  has no lock mechanism, and it
  will remain in place until the
  door is destroyed or the lock
  opened.
  6) Build a grenade that inflicts
  damage equal to the number
  of gadget points spent minus
  1, up to a maximum of 4
  damage. It takes one action to
  throw 
  the 
  grenade. 
  The
  grenade may be thrown as a
  ranged attack before the
  combat begins, and only if the
  gnome was not surprised. If
  the grenade is used during
  melee, its damage must be
  applied to the party as well
  (roll d6 for each party member
  in the room to determine how
  many points of damage are
  inflicted, with a maximum
  equal to the gadget points
  spent on the grenade or 4,
  whichever is lower). Each
  point of damage of the grenade
  will automatically kill one
  minion or vermin, or inflict
  one damage to a boss or weird
  monster.
  Example: 
  Gyrip 
  the
  gnome has a 5 point
  grenade and throws it as
  a ranged attack in a room
  containing an orc boss
  with 7 life and 8 goblin
  minions with 1 life each.
  The grenade goes off. The
  player rolls d6 and scores
  a 6. Technically, this is an
  exploding die roll but it is
  unnecessary to explode it
  because 
  the 
  grenade’s
  maximum damage is 4.
  The orc boss loses 4 life
  and 4 goblins are killed in
  the explosion.
  Example 2: Gyrip is in a
  room with the same orc
  boss as above, 3 goblins,
  
  Wayfarers and Adventurers
  14
  and his party. The melee
  has already begun but the
  situation is desperate and
  the party needs to wound
  the orc boss. Gyrip spends
  one action to throw the
  grenade. Every party
  member rolls d6, taking
  that amount of damage
  (with a maximum of 4
  points of damage).
  7) 
  Use 
  a 
  gadget-enhanced
  weapon to add +L to all melee
  attacks for the duration of an
  encounter. An example would be
  a gauntlet with protruding blades
  or a spring-loaded hammer that
  spins in the gnome’s hand. While
  using such weapon, the gnome is
  immune to all game effects that
  disarm him, but not to monsters
  that destroy metallic weapons,
  like the Iron Eater.
  8) Use clockwork armor. This is
  a suit composed of metallic spin-
  ning wheels and gears. It counts
  as light armor, but its defense
  bonus increases to +3 until the
  end of the current encounter
  when the gnome spends 1 gadget
  point to activate the defensive
  gears. The gnome can build his
  own suit of clockwork armor but
  will need to spend 25 gp in mate-
  rials. Clockwork armor is metallic
  and may be destroyed by Iron
  Eaters and similar creatures that
  destroy metal. Due to its distract-
  ing complexity, it counts as TWO
  items if stolen by Invisible Grem-
  lins.
  Armor allowed: Light armor,
  leafsteel 
  armor, 
  clockwork
  armor.
  Weapons 
  allowed: 
  Light
  weapons, sling, hand weapon,
  bow, handgun, and any clock-
  work weapons found as treasure.
  Starting Equipment: Light
  hand weapon, contraption, a set
  of lockpicks and precision tools
  (resale value of 15 gp).
  Starting Wealth: 4d6 gp.
  Life: 4 + Level. A 1st level gnome
  has 5 Life.
  Expert skills: A gnome may
  learn the following skills from
  Four Against the Abyss: Acute
  Hearing, 
  Arcane 
  Tanner,
  Brawler, Continual Light, Detec-
  tive, Negotiator, Quick Footed.
  A gnome may learn the following
  skills from Concise Collection of
  Classes: Alchemical Training,
  Bomb Crafting, Surgeon Train-
  ing.
  A gnome may also  learn Troll
  Training from this book.
  Saves: The gnome saves like a
  rogue unless the description of
  the save says otherwise.
  
  Wayfarers and Adventurers
  15
  Wood Elf
  Traits: A wood elf adds +L to
  attack and defense rolls when
  fighting in a forest or jungle, and
  always when using a bow (not a
  crossbow). In all other cases, the
  wood elf adds +1/2 L on melee
  attack rolls.
  Wood elves add +L on their saves
  when defending from traps found
  in the wilderness (pits, snares,
  bear traps).
  Wood elves reduce by 1 the party’s
  chance of being surprised when
  travelling in forests, jungles and
  woods of any type.
  Wood elves add +L to stealth
  saves when in the woods.
  Living off the land: As long as
  they are travelling outdoors, in a
  non-desertic and non-frozen sur-
  rounding, wood elves automati-
  cally generate food for 2 people
  per day. This represents their
  ability to hunt small game and
  pick edible berries and roots. In
  snow-covered terrain, the ability
  is reduced to 1 food per day.
  Weapons from nature: When-
  ever a wood elf is in the wilderness
  (forest or heavy forest), he may
  fashion a crushing hand weapon,
  crushing light weapon, crushing
  two handed weapon, staff, quar-
  tertsaff or bow out of natural
  materials. This requires 1 roll for
  wandering monsters for every 2
  weapons created.
  Armor from nature: A wood elf
  may fashion a shield from a tur-
  tle’s shell or a giant beetle’s cara-
  pace. A wood elf may also fashion
  a suit of leafsteel armor in about
  four hours (six hours if the suit is
  meant for a large creature like a
  troll or ogre) if he finds a leafsteel
  bush (a 1 in 6 chance of finding
  one per hex/area of forest trav-
  eled). Leafsteel armor works as
  heavy armor (+2 to defense rolls)
  and gives no swimming and
  climbing limitations but must be
  discarded after 2 adventures as
  the leaves dry. Leafsteel armor
  may be worn by any class that may
  wear light armor. Leafsteel bushes
  grow in dangerous areas, and
  
  Wayfarers and Adventurers
  16
  there is a 2 in 6 chance of a
  random wilderness encounter
  whenever the party stops to collect
  enough leafsteel for building a suit
  of armor.
  Forester: A party entirely com-
  posed of wood elves can move
  through forest as if they were
  under the constant effect of a
  Forest Pathway spell.
  Friend of the woodland
  beings: If one or more wood elves
  are in the party, you may alter by
  1 all reaction rolls when encoun-
  tering woodland creatures and
  plant lifeforms like treemen,
  dryads, other wood elves, and any
  other creature from sylvan or
  forest or jungle encounter tables.
  Saves: The wood elf saves as an elf.
  Armor allowed: shield, light
  armor, leafsteel armor.
  Weapons allowed: light weap-
  ons, hand weapons, quartertsaff,
  bow, crossbow, bolas, boomer-
  ang.
  Beginning Equipment: 1d6
  gp, leafsteel armor, 1 hand
  weapon, 1 bow.
  Expert skills: A wood elf may
  learn the following skills from
  Four Against the Abyss: Acute
  Hearing, 
  Arcane 
  Tanner,
  Brawler, Combat Acrobatics,
  Danger Sense, Deadly Accuracy
  (only when using bows), Dead
  Shot, 
  Double 
  Attack, 
  Knife
  Throwing, Quick Footed.
   A wood elf may learn the follow-
  ing skills from Concise Collection
  of 
  Classes: 
  Poison 
  Expert,
  Surgeon Training.
  
  Wayfarers and Adventurers
  17
  Green Troll
  A few green skinned, regenerating
  trolls are civilized enough to be
  accepted in adventuring parties in
  the role of brutes.
  Traits: Trolls add +L to melee
  attacks and a flat +1 to ranged
  attacks with thrown weapons (typ-
  ically axes or even large stones)
  and their projectile vomit attack.
  Green trolls’ thick skin is equiva-
  lent to heavy armor and gives +2
  to defense rolls.
  Projectile Vomiting: Once per
  adventure per level, a troll may
  spew its acid gastric juices upon a
  target. This counts as a ranged
  attack that inflicts 2 wounds if it
  hits. However, if the
  target is wearing any
  clothes, fur or other
  expensive clothes or
  decorative objects are
  part of its treasure, they
  will be ruined and lose
  all 
  monetary 
  value.
  Likewise, a creature that
  has been killed by troll
  acid may not be har-
  vested for body parts for
  alchemical use.
  Stupidity: Trolls are
  immensely stupid and
  unpredictable. 
  They
  may not learn any
  advanced skills and may
  not use equipment of
  any kind except weap-
  ons. Likewise, they may
  not be sent alone to
  inspect a room or check for traps,
  listen for sounds, or any action
  that 
  involves 
  searching 
  or
  generating/using Clues. If at any
  moment only trolls remain in a
  party, the party is considered dis-
  banded and the adventure ends.
   At the beginning of any combat
  encounter, once the combat starts,
  they must roll d20 on the stupidity
  table to see what they will do in
  the current encounter. If a charac-
  ter with the Troll Trainer expert
  skill is in the party, roll d20 twice
  and pick your favorite result.
  
