TEXT: Greedy Gifts of the
  Guildmasters
  Erick N. Bouchard
  Andrea Sfiligoi
  Patrons and adventures for parties of all levels,
  for Four Against Darkness
  
  Patrons and adventures for parties of all levels,
  for Four Against Darkness
  Greedy Gifts of
  the Guildmasters
  Written and laid out by Erick N. Bouchard
  Four Against Darkness game by Andrea Sfiligoi
  Additional contributions by Krist Anthony Almario (Damasuu,
  Rayn, Wolflord), Andrea Invernati (Akinyemi Twins), Adam
  Mitchell & son (The Lad), Joseph Mills (Withering Warlord)
  Proofreading by Chad R. Morin & Finnegan Brown
  Playesting by Finnegan Brown, Daniel Casquilho, Christopher
  Mortimer & Simon Fenton
  Art by Krist Anthony Almario, J. Austin, J.D. Batten, Ulysse
  Bouchard, Finnegan Brown, Danbrenus (p.56*), E. Dold, H.
  Ford, JJ. Grandville, William McAusland, Harold Nelson, Pngio,
  H.D. Rankin, Andrea Sfiligoi, Yopriceville & Men’s Magazine
  Maps courtesy of Dyson Logos (https://dysonlogos.blog)
  With fond thanks to Krist Anthony Almario, Finnegan Brown,
  Daniel Casquilho, Chad R. Morin, Chris Mortimer, Chad Robb
  and all the contributors of the Fierce Flamingo Force
  For more information about Norindaal, the official setting for
  Four Against Darkness: https://sites.google.com/site/norindaal/
  *CC Licence: https://creativecommons.org/licenses/by-nd/3.0/
  Features nude art. Intended for mature audiences.
  
  2
  Contents
  Introduction 
  3
  Patrons in the Game 
  3
  Benign & Wretched 
  3
  Choosing a Patron 
  3
  Patrons as Class Traits 
  4
  Changing Patrons 
  4
  Minidungeons 
  4
      The Lad’s Museum  
  5
      Snow Elf Mausoleum 
  7
      Stomp the Greenfoot Revolt 
  10
     Crush the Bayou Rebels 
  18
      Maze of the Massacre Minotaur 
  22
      Righteous Stand at Moorcockstadt 
  36
      The Three-Thorns Tavern 
  56
      Brawl at Brunhilda’s Business 
  62
     Angst & Anger of the Arachnophiles 75
  Playing With Patrons 
  5
  Patron Profiles 
  6
  Keeping It Simple 
  12
  Patrons & Encounters 
  12
  Patrons as Sworn Enemies 
  13
  New Character Traits 
  13
  1) Cunning Linguist 
  13
  2) Fanatic 
  14
  3) Harem 
  14
  4) Murderhobo 
  14
  5) Patron’s Pet 
  15
  6) Undead 
  15
  New Gear 
  15
  New Skills 
  17
  New Rules 
  21
  Alignment Scores 
  21
  Highest Character Level 
  24
  Multiclassing 
  24
  Acronyms 
  24
  Merchant Patrons 
  25
  Andrea Underoot 
  25
  Brunhilda di Vignamarcia 
  28
  Damasuu the Ticket Master 
  31
  Margrave Van Pontoretto 
  34
  Murazzo 
  39
  Political Patrons 
  41
  Empress Galzuural 
  41
  Imperial Inquisitor Irek Indigo 
  46
  The Lad 
  50
  King Ve of Llirian 
  53
  Lord Erid Orfeld 
  58
  The Withering Warlord 
  61
  The Wolflord 
  64
  Appendix 
  67
  Damsel-in-Distress 
  67
  Fiendingos 
  69
  Instigators of the Inquisitor 
  73
  
  3
  Introduction
  Backers, 
  benefactors, 
  financiers,
  guarantors, quest givers, sponsors:
  patrons are all these things and much
  more. Whatever their title and role is,
  patrons 
  are 
  first 
  and 
  foremost
  investors. They invest resources and
  time with the party not out of
  generosity, but because they expect a
  return. Their boons and gifts to your
  characters are not disinterested, but a
  placement – hence the book’s title.
  This book offers you a list of patrons,
  optional rules that work as "add-ons"
  to your games of Four Against Darkness.
  They are meant to add narrative
  elements to your campaigns, providing
  recurrent non-player characters (NPCs)
  and a purpose to your party's
  adventures. And mini-dungeons, too!
  Patrons in the Game
  Patrons can be used in regular
  dungeons using only the rules in the
  corebook, when playing thematic
  dungeons 
  or 
  even 
  in 
  outdoors
  adventures, such as those featured in
  the Caverns of Chaos, Courtship of the
  Flower Demons, Crucible of Classic
  Critters, Four Against the Abyss, Four
  Against 
  the 
  Netherworld, 
  More
  Mountainous Mayhem, Digressions of the
  Devouring Dead and others.
  Likewise, narrative campaigns that
  include 
  random 
  encounters 
  or
  dungeons, such as The North Beyond
  the World, are well suited for patrons.
  Patrons are not likely to fit well with
  strictly programmed adventures that
  do not involve a randomly generated
  dungeon or environment, such as
  Caves of the Kobold Slave-Masters,
  Buried Secrets or Breachers of the Bone
  Belfry. Patrons in such adventures
  should be avoided, unless you wish to
  tinker with the rules and improvise.
  Some scenarios like Dark Waters or
  Man-Eater! assume you are working for
  a pre-determined patron, such as Lord
  Orfeld or Murazzo.
  In these cases, you can use the rules
  herein for these patrons or change
  your employer’s name for your patron.
  Be aware that you may have to
  improvise if you are playing them for
  the first time. Remember: in this game,
  you are both the player and the
  game master, and you can alter
  events and anything else as you wish,
  if that creates a better story for you.
  Benign & Wretched
  Patrons don’t wear morality labels such
  as “good” or “evil”. Some of them are
  rather nice and decent, like Andrea
  Underoot or empress Galzuural.
  Others, like Murazzo, King Vë and the
  Withering Warlord, are nasty or even
  wicked. All follow their own agenda;
  most are simply greedy.
  Choosing a Patron
  Your party may take any single one of
  the patrons below, as long as the
  conditions are met. You can change
  patrons before any adventure or
  
  4
  switch back to a previous one as long
  as you respect the conditions.
  Patrons are available at any level.
  Option,ally, parties of Expert tier or
  above (level 5+) can have some patrons
  actually join the party during one or
  more adventures (see Patronizing).
  Patrons as Class Traits
  Character classes who start with
  faction points can pick one of the
  appropriate patrons below as their
  starting faction. Examples include
  court magi, light goblins, town trolls
  and strumpets from Treacheries of the
  Troublesome Towns; also, samurai and
  ninja from Isles of the Incandescent Idols.
  When 
  generating 
  towns 
  with
  Treacheries, the first noble mansion you
  find can be your patron’s manor if you
  wish; your patron would in that case
  also be the block’s ruler.
  Changing Patrons
  Your party can have only a single
  patron at a time. This is the only hard
  and fast rule.
  You can change patrons from one
  adventure to another, and even return
  to a former patron, as long as your
  faction score with them is positive. It’s
  usually preferable to build up your
  faction score with a patron up to 5, the
  maximum, to reap the most benefits.
  You cannot change patrons in the
  middle of an adventure unless you are
  playing in a town or area where several
  patrons are available.
  If you solve a patron's major issue,
  such as marrying Margrave Van
  Pontoretto with Pyrra, you gain one of
  your patron’s Secrets (your choice) for
  free and 1 XP roll. Gain 2 XP instead if
  your patron has no secrets. This can
  occur in an official adventure or one of
  your own making.
  Minidungeons
  The dungeon maps scattered through this book are meant to serve as a
  springboard to design your own adventures, using the patrons herein as
  thematic elements. For simplicity’s sake, only the levels of vermin (V), minions
  (M), Weird Monsters (WM), Bosses (B), Final Bosses (FB) and Traps (T-) have
  been provided. For example, L3-V means “level 3 vermin”.
  Unless noted otherwise, monsters have morale +0 and normal treasure.
  Generic Bosses and Weird Monsters have as much life as their level, 2 attacks
  and treasure +1. Special Events (SE), Special Features (SF), Treasure (T+) and
  some Traps (T-) are random. “?” stands for random room content.
  Feel free to flesh out these monsters by replacing their profile with those from
  books you have. For example, a level 5 Boss (L5-B) could use the stats of an
  orc brute (4AD p.37) or a chaos executioner from Caverns of Chaos (p.21).
  Acronyms in parenthesis refer to books featuring detailed rules for a monster.
  
  5
  Playing With Patrons
  This book is mostly about deepening
  your party's background and motives.
  Some of the time, your patron will feel
  like music playing behind the scenes,
  and once in a while will exert itself to
  the forefront.
  For simplicity's sake, patrons are
  crafted as individuals rather than
  organizations, but nothing stops you
  from saying your party interacts only
  with your patron's butler at faction
  score 1-2, the patron's lieutenant at
  scores 3-4 and the patrons themselves
  only at faction score 5. Likewise, you
  could be working for any member of
  the Van Pontoretto family  when
  serving the <Van Pontoretto>, not
  necessarily the Margrave himself.
  Likewise, the restriction on serving
  multiple patrons simultaneously is
  meant to keep records simple.
  When playing Four Against Darkness as
  a multiplayer roleplaying game, feel
  free to have each player take a
  different patron, as long as they are not
  enemies. You can explain this by
  having two or more patrons cooperate
  in a joint venture, such as Brünhilda di
  Vignamarcia and Andrea Underoot
  working together to expand a new
  market, or the Withering Warlord
  making an alliance with the Harrowing
  Hierophant.
  Map Key: [1] d3+2 Dwarf Sentinels (L4-M); [2] d6+1 Dwarf Crossbow women
  (L3-M); [3] 2d6+1 Dwarf Sages (L2-V, treasure +1); [4] Dwarf Knight (L5-B) + d3
  Sentinels (L4-M); [5] d6+1 Gnome Tinkerers (L3-M) & d3 Random Traps; [6] d3+1
  Dwarf Treasure Hunters (L3-B); [7] The Lad himself and d6+1 Dwarf Elders (L5-M,
  treasure +2). Don’t treat the Lad as a Boss but as 5 random traps instead, each
  activating one after the other. Once the 5th trap is overcome, the Lad escapes
  and you may steal his throve of dwarven artifacts (2 treasures +2). Option: If you
  have Warlike Woes, the Halls of Hammer & Axe rules apply to all rooms (WW p.28).
  The Lad’s Museum
  1
  2
  3
  4
  SL
  T-
  5
  6
  T+
  T-
  T+
  7
  T+
  T-
  T-
  ?
  ?
  ?
  For level 1
  ?
  
  6
  Patron Profiles
  The patrons in the following pages all
  use the same template. Some entries
  do not apply to certain patrons. Feel
  free to use this template to create your
  own patrons and share them with the
  Four Against Darkness community!
  By the same token, feel free to flesh
  out other patrons or non-player
  characters featured in books already
  published, 
  such 
  as 
  Böhn 
  the
  Slavemaster or Zorkan Zaa from the
  Concise 
  Collection 
  of 
  Classes, 
  or
  Guildmaster Evos from Man-Eater!, and
  invent unique patrons’ secrets and
  quests.
  Factions: This includes the patron’s
  official faction’s name as well as their
  allies and enemies. The name of these
  will usually be written between the < >
  symbols for ease of reference. If a
  patron has two faction names,
  consider them to be synonyms. For
  example, <Harrowing Hierophant> and
  <Theocracy of Xichtul> are the same
  faction, for all game purposes.
  In some cases, alignments such as
  "Chaos" or "Law" will count as enemy
  or friendly factions. In the same vein,
  some influential patrons will be allies
  or enemies with generic factions. For
  example, Inquisitor Indigo is always an
  ally of “The Prince” (a generic faction
  template from Treacheries of the
  Trouble Towns), whereas the Harrowing
  Hierophant is always an ally of
  <Death>, which includes all undead
  monsters unless mentioned otherwise.
  The faction bonus or penalty to
  reactions therefore would apply to all
  undead monsters.
  Brackets aren’t necessary to determine
  a monster or non-player character’s
  (NPC) allegiance: they are only shown
  for clarity. The <Van Pontoretto>
  faction is the same as Van Pontoretto,
  and any character bearing that family
  name will belong to that faction.
  Conversely, a Death Knight would be
  aligned with <Death>, and so on.
  Your faction score with any group
  starts at 0 unless mentioned
  otherwise.
  You cannot take a faction as a patron
  if your faction score with them is
  negative. Some quests or deeds,
  however, can allow you to raise your
  faction score to 0 or more, as stated in
  the patron’s description.
  Parties cannot refuse faction points:
  they are automatically applied. Of
  course, nothing stops you from turning
  against a former patron by killing
  Bosses from that faction afterwards to
  lower your faction score, such as to
  gain favor with another patron or to
  stay neutral (score of 0) with everyone.
  This erratic behavior will limit your
  patron's benefits and access to your
  patron's secret, which you lose if your
  faction score goes under 5. However,
  you do not need to pay Clues again to
  get your patron's secret back if you
  restore your faction score to 5.
  Reactions with Factions: When an
  encounter is aligned with a faction,
  always subtract all your relevant
  
  7
  faction scores from reaction rolls
  during encounters (max +5). If it is
  negative, add it (max -5). As low
  reaction rolls are usually friendly, a
  high faction score enhances your
  chances of a peaceful encounter. The
  reverse is also true.
  For example, since <Murazzo> is
  hostile to <Orfeld>, all NPCs associated
  with Murazzo will be hostile to Orfeld.
  Completing a quest successfully for
  a faction gives you 1 faction point.
  Conversely, killing a faction-allied Boss
  from a faction reduces your score by 1
  with this faction. In the case of
  alignments, gaining 1 point in a given
  alignment reduces your score by 1 in
  the opposite alignment (e.g. if Law rises
  by +1, Chaos is reduced by 1). The
  maximum faction score is +5/-5 with
  any faction.
  You cannot pick a patron if your faction
  score with them is negative. Likewise,
  your faction score with some patrons
  Map 
  Key: 
  [1] 
  d6+3
  Skeletons  (4AD p.36);
  [2]  Mummy (4AD p.37);
  [3] 
  Undead 
  Chimera
  (4AD p.38); [4] Undead
  Chaos Lord (Final Boss;
  4AD p.37).
  Each alcove behind a
  door contains random
  content. If you roll the
  same result twice in
  a row, you find a
  random 
  treasure
  instead. Add  “undead” to
  the 
  profile 
  of 
  any
  monster encountered.
  (clerics add +L to their
  Attack rolls).
  1
  ?
  ?
  ?
  SF
  2
  3
  SE
  4
  T-
  Option: If you have Digressions of the Devouring Dead,
  replace [1] with random necromantic minions, [2],
  [3] and [4] with random undead Bosses (Final Boss
  for [4]),  and traps & features with necromantic ones.
  For each alcove, roll on the Gruesome Stuff table. If
  you roll a given result twice in a row, you find a
  necromantic treasure instead.
  Snow Elf Mausoleum
  For level 1
  Option:  All rooms have
  the Unnatural Chill rules
  from 
  the 
  Boss 
  Lair
  Feature table in Warlike
  Woes (p.29).
  Leveling Up: For each
  level  above 1 that your
  party’s highest level is,
  add 2 to the number of
  minions and 1 to the life
  & levels of Bosses and
  Weird Monsters.
  
  8
  will be modified by your deeds during
  other adventures. You can therefore
  start with a positive or negative score
  with a given patron, without even
  directly knowing them, for they have
  come to know you through their agents
  and scions.
  There is no limit to the number of
  faction for which you have a score.
  Allies: Your faction score with patrons
  improves your relations with their
  allies. Subtract the faction score from
  the reaction rolls of a monster or NPC
  who is an ally of your patron. As well,
  apply your faction score with your
  patron as a bonus to persuasion saves
  with their allies (max +5). Many of these
  allies feature in published books,
  others in upcoming publications.
  When factions are listed as allies, don't
  increase your faction scores with allies
  when your score with your patron
  increases, only their reaction modifiers
  are affected. Moreover, you only pick
  the best faction modifier for allies:
  don't add them. For example, <di
  Vignamarcia> and <Underoot> are
  both allies of <Gadad>. If you have 2
  faction 
  points 
  with 
  both 
  <di
  Vignamarcia> and <Underoot>, you
  have a 2 point reaction bonus with
  monsters or NPCs allied with <Gadad>,
  not 4.
  Enemies: Your patron’s enemies will
  become more hostile to your party as
  it rises in the eye of their patron. In
  some cases, these include all members
  of a given species (e.g. minotaurs, orcs,
  and so on.)  Add the faction score from
  the reaction rolls of a monster or NPC
  who is an enemy of your patron,
  making higher results – usually more
  violent – more likely. Likewise, apply
  your faction score with your patron as
  a penalty to persuasion saves with
  their enemies (max. -5). If several
  factions apply, take the worst.
  Conditions: Some patrons have
  specific restrictions and conditions. For
  example, the snow elf King Vë hates
  orcs, so parties with orc characters
  cannot take him as a patron. You must
  respect these conditions at all times,
  otherwise your patron repudiates your
  party. Similarly, some adventures will
  make you write or tick keywords that
  may restrict what patrons you have
  access to.
  Obviously, if your adventurers killed or
  ran afoul of a potential patron met in
  a previous adventure, they can’t pick
  that patron.
  Patron Quests: When a patron's
  profile lists a quest, it can be taken at
  the start of any mission. Completing
  this quest earns the Patron's Quest
  Reward listed: do not roll on the Epic
  Rewards table. For the quest to be
  complete, your party must return to
  see your patron or one of its agents
  after the adventure.
  Completing a patron's quest earns you
  1 XP roll and 1 faction point with your
  patron, up to a maximum of 5. A
  patron's quest can be taken multiple
  times, but only once per adventure.
  You can have multiple active quests at
  
  9
  the same time (e.g. if you have a
  questing paladin from Knight of Destiny).
  Patron's Quest Reward: This is the
  reward earned for completing the
  quest. All quests also provide 1 XP roll.
  Special Rules: In addition to the
  general rules for patrons, some
  patrons have unique special rules.
  These apply when running any type of
  randomly generated dungeon.
  Except where noted, rules that involve
  replacing monsters do not apply in the
  demonworlds (e.g. the Blossoms'
  Demesne or the Netherworld) or when
  running a pre-generated adventure
  like Buried Secrets, Man-Eater! or
  Breachers of the Bone Belfry.
  Special Rules apply only as long as you
  serve the patron. If you change
  patrons, even temporarily, you lose
  these special rules.
  Patron's Secret: Many patrons have
  unique secrets, usually narrative plot
  twists that reveal a hidden facet of their
  personality. To unlock a secret, you
  must have at least 5 faction points with
  your patron. You may 1) spend 3 clues,
  roll 
  d3 
  and 
  tick 
  the 
  box 
  ([])
  corresponding to the secret rolled, or
  2) spend 4 clues and pick a secret
  instead of rolling.
  You can only have one secret per
  patron. This means that only one
  option out of three will ever be used. If
  you ever start a new party from
  scratch, erase all your ticks.
  Parties 
  with 
  halflings, 
  or 
  other
  characters with Luck points, can spend
  1 Luck point to re-roll their patron’s
  secret, but the second result stands.
  The effects of some of these secrets is
  immediate, others last as long as you
  remain in this patron's employment,
  as described.
  Some of your patron’s secrets can be
  contradictory, in regards to their secret
  identity, for example. That’s on
  purpose: since you can only have one
  of your patron’s secrets, only one of
  these options will be true, and you
  won’t know which one is true until you
  reveal the secret.
  Recruitment: 
  Normally, 
  new
  characters recruited to replace dead
  characters start at level  1. Some
  patrons will allow you to recruit more
  experienced characters within a limited
  range of classes. These recruits’ level
  will be equal to either the lowest
  character level (LCL) of your remaining
  party members or to your faction
  points with your patron, whichever is
  LOWER.
  For example, King Vë allows you to
  recruit more experienced elves, snow
  elves and ice elf huntresses. A three-
  character party made of characters of
  L2, 3 and 4 could recruit as a fourth
  character an elf, snow elf or ice elf
  huntress at L2 at most if the party has
  2 or more faction points with King Vë.
  Monster Thralls (Optional): Some
  patrons allow you to recruit monster
  thralls associated with that patron as
  per the rules for animal companions
  featured in the Crucible of Classic
  Critters (CCC). The monster's maximum
  