  Wayfarers and Adventurers
  18
  Normal: The troll fights as
  normal -- this time.
  A Crisis is Coming: The troll
  fights as normal, this time, but his
  next roll on the stupidity table is
  at +1. This modifier is cumulative,
  so if you roll it again, it will
  become +2, and so on. This mod-
  ifier resets to zero at the end of the
  adventure.
  Idle: The troll just sits on the
  ground 
  doing 
  nothing, 
  and
  defends at -2 against any attack
  during this encounter. The troll
  will not attack.
  Hungry: The troll will fight at the
  beginning of the turn, but as soon
  as one dead opponent is available,
  no matter whether killed by the
  troll itself or by another character,
  the troll will stop to devour its
  body and will no longer take part
  in the current combat. If all the
  party is defeated or flees from the
  encounter, the troll will run away
  carrying the corpse with him.  The
  troll is considered dead, and all
  the equipment and loot that it was
  carrying is lost.
  Foes will not attack a troll that is
  eating, but the troll may still be hit
  by randomly targeted attacks. In
  that case, he defends normally
  and then goes back to eating even
  if it was wounded. Like in all
  combat, the green troll will regen-
  erate all lost Life points at the end
  of the encounter.
  Mindless Fury: The troll will
  attack a random target each turn.
  Roll d6. On a 1-3, the troll will
  attack a friend, and on a 4-6 he
  will attack a foe. Once all foes are
  defeated, the troll will come back
  to his senses and stop fighting. If
  the party is defeated and only the
  troll remains, the troll will con-
  tinue to fight against any remain-
  ing foes to the death.
  When the troll attacks a friend, the
  friends must make a defense roll
  as normal. Use the troll’s level, or
  Green Troll Stupidity
  Table (d20)
  1-5
  Normal
  6-7
  A Crisis is Coming
  8
  Idle
  9
  Hungry
  10
  I’ll Take a Nap
  11
  Cast a Spell
  12
  I Forgot How to Fight
  13
  Look, I Can Read Now
  14
  Throw Rock
  15
  Bellow
  16
  Call of Nature
  17
  Flee
  18
  Attack friend
  19
  Push
  20
  Grab and Run
  21
  Mindless Fury
  22+
  Madness
  
  Wayfarers and Adventurers
  19
  4 (whichever is higher) as a target
  number for the defense roll.
  Flee: The troll runs away. In a
  dungeon, he moves to the last
  visited room. In a town or out-
  doors, he will move away from the
  current location and rejoin the
  party after the end of the engage-
  ment.
  I Forgot How to Fight: The
  troll fights, but may not add his
  level bonus to attacks for the
  whole duration of the encounter.
  Attack Friend: The troll will
  attack a random character in the
  party, and will fight until that
  character is killed or withdraws.
  Once that target is no longer avail-
  able, if the encounter is not over
  yet the troll will roll again on the
  stupidity table.
  Grab and Run: The troll fights
  normally, but as soon as one
  enemy is defeated, IF that enemy
  has any treasure, the troll will grab
  it and run. The other characters
  must fight the troll and kill him,
  subdue him or put him to sleep or
  he will run away with the treasure,
  never to be seen again. If the party
  is fighting against a  group of
  minions, assume that the first
  minion to be killed by troll is car-
  rying the treasure.  If the party is
  fighting a green troll, count him as
  a boss monster (although the
  party will get no XP roll for killing
  their “friend”). Use the troll’s
  actual level or 5, whichever is
  higher, as a level to affect him with
  attacks or spells. The green troll
  will NOT regenerate until he has
  moved away from the party.
  Push: The troll pushes down a
  random friend, who automatically
  loses his/her balance and must
  spend his next action to stand up.
  After this attack upon a friend, the
  troll regains his senses and
  behaves normally.
  Call of Nature: The troll wastes
  two turns taking care of some
  bodily functions, then fights nor-
  mally until the end of the encoun-
  ter. While he is answering the call
  of nature, the troll defends at -1
  but does not attack. If the rest of
  the party withdraws from the fight
  while the troll is busy, the troll will
  remain in the current combat
  engagement and will fight to the
  death, angry because his moment
  of privacy has been disturbed.
  Cast a Spell: The troll thinks he
  has memorized a spell, probably
  by looking at some spellcaster in
  the party. Of course, this has no
  effect other than the troll wasting
  one attack, and then realizing that
  his magic did not work. After this,
  the troll will fight normally.
  Look, I Can Read Now: The
  troll grabs a party member’s scroll
  or spellbook (choose one if multi-
  ple scrolls or spellbooks are avail-
  able) and tries to read it. The only
  
  Wayfarers and Adventurers
  20
  effect is that the troll wastes his
  first action and a spell is lost as the
  troll shreds the page. If the party
  has no scrolls or spellbooks when
  you roll this result, the troll wastes
  one action looking for it anyway,
  and then returns to the fight. A
  spellcaster that has his spell book
  damaged may spend 50 gp in
  town to have the spell replaced.
  Until the spellcaster does so, that
  spell may no longer be prepared.
  Bellow: The troll bellows, causing
  an immediate wandering monster
  roll. Any wandering monsters
  attracted by the sound will arrive
  when the party has dealt with the
  current encounter, but BEFORE
  the troll had a chance to regener-
  ate. The troll  will regenerate at the
  end of the wandering monster
  encounter.
  Throw  Rock: With his first
  action, the troll produces a large
  stone that he was carrying  and
  throws it at a random target. The
  attack hits at +1 and any target hit
  takes 2 wounds. Randomize the
  target as fairly as possible between
  all the targets available in the fight.
  For example, if there are 3 party
  members and 6 enemies, for a total
  of 9 targets, you may assign a
  number 1 to 9 to all targets and roll
  a d10, rerolling any result of 10.
  I’ll Take a Nap: The troll decides
  it’s time to sleep, and drops to the
  ground, snoring. No force in the
  world will be able to wake him up
  until the end of the fight. Nor-
  mally, monsters will not waste
  their attacks on the sleeping troll,
  so the player may not direct attacks
  on the troll, but the troll will still
  be hit by randomly targeted
  attacks that some monsters have,
  and by area attacks (like certain
  types of dragon breath) that hit all
  characters in the engagement. All
  attacks on the troll will hit it auto-
  matically. The troll will also regen-
  erate all damage at the end of the
  encounter, when he wakes up. A
  sleeping,  troll is immune to stone-
  turning gaze attacks -- his eyelids
  are closed.
  Madness: The troll rolls on the
  stupidity table each turn, until a
  result takes him out of the encoun-
  ter (like Flee or I’ll take a Nap). If
  this does not happen, the troll will
  perform the rolled action for one
  turn, and then roll again on the
  stupidity table at the beginning of
  his next turn.
  A note on troll stupidity
  Green trolls are powerful, but they
  become a liability when things go
  wrong. They may seem unplayable
  at first, but the Troll Training
  expert skill that halflings, gnomes
  and goblins may learn lets you
  reroll the stupidity roll and pick
  the best result.
  
  Wayfarers and Adventurers
  21
  Weapons: Any melee, thrown
  rocks
  Armor: None.
  Regeneration: At the end of any
  combat encounter in which the
  troll was not damaged by fire,
  magic or other energy form, the
  troll recovers all Life lost.
  Immense Strength: Trolls have
  no limits on weight carried. They
  can carry characters who have
  been turned to stone and use two-
  handed weapons one handed.
  Anyway, they are very clumsy and
  any heavy object carried by them
  (including petrified characters)
  has a 1 in 6 of breaking beyond any
  chance of repair (roll at the end of
  the adventure). Petrified charac-
  ters may be returned to normality,
  but if the troll broke them they will
  also need a Resurrection ritual to
  come back to life!
  Not a Fussy Eater: A green troll
  may eat anything organic, and
  does not gain any Madness points
  if it eats other sentients. As long
  as the party defeats creatures that
  are 
  not 
  spirits, 
  undead 
  or
  artificial/elemental creatures, the
  green troll will not take damage
  from starvation.
  Big and Lumbering: A troll
  occupies a full square in a
  dungeon corridor and blocks line
  of sight. This means that an ally
  may not fire missile weapons from
  behind the troll. Trolls have -1 on
  stealth rolls.
  Life: A troll has 8 Life points, +1
  per level.
  Save: As barbarians. They always
  add +L on strength related saves
  for lifting, bashing down doors,
  bending metal bars and the like.
  Magic Items: Trolls may use
  magic weapons but no equipment
  that casts spells. They cannot read
  and therefore cannot use scrolls.
  Starting Equiment: one two-
  handed crushing weapon, one
  large rock.
  Starting Wealth: 1d6 gp.
  
  Wayfarers and Adventurers
  22
  Character Traits
  Character traits are small quirks
  and flavorful notes that you may
  add to your characters to make
  them unique. Some are positive,
  some are negative, and some have
  little game effect but help you give
  more personality to your heroes.
  Roll d66 on the list below once per
  every character that you want to
  individualize. Roll before the char-
  acter’s first game. You can also
  decide to allow already estab-
  lished characters to roll. In a way,
  it will be like when a writer reveal
  a character’s personality a little at
  a time over the course of a novel.
  Under 
  normal 
  circum-
  stances, the character trait
  applies for the duration of
  the campaign. Certain traits
  may be removed or altered by
  training or magic: read the
  description for details.
  Using these traits is OPTIONAL.
  You are not forced to use them.
  You could use them only on one
  character, or on two, or none, as
  you prefer. Once you roll them
  and you apply to that character,
  however, they remain in the cam-
  paign. Some negative traits may
  be removed later in the campaign
  through the application of magic
  or special training. See the indi-
  vidual trait descriptions for more
  information.
  Traits List (d66)
  11) Orc Blood
  The character has some orc blood,
  making him impetuous and
  aggressive. Once per game, the
  character gains +1 to the first
  melee attack of a combat encoun-
  ter. This bonus may not be used if
  the character was surprised. Elves
  encountered by a party including
  a character with Orc Blood will
  react at +1, making a fight reaction
  more likely.
  12) Scarred
  The character has some perma-
  nent scar that may be healed only
  with extensive magic treatment
  costing 500 gp. Until this treat-
  ment is performed, the character
  will have -2 on all seduction rolls
  (see The Courtship of the Flower
  Demons).
  13) Dragon Bait
  The character smells tasty to drag-
  ons. When the party is in melee
  with a dragon, one attack must
  always be assigned at the charac-
  ter if possible. If the dragon has a
  separate bite attack, it will try to
  use the bite attack against the
  character.
  
  Wayfarers and Adventurers
  23
  14) Unusual Skin/Hair Color
   The PC was cursed by some mis-
  chievous fay who gave him/her an
  unusual skin or hair color or some
  similar cosmetic change. This has
  no game effect other than making
  more difficult for the character
  pass unnoticed in a crowd (-2 on
  such a save). The fey curse is per-
  manent until removed with a
  series of 2d6 Blessing spells per-
  formed at a specific location, with
  a cost of 100 gp per Blessing, or a
  friendly cleric casting these bless-
  ing over the course of one or more
  
  Wayfarers and Adventurers
  24
  adventures. If the character is a
  cleric or part of an adventurers’
  guild, the cost of the Blessing
  spells for the treatment is reduced
  to 50 gp per spell.
  15) Nearsighted
  The character has -1 on all ranged
  attacks. The condition may be
  removed by buying spectacles
  with a cost of 200 gp. However,
  every time the character rolls a 1
  when attacking in melee, the spec-
  tacles break and must be repaired
  (a 100 gp cost) or bought again. A
  gnome in the party may halve all
  of these costs by providing the
  labor required to build or repair
  spectacles in his downtime.
  16) Allergic to potions
  The character is allergic to some
  common alchemical ingredient.
  Every time the character drinks a
  potion, roll d6. On a 1 or 2, his
  allergy kicks in, and the character
  must either (player’s choice): 1)
  lose 1 Life, or; 2) have a perma-
  nent -1 on all attack rolls and saves
  vs. poison for the next 10 encoun-
  ters or until the end of the adven-
  ture, whichever comes first.
  If you roll 3+, the allergy does not
  kick in. In any case, the potion has
  its normal effect.
  21) Heirloom
  The character inherited some-
  thing from his family or a sponsor.
  Choose one of the following: 1) an
  additional 3d6 x 10 gp at character
  creation; 2) 1d6 potions or scrolls
  (any mix, choose from any books
  you own); 3) one magic light
  weapon that adds +1 to attack
  rolls; 4) three Clues that may be
  used to buy a Secret as soon as the
  character had at least one encoun-
  ter in his first adventure.
  22) Diary
  The character can read and write
  and keeps an annotated diary
  where he or she annotates all his
  findings, monsters’ weaknesses
  and behaviour, unusual things
  spotted in the wilderness, and so
  on. The first time that the charac-
  ter generates a clue during an
  adventure, the character gener-
  ates two clues instead.  If the  diary
  is lost or stolen, the ability to gain
  
  Wayfarers and Adventurers
  25
  an extra clue may not be used until
  the character spends 5 gp in town
  to buy another diary. Barbarians
  are allowed to have this character
  trait like any other character type.
  23) Hunted by Goblins
  At the end of any adventure, roll
  1d6 for the character. On a 3+,
  nothing happens. On a 1 or 2, the
  character is ambushed by a group
  of lesser goblins (level 2 minions,
  morale -1, treasure: 1 gp each) and
  must fight them singlehandedly.
  The goblins are armed with knives
  and clubs. Every time, the charac-
  ter will meet d6 goblins. Keep a
  tally of how many goblins the
  character kills. Once the character
  has killed a total of 18 goblins,
  this trait will disappear.  If the
  character is killed by the goblins,
  the party may buy 1 Secret in
  their next dungeon to meet them
  in a room. These goblins will
  have the character’s equipment
  as loot, in addition to their stan-
  dard treasure.
  24) Hunted by Orcs
  At the end of any adventure, rool
  1d6 for the character. On a 3+,
  nothing happens. On a 1 or 2, the
  character is ambushed by a
  group of orcs (level 3 minions,
  normal morale, 2d6 gp treasure)
  armed with swords and shields,
  and must fight them singlehand-
  edly. Every time, the character will
  meet d6 orcs. If only one is
  encountered, he will be a level 5
  Boss with 4 Life and 4d6 gp. Keep
  a tally of how many orcs the char-
  acter kills. Once the character has
  killed a total of 15 orcs, this trait
  will disappear. For purposes of
  this tally, count each boss as 3
  orcs. If the character is killed by
  the orcs, the character’s party may
  spend 3 clues to buy 1 Secret in
  their next dungeon to find the
  orcs’ hideout in a room. These
  orcs will have the killed charac-
  ter’s equipment as loot, in addi-
  tion to their standard treasure.
  
  Wayfarers and Adventurers
  26
  25) Hunted by Ratmen
   As Hunted by Orcs, above, but the
  character is hunted by ratmen
  (level 4 minions, morale -1, 3d6 gp
  total treasure per encounter,
  armed with rusty swords). The
  ratmen will try to subdue the char-
  acter (fight as normal, but if the
  character is killed, he will be just
  knocked out instead) and carry
  him as a prisoner in a secret base
  in the sewers. If this happens, the
  party will have to spend 2 clues to
  discover the ratmen’s base and kill
  them in order to free their friend,
  or pay a ransom equal to 100 gp x
  the captive character’s level. For
  all other details, see Hunted by
  Orcs, above.
  26) Overweight
  The character has a fondness for
  food and is notably overweight.
  The cost for food, armor and
  clothes increases by 20% (apply
  this, rounding up, every time the
  character buys armor, items of
  clothing, food and so on). The
  character gets a -1 on all climbing
  rolls and +2 on all swimming rolls.
  The extra weight can be shed with
  magic, alchemy or a special
  dietary regimen. With magic,
  losing weight would cost 400 gp.
  With alchemy, the character can
  hire an alchemist to produce a
  potion of weight loss for a cost of
  50 gp, but the character needs to
  drink another potion every month
  or he will regain the weight lost.
  With a dietary regimen, the char-
  acter must train with a personal
  trainer (any warrior, barbarian or
  monk or martial artist of level 3 or
  above will qualify) and perform a
  level 6 save at the end of a month
  of training. On a success, the char-
  acter will shed the weight and
  remove the Overweight trait.
  However, every month there is a
  1 in 6 chance that the character
  will binge on food and gain the
  Overweight trait again.
  31) Spell Talent
  The character should choose one
  specific spell. When the character
  casts that spell, either from a
  scroll/magic item or from the
  character’s spellcasting ability if
  the character is a wizard or other
  spellcasting class, the character
  does so at +1. Barbarians born
  with spell talent do not get the
  bonus but may learn to override
  their fear and hatred of magic and
  learn to cast spells from scrolls
  (but they will still not use magic
  items) if they spend 200 gp to
  attend a shamanic initiation and
  learn how to read and write. This
  takes at least 3 months of game
  time, or three down-time activities
  between adventures.
  
  Wayfarers and Adventurers
  27
  32) Spell Allergy
  The character has an allergic
  response triggered by a specific
  spell. Roll on any one random
  spell table in any of the 4AD books
  you own. If the character casts
  that spell, either through his own
  spellcasting skill or through a
  scroll/magic item, the character
  immediately takes 1 Life of
  damage. Spell allergy may be
  healed with expensive magical
  care (500  gp for the treatment) or
  with alchemy (with alchemy, the
  treatment costs only 50 gp, but
  there is a 2 in 6 chance that the
  character will develop an addic-
  tion to the alchemical drugs used
  in the treatmnet, and a dose of
  such drug, costing 50 gp, must be
  provided every week or the char-
  acter will develop the allergy again.
  33) Spellblight
  The character takes 1 Life point of
  damage every time he or she casts
  a spell from his/her own spellcast-
  ing abilities or from a scroll/magic
  item. Spellblight may be healed
  with expensive magical care (500
  gp for the treatment) or with
  alchemy. Alchemical treatment
  costs only 100 gp, but there is a 3
  in 6 chance that the character will
  develop an addiction to the
  alchemical 
  drugs 
  used. 
  If
  addicted, a reduced dose of such
  drug, costing 60 gp, must be pro-
  vided every week or the character
  will suffer from Spellblight again.
  34) Noble Birth
  The character is the scion of a
  noble family. Its initial gp allow-
  ance is doubled. If you have rolled
  this trait for an established char-
  acter, just roll again the charac-
  ter’s initial gp allowance: the
  character inherits that sum from
  a dead relative or receives a gift
  from an uncle. The character
  receives +1 on all rolls to influence
  reactions of an encounter of his
  own race or culture. However, any
  enemies encountered who are
  described as brigands, bandits,
  pirates, raiders or reavers (check
  the name of the encounter or use
  your own common sense) will
  Hate the character and try to catch
  him alive and ask for a ransom
  (100 gp x the character’s level).
  35) Drunkard
  The character has a fondness for
  wine and ale. At the beginning of
  every adventure, the character
  must roll a d6. On a roll of 1-3, the
  character manages to control his
  drinking habit and play proceeds
  as normal. On a 4+, the character
  shows up drunk and will be at -1
  on all rolls, except on saves vs. fear
  or terror effects, where the char-
  acter will enjoy a +2, until he has
  been wounded to half his Life
  
  Wayfarers and Adventurers
  28
  points or less. Once that happens,
  adrenaline will kick in and the
  character will sober up. Alterna-
  tively, the character may sober up
  if another character gives him a
  dose of Powder of Sobriety (10 gp,
  see p.80 of The Courtship of the
  Flower Demons). Even if given
  the powder, the character remains
  an alcoholic and must roll again at
  the beginning of next adventure.
  Alcoholism may be healed with
  expensive magical care (500 gp
  for the treatment).
  If a green troll has this trait, he or
  she will roll at +1 on the stupidity
  table.
  36) Master of the Blade
  The character has a natural talent
  for bladed combat. Once per
  adventure, the character may
  reroll one failed attack roll with a
  slashing melee weapon.
  41) Greedy
  Whenever the party finds trea-
  sure, the character must receive
  the biggest share or the magic
  item (that he or she can use) with
  the highest monetary value. If this
  is not done, the character will
  leave the party.
  42) Chaos Taint
  The character’s parents were
  secretly chaos worshippers and
  have passed their chaos taint onto
  the character. If you have the
  Caverns of Chaos supplement, the
  character rolls at +1 on the
  Touched by Chaos table (see
  Caverns of Chaos, p.19). If you do
  not have Caverns of Chaos, the
  character will attack at -1 any foe
  with the Chaos or Xichtul words
  in their name. A character with
  Chaos Taint may NOT be a cleric
  of Tamas Zeya. If you happen to
  roll this trait for a cleric, the cleric
  must choose another religion.
  43) Madness
  The character begins the game
  with 1 Madness point. No matter
  what game effects are used to
  reduce the character’s Madness
  score, he or she will never have
  less than 1 Madness. This trait
  may be removed only as a favor
  from a god (as described in a
  specific encounter).
  44) Bludgeon
  The character has a natural talent
  for fighting with blunt weapons.
  Once per adventure, the character
  may reroll one failed attack roll
  with a crushing melee weapon like
  a club, mace or bare hands.
  45) Lecherous
  The character has a strong interest
  in romantic encounters. When
  