  10
  Stomp the Greenfoot Revolt
  Betraying their ruler, the lawless peasantry of the Wolflord have revolted, blaming
  imaginary errant beasts for their refusal to pay taxes. Crush the rebels and their
  deceitful sympathizers to restore order, in the name of knighthood and justice!
  [1] 2d6+6 Angry Peasants (L2-M, KoD)
  [2] 2d6+1 Forest Outlaws (L3-M, KoD)
  [3] 2d6 Halfling Highwaymen (L2-V, WW)
  [4] 2d6+2 Rowdy Rivermen (L4-M, TTT)
  [5] d6 Gaunt Hounds (L4-M, 7S)
  [6] d3+1 Wild Boars (L4-M, KoD)
  [7] d6+3 Wanton Wenches (L3-V, WW)
  [8] Wyrm (L5-B, ME!)
  [9] Greenfoot the Green Knight (L7-FB,
  KoD) & d6+3 Forest Outlaws (L3-M)
  For level 2
  8
  9
  7
  7
  7
  6
  6
  6
  4
  4
  3
  3
  SE
  SL
  SL
  5
  5
  5
  ?
  ?
  2
  2
  2
  2
  1
  1
  1
  1
  1
  1
  2
  ?
  Map courtesy of Dyson Logos
  
  11
  level is your faction score with your
  patron. For example, Andrea Underoot
  allows you to recruit fungi folk (see 4AD
  p.36) as "animal companions" (level 3).
  Ignore this entry if you don’t have CCC.
  Patronizing (Optional): Parties who
  have reached Expert level (see Four
  Against the Abyss) and have 5 faction
  points with their patron can take them
  on an adventure if you have a "slot" left
  for a fourth character. Many patrons
  are "multi-classed", to make each
  patron unique.
  Each adventuring patron’s profile will
  present you with both their “true”
  classes 
  and 
  substitutes 
  for 
  the
  corebook only, so that you can recruit
  these patrons with only that book and,
  since patrons will only adventure with
  parties of Expert level, Four Against the
  Abyss. Likewise, ignore any Expert skill
  or Trait (from W&A) listed if you don’t
  have the books in which they appear.
  Leadership: Always assume that the
  patron is the party’s leader, even if they
  don’t walk first in the marching order.
  The patron will be making persuasion
  saves and will talk for the party. Usual
  party restrictions still apply.
  For example, Andrea Underoot, being
  a halfling, will not adventure alongside
  a staargu, the minotaurs of Law (from
  Xenophobic Xebecs of Xichtul), for they
  are known as halfling-eating gourmets.
  Patron  Gear: In addition to any specific
  equipment listed, patrons start with
  100  g.p. in personal equipment, with
  which you can buy whatever you like
  before taking them on adventure. You
  can also give them any items from the
  corebook that cost less than 100  g.p.
  (armor, weapons, etc. but not healing
  potions or resurrection arrangements).
  Patrons will not lend their equipment
  to other party members but may use
  it to help them (e.g. using a Staff of
  Healing to cure your party).
  Patron Death: If the patron dies during
  an adventure, another member of
  their faction (e.g. their heir) will recover
  these items at the end of the adventure
  and take their place. Write a new name
  for your patron and keep playing as
  before. The heir to the patron's highest
  character level will be 1 level lower
  than the previous one (minimum level
  1). For example, a patron who is both
  a level 5 warrior and a level 1 wizard
  will be replaced by a level 4
  warrior/level 1 wizard.
  
  12
  Keywords: Some patrons have special
  rules relating to specific keywords. For
  example, if you complete a quest for
  Brünhilda di Vignamarcia, you get to
  write the JOBBER keyword on your
  party's sheet. This will introduce new
  opportunities in certain books, such as
  making your patron’s associates help
  your party.
  TTT Profile (Optional): If you have
  Treacheries of the Troublesome Towns,
  you can select your patron to be the
  ruler of a block in a city, town or hamlet
  of your choice and generate that city
  to meet your patron. Audience rolls are
  considered an automatic success once
  you have 1 or more faction points.
  Even if your patron is not the official
  ruler in name, such as a merchant
  guildmaster, they will rule their block
  as if they were. Some patrons will use
  the profiles for Vicious Villains: simply
  consider them to be the town's ruler,
  without 
  the 
  need 
  to 
  apply
  Machinations or the usual Villain
  hunting rules to meet them.
  Patron’s Favor: As an optional rule, a
  list of specific deeds which can cause
  your faction score to increase or lower
  is provided. Since it involves more
  detail tracking, feel free to disregard it.
  Keeping It Simple
  You don’t need to keep a tally of your
  faction score with patrons you don’t
  take. For example, acquiring the
  ESTHERYA 
  keyword 
  will 
  anger
  Brünhilda di Vignamarcia, driving your
  faction score to -5.
  You don’t need to note that -5 if you
  don’t  plan to take her as a patron.
  Whereas you could take a note and
  adjust the reaction rolls of her agents
  accordingly, it’s more accounting than
  it’s worth.  Unless you love details, keep
  track of faction scores only when it
  actually matters to you. It’s not worth
  bothering about being hated or loved
  by people you won’t ever meet again.
  Patrons & Encounters
  Patrons will affect the odds and nature
  of random encounters during the
  game. If your patron has any
  merchants as faction members, allies
  or enemies, roll d6 whenever you meet
  wandering alchemists, healers or
  traders: they will be aligned with your
  patron or their allies on a roll of 6 and
  with their enemies on a roll of 1. Adjust
  reaction rolls accordingly.
  The same goes with encounters with
  random intelligent monsters or NPCs:
  if their type is appropriate, they will
  belong to your patron's faction. For
  simplicity’ sake, only consider the
  reaction modifiers applicable to your
  current patron. For this purpose,
  intelligent monsters or NPCs are
  defined as those with whom a social
  interaction is listed on their reactions
  table. Interactions include reactions
  such as "offer food & drink", "quest",
  "bribe", "puzzle" and so on. "Peaceful"
  or "flee" do not involve a social
  interaction 
  since 
  unintelligent
  monsters can have these reactions.
  
  13
  Patrons as Sworn Enemies
  If you reach a faction score of -5 with a
  patron, you become Sworn Enemies:
  each time you roll for wandering
  monsters in a random dungeon, on a
  roll of 2 you are attacked by a random
  thrall of your patron. For example, if
  your score with ‹di Vignamarcia› is -5,
  you will be attacked by either goblin
  pirates or cynical corsairs if your
  wandering monster d6 roll is a 2.
  On a roll of 1, you meet wandering
  monsters 
  from 
  that 
  adventure’s
  wandering monsters table as usual.
  If you don’t have the book in which a
  given thrall appears, use the following
  profile: all minions are level 4 and
  d6+(HCLx2) in number; Bosses have
  the profile of an orc brute (4AD p.27)
  with a level and life equal to HCL+4.
  They aren’t actually orcs and bonuses
  vs orcs do not apply: it’s just meant as
  a convenient shortcut.
  For example, if you were attacked by
  empress Galzuraal’s thralls and your
  party’s HCL is 3, both the magic fox and
  the flamingo dragon would be level 7
  Bosses with 7 life, using the orc brute
  profile for the rest.
  New Character
  Traits
  Introduced in Wayfarers & Adventurers,
  Character 
  Traits 
  are 
  optional
  characteristics specific to a given
  character that may be rolled before
  their first game or for established
  characters. Some are good, some are
  bad. At your discretion, roll a d6 on the
  list below or a d66 on the Character
  Traits list in Wayfarers & Adventurers or
  on any similar list in other books.
  1) Cunning Linguist
  Your character’s unusual aptitude with
  tongues provides them with a +2
  bonus to persuasion saves. Mostly
  useful in town environments.
  This Trait also gives +1 on Giving rolls
  when wooing (see TCOTFD).
  Perfidious Phoenicopteridae?
  Allegations that the ancient rulers of the
  avian empire of Tori and their indigo
  kindred wage a secret war against the gods
  are surely nothing but propaganda.
  
  14
  2) Fanatic
  The character is totally devoted to a
  radical branch of a religious faith. Pick
  a deity: the character henceforth saves
  like a cleric of that deity.
  The character hates any opponent of
  an alignment opposite to their deity
  and attacks them on sight, fighting to
  the death. For example, a fanatic of
  Foryos (god of Law, Light, & War) will
  attack Chaos monsters,  demons and
  angels of Peace, on sight, fighting to the
  death. In the presence of such
  enemies, the character is immune to
  fear and Madness.
  If you use the rules for Neurosis (from
  DDD), the first one acquired by this
  character is always Fanaticism.
  3) Harem
  The character is followed everywhere
  by a mob of admirers. This may or may
  not be a harem, depending on the
  character’s stance on chastity.
  The harem comprises d3+2 attractive
  but vain, light-brained partners or
  groupies with 1 life and +0 to Defense
  (level 0). They do not partake in combat
  nor wear any armor, because it makes
  them look fat. They can carry gear or
  lanterns, apply bandages, open doors
  and perform any non-combat action
  suitable for a retainer. They have -1 to
  all saves (-5 vs puzzles).
  Harem members won’t willingly go into
  death traps nor will they perform
  suicidal actions, like staying behind
  when the party flees. Harem members
  always stay in the same room as their
  idol: this can be especially annoying for
  rogues and other stealthy types.
  Harems can be of any species you like.
  This has no game effect.
  Because of the noise giggling harems
  make, add +1 to the odds of meeting
  wandering monsters (e.g. 1-2 on d6).
  Harems never succeed stealth saves.
  Option: Chaste characters (monks,
  witch-hunters) can replace this trait with
  Fanatic instead.
  Option: At your discretion, you can
  “replenish” your character’s harem to
  its starting number at the start of each
  new adventure by spending 1 XP. They
  can be either new ones or the same,
  who happened to pass out when falling
  to 0 life instead of dying.
  A harem’s size can be increased by
  another d3+2 by spending 1 XP roll.
  Option: The character can use the
  Naughty Congress table (from TTT)
  with each harem member, once per
  adventure and per level. On a breeding
  roll of 2 on that table, both partners
  catch elfscrotch, a venerean disease (-1
  to all rolls until Blessed). If you catch it
  a second time this way, the infection
  worsens into the Dark Plague (see 4AA).
  4) Murderhobo
  The character is obsessed with killing
  and gratuitous bloodshed. Each time
  your party rolls for reactions instead of
  attacking monsters, if the murderhobo
  fails a level 3 will save he will attack
  
  15
  anyway. The rest of the party can flee
  if you wish but the murderhobo will
  always fight to the death in these
  circumstances.
  On the bright side, murderhobos
  fighting alone, without retainers or
  animal companions, are treated as if
  one level higher for all purposes,
  including spells slots and life point
  totals.
  5) Patron’s Pet
  Your character has a privileged
  relationship with your party’s first
  patron, for reasons you are to
  determine (e.g. old lovers, siblings,
  former debt, etc.). Whenever your
  party would lose 1 faction point with
  this patron, roll d6. The loss is ignored
  on a roll of 4-6. Moreover, when a
  random reward is offered, you can
  always re-roll it. The second roll stands.
  These benefits are lost if this character
  leaves the party or if you change
  patrons. Quitting your first patron
  lowers your faction score with this
  former patron to -5.
  Only one character per party may have
  this trait. Re-roll if one already has it.
  6) Undead
  Your character was brought back from
  the dead by a necromancer. It’s barely
  noticeable, except for cold skin.
  Undead are tolerated when they don’t
  cause trouble. Even the Inquisition
  uses necromancers to raise the faithful
  into armies to fight Chaos.
  Positive aspects: Immunity to famine,
  thirst, drowning, disease, poison,
  seduction. Necromantic spells (from
  DDD) cast on the character count like
  a cleric’s Healing power.
  Negative aspects: The character can’t
  eat, drink potions, use holy water or
  holy items, engage in sex, woo flower
  demons or benefit from a cleric’s
  Healing power. When the Turn Undead
  skill (from 4AA) is used by a friend, the
  character may be forced to flee: treat
  the character as an undead Boss of
  their level +3.
  Option: Clerics of the Life gods and
  those with chi or psionics lose their
  powers when undead. In this case, you
  may replace this trait by Fanatic or
  Murderhobo (choose).
  New Gear
  Combat Lingerie (25 g.p.): These
  alluring garments, in black leather or
  silk, work as light armor (+1 to Defense
  rolls), without causing any penalty to
  swimming or exertion, given their
  lightness. They also provide a +2 bonus
  to seduction saves. They can only be
  worn by humanoids capable of
  wearing light armor. The male version
  of this outfit is a leather thong with
  silver spikes, popular with barbarians.
  How exactly it is that silk underwear
  can provide effective protection from
  weapons is a conundrum that wizards
  and philosophers have failed to resolve
  to this day. The most likely hypothesis
  was elaborated by the great wizard
  
  16
  Skalitos, according to whom the
  explanation lies in the fact that old
  school gamers are chauvinist lechers.
  Puritan’s Hat (3 gp): A human or a
  succubus (as they can pass for
  humans) wearing this fashionable
  accessory can attempt to pass as a
  witch-hunter, gaining a +1 bonus to
  purity saves. It can’t be worn with
  heavy armor or a helmet. Agents of
  Inquisitor Indigo get one for free.
  Ledgers of Falsehood (100 gp):  These
  falsified account books can be used to
  convince your patron that you have
  completed a quest when you haven’t.
  This requires a forgery save against
  either L6 or the patron’s level,
  whichever is higher. Rogues add +L. If
  it succeeds, count the quest as
  successful. If the save fails, you lose 2
  faction points. One use.
  Seal of Purity (50 gp): Delivered by the
  Inquisition to the worthy or the rich,
  this sun-shaped talisman of red wax
  with parchment strips provides a +1
  save bonus vs demons.
  Moreover, cambions (from 4ATN)
  wearing it add +L when attacking (not
  +½L) but lose 1 life when they cast a
  Nether spell.
  Characters with a purity seal can
  adventure with any other class without
  restriction 
  (e.g. 
  paladins 
  with
  demonologists or witch-hunters with
  wizards), as the seal is only given by the
  authorities to those who have proven
  their moral merit.
  Of course, given that the moral merit
  of the authorities themselves is highly
  subjective and variable, anyone with
  the right connections who can pay the
  price can get a seal.
  Parties with a patron from the
  Inquisition, such as Inquisitor Indigo,
  get 10% off the price per faction point.
  Torture Instruments (20 gp): These
  specialized tools are the Inquisition's
  instruments of righteousness. Once
  per adventure, a paladin devoted to
  one of the deities of Law, a witchhunter
  or  a leather nun can use them to
  extract confessions from witches &
  warlocks. If the party captures a chaos
  lord, witch, hag, elf or other NPC
  spellcaster alive, the torturer can gain
  1 Clue by rolling their tier die (d6 for
  levels 1 to 4, d8 for levels 8 to 9, etc.)
  above the victim's level. If the roll fails,
  no clue is gained. In all cases, the victim
  dies during the interrogation. Torture
  instruments also give witch-hunters +1
  on torture rolls.
  Note: These interrogation techniques
  are but a pale reflection of the witch-
  hunter's torture trait (from Seven
  Sisters). Whereas witch-hunters are
  true artists of torture, paladins are
  foremost trained to murder the
  wicked, not torture them, and leather
  nuns are trained to enact punishment
  as an end in itself, not for information.
  
  17
  New Skills
  If your party has 3 or more faction
  points with their patron, one of these
  skills can be taken instead of rising in
  level by any character of level 3 or
  more who meets the conditions and
  has the corresponding patron.  For
  example, 
  skills 
  tagged 
  with
  <Inquisition> can only be taken if
  Imperial Inquisitor Indigo is your
  party's patron.
  You get to keep these skills even when
  changing patrons. If their effect only
  works with a given patron, they
  become temporarily inactive until you
  take this patron again. These skills
  otherwise work like the Expert skills
  featured in Four Against the Abyss.
  Dark Speech
  <Withering Warlord>
  The character has painfully learned the
  convoluted, barking language invented
  by the Withering Warlord for his motley
  armies of humanoids, to bring them all
  and in the darkness bind them.
  When facing orcs, goblins, bugbears or
  trolls, or any humanoid specifically
  associated 
  with 
  the 
  Withering
  Warlord's faction (such as grey orcs),
  you may modify their reaction roll by
  +/- 1 after rolling the dice.
  This skill cannot be taken by characters
  who hate orcs, goblins, bugbears or
  trolls, such as elves and dwarves.
  Fifty Shades of Black
  <Inquisition>, inhuman female only
  Used to the feel of leather bonds, the
  character may wear light armor even
  if her class prevents her to. This
  includes variants, such as bikini armor.
  Finally, the character also gets a
  cumulative +1 bonus to purity saves.
  Fifty Shades of Red
  <Inquisition>, inhuman female only
  Having learned to taste the whip, the
  character knows how to shed the
  blood of the heretic. When using a
  whip (light slashing weapon), the
  character gains one of the following
  benefits:
  • If she has class bonuses to Attack
  rolls, she gets +1 to Attack rolls vs all
  chaos monsters (those with "chaos" in
  their name or description).
  • If she has no class bonuses to Attack
  rolls (e.g. halflings, succubi), she gets
  to add +½ L to her Attack rolls vs chaos
  monsters.
  In both cases, female chaos monsters
  hate the character (always fight). Chaos
  males, being dumber, don’t suffer such
  hate and react normally.
  Finally, the character also gets a
  cumulative +1 bonus to purity saves.
  
  18
  Crush the Bayou Rebels
  In the southern bayous of Dorantia, Lord Orfeld's rebellious serfs have found
  common cause with the loathsome orcs of the Southern Savage Lands, attacking
  tax collectors. Exterminate these wretches in their hideout. Law & Light will prevail!
  [1] Grey Orc Shaman (L4-B, DLB)
  [2] d6+3 Geckomen hunters (L3-M, FotW)
  [3] 4d6 Angry Peasants (L2-M, KoD)
  [4] Moss Troll (L5-B, FotW)
  [5] d3+2 Men-at-Arms (L5-M, KoD)
  [6] 2d6+1 Raiders (L3-M, WW)
  [7] 2d6 Vicious Vines (L3-V, FotW)
  [8] d6+3 Red Goblins (L3-M, HotL)
  [9] Dorantian Giant Slug (L5-WM, HotL)
  [10] d6+1 Forest Orcs (L4-M, TR)
  [11] Hairy Tree Slug (L4-WM, FotW)
  [12] Mistress of Black Lashes (L6-B, TCOTFD)
  For level 2
  Map courtesy of Dyson Logos
  12
  9
  11
  11
  2
  10
  8
  1
  3
  6
  3
  3
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  SL
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  19
  Fifty Shades of White
  <Inquisition>, inhuman female only
  With fake tears and poignant pleas, the
  character has learned to deceive the
  Inquisition by playing the role of the
  Damsel-in-Distress.
  At the beginning of combat, when not
  bearing weapons or wearing armor
  (except for combat lingerie or bikini
  armor), the character can make a
  deceit save against a male monster's
  level, adding her level, to avoid being
  hit. If successful, all attacks must be
  assigned to another party member. If
  failed, or if she attacks or casts a spell,
  the monsters can hit her normally.
  Only male monsters fall for this trick.
  Finally, the character also gets a
  cumulative +1 bonus to purity saves.
  In the End Adjourns
  <The Lad> Any except rogue
  Trained by the Lad himself, the
  character has learned to spot and
  avoid dangerous traps. Once per
  adventure, he can attempt to disarm a
  traps like a rogue of the same level.
  Monster Milking
  <di Vignamarcia> Halfling only
  The secret trade of the Enotrian
  cheesemeister is jealously guarded by
  the Grand Cheesemaking Guild of
  Käsedorf. Fortunately, all halflings, by
  an ancient decree, are considered its
  honorary members.
  Brünhilda will accept to teach halflings
  who 
  have 
  proven 
  themselves
  trustworthy scions the ancient art of
  monster milking. The character will
  henceforth receive the honorary title
  of Honorary Melkmeister. Unlike the
  cheesemeister 
  class 
  (from 
  RRR),
  Honorary Melkmeister are trained in
  milking only, not in cheese making.
  Honorary Melkmeisters can milk a
  female mammal whenever they have
  a peaceful encounter with them. This
  includes reactions such as “peaceful”,
  “friendly”, “offer food & drink”, or a
  successful “bribe”, including as a result
  of spells such as Song of Charm.
  Milking takes 10 minutes: make a
  wandering 
  monsters 
  check 
  in
  dungeons.
  Eldritch milking allows you to collect
  alchemical ingredients from a monster
  without killing her, as per the alchemy
  rules in The Courtship of the Flower
  Demons (TCOTFD). For example, milk
  from a medusa would count as
  medusa’s coils whereas milk from a
  minotaur would count as a minotaur’s
  abomasum for the purpose of crafting
  potions.
  Monster Sex
  When meeting monsters, assume they
  have equal chances of being of either
  sex, unless mentioned specifically.
  
  20
  You can use eldritch milking on a given
  creature only once per adventure or, if
  playing in an open universe, once every
  week. As are result, when wooing
  flower demons in the Blossoms’
  Demesne, a cheesemeister can get
  both their gift (from wooing) and their
  treasure 
  (from 
  milking) 
  without
  harming them. See TCOTFD for potion
  crafting rules.
  Even if you don’t have any interest in
  the alchemical crafting in potions,
  milking generates 1 food ration. The
  cheesemeister carries enough buckets
  or bottles to carry 10 rations. Milk from
  vermin or minions sells for d6 g.p.
  whereas milk from a Boss or Weird
  Monster sells for 5d6 g.p.
  This hypnotic ability works even with
  non-pregnant females of any quasi-
  mammal 
  type 
  (e.g. 
  catoplebas,
  medusas, salamandrine oracles, black
  manticores), even those immune to
  magic, but not with gremlins, undead
  (except ghouls, vampires and baobhan
  sidhe, and any “fleshy” undead) or
  entities that do not have a level (such
  as invisible gremlins). At the very least,
  the she-creature must be able to
  theoretically produce milk during her
  lifetime (e.g. a female-shaped golem
  will not do.)
  A creature can only be milked once per
  adventure. It is against cheesemeister
  ethics to milk themselves, fellow party
  members and Final Bosses. The code
  is not clear about the ethics of milking
  deities. And yes, this can lead to very
  awkwardly funny situations.
  Mycologist Healing
  <Underoot>, alchemist or halfling only
  The character has learned to harvest
  the spores of mushroom men to make
  medicine. For every 20 fungi folk killed,
  you can brew 1 Healing potion (see
  4AD p.36).
  Pompous Fool
  <Orfeld>
  The dim-witted are easily impressed by
  the arrogant manners of the rich and
  powerful. For each faction point with
  the <Orfeld> faction, the character can
  reduce by 10% the cost to bribe a
  humanoid 
  monster 
  (maximum
  reduction is by 50%).
  Underworld Contacts
  <Murazzo>
  The Thieves Guildmaster of Tezany’s
  Cove has contacts all around the
  continent. Whenever you meet human
  thieves (including rogues, bandits,
  pirates, buccaneers, etc.)  who have a
  “bribe” reaction, you can select a bribe
  reaction if you roll under or equal to
  your <Murazzo> faction score on a d6.
  If they belong to Murazzo’s faction, this
  bribe will cost you only 10% (round up).
  Winter is Coming
  <Wolflord>
  As their platinum wolf has grown
  strong 
  and 
  fierce, 
  so 
  has 
  the
  character's bond: the wolf can now be
  ridden as a steed, giving +1 to the
  
  21
  rider's Attack rolls in melee. The wolf
  rides at horse speed (twice as much as
  walking speed) and can carry a single
  rider.
  This skill can only be used with a grown
  platinum wolf whose level is 3 or more.
  See the Wolflord's Patron's Reward for
  details about platinum wolves.
  Wizard of the Cost
  <Murazzo>, wizard only
  Murazzo’s business practices extend to
  glamour magic when necessary. This
  mesmerizing spell counts as expert
  skill and can only be cast by
  unscrupulous wizards. A deck of
  playing cards (worth 5 gp) is required.
  If a spellcasting roll against the target’s
  level succeeds, the wizard is able to
  convince sentient Bosses and up to 54
  minions (one per card in the deck) that
  these bits of cardboard are priceless
  items to be collected and cherished.
  This counts as offering a bribe worth
  100 gp per card (no refund allowed).
  The spell will only work for one
  encounter, but the Bosses or minions
  so 
  duped 
  will 
  remain 
  peaceful
  afterwards as they will be playing with
  the cards and arguing over which is
  best and their resale value. This spell
  only works on creatures that can be
  bribed with gold.
  New Rules
  Alignment Scores
  Alignments are a representation of a
  party's favor with the deities' cosmic
  coalitions. They work like factions and
  don’t measure the party’s morality, but
  the gods’ dispositions towards them.
  There are 12 alignments in opposite
  pairs, plus the 13th  alignment of Earth,
  which has no opposite and is not taken
  into consideration for game purposes.
  The 12 paired alignments are Fire-Ice,
  Law-Chaos, Life-Death, Light-Demons,
  Living Weapons-Dragons and War-
  Peace. Being representations of the
  gods’ agendas, alignments have no
  direct relation to good versus evil. The
  gods of Light wish the slaughter of all
  those with demon blood regardless of
  their morality, whereas Demons
  consume souls. Peace is the most
  benign alignment, but its gods do not
  look kindly upon adventurers, whose
  trade is  bloodshed.
  A party’s score with each alignment
  starts at zero. It can increase or
  decrease in the game. A positive score
  with an alignment incurs a negative
  reaction with its opposite. For example,
  Law +2 always implies Chaos -2.
  Killing a Final Boss associated with an
  alignment, as noted in its name or
  description, earns a -1 with this
  alignment and +1 with the opposite
  alignment. For example, killing a Chaos
  Lord as a Final Boss would change a
  party’s Law/Chaos alignments to +1/-1.
  
  22
  Maze of the Massacre Minotaur
  Empress Galzuural’s ostrichian knights have disappeared in the Labyrinth-City of
  Yüzuxetl, searching for the legendary Silver Tower said to hold wondrous artifacts
  of the ancient avian empire. Find them before the Blind Minotaurian kills them
  for a reward of 300 g.p. and 1 <Rose Regal> faction point.
  You find the ostrichian knights (d3+1) with a Search roll at any [X] point. If all
  Search rolls fail, they are at the [Z] icon. Your party moves 4 hexes per encounter
  (10 minutes); the Minotaurian starts at a random point (roll d6) and moves up to
  2d6 hexes in a straight line each encounter, in a random direction (see schematic).
  It stops when reaching a wall. It smells foes within 3 hexes: they will be charged
  and attacked. Foes beyond that range are ignored. [PT] is a Trapdoor (4AD p.62).
  The Blind Minotaurian (unique). Level HCL+3 Final Boss, infinite life, 2 attacks,
  no treasure. Increase its level by 1 during its first turn as it charges. Immune to
  magic and spells. Killing it is impossible. Parties who flee run away d6+1 hexes
  from it. Check again for its movement next turn to see if your party is in range.
  Halflings cannot spend Luck against this monster. Reaction: always fight.
  For any level
  Map courtesy of Dyson Logos
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  2
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  23
  
  24
  Highest Character Level (HCL)
  Some 
  patron 
  or 
  monster
  characteristics are based on the party’s
  highest 
  character 
  level. 
  This 
  is
  indicated by the HCL abbreviation.
  Multiclassing
  Normally, there is no such thing as
  “multiclassing” characters in Four
  Against Darkness. Patrons are a notable
  exception to this rule. These unique,
  special characters often have several
  classes simultaneously. This is meant
  to make them exceptional. They get
  the 
  best 
  of 
  both 
  classes:
  warrior/wizards can therefore use all
  weapons and armor, and add their
  level to both Attacks and Spellcasting
  rolls. Their starting life point is the
  highest starting number for their
  classes +1 per level. As such, a
  warrior/wizard would start with 6 life
  +1 per level. When rolling for saves,
  take the best option.
  When they succeed an XP roll,
  multiclassed characters can only rise
  in their highest level class (unless noted
  otherwise). The other class is locked.
  Multi-classed patrons can never take
  another class, such as by becoming
  bards or Knights of Neutrality.
  Acronyms
  The following acronyms refer to these
  books: Four Against the Abyss (4AA), Caves
  of the Kobold Slave-Masters (CKSM), Dark
  Waters (DW), Fiendish Foes (FF), Treasure
  Hunters of Charlemagne (THOC), Buried
  Secrets (BS), Caverns of Chaos (CoC), Four
  Against the Netherworld (4ATN), Four
  Against the Titans (4AT), Crucible of Classic
  Critters (CCC), Concise Collection of Classes
  (CoCoC), Breachers of the Bone Belfry
  (BBB), Heart of the Lizard (HotL), Lairs,
  Dens and Burrows (LDB), Fortress of the
  Warlord (FOTW), Fearful Fane of the
  Flamingo Folk (FFFF), The North Beyond the
  World (TNBTW), Four Against Mars (4AM),
  Digressions of the Devouring Dead (DDD),
  More Mountainous Mayhem (MMM),
  Swamps of the Slithering Snakemen (SSS),
  Wayfarers 
  and 
  Adventurers 
  (W&A),
  Journeys in the Jaguar Jungle (JJJ), Seven
  Sisters (7S), Maelstrom of Nomadic
  Ostriches (MNO), Tournament of the
  Undead Viscount (TUV), Treacheries of the
  Troublesome Towns (TTT), Pirate Ports of
  Pestilence (PPP), Journeys in the Jaguar
  Jungle 
  (JJJ), 
  Portfolio 
  of 
  Powerful
  Professions (PoPoP), Revenge of the
  Ravenous Ratmen (RRR), Shrills in the
  Savage Savannah (ShSaS), Seafarers of
  Secluded Shores (SoSS), Xenophobic
  Xebecs of Xichtul (XXX), Corridor of
  Shadows (CoC), Fens of the Fightin’ Fungi
  (FFF), Amalgam of Anthropomorphic
  Adventurers (AAA), Entreaties of the
  Enigmatic Elves (EEE) and Offerings of
  Oecumenical Occupations (OOO). Some
  of these books are not yet in print at the
  time of this writing.
  
  25
  Merchant Patrons
  Special Rules:
  • In addition to their specific boons, all
  merchant patrons offer a 5% discount
  on the price of common items bought
  from them, for each faction point
  (maximum 25% discount). This does
  not include magic items, potions,
  scrolls, 
  soul 
  cubes, 
  holy 
  water,
  Blessings or resurrection services.
  • Any wandering merchant, alchemist
  or healer you encounter will belong to
  your patron’s faction on a d6 roll of 1.
  Ignore this rule if their description
  states to which faction they belong.
  Andrea Underoot
  At the intersection of the Sun-Kissed
  Vale of the fungi folk and the Vaporous
  Valley of the moth people, in An-Mor,
  lies the Outpost, a small halfling hamlet
  of truffle hunters and woodsmen. It is
  famous for being the home of the
  halfling adventurer Andrea Underoot,
  who excels in both roles. His wealth is
  said to be beyond compare, although
  he keeps the simple attire of a
  mushroom harvester.
  The halfling and his giant pig, Davey
  Snoutbottom, hunt for truffles and
  other rare mushrooms or alchemical
  ingredients to sell to the merchants
  and alchemists of Dorantia and
  Enotria. Easy going and chummy,
  Underoot is a popular patron for young
  adventurers and halflings.
  Andrea 
  Underoot 
  makes 
  an
  appearance, notably, in Labyrinth of the
  Lurking Leporidae, Swamps of the
  Slithering Snakemen and Tales of the
  Sun-Kissed Vale for the Tales of Blades
  and Heroes RPG.
  Faction: <Underoot>, <Outpost>.
  Conditions: The party must include at
  least one alchemist, conservationist,
  fungi folk or halfling, or have at least 1
  faction point with the Outpost.
  Allies: <di Vignamarcia>, <Dorantian
  Merchants>, <Fungus King Nemedah>,
  <Gadad>, <Orfeld>, <The Outpost>,
  <Reheena 
  Bearwolf>, 
  <Van
  Pontoretto>.
  Enemies: <minotaurs>, <moth folk>,
  <Moth Queen Amphiesmenoptera>,
  <Possessed>, 
  <Rotten 
  Hearts>,
  <Thralls of the Lich King>, <Zorkan
  Zaa>.
  Special Rules:
  • Parties with Underoot as a patron can
  always choose the “bribe” reaction with
  halflings and fungi folk, if this option is
  available. You can choose this option
  before or after rolling for reactions.
  • As long as you serve this patron, you
  need to spend only 1 clue for "Secret
  diet" (4AD p.60).
  • During outdoors adventure, you can
  replace any treasure roll by 2d6
  common alchemical ingredients (from
  TCOTFD) if you desire, as Andrea
  knows the good spots for harvesting.
  • When serving this patron, replace
  entries #1 and 2  on any Minion table
  
  26
  by 3d6 Rotten Hearts Fungi Folk
  (minions). Level HCL+1 undead, never
  check morale, normal treasure. Those
  killed reanimate again on the next turn
  on a d6 roll of 1. They are led by a
  Master of Mushrooms on a d6 roll of
  1-2: Level HCL+3 Boss, life HCL+3, 2
  attacks, 2 swamp treasures +1. Add +1
  to the Rotten Heart’s “reanimation” roll
  as 
  long 
  as 
  the 
  Master 
  lives.
  Furthermore, if you have Three Rings,
  double their treasure but roll on the
  Mushroom Table (p. 25) once defeated.
  Reactions (d6): 1-2 bribe (3d6 g.p. each),
  3-6 fight.
  • If you wish, you can replace any
  generic halfling for Andrea Underoot
  in any random wilderness adventure,
  such as the jolly halfling in Three Rings.
  It won’t be a coincidence: you actually
  knew that he was active in the region.
  Patron Quests (d6): 1-2 “I want him
  alive!”, 3-4 “Bring me that!”, 5-6 “Let
  peace be your way!” (dungeons only;
  see 4AD p.39) or a random Peace quest
  (from OOO).
  Patron's Quest Reward: A random
  magic item from 4AD or 250  gp.
  Andrea Underoot & Davey Snoutbottom
  
  27
  Patron's Secret (d3):
  [] 1 Coming Home: Andrea teaches the
  party how to find truffles and other
  delicacies. The party will never run out
  of rations when adventuring in
  woodlands, forests, tropical islands,
  savannahs and other wooded areas.
  This boon is permanent.
  [] 2 Fates Warning: Once per outdoors
  adventure, the party can re-roll any
  random outdoors encounter and
  choose which of the two results
  applies. This boon is permanent.
  [] 3 Back in the Village: Underoot has
  been working for both the Dorantian
  merchant guilds and King Nemedah
  the Wise of the August Palace, making
  profits while making sure neither gets
  the upper hand over the Outpost.
  Halflings appreciate his efforts to
  protect their way of life. Any halfling
  encountered will give the party the
  benefits of “offer food & rest” and will
  always be friendly (unless a Final Boss),
  in addition to any other benefit
  provided. This boon is permanent.
  Recruitment: Halflings, wilderness
  survival guides (from CoCoC).
  Monster Thralls: Fungi folk (4AD p.36)
  from the Oaken Shield tribe.
  Patronizing: Parties of Expert level
  can “hire” Andrea as a special party
  member. He is either a level 5
  halfling/level 1 wilderness survival
  guide (from CoCoC) or a level 6
  halfling. Andrea Underoot has the
  Danger Sense, Herbalist (4AA p.32),
  Negotiator and Spore Alchemy
  Expert skills (from 4AA) as well as
  Alchemical Training (from CoCoC). His
  giant pig, Davey Snoutbottom, is a level
  4 mount with Attack +2, Defense +2,
  morale +1 and 4 life. Snoutbottom has
  the Quick Footed skill (from 4AA).
  When the pig’s life goes to 0, he attacks
  for one last turn on a d6 roll of 3-6
  before retiring from the adventure.
  Andrea Underoot has script immunity:
  he will not really die if “killed”, but will
  be too wounded to adventure as a
  patron from then on.
  Keywords: See sidebar.
  TTT Profile: The Marchioness. Andrea
  Underoot “rules” in fact, the halfling
  town of the Outpost, located at the
  frontier of both the Sun-Kissed Vale
  and the Vaporous Valley of the
  mothfolk, in northern An-Mor.
  Underoot's Favor (Optional):
  Get 1 faction point for these deeds:
  • Complete a patron’s quest
  • Per 20 hobgoblins or moth folk defeated
  • Complete the LLL adventure in time
  • Complete Mission 2 in NNN
  Lose 1 faction point for these deeds:
  • Eating halflings (per halfling eaten)
  • Eating fungi folk (per adventure)
  • Gain 3+ faction points with any enemy.
  • Get the LEPIDOPTERAPHILE or MYCONIC
  keyword (from LLL)
  
  28
  Brunhilda di
  Vignamarcia
  Brünhilda di Vignamarcia is among the
  richest merchants of Norindaal, a
  trader of rare and gourmet foodstuffs.
  From 
  the 
  Grand 
  Caseiculture
  Emporium, her headquarters in
  Käsedorf, 
  in 
  north-western
  Enotria, Brünhilda specializes
  especially 
  in 
  dairy
  exports, 
  chief 
  of
  which 
  is 
  the
  delicious cheese
  her countrymen
  are known for, and
  exotic alchemical
  ingredients.
  Crafty Brünhilda
  has extensive
  relationships
  with 
  law-
  a b i d i n g
  traders 
  and
  organizations in
  all 
  major
  continents, from
  An-Mor 
  to 
  Kardalok,
  Ssiklia, 
  Andamon 
  and
  even the distant
  Tori 
  isles. 
  He
  detractors 
  say
  she's 
  even 
  got
  trade relationships
  with Netherworld
  demons engaged in slave trading in
  Qaarra, not to mention the ghosts of
  Bayswater. Conversely, Brünhilda is at
  odds with Lord Orfeld, her rival, and his
  Dorantian allies, as well as the pirate
  scum that preys upon her trading fleet.
  She is an occasional partner of the Van
  Pontoretto , but to call them allies
  would be a stretch: their interests
  converge as often as they diverge.
  While their families used to be bound
  in marriage, it didn’t end well.
  Brünhilda's 
  Achilles
  heel is her sole
  d a u g h t e r ,
  Esthërya. She is
  both the most
  b e a u t i f u l
  Enotrian maiden
  and the most
  detestable,
  not 
  to
  mention the
  heir to the di
  Vignamarcia
  fortune. After
  the 
  hurried
  suicides of her
  daughter's last ten
  suitors, Brünhilda has
  taken to heart finding
  her progeny a proper
  husband, whether she
  likes him or (more likely)
  wants him dead.
  While 
  rotund
  Brünhilda herself
  doesn’t 
  mind
  frolicking with a
  lover once in a while, especially
  dwarves, 
  her 
  only 
  emotional
  involvement is for her daughter since
  her two failed weddings, the first with
  Sadogue the Sensual Satyr, who died
  Beautiful Brunhilda
  Woman of commerce, alchemist, town
  elder and occasional slave trader
  