  Wayfarers and Adventurers
  29
  wooing, the character gets +1 on
  Giving rolls. For further rules
  about wooing, see The Courtship
  of the Flower Demons.
  46) Changeling
  The character was kidnapped by
  faeries when he was a child, and
  spent a number of years (choose
  a number 1 to 4) in their custody.
  Roll one d6 per every year spent
  with the little folk. For any 6
  rolled, the character gains 1
  random minor magic treasure.
  For every 1 rolled, the character’s
  Life point total is reduced by 1,
  down to a minimum of 1. The
  reduction in Life point total is
  permanent, the magic items last
  until used.  If the character rolls
  any number other than 1 or 6,
  nothing happens.
  51) Tamas Zeya’s Blessing
   The character was blessed at birth
  by Tamas Zeya, the deity of law
  and order who opposes chaos.
  The character gets +1 to attack
  rolls vs. any chaos worshipper or
  chaos creature. All chaos crea-
  tures will hate the character. The
  character may remove this trait
  only by single-handedly slaying an
  avatar, saint or angel sent by
  Tamas Zeya, or by destroying a
  shrine to Tamas Zeya.
  52) Intuition
  Once per game, a character with
  intuition may roll a d6 when he
  finds a clue. On a 5 or 6, the char-
  acter finds two clues instead.
  53) Polymath
  Use the rules for milestones (see
  below). The character with this
  trait may take TWO Milestones at
  the same time. As soon as he com-
  pletes one milestone, he may take
  another.
  54) Always in the Front Line
  The character must always be
  placed in one of the two front
  spaces in the marching order. In
  addition, the character must be
  assigned any extra attacks per-
  formed by enemies if possible. For
  example, if five minions attack the
  party, the extra attack must be
  
  Wayfarers and Adventurers
  30
  assigned to the character with this
  trait. If six enemies attack the
  party, one of the two extra attacks
  must be assigned to the character.
  55) Always in the
  Rearguard
  The character must always be
  assigned to one of the two rear
  positions in the marching order if
  possible.
  56) Mechanical Knack
   The character gets a +1 on all rolls
  to disarm or avoid traps, or to
  repair damaged machinery. A
  gnome with this trait receives one
  additional gadgeteer point.
  61) Encouraging Presence
  While the character is in one of the
  two front positions in the march-
  ing order, all other party members
  get a +1 to save vs. any fear or
  terror effect. This effect is the
  same as the Commanding Pres-
  ence skill from Four Against the
  Abyss. If a character has both
  Encouraging Presence and Com-
  manding Presence, the bonus will
  not stack but his friends would
  enjoy the bonus even if the char-
  acter is not in the front position of
  the marching order.
  62) Treasure Hunter’s Luck
  Once per adventure, when a
  random number of gp is generated
  for a treasure or for the value of a
  gem, jewel, magic item or other
  valuable, the character may use
  the Treasure Hunter’s Luck ability
  to automatically get the maximum
  number possible on the roll. For
  example, if rolling the value of a
  gemstone worth 3d6 x 10 gp, the
  character may use this trait to
  have the stone be worth 180 gp.
  63) Incredible Vitality
  At first level, the character gets 1
  permanent, additional Life point.
  64) Protected by the Gods
  Once per adventure, the character
  with this trait may reroll a failed
  Defense roll.
  
  Wayfarers and Adventurers
  31
  65) Many Enemies, Much
  Glory
  Once per adventure, the character
  chooses one minion encounter
  before rolling the number of
  minions 
  encountered. 
  That
  minion encounter generates the
  maximum number possible of
  minions +2, and for some reason
  that is left for the player to decide,
  the character finds himself fight-
  ing alone against those minions
  for one round (maybe the rest of
  the party remained behind to
  inspect something, or they were
  slowed down by rough terrain).
  After one round, the other party
  members is able to join the fray.
  This encounter counts as TWO
  encounters with minions for pur-
  poses of XP rolls.
  66) Twin Traits or Rare
  Trait
  Choose: you may roll twice on this
  list and apply both results,
  rerolling any result of 66, or you
  may roll on the Rare Trait list
  below.
  
  Wayfarers and Adventurers
  32
  Rare Traits (d8)
  1) Fast Learner
  The character makes XP rolls at
  +1 when rolling to gain a level. The
  bonus does not apply when rolling
  to learn expert skills.
  2) Renaissance Man
  The character makes XP rolls at
  +1 when rolling to learn expert
  skills from Four Against the
  Abyss or other supplements. The
  bonus does not apply when the
  character is trying to gain a level.
  3) Talented Healer
  The character may heal 2 life
  points with 1 bandage (not 1 as
  normal). His patients are still
  limited to being bandaged only
  once per adventure. The character
  also gains the same advantage
  when bandaging himself. This
  healing is NOT cumulative with
  healing from the Surgeon Train-
  ing skill from Concise Collection
  of Classes.
  4) Destroyer
  Once per adventure, when a melee
  attack from the character scores
  an explosive die result, the char-
  acter kills an additional minion or
  inflicts an additional wound upon
  a boss/weird monster for free.
  You may apply this bonus after a
  successful explosive roll.
  5) Powerfully Built
  The character chooses one of the
  following abilities at character cre-
  ation: 1 additional Life point, or
  the ability to inflict 2 damage when
  hitting with two handed melee
  weapons once per combat encoun-
  ter. Hitting for 2 damage a group
  of minions will NOT kill an addi-
  tional target.
  6) Genius Mind
  The character chooses one of the
  following benefits: 1 additional
  spell (if a spellcaster type) at char-
  acter creation, or the ability to
  gain one clue for free whenever
  entering an empty room for the
  first time in an adventure.
  7) Precocious Learner
  The character may start learning
  expert skills from Four Against
  the Abyss, Concise Collection of
  Classes and other supplements
  beginning from the third level. A
  character belonging to a class that
  may already learn expert skills
  from the 3rd level may start learn-
  ing skills from the 2nd level.
  8) Gifted
  Roll twice on the Rare Traits list,
  rerolling if you get the same result
  twice.
  
  Wayfarers and Adventurers
  33
  Character
  Milestones
  A milestone is an optional short
  term goal that the player assigns
  to one or more characters. The
  same milestone may be given to
  multiple characters. As soon as
  the goal of the milestone is accom-
  plished in the campaign, the char-
  acter gains the stated benefit and
  may choose another milestone.
  Milestones are entirely optional.
  Each character may take a mile-
  stone only once, unless the
  description of the milestone says
  otherwise. Most milestones ask
  the player to keep track of certain
  actions. Just draw a box on your
  play sheet with the name of the
  milestone and pencil in a check-
  mark every time that action is
  accomplished.
  There are many milestones, and
  additional ones will be offered in
  future books. You may choose
  them freely, at any point of the
  character’s career.
  If you prefer, you may select a
  milestone randomly by rolling
  d66, rerolling any result not
  appropriate to the character -- for
  example, a milestone that implies
  spell use or magic item use would
  not be possible for a barbarian.
  
  Wayfarers and Adventurers
  34
  11) Goblinslayer
   As soon as the character slays 70
  levels worth of goblins, the char-
  acter gains a permanent +1 to
  attack and defense rolls vs. gob-
  lins.
  12) Orcslayer
   As soon as the character slays 60
  levels worth of orcs, the character
  gains a permanent +1 to attack
  and defense rolls vs. orcs.
  13) Thundermaster
  As soon as a spellcaster inflicts 20
  life points of damage with the
  Lightning spell over the course of
  a campaign AND at least one
  Lightning spell cast by the charac-
  ter has exploded, the character
  becomes a Thundermaster and
  gains a permanent +1 to cast
  Lightning spells. Count also spells
  cast from scrolls or magic items.
  14) Slumbermaster
  The character specializes in using
  the Sleep spell. Keep track of the
  total levels of all creatures  put to
  sleep by the character’s Sleep
  spells, including any Sleep spells
  cast through scrolls or magic
  items. As soon as the character
  reaches a total of 100 levels, the
  character gains a permanent +1 to
  Sleep spell rolls.
  15) Scourge of the
  Hobgoblins
   As soon as the character slays 60
  levels worth of hobgoblins, the
  character gains a permanent +1 to
  attack and defense rolls vs. hob-
  goblins.
  16) Scourge of the
  Kobolds
  As soon as the character slays 100
  levels worth of kobolds, the char-
  acter gains a permanent +1 to
  attack and defense rolls vs. kobo-
  lds.
  21) Trollblight
  As soon as the character slays 30
  levels worth of trolls of any type,
  the character gains a permanent
  +1 to attack and defense rolls vs.
  trolls.
  22) Witchfinder
  As soon as the character slays 10
  witches, hags or warlocks of any
  level, the character gains +1 on all
  saves against their spell attacks
  and curses, or against any other
  save in a witch, hag or warlock
  encounter.
  23) Vermin Exterminator
   As soon as the character has slain
  100 vermin creatures, the charac-
  