  29
  (bound and chained) from a heart
  attack a few minutes after the marriage
  ceremony, 
  and 
  Dronkard 
  Van
  Pontoretto the Third (the “H” is silent),
  who lecherously lusted after her
  daughter, that is until Brünhilda kicked
  his brains out.
  Special: With at least 2 faction points,
  Brünhilda can be wooed as a level 5
  Lady (as per the rules in TCOTFD;
  dwarves add +L to all rolls). Failed
  Withholding rolls cost 3d6   g.p. (in
  presents); her gift is d6+4 bits of
  perfect cheese (each bit heals 1 life and
  the Dark Plague, and sells for 10  g.p.).
  Brünhilda makes an appearance,
  notably, in Revenge of the Ravenous
  Ratmen , in which you may get to marry
  her daughter Estherÿa, and Nights of
  Neverending Nightmares.
  Faction: <di Vignamarcia>
  Conditions: You cannot take this
  patron if you have the ESTHERICAL
  keyword.
  Allies: <Atlis Coast Guard>, <Enyo>,
  <Evos>, 
  <Gadad>, 
  <Ghatanöth>,
  <Jungle King Zartan>, <Jungle Queen
  Sheena>, <Mother of Oracles>, <Sea
  King’s Orcas>, <Tori King>, <Underoot>.
  Enemies: <bandits and pirates>,
  <Bahadur’s Bombastic Buccaneers>,
  <Dorantian Merchants>, <Murazzo>,
  <Orfeld>, <Red Reavers>, <Rincatec>,
  <Rhantegöth>, <White Skull Island>,
  <Withering Warlord>.
  Patron's Quests: Choose either “Bring
  me that!” (4AD p.39) or “Bring me
  ingredients!” In the latter case, your
  party must harvest 15 different
  uncommon ingredients or 5 different
  rare ingredients from monsters (see
  TCOTFD for harvesting rules). 15
  bundles of unicorn hares would do too.
  Patron's Quest Reward: A random
  magic item from 4AD or RRR, 2 random
  spell scrolls or 5d6 x 10  gp.
  Patron's Secret (d3):
  [] 1 Bayswater Ain't a Bad Place to Be:
  Brünhilda reveals to you the hidden
  location of the eerie hamlet of
  Bayswater. Bayswater would be quite
  an unremarkable fishing village, with
  moss-covered roofs and reeking
  dinghies, if not for the fact that all its
  inhabitants - and the town itself - are
  ghosts.
  Once 
  per 
  adventure, 
  you 
  can
  "summon" Bayswater, when the sun
  2d6 Unicorn Hares (All-Mirage). Level 3 vermin, treasure: 1 food each (their
  meat) and a bundle of hare horns. Bundles of hare horns can replace any other
  common or uncommon alchemical ingredient (see TCOTDF). Brünhilda buys
  them, alive, for 10  g.p. apiece. At your discretion, a rogue, a merchant or any
  class that makes saves like them can attempt to sell a bundle of their horns as
  if they were unicorn horns; in this case, roll on the Pendant table (CKSM p.21)
  after the adventure is over to know how much you made… or got caught!
  Reactions (d6): 1-2 flee, 3-6 fight to the death.
  
  30
  has set, for a single night of rest and
  recovery. When resting, each character
  recovers 1 life and 1 spent spell slot or
  rechargeable ability, such as rage, Luck,
  piety, etc. This adds to the benefits of
  the Resting rules from Fiendish Foes.
  Bayswater disappears on the next
  sunrise. If you have TTT, you can
  generate Bayswater as a troublesome
  hamlet. It has no ruler. The townsfolk
  you meet there, being ghosts, will
  return each time you "summon"
  Bayswater. They will remember all
  previous encounters but cannot be
  killed permanently and will "respawn"
  each time the town reappears.
  [] 
  2 
  The 
  Alchemist: 
  Brünhilda’s
  business relations are always willing to
  help. Once per adventure, you may
  encounter a "Wandering Alchemist"
  (4AD p.33) in an empty room or
  location. Parties with an alchemist
  character can choose this secret
  instead of rolling.
  [] 3 Cross-Eyed Mary: Brünhilda’s
  personal healer will join your party, if
  you wish, as a 5th party member.
  Though untrained in combat, she is a
  very talent healer and can use the
  Healing power like a L5 cleric once per
  adventure. The old Mary has 2 life and a
  single attack with a penalty of -1 due to
  her age. She can only use light weapons
  (with a total modifier of -2) and wears
  light armor. She saves like a L5 cleric. If
  she dies, she won’t be replaced.
  Special Rules:
  • Buying Perfect Cheese or up to d6
  Cheese spell scrolls is possible before
  every mission (see RRR).
  • Any roll of 1 or 2 on a vermin table
  results in an encounter with 2d6
  Unicorn Hares instead of the monsters
  listed (see sidebar).
  • Rainbow's Gold: If your faction score
  is 3 or more, as a gesture of gratitude,
  Brünhilda 
  offers 
  you 
  her
  grandmother’s cookbook. As long as
  you serve this patron, you need to
  spend only 1 Clue for "Recipe for a
  potion" (4AD p.59). Moreover, you
  need to spend only 1 clue for "I can
  cook this, and it’s yummy" (4AA p.13).
  • When serving this patron, replace
  entries #1 and 2  on any Minion table
  by d6+(HCLx2) Lizardmen Soldiers.
  Level 4 minions, morale +1, normal
  treasure +d6 captives. See CCC for
  options on captives.
  Reaction: always fight.
  • If you wish, you can substitute a
  generic alchemist or cheesemeister for
  Brünhilda in any random town. It won’t
  be a coincidence: you actually knew
  that she was present in town.
  Recruitment: Alchemists (TCOTFD),
  cheesemeisters, clerics of Radah (RRR).
  Monster Thralls: Goblin pirates (L4,
  DW p.10), cynical corsairs (p.67).
  Patronizing: Brünhilda will not join
  adventuring parties under normal
  circumstances. She’s far too busy
  managing her commercial empire.
  
  31
  If you wish to include her in special
  missions of your own making,
  Brünhilda  is a L5 cheesmeisterin
  and a L3 alchemist; alternatively,
  treat her as a L8 halfling, though
  she’s fully human. She also has the
  Overweight, 
  Lecherous 
  and
  Treasure Hunter's Luck traits (from
  W&A) and d6+3 potions of your
  choice.
  Keywords: See the sidebar.
  TTT Profile: The Marchioness.
  Brünhilda’s home is Käsedorf, a
  town in the north-west of Enotria.
  Damasuu the
  Ticket Master
  Lying on the northern coast of
  Enotria, lies the luxurious town of
  Xerma, where most adventurers go
  to relax from the deterioration
  brought about by grim adventures.
  Xerma is a closed wall town whose
  only access to the outside world is its
  coast, and shipyard that connects the
  trade route to Kardalok.
  Damasuu is the shipyard manager on
  the opposite end of this trade route,
  and he is the very person sought after
  by kings, viscounts and even elite
  adventurers to enter the resort town.
  He carries and distributes the so-called
  Xerma Ticket, a golden ticket honored
  by the trade route shipyard to escort
  your party straight into the tourist
  attraction.
  Impress the merchant and you will be
  gifted passage into the most alluring
  and pleasurable town in Norindaal. He
  likes jewels and gems from all over the
  land, and he studies them making him
  a self-made connoisseur of the shiny
  stones. He hates cursed items and
  anything tainted by chaos.
  Factions: <Xerma>, <Ticket Master>.
  Brünhilda's Favor (Optional):
  Get 1 faction point for these deeds:
  • Complete a patron’s quest
  • Capture the Man-Tiger of Kraa alive (ME!)
  • Acquire the JOBBER keyword
  • Reach 5 faction points with any jungle
  queen (repeatable; see JJJ)
  • Defeat the Fetid Flesh (PPP)
  Gain 3 points for these deeds:
  • Get the MATRIMONY keyword (RRR)
  Lose 1 faction point for these deeds:
  • Gain 3+ faction points with any enemy.
  • Kill an allied Boss.
  • Kill the Man-Tiger of Kraa (ME!)
  Lose 10 faction points for this deed:
  • Get the ESTHERICAL keyword (RRR)
  
  32
  Conditions: Whenever the party
  brings back a jewel that is worth 100
  gp or more, you can recruit Damasuu
  as a patron.
  Allies: <Orfeld>, < Dwarf Miner Clans>,
  <Jontil>, <King Ven>, <Law>, <The Lad>,
  <Böhn>.
  Enemies: 
  <pirates>, 
  <undead>,
  <Chaos>, 
  <Death>, 
  <Reheena>,
  <Theocracy of Xichtul>.
  Patron's Quests: 1-2 "Bring me Gold!",
  3-4 “Search for the Shiny”, 5-6 Let peace
  be your way (4AD p.39). Quest entries
  #3-4: Whenever the party kills a Boss
  monster, there is a 1 in 6 chance that
  he will have a jewel worth 4d6x10 gp.
  However, this particular jewel cannot
  be sold to shops, and can only be
  given to Damasuu. The patron’s
  reward will depend on the amount
  appraised for the jewel: See Quest
  Rewards.
  Patron's Quest Reward: Patron
  quests #1-2 and #5-6 earn an Epic
  Reward or an aquatic magic treasure
  of your choice (DW p.30). If you
  successfully completed the “Search
  for Shiny” quest, Damasuu will give
  the 
  following 
  rewards 
  instead
  (separately):
  • Jewel worth 200-240   gp.: Xerma
  Ticket x 1 (good for one adventurer
  only)
  • Jewel worth 150-190  gp.: roll on the
  Magic Item Table twice and choose
  one result.
  • Jewel worth 100-140  gp.: roll on the
  Treasure table once.
  • Jewel worth 90  gp. or lower: 50% of
  the actual cost of the jewel. Damasuu
  is disappointed with the low quality of
  your jewel and offers no reward.
  Special Rules: Gaining the Xerma
  tickets allows the adventurer to reap
  the benefits of a vacation into Xerma.
  After spending the Xerma ticket, he
  gains either +X life for one adventure
  (where “X” is your faction score with
  Xerma), or +1 to all save rolls for one
  adventure, or immunity to gaining
  Madness points for one adventure, or
  a +1 to either Attack or Defense rolls
  for one adventure only. (Choose which
  Ticket Master Damasuu
  Whose uncanny resemblance to the jester god
  Gobras is probably a fortuitous coincidence
  
  33
  roll to spend the +1 before the
  adventure.)
  Alternatively, if you have Treacheries of
  the Troublesome Towns, you can
  generate and visit a walled hamlet with
  a shipyard as its only access. The ruler
  of the hamlet can be a faction ruler of
  your choice, from any merchant family
  of you choosing. The services in the
  buildings of Xerma are 50% of what
  they 
  usually 
  cost, 
  and 
  all
  accommodation buildings are free of
  charge. No beggars and guards are
  present 
  in 
  the 
  streets, 
  only
  merchants, 
  entertainers, 
  and
  strumpets.
  Patron's Secret (d3):
  [] 1 Hocus Pocus: Your party
  learns about the ins and outs of
  the great appraisal arts from
  Damasuu. As long as you have this
  patron, whenever you loot a gem
  or jewel, there is a 1-2 out of 6
  chance that the value of the loot is
  double the amount you rolled.
  [] 2 No More Lies: Negotiation outside
  combat and persuasion for one’s gain
  are skills learned and honed by any
  merchant. As long as this patron is in
  your party, persuasion saves and
  reactions from monsters are +1/-1,
  allowing the party to negotiate and
  even talk their way out of combat.
  [] 3 No Prayer for the Dying: Once per
  adventure, as long as you have this
  patron, the party is granted +1 to any
  one save during an adventure. Each
  character can spend this +1 individually
  (for one save per character) or it can
  be stacked, potentially making a save
  with +4 to a single save for a single
  character.
  Recruitment: Warriors and barbarians
  (up to 3rd level).
  Monster Thralls: Cynical corsairs
  (p.67), coral golem (DW p.26), lorelei
  and naiads (levels 3/4, TCOTFD p.62)
  Patronizing: Half-dwarfish, Damasuu
  is a 5th level dwarf/2nd level rogue. He
  carries a magic two-handed war
  Damasuu's Favor (Optional):
  Get 1 faction point for these deeds:
  • Complete a patron’s quest
  • Give his brother Kvarik holy water (in BS)
  • Beat a Final Boss at davlok (in WW)
  • Get the PATRIARCHY keyword (in TNBTW)
  Gain 3 faction points for this deed:
  • Offer a total of 1,000 gold pieces worth
  of gems and jewels to the merchant
  including the special jewel from the
  “Search for Shiny” quest
  Lose 1 faction point for these deeds:
  • Gain 3+ faction points with any enemy
  • Gain 3+ alignment points (any)
  
  34
  hammer +1. Moreover, Damasuu has
  7 Luck points (4AD p.15). Persistent
  rumors that he is the god Gobras’
  avatar are probably unsubstantiated.
  Keywords: See sidebar.
  TTT 
  Profile: 
  Grim 
  Guildmaster.
  Damasuu is not a Vicious Villain, but a
  mainstream faction ruler.
  Margrave Van
  Pontoretto
  Margrave Van Pontoretto, ruler of the
  merchant town of Kenspeckle, is an
  oddball. At first glance, he is a fat
  buffoon, with the affected manners of
  a commedia dell'arte character.
  Everything about him is exaggerated,
  from his manners to his foppish
  clothing, and he is easily taken for an
  imbecile. The Margrave is all but that.
  There is much more about the
  Margrave than the pompous buffoon
  he affects to be. He is a shrewd
  businessman with many allies and
  even more enemies, with sticky
  fingers in many criminal operations
  all over the south.
  Conniving 
  and 
  scheming, 
  more
  resourceful than a handless halfling
  bound before a tasty sandwich, the
  Margrave deals with both mundane
  trade and the supernatural, unafraid
  to deal with murderous crooks such
  as Murazzo, demonic sorcerers, the
  snakemen of Sskl'xkrtcjw'qqtk or even
  the likes of the Harrowing Hierophant.
  To be underestimated is his greatest
  strength; 
  even 
  the 
  Inquisition
  considers him beneath its contempt.
  If there is one thing that will cloud the
  Margrave's clownish smile, it is his
  persistent heartache. Deeply in love (or
  maybe in lust) with the fire elf Pyrra,
  whom the gods gifted with an
  absolutely perfect derriere, Kardalok
  tradition forbids him to marry her since
  she failed (abysmally) her entry tests
  
  35
  for the Sphilis School of Strumpetry, for
  nobles of high rank can only marry
  certificate-carrying strumpets, and
  Pyrra is as witless as a dried clam.
  As a result of his deep-set chagrin, the
  Margrave cannot be wooed or enticed
  by women's charms, even magical.
  See Kingly Knights & Knifing Knaves for
  more about this shady character and
  a way to arrange a marriage with Pyrra.
  Faction: <Van Pontoretto>
  Conditions: 
  You 
  cannot 
  choose
  Margrave Van Pontoretto as a patron
  if 
  you 
  have 
  the 
  KENOCIDE 
  or
  KNIFINGKNAVES keywords. In fact,
  your party sided with his enemies, and
  he loathes them. If you have the
  KINGLYKNIGHTS keyword, you start
  with 1 faction point.
  Allies: <Bruneldi>, <Chil-Utaüs>, <Elf
  Slave-Masters>, 
  <Gadad>, 
  <Kingly
  Knights>, <Kobold Slave-Masters>,
  <Murazzo>, <Sharat>, <Slavemaster
  Böhn>, <Sphylix School of Sorcery>,
  <Sskl'xkrtcjw'qqtk>, <Underoot>.
  Enemies: 
  <Atlis 
  Coast 
  Guard>,
  <Davanzu>, <Dorantian Merchants>,
  <Evos>, <Indigo Flamingos>, <Jungle
  Queen 
  Jenn>, 
  <Knifing 
  Knaves>,
  <Orfeld>, <Red Reavers>, <Sea King’s
  Orcas>, <Sphilis School of Strumpetry>,
  <Voor>, <Vulthöom>, <White Skull
  Island>, 
  <Withering 
  Warlord>,
  <Wolflord>.
  Patron’s Quests (d6): 1-2 “Bring me
  his head!”, 3-4 “Bring me that!”, 5-6
  “Slay all the monsters!” (4AD p.39) or a
  random Quest of the Viscount (TTT).
  Patron’s Reward: Always 300  gp.
  Special Rules:
  • The Van Pontoretto have strong
  investments in coin counterfeiting.
  Once per adventure, you can buy false
  coins at the cost of 1 gp per 5 false
  coins, up to 10 times your party's HCL
  in gp (e.g. at HCL 3, up to 30  gp can be
  spent to acquire 150   gp.) Roll d6
  whenever these coins are spent: on a
  1, your scheme is revealed, causing the
  false coins to be lost and the buyer to
  attack (acting first). Mark the THIEF
  keyword if you do this in a town. If no
  game profile is provided (e.g. you
  attempted to fraud a merchant
  between two adventures), you will fight
  d6+HCL level 3 guards (minions) with
  no treasure.
  • The Van Pontoretto are renowned for
  their money and influence. When
  meeting a monster with "bribe" as a
  possible reaction, you can always
  choose to bribe them even if you didn't
  roll this reaction.
  • When serving this patron, replace
  entries #1 and 2  on any Minion table
  by 
  d6+4 
  Knifing 
  Knaves 
  from
  Kenspeckle (minions). Level 6, treasure
  -1. Reactions (d6): 1-2 insult your mother
  (make a single level 3 will save or you
  must attack them), 3-4 bribe (2d6 gp per
  character), 5-6 fight. If you have any
  MURDERER ticks, their reaction is “always
  fight”.
  • If you wish, you can replace any
  generic Viscount (from TTT), noble or
  merchant by the Margrave in any
  random adventure, such as when
  
  36
  Righteous Stand at Moorcockstadt
  Inhuman filth have infested the south-eastern jungles that border the Duchies
  of Law, mocking the Inquisition in its very heartland. By the Imperial Inquisitor's
  order, you are to scourge the caves of all its godless scum and burn its trees to
  the ground. Slay all the heretics, in the name of Law and Good!
  To complete this mission, you must kill all the monsters (no captives!), then burn
  down the forest. Treat this arson like a fight versus a L6 Weird Monster with 10
  life, d3 attacks (roll each turn) and no treasure. Fire spells do double damage;
  characters add any bonus vs. fire to their Defense. Those immune to fire add +5
  to their Defense rolls. The forest never flees. Once this is done, raise your
  <Inquisition> score by 1 and get Inquisitor Indigo’s quest reward.
  [1] d3+3 Moonwitches (L6-M, PPP)
  [2] d6+2 Gnolls (L6-M, FF)
  [3] d6+4 Swine-Men (L4-M, WW)
  [4] Fairy Fire (L5-M, KoD)
  [5] d6+2 Hellhounds (L4-M, KoD)
  [6] Quarterlich (L7-FB, WW)
  [7] 3d6 Dusk People (L3-M, 7S)
  [8] d6+1 Pumpkinheads (L5-M, 7S)
  [9] 3d6 Frozen Abyssal Shades (L3-V, WW)
  [10] d3 Knights of Xichtul (L8-M)
  [11] d6+3 Chaos Goatmen (L6-V, CoC)
  Option for Traps: Use the Chaos Traps
  table from Caverns of Chaos.
  For level 3
  4
  5
  6
  T+
  T-
  1
  7
  9
  10
  T-
  T-
  2
  3
  11
  T+
  8
  ?
  ?
  ?
  ?
  ?
  ?
  T+
  ?
  ?
  ?
  5
  Map courtesy of Dyson Logos
  