  Wayfarers and Adventurers
  35
  ter gains a permanent +1 attack
  bonus vs. all Vermin creatures.
  24) Wyrmblight
  As soon as the character has
  inflicted 10 wounds  upon any
  dragon creature (including any
  monster described as wyrm,
  drake, dragon, wyvern or sea ser-
  pent, but not dragon men), the
  character gains a permanent +1 on
  all attack rolls against the dragon
  creatures listed above.
  25) Gaze Resistance
  As soon as the PC saves success-
  fully against the stone-turning
  gaze attack from medusas  or any
  other creatures with stone-turn-
  ing gaze at least 5 times, the char-
  acter gains a permanent +2 on all
  rolls vs. stone-turning gaze. The
  five successful saves do not need
  to be consecutive. In other words,
  the character may save three
  times in different adventures,
  then fail, then save another two
  times in a different adventure and
  he will gain the Gaze Resistant
  milestone.
  26) Scroll Librarian
  As soon as the character collects
  20 scrolls and binds them into a
  grimoire, the scrolls are destroyed
  but the character gets the ability
  to cast one additional spell per
  adventure. The extra spell must be
  chosen among the spells on the
  scrolls that were sacrificed. The
  character may NOT change his or
  her extra spell at every adventure,
  e.g., if she chose a Sleep spell, she
  will always be able to cast one
  additional Sleep spell. Only spell-
  casting character types may take
  this milestone.
  31) Heartbreaker
  The character must perform 10
  successful wooing attempts in
  adventures that allow for wooing
  (see wooing rules in The Court-
  ship of the Flower Demons).
  When this is accomplished, the
  character will receive a permanent
  +1 on all wooing attempts, or auto-
  matically receive one gift from a
  past lover worth 250 gp (player’s
  choice).
  32) Gem Collector
  As soon as the character has at
  least 10 gems worth at least 50 gp
  each, he can use them to have one
  item of jewelry built that will be
  worth 50% more than the sum of
  the value of all gems used.
  33) Panoplia
  As soon as the character has col-
  lected one magic weapon, a magic
  shield and a magic suit of armor,
  he may spend 100 gp to have them
  
  Wayfarers and Adventurers
  36
  all decorated and adapted in the
  same style. This panoplia may be
  given to a local authorithy as a gift.
  This will earn the character a
  favor. During the campaign, the
  character may use the favor to
  receive a payment of up to 300 gp,
  to ignore a fine of any value, or to
  get out of jail, or to get resurrected
  (assuming his body is carried to
  the authorities that received the
  panoplia).
  34) Quester
  As soon as the character has taken
  part of at least five completed
  quests (those generated from the
  tables in Four Against Darkness
  or other books, or any other
  mission labeled as a quest in a
  supplement), the character may
  automatically gain the Quest reac-
  tion from a single future encoun-
  ter of the player’s choice with a
  creature that has the Quest result
  as one of its reactions. During that
  specific quest, the character is
  allowed to reroll once up to 6
  failed attack rolls.
  35) Investor
  As soon as the character amasses
  a total of 1000 gp, he or she gains
  100 gp from some investment he
  has made. This milestone can be
  taken multiple times by the same
  character.
  36) Charity Work
  The character should give some gp
  to charities after each adventure
  if possible. Keep track of how
  many gp are given. Once a total of
  500 gp is given, the character
  gains the favor of a god. In his or
  her next adventure, the character
  may cast twice the Blessing spell.
  Once these Blessings have been
  used, they are gone, but then the
  character can take this milestone
  again. These blessings are divine,
  not magical in origin, and may be
  cast even if the character is not a
  spellcaster, or even if the charac-
  ter is a barbarian.
  41) Tome of Forbidden
  Lore
  Once the character collects 6 clues
  without using them, he or she can
  burn these clues to find an ancient
  tome of forbidden knowledge. The
  tome may be found in any room
  or outdoor encounter that yields
  any treasure. Once per adventure,
  the character can peruse the tome,
  gaining 2 clues and 1 Madness
  points in the process. Only the
  character who found the tome has
  the means to understand its pages
  Maybe it’s written in a language
  he only understands, or written
  words appear on the otherwise
  blank pages only to the possessor
  of the tome. For details about
  
  Wayfarers and Adventurers
  37
  Madness, see Four Against the
  Abyss.
  42) Lockmaster
  Once the character has unlocked
  30 locked doors or chests, he or
  she gains a permanent +1 to
  attempts to unlock doors or
  chests. Only rogues or other
  classes with the ability to pick
  locks may take this milestone.
  43) Stoneturning
  Tolerance
  Once the PC has been turned to
  stone three times, the PC develops
  a natural resistence to it and gains
  a permanent +1 to Saves vs. effects
  that turn to stone, like a medusa’s
  gaze attack.
  44) Poison Tolerance
  Once the PC has failed 15 saves
  against poison, the PC develops a
  natural resistance to toxins and
  gets a permanent +1 on all saves
  vs. poison.
  45) Brink of Death
  When the PC remains with only 1
  life point and receives no healing
  at all, from any sources,  for a
  minimum of 6 encounters, the PC
  receives 1 brink of death point.
  When the PC has 6 points, the PC
  completes the milestone and gains
  a permanent +1 Life point. Char-
  acters who regenerate or automat-
  ically gain life points through class
  abilities or permanent magic
  items may not complete this mile-
  stone.
  46) Dungeoneer
  When the PC completes his 50th
  dungeon, he develops an innate
  understanding of subterranean
  environments. From now on, as
  long as the character is in the front
  rank of the marching order, the
  player has the option of inverting
  the numbers on the d66 roll to
  generate a room shape (for exam-
  ple, a 34 can be read as a 43). In
  addition, whenever you roll 2d6
  on the table for room content in
  Four Against Darkness, you may
  apply a +1 or -1 to the roll, but you
  must decide to do so before roll-
  ing. To count as completed, a
  dungeon must be of at least 10
  rooms (including corridors) and
  at least one PC must have per-
  formed one XP roll in it, no matter
  if the XP roll was successful or not.
  51) Master of the Woods
  When the PC completes his 50th
  woodland dungeon (any dungeon
  generated with The Crucible of
  Classic Critters or any adventure
  set in a forest or jungle like The
  Three Rings or Man-Eater!), the
  character develops an innate
  
  Wayfarers and Adventurers
  38
  understanding of woodland envi-
  ronments. From now on, as long
  as the character is in the front
  rank of the marching order, the
  player has the option of inverting
  the numbers on the d66 roll to
  generate an area space (for exam-
  ple, a 21 could be read as 12
  instead). In addition, whenever
  you roll 2d6 on the content table,
  you have the option of adding or
  subtracting 1 from the roll, but you
  must decide to do so before roll-
  ing. To count as completed, a
  woodland dungeon must consist
  of a minimum of 10 areas, and at
  least one PC must have performed
  an XP roll in it, no matter if the XP
  roll was successful or not.
  52) Master of Secrets
  Once the PC has revealed 10
  dungeon secrets, he immediately
  reveals a free secret (without
  having to pay its clue cost).
  53) Good Master
  The PC should take a hireling
  under his wings and pay him
  double the standard fare for his
  profession. After 5 completed
  adventures, the hireling will
  become utterly loyal. The hire-
  ling’s morale rolls will be at +1 and
  his Life point total will increase by
  1. These bonuses will last until the
  hireling dies or the PC stops
  paying the double salary. If that
  hireling dies, the master may hire
  another and  trigger this milestone
  again by paying again double the
  standard fare for at least 5 adven-
  tures.
  54) Mercy Blow
  Take a note of every time a melee
  attack from the PC with this mile-
  stone kills a major monster (boss
  or weird monster). Once this has
  happened 10 times, the PC gains
  a permanent +2 on melee rolls
  against major monsters with only
  1 Life point remaining.
  55) Ghoulslayer
  Once the character has slain 50
  levels of ghouls (add the levels of
  all monster with the word “ghoul”
  in their name, including ghoul
  kings), the character gains +1 to
  save against the ghouls’ paralyzing
  touch and a +1 to attack them in
  melee.
  56) Heroic Portrait
  The PC pays a painter or sculptor
  to paint a large, lifesize portrait or
  sculpt a marble statue of the PC in
  a heroic pose. Between each ses-
  sion, the PC will visit the artist to
  pose for the artwork and pay 100
  GP. When a total of 500 gp has
  been paid, the artwork is finished
  and it is given as a gift to a local
  temple, 
  authority 
  or 
  public
  
  Wayfarers and Adventurers
  39
  square. When this happens, the
  PC gains a +1 to his next XP roll.
  Depending on the character’s
  class and personality, this mile-
  stone may take different forms,
  but the game effect will be the
  same. Barbarians who take this
  milestone will have their likeness
  sculpted into a tribal totem or
  etched into a standing stone.
  Wood elves will have a tree magi-
  cally altered to represent their
  likeness. Gnomes will have a
  moving clockwork automaton
  built for the joy of their children
  in a kindergarten or amusement
  park. Dwarves like being repre-
  sented in metal bas-relief on a
  heavy door, or on the walls of the
  burial chamber of their ancestors.
  Clerics will have an episode from
  their adventures painted as a
  mural or stained glass window in
  a temple; and so on.
  61) Dungeon Chef
  Every time the party rests (using
  the resting rules outlined in
  Fiendish Foes), the character with
  this milestone does not gain the
  benefit of resting, because he is
  preparing food for the others,
  honing his cooking skills with
  every meal. After 10 meals, the
  overall atmosphere of conviviality
  created by the character’s cooking
  is such that the character with the
  highest number of Madness
  points in the party may reduce his
  Madness total by 1.  If no charac-
  ter has any Madness points, the
  most severely wounded character
  heals 1 Life (in addition to other
  healing provided by resting). This
  effect lasts until the character with
  the Dungeon Chef milestone skips
  his resting periods and uses his
  time to cook meals for the party
  instead.
  62) Lore: Dungeon
  Dwellers
  You study all details and traces left
  by a race of dungeon dwelling
  humanoids like goblins, orcs and
  so on, or some specific type of
  vermin. Choose one common
  minion or vermin type and spend
  one clue. When you have encoun-
  tered them for at least 5 times, the
  effect of the milestone kicks in.
  From that moment on, you may
  reroll the number of these crea-
  tures encountered. The result of
  the reroll stands. You may take
  this milestone again with a differ-
  ent type of dungeon dwellers,
  paying the clue cost again. Note
  that you must spend the clue only
  once, when you declare to which
  minion or vermin type your
  knowledge applies. When you
  encounter the creatures, you
  count ANY encounter with them,
  even if they flee or if they are
  peaceful.
  