  37
  rolling a Pernicious Princess or a
  Miserly Merchant on the Prisoner table
  from the Crucible of Classic Critters. It
  won’t be a coincidence: you knew that
  he was in the region, hunting for
  Harros Davanzu.
  Patron's Secret (d6):
  [] 1 Man on the Edge: The Margrave
  provides you with false papers and
  coded hand signals to deceive the
  Inquisition, agents of the jungle queens
  or even the Blue Haired Queen of the
  Blossoms’ Demesne. Whenever you
  encounter hostile groups composed
  entirely of humanoid females (e.g.
  amazons, flower demons or leather
  nuns), any single male character can
  attempt a breeding save against their
  level (5) to convince them to let you go
  unharmed. Add any Giving bonuses for
  wooing to your roll (from TCOTFD). On
  a failure, they fight to the death. This
  boon is permanent.
  [] 2-4 
  Sanctuary: 
  A 
  long 
  family
  history of contraband have caused the
  Van Pontoretto to have hidden caches
  anywhere. Once per adventure, you
  may find such as cache in any empty
  room in a dungeon. The party can rest
  there, recovering 1 lost life and 1 spent
  spell or class ability (e.g. rage, Luck or
  Healing). No wandering monster will
  be met here. This boon is permanent.
  [] 4-5 
  Murders in the Rue Morgue:
  The patron has bad debts. Each time
  the party visits a town or city (e.g.
  between 
  adventures), 
  someone
  demands that your party pay them 6d6
  gp. If you pay them, gain 1 Clue. Failure
  to pay them causes them to be driven
  out of the settlement: your party
  cannot sell items or buy supplies
  before the next adventure. Also, mark
  1 THIEF keyword tick. This boon is
  permanent.
  [] 6  Another Life: You discover that
  your patron is, in fact, the jester god
  Gobras in person! From now, except
  for Final Bosses, invisible gremlins,
  goblins and Bruneldi will always be
  friendly with your party, and will not
  attempt to rob or cheat you.
  Recruitment: Assassin, harlequin
  (CoCoC), beggar, light goblin, strumpet
  (TTT), rogue, warrior, wizard, cavalier
  (KK&KK).
  Monster Thralls: Goblins, orcs (4AD
  p.36), gnolls (FF p.5), morlocks (LDB
  p.21), Menacing Men-At-Arms (TTT).
  Patronizing: The Margrave will not go
  on adventures. He’ll let others die in his
  place. Should you want to include him
  in a special mission of your own
  making, he would be a level 5
  rogue/level 1 court magus (or a level 6
  rogue) with the Always in the
  Rearguard, 
  Drunkard, 
  Lecherous,
  Overweight and Noble Birth traits
  (from W&A). Should he ever marry
  Pyrra, replace all his traits, except
  Lecherous 
  and 
  Noble 
  Birth, 
  by
  Encouraging Presence. Love can truly
  change some people!
  Keywords: See sidebar.
  TTT Profile: The Viscount.
  
  38
  Note: This faction appears in
  Labyrinth 
  of 
  the 
  Lurking
  Lepidopterae, 
  Kingly
  Knives
  & Knifing Knaves and
  Revenge 
  of 
  the
  Ravenous Ratmen. The
  Margrave has reaction
  modifiers with several
  other factions, being
  deeply 
  involved 
  in
  greasy affairs.
  Van Pontoretto's Favor (Optional):
  Get 1 faction point for these deeds:
  • Complete a patron’s quest
  • Gain the KINGLYKNIGHTS keyword.
  • Gain the TURGIDITY keyword.
  • Gain 5 points with an allied faction
  Gain10 faction point for these deeds:
  • Make the Margrave marry Pyrra (in KK&KK)
  Lose 1 faction point for these deeds:
  • Gain 3+ faction points with any enemy.
  • Get  the DESPICABLE FILTH-LOVING
  POET MURDERER keyword (from RRR)
  • Get the BRUNELDI or BIGOT keyword.
  • Kill a Boss from an allied faction
  • Kill the Kobold Slave-Masters (from CKSM)
  • Kill the Elf Slave-Masters (from PoPlPoPe)
  • Kill a governor of Sskl'xkrtcjw'qqtk (in JJJ)
  Lose 5 faction points for these deeds:
  • Letting Käsedorf be blown up (in RRR)
  • Get the KENOCIDE keyword
  
  39
  Murazzo
  The line between a crafty
  businessman and a thieves’
  guildmaster is thin in the metropolis
  of Tezany’s Cove, where ambitious
  merchants lead a vicious cold war by
  proxy to get the upper hand on
  Norindaal’s most prosperous trade
  hub save, perhaps, for the mythical
  Ever City of Loango, whose existence
  many doubt. Murazzo, considered by
  many the most influential kingpin of
  crime in Kardalok, has definitely
  crossed that line.
  First among the
  thief kings of
  Kardalok,
  Murazzo is
  as
  determi
  ned as he is
  remorsel
  ess, hiring
  thugs to
  betray his
  busin
  ess partners when the tide turns, as
  recently demonstrated by his betrayal
  of his ally, Lord Orfeld.
  Ever since Murazzo stole the shark
  god’s golden idol, Tezany and his
  servants have been out for his head.
  An unreliable patron at best, Murazzo
  remains a powerful benefactor for
  those who meet his terms and tolerate
  his capricious nature.
  Factions: <Murazzo>, <Tezany’s Cove
  Thieves Guild>.
  Conditions: No cleric, monk, paladin
  or other character devoted to Tezany
  can take Murazzo as a patron.
  Allies: 
  <Bahadur’s 
  Bombastic
  Buccaneers>, <Red Reavers>, <Van
  Pontoretto>, <White Skull Island>.
  Enemies: <All aquatic monsters>,
  <di Vignamarcia>, <Inquisition>,
  <Law>, <Orfeld>, <Prince>, <Sharat>,
  <Tezany>, <Tori King>, <Withering
  Warlord>.
  Patron Quests (d6): 1-2 "Bring me
  Gold!", 3-4 "I want him alive!", 5-6 “Bring
  me his head! (4AD p.39) or a
  random Quests of Thieves
  (from TTT).
  Patron's Quest Reward:
  Either 5d6 x10   gp, a
  random magic item (from
  4AD or the Aquatic
  Treasures table from
  DW) or 3 X the rewards
  stated 
  in 
  TTT 
  for
  Quests of Thieves.
  
  40
  Special Rules:
  • Stolen gems, jewels and
  items can be sold to him for
  10% more.
  • Once per adventure, you
  may remove 1 THIEF tick in
  any single town by paying
  Murazzo 100 gp.
  • Murazzo is unpredictable and
  shifty. At the beginning of each
  new adventure, roll d6 and apply
  the following result: 1) lower your
  <Murazzo> faction score by 1
  (max. -3), 2) add an enemy of your
  choice to Murazzo’s list (e.g. “orcs”),
  3) change a random ally of Murazzo
  into an enemy, 4) change a random
  enemy of Murazzo into an ally, 5)
  add an ally of your choice to
  Murazzo’s list (e.g. “fungi folk”), 6)
  increase your <Murazzo> faction
  score by 1 (max. +3).
  • When serving this patron, replace
  entries #1 and 2  on any Minion table
  by Sharkmen (see p.63).
  • If you wish, you can substitute
  Murazzo 
  for 
  a 
  generic 
  thieves’
  guildmaster in any random town on
  the continent of Kardalok (see TTT). He
  won’t be actually there but will govern
  through a “puppet” proxy. Murazzo,
  indeed, may well be the most
  influential crime lord in the continent,
  or at least the most famous.
  Patron's Secret (d3):
  [] 1 Pass the Jam: Murazzo has a wide
  network 
  of 
  fences 
  throughout
  Kardalok and beyond, going as far as
  the mythical
  city of Loango. As long
  as
  you serve this patron, you need
  to spend only 1 Clue for "Someone will
  pay big money for that" (4AD, p.60).
  Moreover, if you ever roll 2 or less on
  the Pendant Table (from CKSM), you
  can re-roll if you wish, but the second
  result stands.
  [] 2 Journeyman: Being a thieves’
  guildmaster 
  is 
  Murazzo’s 
  daily
  business. As long as you serve this
  patron, you need to spend only 1 Clue
  Murazzo's Favor (Optional):
  Get 1 faction point for these deeds:
  • Complete a quest of Murazzo’s
  • Sell him Tezany’s golden idol (from DW)
  • Sell him at least 500  g.p. of stolen goods
  • Kill a Final Boss from an enemy faction
  • Kill Tezany’s avatar (in DW)
  • Capture Enyo the renegade succubus,
  alive (in MMM)
  Gain 2 faction points for these deeds:
  • Become a captain of Murazzo’s guild (in
  DW)
  • Kill the Foetid Flesh (in PPP)
  • Kill Imperial Inquisitor Indigo
  Lose 1 faction point for these deeds:
  • Gain 3+ faction points with any enemy.
  • Give Tezany’s idol to the Atlis Coast
  Guard or Lord Orfeld (in DW)
  
  41
  for "That is the one with the gold" (4AA
  p.12); moreover, you can use that
  secret at any level, not just Expert level.
  If you don’t have 4AA, see entry #1.
  [] 3 The Assassin: Once per adventure,
  you can hire one of Murazzo’s
  assassins to eliminate a single Boss of
  your choice. This costs (Boss’ level x
  Boss’ life x 2) in gp, paid ahead. Against
  Final Bosses, this will not kill them but
  cause them d3+1 wounds instead,
  leaving them with at the very least ½
  their level in life points (rounded up).
  Recruitment: Assassins, harlequins
  (from CoCoC), rogues.
  Monster Thralls: Angry peasants,
  forest outlaws and bugbears (KoD
  p.17), Restless Rabble (from TTT).
  Patronizing: Murazzo is either a L5
  rogue/L2 assassin or a L7 rogue. He
  has the Intuition and Whirlwind of Steel
  Expert skills (from 4AA), the Genius
  Mind, 
  Greedy 
  and 
  Hunted 
  by
  Sharkmen* traits (from W&A), a magic
  sword +1 called Serpent’s Fang that
  paralyses Bosses for 1 round when the
  Attack Roll is twice or more than the
  target’s level, and a magic suit of light
  armor +1 that makes its wearer
  immune to poison.
  Keywords: None.
  TTT Profile: Grim Guildmaster (ruler of
  his block).
  * Treat “Hunted by Sharkmen” like
  "Hunted by Orcs" from W&A, except that
  sharkmen are L5, and when they inflict
  1 point of damage, they make an
  immediate second attack.
  Political Patrons
  Special Rules:
  • In addition to their individual boons,
  all political patrons offer a discount of
  10% on the price of hiring retainers (as
  described in 4AA) for each faction
  point, to a maximum discount of 50%.
  • Political patrons expect a deep
  involvement and true loyalty. If you
  abandon a political patron for another,
  you cannot take them again, unless
  that other patron is their ally.
  Empress Galzuural
  Last legitimate heir of the bird folk
  empire for some, treacherous usurper
  for those who follow the Harrowing
  Hierophant, the so-called flamingo
  empress, Galzuural of the Rose Regals,
  is a hero in the eyes of all those who
  defy the gigantic insectoid aliens that
  infest the Tori islands, uniting the
  quarreling bird folk breeds as much as
  she can against this common menace.
  She is a charismatic leader, just and
  fair, a strange sight of avian splendor
  surrounded by undead bodyguards.
  Her efforts to strike a truce with the
  pangolin king of the Tori isles have
  been to no avail, with the Seifukusha
  samurai unwilling to listen to her
  emissaries' pleas and her own people
  obsessed by their own grudges against
  the human islanders. Worse, the
  followers of the Hierophant are gaining
  ground each day as bitterness and
  
  42
  
  43
  hate drives the avian humanoids to
  strike 
  back 
  against 
  Mankind's
  persecutions, closing their hearts to
  the words of peace of their
  magenta feathered empress.
  Nevertheless, Galzuural strives
  on to find heroes willing to join
  her fight against the insectoids,
  lest their scourge extends to
  all of Norindaal.
  Alas, 
  for 
  all 
  her
  grandiose 
  ambitions,
  the 
  so-called 
  avian
  empress lives in exile
  in the desert city of
  Voor 
  under 
  the
  sufferance 
  of 
  the
  eponymous prince, for
  the Voor tribe and its
  Treasuress, Abana
  d’Akinyemi, see her
  as a useful pawn in
  their 
  power
  struggles against
  the Theocracy of
  Xichtul 
  and 
  its
  Hierophant.
  Moreover, she is the
  proverbial babe-in-the-
  woods, gullible and naïve;
  she was even convinced by
  the 
  Inquisition’s
  representatives 
  that
  tolerating them would be
  beneficial to her people,
  a decision that has not
  gone well with
  the 
  empress’
  Voor hosts. The
  e m p r e s s
  doesn’t know she will only live as far as
  her usefulness goes. Her days will
  come to an end at the moment  she
  should go against the interests of the
  Voor 
  and 
  their
  masters, 
  the
  merciless vultures
  of Vulthöom.
  Faction: <Rose Regals>
  Conditions: 
  Your
  party must have no
  positive alignment or
  faction points with
  Chaos, Death or the
  Theocracy of Xichtul.
  Allies: <Bat folk>,
  <Bird folk>, <Black
  Cape 
  Ostriches>,
  < d ’ A k i n y e m i > ,
  < I n q u i s i t i o n > ,
  <Leonidas>, 
  <Life>,
  <Pandalatra>, 
  <The
  Lad>, <Voor>.
  Enemies: <Chaos>,
  <Death>, <Insectoid>,
  <Red 
  Scarves
  O s t r i c h e s > ,
  <Theocracy 
  of
  Xichtul>, <Tori King>,
  <White Skull Island>,
  <Sharat>, <Viscount
  Visfafen>, <Xeihört>.
  Patron Quests: Roll a
  random quest from
  4AD, on the
  Quests of the
  Prince 
  table
  (from TTT) or
  on either the
  Empress Galzuural
  In her ravishing human semblance, though as
  birds go her true form is quite a sight.
  
  44
  Quests of Law table or Quests of Life
  (from OOO).
  Patron's Quest Reward: A random
  magic item, or 2 random spell scrolls,
  in both cases from either 4AD, III or
  ShSaSa.
  Special Rules:
  • Scions of the Rose Regals subtracts
  their faction score with the reaction
  rolls of all bird folk, except for servants
  of Chaos and Death. Flamingo folk
  encountered randomly will be allied
  with Chaos & Death on a d6 roll of 1-3,
  neutral on a roll of 4 and allied to the
  Rose Regals on a roll of 5-6.
  • Any “fight” reaction with flamingo folk,
  but not their archnecromancers, can
  be replaced with a bribe of 120 gp,
  minus 20  gp per faction point with the
  <Rose Regals>, even if they are allied
  with Chaos & Death, out of respect for
  their lineage.
  • When serving this patron, replace
  entries #1 and 2  on any Boss table by
  a Death Knight (Boss). Level HCL+4
  undead, HCL+3 life, 2 attacks, never
  checks morale, normal treasure +2.
  This former paladin has fallen to the
  service of Death as the result of tragic
  love, betrayal or hopelessness. He
  offers his opponents a quest or a duel,
  one-on-one. If they refuse, he conjures
  d6+2 armored skeletons (level HCL+1,
  minimum level 3, undead minions,
  slashing weapons hit them at -1) and
  fights to the death. If the party returns
  to his location without completing the
  quest, he attacks them furiously (level
  +1), striking first.
  Reactions (d6): 1-3 quest (always “Bring
  me that!" or a random Life quest from
  OOO), 4-6 duel.
  • Those with 2+ faction points with the
  Rose Regals can also petition Abana
  d’Akinyemi, the warlike Treasuress of
  Voor, to also take her as a faction. If
  you do so, you will get to choose
  between them the patron for which
  you undertake a patron’s quest for a
  given adventure, but your faction score
  with either is limited to 4.
  • If you reach 5 faction points with both
  <Rose Regals> and <Tori King>, you
  have managed to forge an alliance
  between the bird folk and the humans
  of the Tori islands: Make an XP roll and
  mark the EYRIE keyword. From now on,
  <Tori King> will be an allied faction of
  the <Rose Regals> and vice-versa.
  However, this will also cause the Voor
  to turn against the empress, forcing
  her to flee to the Tori isles: from now
  on, <Voor> becomes an enemy faction
  of <Rose Regals> and vice-versa: your
  faction 
  score 
  with 
  <Voor> 
  is
  immediately lowered to -2 unless it was
  already worse.
  • If you wish, you can replace a generic
  Prince (from TTT) or any friendly noble
  by the empress in any random
  adventure, such as when rolling a
  Pernicious Princess on the Prisoner
  table from the Crucible of Classic
  Critters. It won’t be a coincidence: you
  knew that she was in the region and
  sought her whereabouts on purpose.
  