  Wayfarers and Adventurers
  40
  63) Treasure Seeker
  Keep track of every time your
  party rolls  the minimum number
  on any random treasure quantity
  (be it gold or the value of a piece
  of jewelry). Treasure types that
  have a fixed, non-random value
  do not count. When this has hap-
  pened three times, your next
  random treasure roll will auto-
  matically be the maximum possi-
  ble (for example, if you find a
  brooch with a random value of
  d6xd6 gp, it will automatically be
  worth 36 gp).
  64) Shrine to Tamas Zeya
  Tamas Zeya is the goddess of law
  and oaths. The character sets up a
  small shrine and pays 100 gp
  between adventures. As soon as a
  total of 500 gp have been paid, the
  shrine is ready. From that
  moment on, the character may
  swear an oath before the next
  adventure. If the oath is fulfilled,
  the character will find a scroll of
  Blessing in the shrine when he
  returns. The oaths possible are as
  follows:
  1)  I will not abandon a friend’s
  body without giving the body
  a proper burial. To fulfill this
  oath, a party member must die
  and the character must carry
  his body out of the dungeon. If
  more than one character dies,
  the oath is fulfilled only if the
  character, aided by any NPCs
  or other PCs, carry all dead
  friends out of the dungeon.
  Proper burial rites are 20 gp,
  or are free if there is at least a
  cleric in the party (including
  any new, 1st level cleric called
  to replace one of the dead
  characters). 
  If 
  no 
  party
  member dies, this oath may
  not be fulfilled.
  2) I will defeat single-handedly at
  least 5 minions of chaos. To
  fulfill this oath, the PC must
  fight alone against at least 5
  minion or vermin creatures
  with the word “chaos” or “cha-
  otic” or “Xichtul” in their
  names, or in general any
  minions from the Caverns of
  Chaos supplement.
  3) I will renounce material gains.
  The character must donate at
  least 200 gp to a charity at the
  end of the adventure. Bribes
  paid to monsters DO NOT
  count as charity.
  65) Shrine To Thuugas Min
  Thuugas Min is the positive aspect
  of Thuugas, the god of fire. A
  temple to Thuugas Min must
  contain a fireplace with a fire that
  must burn at all times. Travellers
  are allowed to use this fire to
  warm up or to cook their food, so
  shrines to Thuugas Min are
  popular 
  among 
  adventurers.
  
  Wayfarers and Adventurers
  41
  Building the temple costs 500 gp.
  This must be paid in installments
  of 100 gp between adventures.
  Once the last installment is paid,
  the temple is ready. Between each
  adventure, the character should
  pay 5 gp as a fee to a guardian of
  the flame, a clergyman who
  ensures that the flame is kept alive
  at all times. As long as the flame
  burns, all party members get a
  permanent +2 on saves vs. frost
  and cold attacks, and +1 on all
  attacks (including spells) against
  creatures with the words ice, frost,
  winterheart, or snow in their
  names.
  66) Shrine to Saali
  Saali is a magical white doe who
  is the animal companion of the
  god Korimnos, the Horned
  One. Saali, among her
  other abilities, has the
  power to turn into a swarm
  of brownbees (a type of
  large honeybees with a
  potentially fatal sting). To
  build a temple to Saali, the
  character must spend a
  total of 300 gp in three
  installments of 100 gp
  each. Each installment
  must be paid between two
  adventures. When the total
  payment is completed, the
  shrine is ready.
  The shrine will employ a full time
  halfling baker-beekeper who pre-
  pares biscuits that will be offered
  to weary travellers who stop by the
  shrine. The halfling must be paid
  3 gp between each adventure for
  his work. As long as the shrine is
  operative, the character will lose 1
  point of Madness at the end of
  every adventure, and the shrine
  will produce 5 rations worth of
  food for the party. In  addition, the
  character is immune to the sting
  of brownbees or any other bees,
  including giant ones. However,
  the character also swears to never
  hunt or eat does. If this happens
  for any reason, for example as part
  of a quest, the temple will be
  destroyed and lose all powers.
  
  Wayfarers and Adventurers
  42
  Druid Spells
  Disperse Vermin
  This spell counts like a melee
  attack vs. any vermin target, but
  the druid adds TWICE his or her
  level to the spellcasting roll. It
  does not work against undead or
  mechanical (artificial, clockwork ,
  elemental) vermin, or against ani-
  mated objects. The creatures
  destroyed by the attack are con-
  sidered to be dispersed, not killed,
  so their bodies may not be har-
  vested for alchemical purposes
  and their treasure, if any, may not
  be collected.
  Summon Beast
  The druid summons a large
  animal like a boar, large cat or
  bear to fight for him. The beast
  will be a natural, non-flying
  animal of a  type that is appropri-
  ate to the area (”natural” means
  any type of animal that exists on
  our Earth). The animal appears
  immediately as the spell is cast
  and will start fighting from the
  druid’s next turn. The beast fights
  like a Level 3 warrior with 5 Life,
  and disappears at the end of the
  encounter or when it is killed, or
  when the druid is knocked out or
  turned to stone or killed, whatever
  happens first. In marching order,
  the beast is assumed to take the
  space alongside the druid. In a
  corridor, the beast will take the
  space of two characters. If the
  party is ambushed by wandering
  monsters in a corridor, the druid
  may summon the beast to defend
  the rearguard of the party.
  Water Jet
  The druid stretches out his staff or
  hand and shoots a stream of water
  at a target. The spell hits with a
  successful spellcasting roll against
  the target’s level. Pick one of the
  following effects if the roll is suc-
  cessful:
  1) A fire-based creature or a
  natural fire treated as a creature
  in game terms takes 2 damage.
  2) Two vermin creatures are dis-
  persed.
  3) A minion creature is knocked
  out.
  4) A boss or weird monster is
  distracted, and the party can auto-
  matically withdraw from this
  combat encounter without being
  attacked.
  This spell may also be used in a
  non-combat situation to generate
  enough water for the party and
  their mounts and hirelings for a
  full day. This spell is cast at +1
  near a body of water (pond,
  stream, river, lake, seashore) and
  at -2 in a desert area. It may be
  
  Wayfarers and Adventurers
  43
  cast normally during dungeon
  adventures.
  Bear Form
  The druid spends one action to
  cast the spell, and from his next
  turn he is considered to be a bear.
  The transformation lasts until the
  end of the combat. While in bear
  form, the druid may not cast
  spells. The bear fights like a Level
  3 warrior, or as a warrior of the
  druid’s Level if that is better. The
  bear has 8 Life or the druid’s
  current Life, whichever is better.
  At the end of the combat, the
  druid reverts to his original shape.
  At that point, half of the damage
  suffered by the bear form,
  rounded down, is applied to the
  druid. It is possible for the druid
  to die because of these wounds.
  Warp Wood
  This spell may be used to destroy
  a wooden door, to open a treasure
  chest, or to destroy any man-made
  object made of wood like a bridge
  or a stockade. It can also be used
  to automatically inflict 2 damage
  on a wood golem, living tree, tree-
  man, dryad or wood elemental
  creature, or on any monster
  described as a tree or plant.
  Barkskin
  The druid can cast this spell on
  himself or on another single crea-
  ture. When this spell is cast, the
  target’s skin turns to bark. A char-
  acter with barkskin receives a -2
  modifier on all agility-based saves
  like climbing or avoiding traps,
  but gets +2 to defense rolls until
  the end of the current combat
  encounter. Against fire-based
  attacks and dragon fire, the char-
  acter with barkskin defends at -2.
  The druid may also cast this spell
  on a foe. The foe’s level increases
  by 1 but Fire-based attacks on a
  target with barkskin will be at +3
  and inflict a minimum of 2
  damage.
  Lightning Strike
  This spell works like the wizard
  spell Lightning, but cannot be
  used indoors. Lightning comes
  down from the sky and strikes the
  target. A spellcasting roll is
  required to hit the target.
  Spiderweb
  The druid stretches his fingers
  and shoots spider webs at the
  target. One boss or weird monster,
  or d6 minions or vermin, will be
  affected automatically. Fire crea-
  tures and elementals (of all ele-
  ments) are unaffected. The target
  is hindered by the webbing and is
  
  Wayfarers and Adventurers
  44
  considered one level lower for
  purposes of attacking and defend-
  ing for the remainder of the
  combat encounter. If any fire spell
  is cast at the targets, it will burn
  the web and the bonus will be lost.
  Creatures failing a morale roll
  while webbed are assumed to sur-
  render and be subdued and can be
  automatically captured alive at the
  end of the encounter if desired.
  Entangle
  This spell works like Spiderweb,
  above, but can be cast only in the
  wilderness in forest terrain. This
  spell may not be cast underground
  or in dungeons or indoors. Twigs,
  branches and brambles rise from
  the ground and entangle the tar-
  gets, hindering their movement.
  Unlike Spiderweb, above, fire
  creatures CAN be affected by
  Entangle, but are assumed to
  break free after two turns. Target-
  ing the trapped creatures with
  fire-based spells does not free
  them from the Entangle.
  Subdual
  The druid casts this spell on all
  party members. The spell works
  automatically. For the duration of
  the current encounter, the charac-
  ters’ weapons ignore the -1 modi-
  fier for performing subdual
  attacks.
  Forest Pathway
  As soon as this spell is cast, vege-
  tation moves away from the party,
  letting the character walk through
  a forest. For a duration of 1o
  minutes x level of the druid, the
  party can walk through woodland
  dungeons (described in The Cru-
  cible of Classic Critters) ignoring
  all vegetation and trees. The druid
  must be in one of the two front
  positions of the marching order or
  the party will not benefit from this
  spell. Note that the trees are NOT
  cut, they just make way for the
  party and return to their original
  position afterwards.
  Alter Weather
  This spell works only outside. The
  druid may summon light manifes-
  tation of bad weather, such as a
  summer storm, fog or wind, for 10
  minutes. This will reduce the level
  of all ranged attacks by 1 (exclud-
  ing spells), and give +1 on any
  Lightning Strike spell cast by
  druids while the altered weather
  continues. The spell may also be
  used to automatically inflict 2
  damage to any fire or air elemen-
  tal creature, or to douse any
  natural fire.
  