  45
  Patron's Secret (d3):
  [] 1 The Great Unknown: The empress
  shares the ancient lore of the bird
  empire with you. As long as you serve
  her, you need to spend only 1 Clue for
  "New Spell" (4AD p.59). This spell can
  be taken from any 4AD book you own.
  [] 2 Stranger in a Strange Land: In
  times of danger, the empress’ bird
  familiars will sing in your ears. As long
  as you serve this patron, you need to
  spend only 2 Clues for "I know where
  this corridor leads" indoors and only 1
  Clue outdoors (4AA p.13). Likewise, you
  need to spend only 1 Clue for "I
  recognize these footprints" when
  outdoors (4AA p.12). If you don't
  have 4AA, see entry #1 instead.
   [] 3 Blood on the World's Hands: The
  empress has extensive relations.
  Once per adventure, she can arrange
  for the minions or vermin in a single
  room, tile or area to be slaughtered
  up to a maximum of 5 targets per
  faction point you have (e.g. 25
  minions or vermin with 5 faction
  points). You could use this favor to
  wipe all orcs from one dungeon
  room, to murder all townsfolk in a
  town tile, to clear a "tile section" in a
  necromantic dungeon or even a
  Netherworld hex, including up to 25
  of a Nether lord's retinue.
  Recruitment: Owl folk (from MMM),
  flamingo folk, ninja (from III),
  harlequins (from CoCoC), ostrich folk
  (from MNO), sagittarius folk (from
  ShSaSa) and any other bird folk class.
  Monster Thralls: Magic fox (ME! p.29),
  flamingo dragon (from III).
  Patronizing: The empress, having no
  combat aptitude, will join adventurers
  only if they have 5 faction points with
  her. Unlike other patrons, Expert levels
  are not required.
  Galzuural is a Damsel-in-Distress of
  your party’s HCL. Optionally, she has
  the Encouraging Presence, Noble Birth,
  Protected by the Gods and Many
  Enemies, Much Glory traits (from
  W&A). 
  As 
  Pandalatra’s 
  favorite,
  Galzuural 
  lacks 
  the 
  necromantic
  Galzuural's Favor (Optional):
  Get 1 faction point for these deeds:
  • Complete a patron’s quest
  • Kill a Final Boss from an enemy faction
  • Get the EYRIE keyword.
  • Complete a Quest of Life (from OOO)
  Lose 1 faction point for these deeds:
  • Gain 3+ faction points with any enemy
  faction
  • Gain 3+ positive points with Death or
  Chaos
  • Get the AVICIDE or FEATHERS keywords.
  • For each faction point with the Theocracy
  of Xichtul
  
  46
  abilities  of other flamingo folk, but she
  can take human form at will, appearing
  as a wondrous woman of amazon
  mien, through multi-sensorial illusion
  magic. She favors this form when
  dealing with humans and is not averse
  to being wooed, like a level 7 Lady (see
  TCOTFD), and even married if suitably
  wooed by a suitor of any species with
  5 faction points.
  Keywords: 
  The 
  AVICIDE 
  or
  FEATHERS keywords will anger
  the empress, whereas EYRIE will
  gain her support.
  TTT Profile: The Prince.
  Imperial Inquisitor
  Irek Indigo
  Unrecognized by laic states except for
  the Duchies of Law, south of Dorantia
  in 
  An-Mor, 
  the 
  Inquisition 
  is
  nevertheless a powerful and feared
  organization because of its ardent
  support by the clergy of four influential
  gods: Foryos, god of courage;
  Luura, god of sun and healing;
  Tamas 
  Zeya, 
  goddess 
  of
  justice; and Zoyas, the sky god.
  Most numerous among the
  Inquisition’s earthly scions
  are the agents of Foryos and
  Tamas Zeya.
  The purpose of the
  Inquisition 
  is 
  to
  cleanse Norindaal of
  anything with the
  taint of chaos and
  the demonic.
  W
  h
  i
  l
  e
  laudable on
  the surface,
  this objective
  is tainted by
  a
  n
  undercurrent
  of intolerance
  and 
  bigotry
  against anything
  remotely different
  from the norm,
  with 
  non-
  humans being a
  prime target of
  the Inquisition.
  Resisting Temptation is Your Duty!
  Imperial Inquisitor Indigo
  
  47
  Humiliating public trials and witch
  burnings are traditional methods of
  dealing with the impure. Despite the
  inquisitor’s mandate, not all civilian
  authorities – and even a minority in
  their own temples’ hierarchy – agree
  on their methods and many whisper
  behind their backs.
  Conversely, censors, shrews, witch-
  hunters and many death lepers are
  ardent supporters of the Inquisition.
  Any who dare to raise an open voice
  against them are suspect and
  therefore subject to inquiry. None,
  not even the high priests of the Law
  and Light gods are sheltered from
  their brutal torture and fiery
  executions.
  Imperial Inquisitor Indigo is a senior
  agent of the Inquisition, their main
  representative in Kardalok. Far from a
  desk bureaucrat, he leads the witch
  hunts from the field, eager to purge
  from the land the wickedness of evil,
  chaos, 
  corrupt 
  officials, 
  thieves,
  bandits, non-humans, townsfolk late
  on their tax reports, loiterers, the left-
  handed and anybody else who stands
  against Law and Light.
  Effective and expedient, Indigo raises
  wicker men and pyres everywhere with
  astonishing speed, due process not-
  withstanding, arousing his fanatical
  following of frothing flagellants, wise-
  cracking 
  witch-hunters, 
  hysterical
  hierodules, templar torturers, naughty
  nuns, sycophantic strumpets and
  obscure others who stand by the
  unwavering banner of Law and Light.
  The 
  Imperial 
  Inquisitor’s 
  current
  crusade is against the witches of
  Mount Larrun and their allies, the
  insane Topless Wizard of Fire Mountain
  and the treacherous White Wizard,
  Woetong, 
  a 
  heretically 
  debased
  follower of Luura. He has been hunting
  them over all continents, but so far
  they have escaped his grasp.
  If Inquisitor Indigo has any weakness,
  aside from his (borderline heretical)
  fondness for disciplining languorous
  lasses (to “re-educate” them, he
  assures), it’s his ever-hungry son
  Timmy. Indeed Timmy, a charming if
  ravenous boy, has a habit of slipping
  out of daddy’s watch to go about the
  countryside, eating vagrants and other
  worthless scum, indulging in many
  other such harmless instances of
  child’s play not worth the interest of
  local authorities – a disinterest the
  Imperial 
  Inquisitor 
  ensures 
  with
  insistence and a polite but firm
  reminder to local authorities.
  A responsible, loving father, the
  Inquisitor cares deeply for his tenderly
  reckless boy. He would assuredly be
  more careful regarding his son’s
  inoffensive escapades were it not for
  all those naughty, heretical wenches in
  need of proper discipline by a firm,
  manly hand. Leading the Inquisition is
  a harsh job, but someone’s got to do it.
  Inquisitor Indigo and his famished
  progeny make an appearance in Pirate
  Ports of Pestilence and Labyrinth of the
  Lurking Leporidae.
  
  48
  Factions: 
  <Inquisitor 
  Indigo>,
  <Inquisition>
  Conditions: You cannot take this
  patron if any male character has
  demon or mutant blood, is undead or
  not human (e.g. elf, halfling, dwarf), or
  if you have any alignment point with
  <Chaos> or <Demons>. The lecherous
  Inquisitor will make an exception for
  all attractive females.
  Allies: <Ergama>, <Ey-Haürt>, <Law>,
  <Light>, <Orfeld>, <Rose Regals>,
  <Sphilis School of Strumpetry>, <The
  Prince>.
  Enemies: 
  <witches>, 
  <Chaos>,
  <d’Akinyemi>, <Demons>, <Gelatinous
  Conjoined Lord>, <Mother of Oracles>,
  <Murazzo>, <Sharat>, <Theocracy of
  Xichtul>, <Viscount Vistafen>, <Voor> ,
  <Withering Warlord>, <Woethong>,
  <Xexanöth>.
  Patron Quests: 1-2 "Bring me his
  head!", 3 "I want him alive" 4-6 "Slay all
  the monsters" (4AD p.39), or a random
  Quest of Law or Light (from OOO).
  Patron's Quest Reward: Always 6d6
  x 10  g.p.
  Special Rules:
  • Subtract your faction score from the
  reaction rolls of all members of the
  Inquisition. You also add your party’s
  faction score to any purity save.
  • Instead of attacking a group of human
  criminals (such as bandits or pirates),
  your party can order them to
  surrender in the Inquisition’s name.
  Roll 2d6: if the result is under your
  <Inquisition> score, they flee.
  If the roll fails, the criminals attack first.
  Witch-hunters may add +½L.
  • As long as you serve this patron, you
  need to spend only 1 Clue for "Your
  enemy is in the dungeon” (4AD p.60) or
  "Chaos is afoot" or "I belong to a sect
  of vampire hunters" (4AA p.11-12).
  • Lose 1 <Inquisition> faction point
  each time your party earns 1 Chaos or
  Demons alignment point.
  • Parties that include a religious
  character devoted to a deity of both
  Light and Law (Foryos, Luura, Tamas
  Zeya or Zoyas), such as clerics, monks,
  paladins, witch-hunters or templars,
  start with a minimum of 1 faction point
  with the <Inquisition>.
  • When serving this patron, replace
  entries #1 and 2  on any Minion table
  by either Chaos Minions (from CoC) or
  d6+ 
  (HCLx2) 
  Angry 
  Husbands
  (minions). Level 3, treasure 2d6 x 5 g.p.
  Wielding torches and pitchforks, this
  motley crew of elves, orcs, demons and
  worse wants the Imperial Inquisitor
  dead for meddling with their wives.
  They hate him. Reaction: always fight.
  • Despite their awkwardness, Inquisitor
  Indigo’s unorthodox rehabilitation
  methods seem to work. Non-human
  lasses in the party can take unique
  Expert skills after receiving proper
  discipline from the theological lecher.
  • If you wish, you can replace any
  generic Prince (from TTT) or noble by
  Inquisitor Indigo in any random
  
  49
  adventure. It won’t be a coincidence:
  you knew that he was active in the
  region, hunting agents of chaos and
  redeeming misguided maidens.
  Patron's Secret (d3):
  [] 1 Die with Your Boots On: The
  Inquisition is known for its merciless
  chase against vampires. From now on,
  all party members can use all the
  following secrets for free, once per
  adventure: “Your enemy is in the
  dungeon”, "Chaos is afoot" and "I
  belong to a sect of vampire hunters".
  [] 2 The Evil That Men Do: Inquisitor
  Indigo has been hiding personal family
  affairs from the Inquisition authorities.
  More 
  specifically, 
  he 
  has 
  been
  capturing lycanthropes instead of
  killing them, to be experimented upon
  in secret facilities in the hope of finding
  a cure. If you wish, you can be betray
  Indigo to the Inquisitorial Council for a
  random Epic Reward. The Council will
  moreover offer you a unique quest: to
  cleanse these facilities. Treat this as
  “Slay All Monsters” quest (4AD p.39) for
  a random dungeon in which all vermin
  and minions are Inquisition agents
  (from TTT’s Menacing Men-at-Arms
  table) and all Weird Monsters and
  Bosses are werewolves (4AA p.56).
  From now on, of course, you cannot
  take Indigo as a patron as he will hate
  your party. If you do not betray the
  Inquisitor, gain 1 expendable Luck
  point (see 4AD p.15).
  [] 3 Prodigal Son: The Inquisitor’s
  youngest son Timmy is infected with
  a terrible form of lycanthropy but fled
  Inquisitor's Favor (Optional):
  Get 1 faction point for these deeds:
  • Complete a patron’s quest
  • A succubus successfully wooes Indigo
  (once only; play him as a level 9 “Lady”)
  • Kill a Final Boss from an enemy faction
  • Get the HAGGIA keyword (from SSS)
  • Complete a Quest of the Prince, Light or
  Law  (from TTT/OOO)
  • Kill an indigo flamingo (if they do exist)
  Gain 2 faction points for these deeds:
  • Kill a governor of Ssiklia (in VVV)
  • Kill Zördak (in TNBTW)
  • Kill Wulfnarg (in FotW)
  • Kill the dwarf Skyoverlord (in ZZZ)
  • Kill the Dragon of Leng (in YYY)
  • Kill Woethong the Wizard (in ZZZ)
  • Kill one of the 7 sisters of Mount Larrun
  (in 7S)
  • Kill the Topless Wizard of Fire Mountain
  (in XXX)
  • Kill the Siamese Dragon (in TNBTW)
  Gain 3 faction points for this deed:
  • Give Cloudcutter to the Inquisitor (in YYY)
  • Bring Timmy alive & unharmed to Indigo
  Lose 1 faction point for these deeds:
  • Get 1 point with Chaos or Demons
  • Gain 3+ faction points with an enemy
  • Kill a Boss from the Inquisition
  • Become Tainted by Chaos (from CoC)
  
  50
  before he could be cured. Until Timmy
  is found and brought back to his father,
  your party has +1 to Attack, Defense
  and save rolls vs lycanthropes as
  Inquisitor Indigo provides you with
  many baubles and luck charms against
  them, some of which actually work.
  Once Timmy is found, your party
  receives the secret "We are protected
  by the gods" (4AA p.12) as a permanent
  effect.
  Recruitment: Clerics (Foryos, Luura,
  Tamas Zeya or Zoyas only, from BS and
  4ATN), monks of Law (from CoCoC),
  paladins (from 4ATN), witch-hunters
  (from 7S), succubi, female nonhumans
  or any Inquisition class (from OOO).
  Monster Thralls: Inquisition agents
  (from the Menacing Men-at-Arms table
  in TTT) or succubi (BBB, DDD). These
  succubi have Seals of Purity.
  Patronizing: The Inquisitor is either a
  L7 witch-hunter/L2 satyr (from 7S/CCC)
  or 
  a 
  L9 
  warrior. 
  He 
  has 
  the
  Commanding Presence and Turn
  Undead skills (from 4AA) as well as the
  Encouraging Presence, Lecherous and
  Tamas Zeya’s Blessing traits (from
  W&A). He wields either a Lightning Bolt
  scroll or an Invocation of Order (CoC
  p.17) and a Mace of Righteousness (+1
  vs chaos creatures, heals 1 wound
  when killing a chaos Boss/Weird
  Monster). Indigo causes a -2 penalty to
  purity saves but his party, as long as he
  is present, NEVER loses faction points
  with the Inquisition even if they kill
  Bosses, since “the means justify the
  ends” and he’ll have all witnesses killed.
  Inquisitor Indigo can’t die because
  Ganesha Games need him to write
  bestselling books. When his life goes
  down to 1, a winged succubus with a
  suspiciously short skirt flies him away
  as he yells “Be pure! Be vigilant! Behave!”
  Keywords: None.
  TTT Profile: The Prince, though Indigo
  doesn’t live with his mother, but with
  d3+2 non-human concubines instead.
  Each of these has a 2 in 6 chance of
  being either a succubus or a flower
  demon. (Yes, he’s a bit of a hypocrite.)
  The Lad
  A folk hero among the northern
  dwarves of An-Mor, the latter know
  him as “Dewr-Torrwr”, the Brave
  Digger. The Lad is a treasure finder
  with a mysterious past, with wits and
  savviness well beyond his years.
  Rumors say his father was an explorer,
  seeking to recover the lost treasures of
  the dwarves throughout Norindaal,
  and his mother a dwarf from the court
  of King Ven. Raised on stories of the
  lost 
  grandeur 
  of 
  the 
  dwarven
  civilization, the Lad was brought up
  with the sole mission to discover and
  protect the lost treasure and gems of
  the realm from anyone and by any
  means. He has been known to help
  relic hunters when all hope is lost,
  coming out of nowhere to save the day.
  Despite his loyalty to the dwarf king of
  Kestar Kell, the Lad is not hostile to
  other dwarf clans, except those who
  
  51
  have fallen to the woes of demons and
  the Lich King.
  Conditions: The party must include at
  least one dwarf and have no negative
  faction points with King Ven or the
  dwarf miner clans.
  Faction: <The Lad aka Dewr-Torrwr>.
  Allies: <Dwarf miner clans>, <Jontil the
  Beardless>, <King Ven>, <Reheena
  Bearwolf>, <Rose Regals>, <Ticket
  Master>.
  Enemies: <Chaos dwarves>, <Cursed
  Tyrant>, <Gelatinous Conjoined Lord>,
  <goblins>, <Possessed>, <Sharat>,
  <Theocracy of Xichtul>, <Thralls of the
  Lich King>, <Zorkan Zaa>.
  Patron Quests: Always "Bring me
  that!" (4AD p.89). The quest object is a
  mysterious heirloom of the dwarf
  civilization, from before the Century of
  Rain and Fire. The item must not be
  used as it is meant to be displayed in a
  museum or used for study.
  Patron's Quest Reward: A random
  magic item from 4AD or MMM, or 250
  gp.
  Special Rules:
  • All Clues found while the Lad is your
  patron will be maps to secret rooms or
  treasures, not secrets.
  • If you discover a secret room by
  spending clues, it is in fact a whole new
  dungeon (or crypt, tomb, cave, etc.)
  with a distinct Final Boss. Its treasure
  includes a random Epic Reward plus
  200  gp. However, when you encounter
  a trap in this dungeon, make it two
  identical traps. Defeating that Final
  Boss will earn you 1 faction point with
  the Lad.
  • As a finder’s fee, you get 2d6 x HCL gp
  for each unique item safely brought
  back to the Lad after each adventure.
  If the item has a price, add this finder’s
  fee to its price to determine its total
  value. Unique items need not be
  magical but must have an actual game
  effect. For example, this would include
  the magic sword Ailisia (from CKSM,
  The Lad
  Stout half-dwarfish scholar and retriever
  of artifacts from temples of doom
  
  52
  p.12) but not the elf Elvyn’s brain, for
  while it is unique, it has no actual game
  effect.
  • When serving this patron, replace
  entries #1 and 2  on any Minion table
  by d6+(HCLx3) goblins (see 4AD p.35).
  • If you wish, you can replace any
  generic 
  friendly 
  dwarf
  encountered 
  in 
  a 
  random
  adventure by the Lad, such as
  when rolling a Desperate Dwarf
  on the Prisoner table from the
  Crucible of Classic Critters. It
  won’t be a coincidence: you
  knew the Lad was in the
  region, hunting for artifacts.
  Patron's Secret (d3):
  [] 1 El Dorado: As long as the
  Lad is your patron, you can
  buy the “Location of a secret
  treasure” secret for 1 Clue, but
  only in underground dungeons.
  [] 2 Blood Brothers: The Lad’s
  protégés are often sent to
  secure the ancient halls of the
  dwarven people. As long as
  you serve this patron, you
  need to spend only 1 Clue for
  "These halls belonged to my
  people" (4AA p.11); moreover,
  you can use that secret at any
  level, not just Expert level. If
  you don’t have 4AA, see entry
  #1 above.
  [] 3 Be Quick or Be Dead: As
  long as you serve this patron,
  you may spend only 1 Clue
  for 
  "I 
  recognize 
  these
  footprints" (4AA p.12); moreover, you
  can use that secret at any level, not just
  Expert level. If you don’t have 4AA, see
  entry #1 above.
  Recruitment: Dwarves only.
  The Lad's Favor (Optional):
  Get 1 faction point for these deeds:
  • Complete a patron’s quest
  • Defeat a Final Boss from an enemy
  faction
  • Capture the gnome Sheebo alive (in
  DLB)
  • Complete a quest for dwarf King Ven
  • Gain at least 3 ticks with the TRYSOR
  keyword (once)
  • Gain at least 3 ticks with the EILUN
  keyword (once)
  Get 3 faction points for these deeds:
  • Defeat the Skyoverlord (in ZZZ)
  • Defeat Darran Durr (in DDD)
  • Complete a quest for a dwarf noble,
  except for enemy factions
  • Give Kerrak Dar’s gold to charity (4AD)
  Lose 1 faction point for these deeds:
  • Complete a quest for an enemy faction
  • Kill a dwarf Boss from an ally faction
  • Gain 3+ faction points with an enemy
  
  53
  Monster Thralls: You can recruit the
  Lad’s trusted monkey, Ernie, for 15  gp.
  per mission. Ernie gives the party a +1
  bonus to all traps saves. He won’t fight
  and is too quick to be hit.
  Patronizing: 
  The 
  Lad 
  works
  independently and will not join
  adventurer parties. However, once per
  adventure, you can call for his help if
  all party members are under half their
  original life points. Roll 2d6 and
  subtract your number of TRYSOR and
  EILUN ticks: if the result is equal to or
  under your faction score with the Lad,
  he will appear out of nowhere and
  cause the monsters a total of d6
  wounds, which you can distribute
  among them at your discretion, before
  leaving in a suitably heroic way, like
  swinging from a rope, along with these
  monsters’ 
  treasure. 
  This 
  almost
  miraculous assistance doesn’t work on
  demonworlds, only on Norindaal.
  Keywords: Mark the TRYSOR keyword
  with a tick each time you recover a
  Boss’ treasure and likewise the EILUN
  keyword each time you discover an
  idol, altar or temple in an underground
  dungeon. Erase these keyword when
  the adventure is over; they do not carry
  on over a campaign.
  TTT Profile: The Lad is not a town
  noble and does not lead a town faction.
  However, you can find him in any given
  wizards’ guild or sage’s office in any
  troublesome town.
  King Ve of Llirian
  The harsh and brutal ruler of the snow
  elves of Llirian, King Vë the Unsmiling
  rules from his forbidding keep of
  Everfrost. The heartless king is a
  paragon of his people’s virtue: a
  chauvinistic, jingoist killer without
  remorse, obsessed with his people’s
  warrior traditions and the eradication
  of the orc species.
  King Vë looks down upon his elven
  kindred of other breeds, a contempt
  he extends to mankind and the so-
  called “demi-human” species. He only
  truly respects snow elves, though he
  grudgingly acknowledges the battle
  prowess of his ice elf huntress subjects
  from the Ziggurat of the Crystal Stars
  and their queen, Fröhsta, though this
  goes against his belief that a woman’s
  place is in the kitchen or the bed.
  For orcs, king Vë reserves a special
  hatred. With his chosen champions,
  the king will spend many months in
  “hunting expeditions”, tracking orc
  settlements to slaughter the last one
  of them. Children, pregnant females
  and the aged, none will escape his
  wrath. In fact, the king even sponsors
  foreigners to go on killing sprees. If
  they die in the process of killing orcs,
  that’s two problems solved instead of
  one.
  To call king Vë a cold, soulless bastard
  is 
  to 
  underplay 
  his 
  absolute
  callousness. Under his refined, elegant
  appearances lies the most brutal tyrant
  the north has ever seen, though unlike
  
  54
  many he has no ambitions to extend
  his domain beyond the snowy frontiers
  of Llirian.
  One last thing supplicants should
  know: Nothing angers the snow elf king
  more than to be mistakenly called “king
  Ven”, as per his dwarf rival’s titles.
  Heads have rolled for much less.
  King Vë makes an appearance, notably,
  in The North Beyond the World and Yoke
  of the Yogic Yetis.
  Faction: <Llirian>.
  Conditions: At least one elf character
  (of any type) and a HCL of at least 3.
  You cannot take King Vë as a patron if
  you have the PRINCESLAYER keyword
  or your party includes any orcs or
  half-orcs, except as captives.
  Allies: <Leonac>, <Queen Fröhsta>,
  <Living 
  Weapons>, 
  <Prince
  Snowflake>, <Snow Eves>, <Vigiles>,
  <Winterfrost>.
  Enemies: 
  <Dragons>, 
  <Orcs>,
  <Skëyletir>, <Thuugas>, <Zördak>.
  Patron's Quest: Always “Bring me
  their heads!” (4AD p.39), the targets
  being 50 orcs or any monster with “orc”
  in its name or description, including
  hybrids such as olfs (orc-elves). Weird
  Monster and Bosses of the “orc” type
  count as 10 orcs for that purpose.
  Patron's Quest Reward: One random
  magic item or 250 g.p.
  Special Rules:
  • All orcs will hate your party.
  • When serving this patron, replace
  entries #1 and 2  on any Minion table
  by d6+2 Frost Orc Scavengers. Level
  HCL+2, treasure +1. Replace any magic
  item by ivory worth 2d6 x HCL x 5 gp.
  At the beginning of melee, all party
  members must succeed a level 3 frost
  save or suffer a -1 penalty to Attack
  rolls for d3 turns from their frosty
  breath attack.
  Reactions (d6): 1-2 flee if outnumbered,
  3-6 fight.
  • Only if your party has killed any orcs
  during the adventure in progress, you
  may replace any generic Baron (from
  TTT) or non-hostile elf encounter (e.g.
  night elf snipers from MMM) by king Vë
  and his court. It won’t be a coincidence:
  you had been searching for the king,
  who had been hunting orcs for
  trophies in the region.
  Patron's Secret (d3):
  [] 1 Massacre: King Vë’s agents are
  provided special tools and training to
  slay orcs. As long as you serve this
  patron, you need to spend only 1 Clue
  for "Weakness of a monster" if that
  monster is an orc (4AD p.58).
  [] 2 King of Twilight: King Vë was an
  avid lecher in his younger days and
  fathered many bastards from the
  ladies of his court, many of them now
  married to dukes and barons. As long
  as you serve King Vë, you need to
  spend only 1 Clue for "I am an elvish
  prince", and the same character can
  use it again by spending 1 Clue per
  adventure (4AA p.11). Moreover,
  should all the legitimate heirs die (by
  
  55
  King Ve
  
  56
  The Three-Thorns Tavern
  Tartaglia, the Withering Warlord’s herald, has offered a reward of 200 gp to
  whomever would bring him the heads of the enervating elf, Erebus, and his
  partner in crime, Harrad the Heinous Halfling, responsible for slaughtering
  countless orc families. The orphans demand their blood.
  Roll d6 for their position on the tavern (both may share the same space). You
  cannot move diagonally on the map. If any town militia (TM; L3-M) is in line of
  sight, they will join the fight after 1 turn per square between them and the
  Murderhobo you attacked. They won’t attack if only light weapons or unarmed
  attacks are used, or the Sleep spell. Doors and tables block line of sight.
  With a persuasion save vs. their level (halflings & strumpets add +L), a character
  can convince a murderhobo to follow them in a room in the basement.
  Murderhobos (2). Level 4 Bosses, 5 life, 2 attacks, treasure +1. Erebus is immune
  to Sleep and hates orcs and half-orcs (2 wounds per blow vs. them). Harrad is a
  lucky bastard, forcing you to re-roll any explosive dice. Ogre-sized characters
  strike Harrad at -4. Both belong to King Vë’s faction.
  Reaction: always flee. (You don’t get a reward if they manage to flee.)
  Other Icons: [E] bawdy entertainers (heal 1 Madness for 2d6 gp), [S] unlicensed
  strumpets (pay 2d6 gp to heal 1 life), [D] drunkards (blocking passage),
  [M] merchants (sell common gear). Town militia [TM], upon seeing a combat,
  move there at 1 square per turn. Townsfolk who see a combat alarm any militia
  in sight unless killed, bribed (2d6 gp), put to Sleep or wooed (see TCOTFD). Ranged
  weapons can be used on any target as long as there is a clear line of sight.
  For level 1
  S
  D
  M
  M
  1
  2
  3
  6
  4
  5
  TM
  TM
  TM
  TM
  TM
  M
  M
  M
  M
  E
  E
  D
  D
  D
  M
  D
  D
  D
  D
  D
  S
  S
  Map courtesy of Dyson Logos
  
  57
  nature or “a series of unfortunate
  events”), your elf prince character
  is in line to inherit the throne. If
  you don’t have 4AA, see entry #1
  above.
   [] 3 The Clansman: The snow
  elves’ blood is thicker than water
  – much thicker, in fact, given their
  demonic ascendency. As long as
  you serve this patron, you need to
  spend only 1 Clue for "Killing my
  kinsmen, prepare to die" against
  orcs (4AA p.11); moreover, you can
  use that secret at any level, not just
  Expert level. If you don’t have 4AA,
  see entry #1 above.
  [] 4-6 Burning Ambition: You find
  out that king Vë's older brother,
  Wötan, is alive and that Vë took his
  rightful 
  crown 
  by 
  cheating,
  poisoning him before their duel for
  the throne of Llirian. He seeks his
  grandson, Strätoz, to take the
  crown. If you find Strätoz (TNBTW),
  you can lead a coup against king
  Vë if you wish. Obviously, Strätoz
  must be alive to lead the coup. At
  King Vë’s Favor (Optional):
  Get 1 faction point for these deeds:
  • Complete a patron’s quest
  • Defeat a Final Boss from an enemy faction
  • Kill 50 orcs, of any kind
  • Defeat Skëyletir (from TNBTW)
  • An elf fertilized the Womb Ward (TNBTW)
  • Sell 3+ yogic yetis to Elidrael (YYY)
  • Get the ALLIANCE keyword (TNBTW)
  • Get the SOLIDARITY keyword (TNBTW)
  Gain 2 faction points for these deeds:
  • Become Saviors of the North (TNBTW)
  • Kill the Dragon of Leng (+2 points; YYY)
  • Get the PATRIARCHY keyword (TNBTW)
  • Give Elidrael the Cloudcutter (YYY)
  Lose 1 faction point for these deeds:
  • Complete a quest for an enemy faction
  • Get 3+ faction points with an enemy
  • Get the ANATHEMA keyword (TNBTW)
  • Taking prince Elidrael’s wives
  Lose 2 faction points for these deeds:
  • Kill queen Fröhsta (in TNBTW)
  • Get the OATHSWORN keyword (TNBTW)
  Lose 3 faction points for these deeds:
  • Get the EXTINCTION keyword (TNBTW)
  • Kill prince Elidrael (YYY)
  d3+2 Frost Orcs. L7 minions,
  normal or Abyssal treasure.
  Replace magic items with ivory
  worth 3d6 x 5 gp. Attack first on
  a d6 roll of 1-3, -1 to Defense
  rolls in melee as they ride in
  combat. Immune to cold. Make
  a morale check for them each
  time an orc is killed by a spell.
  Reaction: always fight.
  
  58
  that time, add your four characters'
  levels together and roll 4d6: If the
  result is under the total, the coup
  succeeds and you get an Epic Reward
  of your choice and a faction status of
  5 with the new king of Llirian, Strätoz.
  If you fail, Strätoz is betrayed by the
  king's assassins and your faction score
  with king Vë goes down to -5
  permanently and all snow elves will
  always fight your party henceforth.
  Recruitment: Elves, ice elf huntresses,
  snow elves.
  Monster Thralls: Any minion or
  vermin of L4 or lower with “wolf” in its
  name.
  Patronizing: King Vë will only join
  parties entirely made of male elves (of
  any kind). He is either a L5 snow elf/L1
  elder (from YYY/CoCoC) or a L6 elf. King
  Vë has the Whirlwind of Steel and
  Withstand Pain Expert skills (from 4AA)
  as well as the Always in the Front,
  Encouraging Presence and Noble Birth
  traits (from W&A). The king is equipped
  with a +1 magic sword (+3 vs orcs) and
  a random magic item from either 4AD
  or YYY.
  Keywords: Your relations with king Vë
  will 
  be 
  bad 
  if 
  you 
  have 
  the
  PRINCESLAYER keyword (see King Vë’s
  Conditions).
  TTT Profile: The Baron. All townsfolk
  in Everfrost are snow elves.
  Lord Erid Orfeld
  A wealthy guildmaster merchant from
  Dorantia, in An-Mor, Lord Erid Orfeld
  owns the Orfeld Company, whose
  profitable ventures expand throughout
  Norindaal. 
  Orfeld 
  is 
  a 
  typical
  Dorantian: pompous, self-important,
  regal and formal, convinced of his
  cultural superiority. Pretentious and
  pampered, the foppish old codger
  considers nobility from Kardalok barely
  more than crude barbarians and has a
  sympathetic eye to the Inquisition’s
  attempt to civilize this savage land. Still,
  Lord Orfeld has enough wits to keep
  his opinions to himself in the presence
  of armed locals.
  Erid Orfeld is more of an obsessive
  collector than actually greedy. His
  unfortunate attempt at acquiring an
  ancient gold idol made in the shark
  god’s image has caused Lord Orfeld to
  run afoul of Tezany, and although he
  blames his former partner Murazzo for
  this, he must now suffer the hatred of
  all sea creatures.
  Like many rich old men, Lord Orfeld
  didn’t learn from his mistake. He is still
  looking into forbidden relics, especially
  ancient artifacts from before the
  Century of Rain and Fire, such as those
  from the ancient civilization of the
  serpent men and of the undersea Atlis
  civilization.
  Faction: : <Orfeld> If you completed
  Dark Waters and have been appointed
  as a captain of the Atlis Coast Guard,
  
  59
  your faction score with <Orfeld> is +1
  but you start at -1 with <Murazzo>.*
  Conditions: From scum to aristocrats,
  anybody can serve the pragmatic Lord
  Orfeld.
  Allies: 
  <Atlis 
  Coast 
  Guard>,
  <Davanzu>, <Dorantian Merchants>,
  <Inquisition>, <King Ven>, <Rincatec>,
  <Rhantegöth>, <Underoot>.
  Enemies: <aquatic monsters>, <Evos>,
  <d’Akinyemi>, 
  <di 
  Vignamarcia>,
  <Gadad>, <Murazzo>, <Orrika Dur>,
  <Pelter 
  dwarf 
  clans>, 
  <Van
  Pontoretto>, <Voor>, <Withering
  Warlord>.
  Patron's Quests: Always "Bring
  me that!" (4AD .p.89). The quest
  object is an artifact from the
  faraway past. Alternatively, roll
  on the Quests of the Duke table
  (from TTT).
  Patron's 
  Quest 
  Reward:
  Always 150 + (2d6 x10)  gp.
  Special Rules:
  • When the rules offer you a
  chance to buy a ship, you get a
  5% discount per faction point
  with Lord Orfeld.
  • You can buy harquebuses (from
  CoCoC) from Lord Orfeld for only
  75  gp., and gunpowder for 15
   gp.
  • When serving this patron,
  replace entries #1 and 2  on any
  Minion table by Sharkmen (see
  p.63).
  • If you wish, you can replace any
  generic Duke (from TTT), prisoner or
  noble by Lord Orfeld in any random
  adventure, such as when rolling on the
  Prisoner table from the Crucible of
  Classic Critters. Unless he was a
  prisoner, he offers the same benefits
  as an armory (4AD p.32) and a smith
  (from TTT).  It won’t be a coincidence:
  you know that Lord Orfeld is fond of
  carousing with his clueless friend,
  Harros Davanzu, which gets both of
  them in all sorts of trouble as
  Davanzu’s rings attract the worse kind.
  Lord Orfeld's Favor (Optional):
  Get 1 faction point for these deeds:
  • Complete a patron’s quest
  • Defeat a Final Boss from an enemy
  faction
  • Become a captain of the Atlis Coast
  Guard (in DW)
  • Destroy the entire cargo of a merchant
  from a rival faction
  • Give him an artifact worth 300+ gp
  • Save Harros Davanzu for the 3rd time
  Lose 1 faction point for these deeds:
  • Gain 3+ faction points with an enemy
  • Kill a Boss from an allied faction
  • Kill Bosses from the Dorantian army
  • Gain the SOLDIERS keyword (in BS)
  • Buy 200 gp or more from Enotrians
  
  60
  Patron's Secret (d3):
  [] 1 I'm a Mover: Lord Orfeld has
  connections everywhere. As long as
  you serve this patron, you need to
  spend only 1 Clue for "Deal with a
  monster" (4AD p.58), but only with
  humans (chaos lords, pirate captains,
  etc.).
  [] 2 The Mercenary: Lord Orfeld, as an
  arms dealer, has provided weapons
  and mercenaries to just about any side
  of just about any war. When you meet
  a Boss monster that has the “bribe”
  reaction, you can always pick that
  reaction.
   [] 3 Charlotte the Harlot: Your patron
  lends 
  your 
  party 
  his 
  personal
  secretary. She is very good at what she
  does, but will not partake in combat.
  Once per adventure, all characters
  adventuring with Charlotte lose 1
  Madness as the result of her "special
  skills". She will gladly help everyone.
  Recruitment: 
  Marksman 
  (from
  CoCoC), town troll (from TTT), warrior.
  Monster Thralls: Dorantian soldiers
  (Buried Secrets p.15), Menacing Men-At-
  Arms (from TTT).
  Patronizing: Lord Orfeld will not join
  adventuring parties. Should you want
  to include him in a special mission of
  your own making, Lord Orfeld would
  be either a L4 Elder (from CoCoC) or a
  L0 character, with Greedy, Noble Birth
  and Hunted by Sharkmen** (from
  W&A).
  Lord Orfeld isn’t likely to go anywhere
  without the protection of a strong
  bodyguard, such as a L5 ogre
  mercenary (from CoCoC), green troll
  (from W&A) or town troll (from TTT).
  Keywords: Acquiring the SOLDIERS
  keyword will anger Lord Orfeld.
  TTT Profile: The Duke.
  * Murazzo and Lord Orfeld were allies at
  the onset of Dark Waters. The events that
  unfolded therein resulted in them
  becoming enemies once Orfeld realized
  he had been cheated out by his former
  associate.
  ** Treat “Hunted by Sharkmen” like
  "Hunted by Orcs" except that sharkmen
  are L5, and when they inflict 1 damage,
  they make an immediate second attack.
  This traits results from angering Tezany,
  the shark god, following the events
  described in Dark Waters.
  
  61
  The Withering
  Warlord
  Something wicked rises in the west.
  Banners of war, thundering drums,
  bellowing cries of battle.
  They say it is the Withering Warlord’s
  armies, uniting the orc tribes into an
  immense army that would crush
  through An-Mor, then wave through
  the rest of the world, and end the Age
  of Man.
  Some call him - or her -  the Great Orc,
  the Lord of Woes, the Rainforest
  Warlord. In fact, nothing is certain.
  There are those who say he is a
  troll, gifted with the mind of a
  dragon and the sorcerous
  powers of a mind screamer. The
  Inquisitors of Dorantia says his mother
  was a Nether seer and his father, Kra
  himself, that he has three heads and
  breathes fire.
  There are those who say he is a hulking
  orc, taller than an ogre, a ferocious
  barbarian born of a pure bloodline.
  The seers of Tezany’s Cove say his
  mother was a green orc rogue from the
  Throatslitters tribe and his father, a
  gray orc seer from the War Omens
  tribe. That he grew up, fending for
  himself in the deep rainforest of
  the Southern Savage Lands,
  amassing a following of other
  outcasts, 
  ruffians 
  and
  warriors.
  The halflings of the Outpost
  say he is an undead minotaur
  The Withering Warlord
  
  62
  Brawl at Brunhilda’s Business
  A rival merchant patron (your choice) wants di Vignamarcia’s rare supplies. If you
  retrieve the alchemical ingredient crates (10 Uncommon ingredients) [C], earn 1
  XP roll and 200 g.p. Double the reward if you do it without a single kill (using Sleep
  spells, wooing, striking to subdue with the flat of the blade (-1 to Attacks), etc.
  Crossing a room without being seen is possible with a stealth save vs the level of
  those in there (rogues & halflings add L, +2L for lutins). Foes can be subdued (-1
  to Attack rolls, rope needed), magically put to Sleep or wooed (see TCOTFD).
  The key to the basement [Ba] is around Quartermaster Quentin’s neck [Q] (L5-B,
  d3+1 attacks per turn). The basement’s trap door cannot be opened without it.
  Icons: [G] 2d6+3 Guards (L3-M), [Py] 2d6+4 Pygmies aka Jungle Dwarves (L3-M,
  4AT), [Sa] d6 Salamandrine Men (L7-M, 4ATN), [Ec] Exporter Echidna (L7-B, 4AT).
  For level 3
  Map courtesy of Dyson Logos
  Art by K. A. Almario
  Ba
  Ba
  Q
  Sa
  Ec
  C
  T-
  ?
  SL
  Py
  Py
  T-
  SE
  SE
  G
  ?
  G
  Py
  ?
  SL
  T+
  
  63
  with four horns of fire and serves the
  Hierophant.
  The elves of Qaarra say his mother was
  a hamster, and his father smelt of
  elderberries. But who cares what the
  elves say?
  The Withering Warlord sees no one.
  Those who would serve him speak to
  his herald, dainty Tartaglia, miserable
  Tartaglia, the farsighted goblin who
  stutters even as he fails to contain his
  ailment of sour flatulence. Why the
  fearsome Warlord chose this ridiculous
  fop to serve as his emissary is beyond
  anyone's grasp, but he did. Dabbed in
  gaudy ornaments, with oversized
  boots, cloak and hat, shifty Tartaglia
  speaks in the Warlord's name with a
  booming voice of thunder.
  Those who would serve him, the
  Warlord pays well, for he values
  strength and courage. And many a
  mercenary has put a sword
  in his service, for his gold is
  as good as any.
  The Warlord’s faction is
  involved, notably, in
  Fortress of the Warlord and
  Poetic Platitudes of the
  Potato People.
  Conditions: 
  Your 
  party
  must not have WULFNARG
  or MAULDRON keywords
  nor include dwarves or
  elves of the common type
  (e.g. from 4AD) as they are
  the 
  Warlord’s 
  sworn
  enemies.
  Faction: 
  <Withering
  Warlord>.
  Allies: <any orc group on a
  d6 roll of 1>, <Bahadur’s
  Bombastic 
  Buccaneers>,
  <Gorebutchers>, 
  <Great
  Old 
  Ones>, 
  <Kra>,
  <Mortadella>, <Mistress of
  Black 
  Lashes>, 
  <Onyx
  Occultist>, <Throatslitters>,
  <Usucaption>, 
  <War
  Omen>.
  Withering Warlord's Favor
  (Optional):
  You get 1 faction point for these deeds:
  • Complete a patron’s quest
  • Defeat a enemy faction Final Boss
  • Gain one of these keywords:
  FLAPDOODLE, 
  KARTOGEBIETER,
  KARTOKNALLHART, 
  KARTOPRIDE,
  POTATOCIDE  (PoPlPoPe)
  Lose 1 faction point for these deeds:
  • Gain 3+ faction points with an enemy
  • Gain one of those keywords:
  FLAMMIFEROUS, 
  KARTOSHAME,
  PESCACIDE, 
  POTATARSONIST,
  POTATOCALYPSE
  Lose 10 faction points for these deeds:
  • Get the WULFNARG keyword (FotW)
  