  Wayfarers and Adventurers
  45
  Expert Druid Spells
  This is a list of spells that the druid
  can start to use upon reaching
  expert status. For details about
  expert status, see Four Against
  the Abyss.
  Forest Fade
  This spell may be used only in
  areas of vegetation like forests,
  swamps, and jungles. The druid
  teleports safely out of combat.
  This counts as a successful with-
  draw from combat, and the druid
  suffers no attack from the enemy
  from which he is disengaging.
  Hide from Sight
  This spell can be cast on a party
  member or on the druid himself.
  As long as the affected character
  does not attack or casts any spells,
  he will be attacked by enemies
  ONLY if he is the last character
  standing. The spell disappears at
  the end of the current encounter.
  Double Flame Strike
  The druid extends his fingers and
  two tongues of flame leap from his
  hand, striking two different tar-
  gets. The spell performs two sep-
  arate ranged attacks, adding half
  the caster’s level to each spellcast-
  ing roll. This is fire-based damage.
  This is a fire-based spell. Fire
  mages may learn it.
  Destroy the Unliving
  The druid shoots a blast of life
  force from his eyes and mouth
  targeting 
  an 
  undead 
  or
  artificial/elemental creature. This
  counts as a ranged attack that can
  affect only undead and artificial,
  inorganic creatures like automata,
  robots, golems, and elementals.
  This spell may be cast even if the
  druid’s hands are not free.
  Harmonious Healing
  All characters in the party, includ-
  ing the druid, hirelings, animal
  companions and mounts, heal 1 Life.
  Wrath of Nature
  When this spell is cast, the druid
  gains +2 to attack rolls and +1 to
  defense rolls. The bonus lasts until
  the end of the current combat
  encounter.
  Protection from Traps
  and Snares
  After this spell is cast, the party
  will add the druid’s  full level to
  the first save versus a trap, snare
  or similar man-made danger
  encountered.
  
  Wayfarers and Adventurers
  46
  Druid Scrolls
  If you find a scroll, you may decide
  what type of spell it contains
  (wizard or druid) or roll d6: on a
  1-4 it contains a wizard’s spell, on
  a 4-6 it contains a druid spell. If it
  contains a druid spell, roll d6. On
  a 1-4 it’s a basic druid spell, on a
  5-6 it’s an expert druid spell. Roll
  at +1 if you found the scroll in the
  treasure of a monster of Abyss
  level or higher.
  Roll on the following tables to
  determine which spell it is.
  Basic Druid Spell (d12)
  1
  Disperse Vermin
  2
  Summon Beast
  3
  Water Jet
  4
  Bear Form
  5
  Warp Wood
  6
  Barkskin
  7
  Lightning Strike
  8
  Spiderweb
  9
  Entangle
  10
  Subdual
  11
  Forest Pathway
  12
  Alter Weather
  Expert Druid Spell (d12)
  1-2
  Forest Fade
  3-4
  Hide from Sight
  5-6
  Double Flame Strike
  7
  Destroy the Unliving
  8-9
  Harmonious Healing
  10-
  11
  Wrath of Nature
  12
  Protection from Traps and
  Snares
  
  Wayfarers and Adventurers
  47
  New Wizard
  Basic Spells
  Once you start using this book,
  these new spells may be found on
  scrolls. Every time you find a
  scroll you may roll d12 on this
  table. The first six results are the
  standard spells from Four Against
  Darkness. The other six are the
  new wizard spells described below.
  Illusion
  The spell creates an illusion that
  may trick a target into believing
  that the item created by the illu-
  sion is real. If the spellcasting roll
  fails, the spell has no effect. If the
  roll against the target’s level suc-
  ceeds, the caster may pick one of
  the following effects:
  1)  Automatically bribe the crea-
  ture or group of creatures with
  an illusionary gift. This is like
  fools’ gold, and will disappear
  once the encounter is over. If
  the creature are met again,
  they will realize that they were
  tricked by magic and will hate
  the caster. The caster may
  apply this effect only against
  creatures that have a possible
  Bribe reaction.
  2) Pick any one reaction from the
  creature’s reaction list, except
  Quest.
  3) Force a group of minions (but
  not vermin) to roll morale,
  using their normal morale
  modifier. Minions who never
  test morale may not be
  affected.
  4) Create an illusory target that
  draws all the attacks of all
  enemies for one turn. At the
  end of the turn, the enemies
  realize that the illusion is not
  real and may attack the party
  again. A new illusion may not
  Expanded Random Basic
  Spell Table (d12)
  1
  Blessing
  2
  Fireball
  3
  Lightning Bolt
  4
  Sleep
  5
  Escape
  6
  Protect
  7
  Illusion
  8
  Illusionary Bridge
  9
  Distant Communication
  10
  Wall of Ice
  11
  Destroy Aberration
  12
  Surge of Strength
  
  Wayfarers and Adventurers
  48
  be cast during the current
  combat encounter.
  Illusionary Bridge
  This spell allows the caster and the
  party to cross any impassable
  obstacle (like a ravine or a lava
  flow) or a river. The bridge disap-
  pears when the caster leaves the
  area. If the party is being chased,
  the caster may cause the bridge to
  disappear under the pursuers’
  feet, automatically destroying the
  pursuers. 
  The 
  pursuers 
  are
  assumed to fall into the river and
  it will not be possible to recover
  their loot, unless the party has
  some aquatic character.
  Distant Communication
  The caster may use this spell to
  transfer to the other party
  members any clue gained while
  the caster is separated from the
  party, for example while the caster
  is doing research in a library or
  talking to a sage. In multiplayer
  adventures or adventures with a
  game master, the player character
  casting this spell may share any
  knowledge with any other player
  characters even if he or she is
  separated from them.
  Wall of Ice
  The caster creates a wall of ice tall
  enough to block all enemies on the
  opposite side. The party can use
  the wall of ice to safely withdraw
  from a combat and avoid all pur-
  suit. Even outdoors, the wall will
  prevent enemies from pursuing
  the party. However, ice elemen-
  tals, ice giants and ice dwarves can
  move through the wall of ice as if
  it did not exist. The wall of ice
  automatically melts if targeted by
  a fire spell or if a fire elemental or
  other creature that inflicts fire-
  based damage spends one turn to
  destroy it. Otherwise, the wall of
  ice will last until the end of the
  adventure. If the spell is cast in a
  desertic area, the wall will melt
  after 1 hour but it will provide
  enough water for all the party for
  three days.
  Destroy Aberration
  When this spell is cast successfully
  performing a spellcasting roll
  against the target’s Level, it inflicts
  3 damage upon a Weird Monster.
  It has no effect on monsters of
  other categories (Vermin, Minion,
  Boss). Doubling the target’s Level
  would 
  inflict 
  +1 
  additional
  damage, not 3 additional damage.
  Surge of Strength
  This spell is automatic and does
  not require a spellcasting roll
  unless it is cast against a creature
  or room with magic resistance.
  For the next three encounters, the
  
  Wayfarers and Adventurers
  49
  target of this spell (that can be a
  friend, a hireling, an animal or
  even the caster himself) may use
  a two-handed melee weapon with
  one hand, and may carry any
  weight, including extra treasure or
  friends turned to stone, with no
  penalties. A wizard casting this
  spell on himself would be allowed
  to use a two-handed weapon for
  the duration of the spell. While  the
  spell lasts, the enchanted charac-
  ter may knock down locked doors
  automatically, but doing so trig-
  gers a 1 in 6 chance of wandering
  monsters for each smashed door.
  
  Wayfarers and Adventurers
  50
  New Expert Skill
  Troll Trainer
  Gnomes, halflings, lutins or goblins only
  The character adven-
  tures with a green troll
  and has learned how to
  predict the creature’s
  irrational behavior. The
  character knows how to
  to to steer the troll in the
  right 
  direction 
  with
  offers of food, drink or
  other treats.
  If a character with this
  skill is in the same party
  as a green troll, when the
  troll rolls on the stupid-
  ity table, you may roll
  twice and choose the
  result you prefer.
  In addition, once per
  game, if a random attack
  targets the trainer, the
  character may have that
  attack hit the green troll
  instead. This may be
  applied 
  only 
  if 
  the
  description of the attack
  states that it hits a
  random target.
  
  Wayfarers and Adventurers
  51
  New Equipment
  Leafsteel Armor
  Leafsteel is a naturally occurring
  bush. Its spearhead-shaped leaves
  have sharp edges and the tensile
  strength of thin metal. They have
  been used for ages for the manu-
  facture of lightweight, flexible
  armor, shaving razors, cutlery and
  other sharp tools. A wood elf may
  fashion a suit of leafsteel armor in
  about four hours (six hours if the
  suit is meant for a large creature
  like a troll or ogre) if he finds a
  leafsteel bush (a 1 in 8 chance of
  finding one per hex/area of forest
  traveled). As many creatures use
  leafsteel for its properties or hide
  in its bushes, and leafsteel grows
  in wilderness areas, there is
  always a 2 in 6 chance of an
  encounter with minions or vermin
  every time a leafsteel bush is
  found.
  Leafsteel armor works as heavy
  armor (+2 to defense rolls) and
  gives no swimming and climbing
  limitations but must be discarded
  after 2 adventures as the leaves
  dry and start to crack. A big
  advantage of leafsteel is that it is
  not metal and it is immune to the
  attacks of iron eaters and mag-
  netic monsters. Leafsteel armor
  may be worn by any character
  type that may wear light armor. It
  can be sold for 6 gp. It may be
  purchased for 12 gp only in com-
  munities of wood elves. Wood
  elves met as NPCs have a 1 in 6
  chance of having a leafsteel suit of
  armor available.
  
  Wayfarers and Adventurers
  52
  New Animal
  Companions
  The Crucible of Classic Critters
  introduced the idea of animal
  companions. Here are two animal
  companions that are typical of
  Norindaal. 
  Although 
  these
  animals do not exist in our world,
  these are considered “natural”
  animals in the game.
  Forest Shadow
  A forest shadow (also called an elf
  cat or forest lion) is the large feline
  pictured on the cover of this book.
  While the cat’s fur is normally tan
  or golden, the animal lets micro-
  scopic moss-like plants grow in its
  hair, and this gives it a greenish
  tinge which helps the forest
  shadow hide in natural surround-
  ings. Forest shadows are very
  silent and alert.
  Forest Shadow, Level 1, Life
  2, Attack +0. Defense +2,
  Morale +0. A forest shadow
  gets +4 on any stealth rolls in
  the wild, and +1 indoors.
  A druid with a forest shadow com-
  panion is never surprised, so he
  has always the option to go before
  the opponents. So, in a combat
  where the party is surprised, the
  druid and the forest shadow
  would fight first, then the surpris-
  ing monsters would fight, then the
  other characters. After the first
  turn, the druid and cat would fight
  normally on the party’s turn.
  Only druids, rangers and wood
  elves may have forest shadows as
  animal companions. Forest cats
  may not be in the same party as
  any hound, wolf, bearwolf or dog.
  They also hate any hound or dog
  monsters and will always priori-
  tize attacks against them. Druids
  and beastmasters can have them
  for free as their special animal
  companions. The cost for other
  characters is 30 gp, and there is a
  1 in 6 chance that at the beginning
  of any adventure the free spirited
  animal will just leave the party.
  Forest shadows belonging to
  druids will never leave like this.
  Bearwolf
  The bearwolf  (also called gorma-
  kruu using its name in D’harris,
  the dwarven tongue) is a giant,
  blue-furred wolf with thick, mus-
  cular legs. The animal has near
  perfect night vision and is strong
  enough to be used as a riding
  animal by a goblin, gnome, lutin
  or halfling. A domesticated bear-
  wolf is a rare thing and would
  never be accepted in any party
  containing dwarves. Only the
  younger, smallest specimen can
  be used as domesticated animals,
  as when the beast grows in size
  and age, it invariably develops
  
  Wayfarers and Adventurers
  53
  savage tendencies and will even-
  tually return to the wild. Bear-
  wolves have a sort of cunning that
  at times feels like near human
  intelligence. Only a goblin, orc,
  beastmaster or druid may have a
  bearwolf as a companion. A druid
  or beastmaster may also let a hal-
  fling, gnome, goblin or lutin friend
  (another character in the same
  party) ride their own bearwolf, but
  each time the rider rolls a 1 on a
  defense roll, the mount will throw
  the rider and the unlucky rider
  will need to spend his next turn
  getting back on his feet; riding on
  the animal again  is out of the
  question until the end of this
  encounter. A goblin or lutin rider
  may put a special saddle on a
  bearwolf for 40 gp. The saddle
  helps against being thrown. The
  rider may avoid
  being thrown from
  the 
  saddle 
  by
  passing a level 2
  save.
  Small Bearwolf,
  Level 2, Life 3,
  Attack 
  +2,
  Defense 
  +0,
  Morale +0.
  Every 
  time 
  the
  bearwolf 
  kills 
  a
  target, there is a 1 in
  8 chance of the
  bearwolf 
  being
  taken over by a
  frenzy and turning to bite its con-
  troller, who must defend against
  a level 3 attack or lose 1 life.
  Special padded, armored gloves
  and a leash that help in controlling
  the bearwolf can be purchased for
  10 gp, and give the user +1 to
  defense rolls against attacks from
  his own bearwolf, but the wearer
  must use one hand at all times to
  keep the bearwolf on a tight leash
  to claim this bonus. The other
  hand may be used freely to hold a
  weapon, shield, lantern, or to cast
  spells.
  A tamed bearwolf costs 50 gp.
  Bearwolves hate forest shadows
  and will attack them on sight. It is
  not possible to keep bearwolves
  and forest shadows in the same
  party.
  
  Wayfarers and Adventurers
  54
  Alternative Minions
  This is an alternative minions table for basic dungeons, for 1st to 3rd level
  characters. You may decide to use it in a specific dungeon, or you may want
  to alternate between the standard table found in Four Against Darkness and
  this one on a 50/50 basis: roll d6 whenever a minion encounter is required.
  On a 1 to 3, use the standard table, on a 4 to 6, use this one.
  Alternative Minions Table (d6)
  1
  6d+2 Shadows of the depths: Level 3 undead minion, never test
  morale. The shadows hate light. Any outstanding attacks are always
  directed at any character bearing the lantern or any other light sources.
  PCs carrying lanterns attack shadows at +1. A vial of holy water automat-
  ically kills 1 shadow. Reactions: always fights to the death.
  2
  D6 Raiders: level 3 minion, treasure: 2 rolls, -1 morale. These are cut-
  throats and thieves equipped with light armor and light weapons (50%
  chance of crushing or slashing). Reactions (d6): 1-4 bribe (25 gp each, or
  all the treasure of the party, whichever is less), 5-6) fight.
  3
  D6+1 Acolytes of S’sikliss: level 4 minion, normal treasure, +1
  morale. These human worshippers of the Serpent Mother accept dona-
  tions in coins or blood. They are armed with envenomed flails that ignore
  the protection of shields. Any PC wounded by them must Save vs. L4
  poison (barbarians and halflings save at +1) or have -1 on all attack rolls
  until the end of the encounter. A PC who is poisoned again loses one
  additional Life each time he fails the save roll. Reactions (d6): 1-3 bribe
  (1 life point per PC or 15 gp per PC), 4-5 fight, 6) fight to the death.
  4
  2d6+3 Kobold scouts: Level 2 minions, -1 treasure, -1 morale. In
  combat, half of these creatures, rounded down, will throw a single javelin
  before the melee. Reactions (d6): 1 flee, 2 flee if outnumbered, 3 peace-
  ful, 4 bribe (5 gp each), 5-6 fight.
  5
  D6+1 Jackal men: level 4 minions, treasure +1, -1 morale. Every time a
  jackal man dies, he utters a dying wail that has a 1 in 6 chance of sum-
  moning d3 additional jackal men on the following turn. Reactions (d6):
  1-2 bribe (all the party’s treasure), 3-6 fight.
  6
  D6 Hags of the depths: level 5 minions, treasure +1, normal morale.
  Roll d6 at the beginning of the encounter. If the result is lower than or
  equal to the number of hags, a random PC will automatically be
  bewitched and will have -2 to all attack rolls until he receives a Blessing
  or until the end of the encounter. Reactions (d6): 1-2 special (spend 50
  gp to buy 1 clue; if you don’t, the hags will fight; only one clue per party
  per adventure may be bought from the same group of hags; reroll this
  result if you meet the same group of hags again), 3 peaceful, 4-6 fight.
  
  Wayfarers and Adventurers
  55
  New Weapons
  Bolas
  Bolas are light ranged weapons that
  can be purchased for 4 gp. They are
  a typical wood elf weapon. Bolas are
  considered a crushing weapon in
  game terms but they do not inflict
  damage. Ignore any modifier for
  crushing or slashing weapons (for
  example, if you throw bolas at a
  skeleton, you do not gain the +1 for
  striking the skeleton with a crush-
  ing weapon, nor the -1 for attacking
  the skeleton with an arrow). If bolas
  hit, the thrower performs a save
  versus the level of the target, adding
  +1/2 L. On a success, the target is
  trapped by the bolas and can be
  automatically captured (alive) by
  any character spending one action
  doing so. If no character spends one
  action to tie down the target, the
  target will automatically break free
  with its next action, destroying the
  bolas in the process. A target with
  multiple attacks will use ONLY one
  of its attacks to break free and may
  use its other attacks to fight. If the
  target does not break free, the bolas
  can be recovered at the end of the
  encounter.
  A character may carry a maximum
  of two bolas.
  Monsters with a fluid body shape
  like elementals, oozes, jellies,
  ghosts, cubes, hordes or swarms
  may not be targeted by bolas. Any
  creature larger than a human and
  any boss or weird monster above
  level 4 may not be targeted.
  Example: Lyssi, a 2nd
  level wood elf, throws her
  bolas at a level 4 orc, and
  hits. Now Lyssi must roll a
  save of 4 or better (the
  orc’s level). Roll d6 +1
  (Lyssi’s 1/2 level). On a
  success, the orc is caught.
  If Lyssi or another charac-
  ter uses their next action
  to tie down the orc, the orc
  is automatically taken
  alive. If nobody spends
  one action to tie down the
  orc, the orc will use his
  next attack to break free.
  Boomerang
  A boomerang is a light crushing
  ranged weapon (-1 on attack rolls)
  that can be purchased for 5 gp.
  The advantage over other thrown
  weapons is that, if the boomerang
  misses, it returns in the hands of
  the thrower at the end of the
  attack, and may be thus thrown
  again on the character’s following
  turn (if a ranged attack is
  allowed). A character may carry
  only one boomerang. Boomerangs
  may NOT be used in corridors,
  jungles, forests, and in rooms
  smaller than 6 squares.
  
  Wayfarers and Adventurers
  56
  
  New heroes join the party.
  Wayfarers and Adventurers features additional charac-
  ters for Four Against Darkness. In its pages you will find:
  The Druid, master of natural forces;
  The Green Troll, immensely strong but dim-witted;
  The Martial Mystic, able to harness the power of chi and
  accessing occult knowledge;
  The Gnome, combining illusion and clockwork contraptions;
  The Wood Elf,  master of the forests;
  Rules for Milestones and Character Traits;
  25 new Spells;
  Two new weapons (boomerang and bolas);
  Two new animal companions (forest shadow and bearwolf);
  New equipment (leafsteel armor);
  An alternative table of minions for your dungeon adventures.
  This is not a stand alone game. To use this book, you need a copy of
  Four Against Darkness and Four Against the Abyss.
  
SOURCE: textdata/thevault/Four Against Darkness/Four Against Darkness Supplemental/Four Against Darkness Wayfarers and Adventurers.pdf