  64
  Enemies: <di Vignamarcia>, <Elfish
  Enchantress Ebrious>, <Ergama>, <Ey-
  Haürt> 
  <Dorantian 
  Merchants>,
  <Evos>, <Inquisition>, <Murazzo>,
  <Orfeld>, 
  <Van 
  Pontoretto>,
  <Wolflord>.
  Patron Quests (d6): 1-2 “Bring me
  that” (retrieve the drinking skull cup of
  Kerrak Da), 3-4 “I want him alive!” (d6+3
  dwarves), “Bring me his head!” (a
  dragon Final Boss) (4AD p.39).
  Patron's Quest Reward: Either 1 XP
  roll per character, 3d6x20 gold, the
  Cleaver of Zult (magic two-handed
  slashing weapon +1/+3 vs elves &
  dwarves) or the Mark of Wulfnarg
  (modify by +/-1 any reaction roll vs a
  troll, hobgoblin, orc or ogre.) or troll.
  Special Rules:
  • Orcs who have the Withering Warlord
  as a patron do not fear magic but never
  withdraw from combat.
  • When serving this patron, replace
  entries #1 and 2  on any Minion table
  by d6+(HCLx2) Rainforest Elves. Level
  5/3 minions, normal treasure. On odd
  turns, their level is 5 as they shoot
  arrows. On even turns, it is 3 as they
  recharge and fight with their knives. If
  there are elves still alive by the end of
  turn 4, d3 more join their ranks at the
  start of turn 5. Priority target:
  spellcasters.
  • You will never get to meet your
  patron in person. However, any
  random orc or goblin Boss you
  encounter will be in the Withering
  Warlord’s service on a d6 roll of 1-2.
  Their reactions will be “offer food &
  drink” and, should your party be under
  4 characters, you can recruit a new orc
  or goblin character from their retinue.
  This new character’s level will be your
  of party’s current lowest level.
  Patron’s 
  Secret: 
  The 
  Withering
  Warlord will not share his secrets.
  Recruitment: Goblins (from TTT),
  kobolds, orcs (from PoPlPoPe), ogre
  mercenaries (from CoCoC).
  Monster Thralls: Battle orcs (from
  FOTW), gnolls (FF p.4), hairy goblins
  (4AA p.52), trolls (4AD p.36).
  Patronizing: The Withering Warlord
  will not join parties. He’s far too
  mysterious for that. Tartaglia, on the
  other hand, is either a level 4 light
  goblin/level 2 harlequin (from TTT &
  CoCoC) or a level 6 rogue, with the
  Always in the Rear, Greedy and
  Protected by the Gods traits (from
  W&A), although it's not the gods who
  are protecting him, but (presumably)
  the Withering Warlord . He doesn’t
  have a magic item but will steal one
  from a random party member.
  Keywords: Lose 10 faction points if
  you get the WULFNARG keyword.
  TTT Profile: The Warped Warmaster.
  
  65
  The Wolflord
  By the eastern coast of Qaarra rises a
  settlement by the name of Almyrli, The
  Town Hugged by Water. Its ruler is
  passionate about wolves and hunting,
  but circumstances force him to spend
  too much time for his liking to deal with
  the nomadic ostrich folk on whom he
  depends a lot for exports, given that he
  has insulted or executed just about
  every local large-scale trader and the
  Van Pontoretto's entire family.
  The Wolflord is fierce and proud,
  preferring the company of his hunting
  wolves than that of the court.
  He remains a reliable patron for those
  parties who enjoy the wilderness and
  its challenges.
  See Nights of Neverending Nightmares,
  Treacheries of the Troublesome Towns
  for the hamlet of Almyrli, where the
  Wolflord rules, and Maelstrom of the
  Nomadic Ostriches to learn about the
  trade difficulties of the Wolflord.
  Faction: <Wolflord>
  Conditions: Your party can take this
  patron only if they successfully
  defeated 5 chaos-aligned Bosses, or
  5 
  Bosses 
  during 
  an 
  outdoors
  adventure, over the course of your
  campaign.
  Allies: 
  <Guildmaster 
  Evos>,
  <Dorantian Merchant Guild>, <Red
  Scarves Ostriches>.
  Enemies: 
  <Bahadur’s 
  Bombastic
  Buccaneers>, <Black Cape Ostriches>,
  <Chaos>, 
  <Withering 
  Warlord>,
  <Undead Bosses>, <Van Pontoretto>,
  <Viscount Visfafen>. 
  Patron Quests: (d6): 1-2 “Bring me his
  head!”, 3-4 “Bring me that!”, 5-6 “Slay all
  the monsters!” (4AD p.39).
  Patron’s Reward: A random magic
  item from 4AD or CCC, or one of the
  Archbaron’s own platinum wolf cubs
  (animal companion): level 0, life 3, no
  bonus to Attack and Defense rolls.
  Having this animal companion adds +1
  to Search rolls. There is no cumulative
  bonus for having two wolf cubs. Unlike
  usual animal companions, you can
  assign XP rolls to increase a wolf cub’s
  level (e.g. it grows into an adult
  platinum wolf), but never to a level
  higher than its master. Add +1 to the
  platinum wolf’s life and +1 to either its
  Attack or Defense with each level gain.
  Special Rules:
  • When serving this patron, all hostile
  monsters met in the wilderness will
  have the “undead” keyword added to
  their profile on a d6 roll of 1-3. The
  Wolflord loathes their kind and hunts
  them.
  • Replace entries #1 and 2  on any
  Minion table by d6+(HCLx2) Cynical
  Corsairs (minions). Level 4, treasure
  2d6 gp. d3+1 of them have bows,
  letting them strike first if the party
  chooses to attack before rolling
  reactions. Party members with bows
  shoot first unless surprised. The bow-
  using corsairs will forfeit their following
  attack, using their action to draw hand
  weapons. They will have a leader (L5
  
  66
  Boss, 2 attacks, 3 life, 1 treasure roll)
  on a d6 roll of 1-2.
  Reaction: always fight.
  • If you wish, you can replace any
  generic Baron (from TTT) or noble by
  the Wolflord and his retinue of
  platinum wolves (2d6+6  L6 minions) in
  any random adventure that occurs in
  a forest. It won’t be a coincidence: you
  knew that he was hunting in the
  nearby lands.
  Patron's Secret (d3):
  [] 1 Run to the Hills: Few know the
  woodlands better than the Wolflord.
  Once per outdoors adventure, the
  party adds 1 when rolling for the
  woodland content table, and applies
  the results.
  [] 2 Run Silent Run Deep: Once per
  adventure, when the party subdues
  any four-legged animal (manticore,
  sphynx, dragon, wolf) ignore the -1
  attack penalty.
  [] 3 Seventh Son of a Seventh Son:
  You learn that the Wolflord is in
  search for his son, who fled from
  Almyrli to train in an unknown land.
  You hear rumors that he joined the
  monks 
  aligned 
  with 
  Foryos.
  Whenever your party recruits or
  encounters a monk of Law, roll d6.
  On a result of 1, you have found the
  missing son of the Wolflord. His son
  has +1 life, and always starts as a 3rd
  level monk. Alternatively, if you do
  not have the Concise Collection of
  Classes, whenever you recruit a
  warrior, roll d6. On a 1, you found
  the Wolflord’s son, Ansal Almyrli, a L3
  warrior with +1 to his life points.
  Recruitment: Warrior, barbarian;
  marksman (from CoCoC), beastmaster
  (from CCC).
  Wolflord's Favor (Optional):
  Get 1 faction point for these deeds:
  • Complete a patron’s quest
  • Defeating a Final Boss from an
  enemy faction
  • Defeating 5 chaos lord Bosses
  • Singing him “Me One Tail Feather”, if
  you heard the song before (in FotW)
  and win a L5 music save
  Lose 1 faction point for these deeds:
  • Gain 3+ faction points with an enemy
  • When a character gains Tainted by
  Darkness or completes quests for
  ghosts, chaos lords or any undead
  Weird monsters or Boss.
  
  67
  Monster 
  Thralls: 
  Any 
  animal
  companion from the Crucible of Classic
  Critters, including rules for creating
  your own animal companion. Increase
  by 1 the level of all animals trained by
  the Wolflord.
  Patronizing: The Wolflord will not join
  a party that has ties to the Netherworld
  or the undead (e.g. cambions, demi-
  ghouls, necromancer, necromingos,
  flamingo folk, succubus, paladins of
  Zur). The Wolflord is both a L5 ranger
  or warrior (your choice) and a L2
  beastmaster 
  in 
  all 
  respects.
  Alternatively, you can make him a L7
  warrior. He has the Culling of the Weak
  and Sworn Enemy (undead) skills (from
  4AA) as well as Noble birth and Master
  of the blade traits (from W&A). The
  Wolflord adds his warrior level to his
  Attack rolls, as well as his beastmaster
  training 
  bonus 
  to 
  his 
  animal
  companions.
  In this case, his animal companions are
  one platinum wolf (level 1, life 5, Attack
  +1, Defense +0, morale +1, can be
  mounted and adds +1 attack bonus
  only to the Wolflord if he mounts the
  companion, and one wolf cub (Level 0,
  Life 3, Attack and Defense +0).
  If the Wolflord dies or is rendered
  paralyzed or unconscious, both animal
  companions 
  leave 
  the 
  party,
  heartbroken that they lost their master.
  Keywords: None
  TTT Profile: The Baron.
  Appendix
  Damsel-in-Distress
  Frail, beautiful and innocent, Damsels-
  in-Distress are an age-old male
  romantic fantasy and the bane of
  feminists. They have an unfortunate
  tendency to face dire predicaments
  and require male heroes to save them
  from a fate worse than death. While
  they don't do much, they provide their
  protector with motivation that can
  move mountains.
  Damsels-in-Distress come in several
  subclasses (see below). You can have
  several per party but they are likely to
  bicker. One of them counts as a 5th
  character, the rest take normal
  character slots.
  Traits: The Damsel-in-Distress has no
  attacks. She can't cast spells either or
  even use magic items to defend
  herself. 
  She 
  has 
  absolutely 
  no
  offensive capabilities, even against
  kittens. However, she adds half her
  level+1, rounded down, as a "protector
  bonus" to a single dice roll on each turn
  made by a single male character. This
  can be an Attack, Defense, save or
  spellcasting roll. Married characters
  cannot use this bonus.
  For example, a L2 damsel adds +2 to
  her protector's rolls. The target of her
  affections (e.g. her protector) cannot
  change until the adventure is over or if
  
  68
  he dies or becomes incapacitated.
  Monstrous characters (e.g. goblins,
  trolls, ogres, moonbeasts) are not
  suitable as protectors, except for
  Children-in-Distress and Davanzu.
  The damsel's bonus to a given
  character does not stack to a shrew's
  nor with a beastmaster's training
  bonus (presuming it would apply).
  A damsel’s protector can always take
  damage in her stead, but not from
  monster abilities or dungeon effects
  that inflict no damage (ex. petrification
  or falling into a pit.) The protector gains
  1 Madness if a damsel under his
  protection is killed, petrified or
  otherwise out of the game.
  Multiple Damsels: Several damsels can
  direct their attention to the same
  character. These bonuses stack. For
  example, in a party of four, if Croum
  the Barbarian fights with three cooing
  Damsels-in-Distress of level 1 holding
  his muscular legs, he could add +6 to
  his Attack or Defense rolls, or split this
  bonus. After the combat, our virile
  barbarian could use this bonus for a +6
  to breeding saves with these ladies.
  While this may seem a lot, remember
  that in this case, Croum is the only
  active combatant in the entire party.
  Subclasses: If you wish, you may pick
  one of the following subclasses for this
  character if you wish.
  Child-in-Distress: The Child-in-Distress
  is a variant of this class. Monsters
  never attack them when there's
  another available target (including
  succubi, but not invisible characters).
  Moreover, they have “script immunity”
  and can't die. When they lose their last
  life, they fall unconscious until healed
  back to 1 life or more. Until then, they
  must be carried like a dead party
  member (4AD p.41). Unconscious
  Children-in-Distress 
  provide 
  their
  protector with the usual bonus. The
  protector of a Child-in-Distress can be
  of any sex or class, or even sexless (e.g.
  a golem).
  Davanzu-in-Distress: Favored by the
  jester god Gobras, Harros Davanzu is
  a young nobleman from Kardalok with
  a penchant for merry drunkenness and
  losing his three signet rings to the
  predations of orcs. Davanzu is always
  mildly drunk if not worse and cannot
  attack or do much actually. When you
  take him with your party, you always
  get three "Bring me that!" quests (see
  4AD p.39). The quest item is always one
  of his three rings. Roll for an Epic
  Reward only all three rings are found.
  However, Davanzu's drunken singing
  and incautious behavior increase by 1
  in 6 your odds of attracting wandering
  monsters (e.g. 1-2 on a d6).
  Davanzu can die (and does often) but
  seems to have a knack for reappearing
  inexplicably. If he does die, you can find
  him again by the next adventure, or
  after the passing of 2d6 days, but he
  will be L1 again and have no memory
  of previous events. This is not
  surprising, given his aversion to
  sobriety.
  There is no limit to the number of
  Harros Davanzu in your party. They all
  
  69
  share the same name and identity but,
  awkwardly, don’t recognize each other.
  Their quests do repeat and add up
  (three quests and three rings per
  Davanzu). The answer to the Secret of
  Davanzu is to be found in Revenge of
  the Ravenous Ratmen.
  Any character can be Davanzu's
  protector, irrespective of sex or class:
  no romantic entanglement is implied,
  just chummy behavior.
  Wimp-in-Distress: These pampered,
  effete males are hopelessly incapable
  and look onto a female character to
  save them. For reasons which are let
  for you to determine, the female
  protector feels the need to protect this
  feeble milksop upon whom other
  males look down in contempt. Perhaps
  they’re spouses, siblings or their
  patron’s relatives. This variant has a
  stronger humorous streak.
  As it reverses gender stereotypes, this
  subclass is funnier if you have an
  amazon, ogress, half-orc or big woman
  as a protector. Especially if she’s in love
  with the aforementioned weakling.
  The key ability of this subclass is that,
  at any time, they can take a wound
  meant for another male character as
  these machos don’t care for the
  milquetoast and won’t protect him.
  Princess-in-Distress: The archetype of
  this class is an aristocrat of high rank,
  a fragile flower totally incapable of
  fending for herself a glass of water
  from a well, even if her life depended
  on it. She is as beautiful as she is
  defenseless. Her main modes of
  
  70
  defense are swooning, sighing and
  crying 
  for 
  help. 
  Modest 
  and
  conservative, 
  she 
  will 
  not 
  join
  carousing or engage in inappropriate
  behavior outside of marriage. She
  starts with 1 faction point with any
  faction of your choice (her family). This
  can be a patron from any book (e.g.
  GGG or HHH) or a faction from TTT.
  Obviously, the party can't have a
  negative faction score with this faction,
  otherwise the Princess-in-Distress can't
  join them. This subclass is especially
  useful when playing with Treacheries of
  the Troublesome Towns. If you desire,
  she can also start with the Noble Birth
  trait if you have W&A (p.27).
  Wench-in-Distress: A more wanton or
  "bad girl" variant, the Wench-in-
  Distress has seen a lot of ceilings and
  knows how to spin men around her
  little finger. She can change protectors
  at the beginning of each encounter,
  making her suitors jealous. Once per
  adventure, the Wench-in-Distress can
  engage in lustful behavior with her
  protector. This takes at least 10
  minutes (make a wandering monster
  roll), can happen only in an empty
  room or area. It cures him of all life
  points lost and all Madness points
  gained. However, by doing so the
  damsel loses her ability to provide her
  protector with a bonus until the
  adventure is over.
  Restrictions: Damsels-in-Distress are
  not mules. All subclasses can only carry
  a number of items with an actual game
  effect equal to their level (e.g. a light
  weapon at most at level 1). This doesn't
  include clothing, rings, keys or similar
  items that do not count against weight
  allowance. Shrews (from RRR) will
  never share equipment with Damsels-
  in-Distress but may do so with children-
  in-distress, specifically.
  Save: All subclasses get no class bonus
  to saves. If a class type is needed for a
  save, treat them as level 0 retainers.
  Weapons allowed: None.
  Armor allowed: None. No shields.
  Wenches-in-distress (only) can wear fur
  bikinis or combat lingerie. Children can
  only wear light armor made for
  halflings. Princesses and Davanzu
  don't wear armor.
  Starting 
  equipment: 
  None.
  Princesses-in-Distress and Wimps-in-
  Distress start with fashionable tailor
  clothes if you have 4AA (p.10). Davanzu
  always starts with a bottle of booze.
  Starting wealth: 4d6 gp. No weapons,
  armor, shield or warlike items can be
  bought with this gold.
  Life: 2 + level.
  Expert skills: None.
  Note: This class is a tongue-in cheek
  nod to old fantasy clichés. A party of
  five damsels in distress is quite
  powerless. If you have the TTT book
  and a male character finds "true love",
  that lady can join the party as a 5th
  character equal to her protector's level
  -1 (e.g. level 3 for a level 4 wizard).
  Likewise, two characters who are also
  parents could be the protectors of their
  own Child-in-Distress (or even several
  
  71
  of them if you wish); in that case, you
  may choose which of the two parents
  get the bonus from a child at any time.
  Note: Anytime you find captives, if your
  party is under four characters, there can
  be one Damsel-in-Distress (any type).
  Fiendingos
  Brought 
  to 
  being 
  by 
  unholy
  summoning and the  souls of the dead,
  these thralls of the goddess Pandalatra
  Telemvii serve only the most ruthless
  masters. The large demonic birds,
  graceful but murderous, bear lizard-
  like skin collars, vivid magenta feathers
  and deadly sharp wing tips. Too heavy
  to fly, they run like hell – literally – to
  tear away at the party's foes with beak
  and claw, eating their forlorn souls.
  Conditions: A fiendingo is summoned
  from the corpse of a friend. The
  demonic bird can only be created by
  casting the Summon Fiendingo spell
  (see below). Fiendingos count towards
  the 
  maximum 
  number 
  of 
  four
  characters in a party. Those created
  beyond that limit stay with the party for
  only one encounter before going their
  own way in murderous frenzy.
  Traits: Fiendingos are innate killers,
  quick as thunder, mad as a hatter,
  mnemonic and alchemically oozing.
  Natural Born Killer: Fiendingos add +L
  to both their Attack and Defense rolls.
  These attacks count as magical.
  Thunderbird: Fiendingos have lightning-
  fast reflexes. If the party is surprised, a
  fiendingo's 
  Defense 
  rolls 
  always
  succeed during the first round.
  Blood Madness: Once fiendingos have
  caused 1 wound to an opponent, they
  succeed 
  all 
  saves 
  against 
  that
  opponent for the fight's duration. As
  blood 
  madness 
  overtakes 
  them,
  fiendingos will not flee or stop fighting
  until that foe is dead and its soul
  consumed. Those a fiendingo kills can’t
  be resurrected, because their souls
  have been eaten.
  Insane: Fiendingos never gain Madness.
  They get no benefit a succubus’
  embrace, though they do try.
  Ravenous: Although fiendingos are
  perpetually hungry, and eat as much
  as other party members when food
  rations are available, they never lose
  life points from lack of food.
  Past Memories: Fiendingos start the
  game at the same level as the party
  member whence their flesh came. If
  the character had any expert skill,
  Character Trait or Milestone, these
  carry over to the fiendingo. Discard
  those that wouldn't make sense, like
  Noble Born.
  Blessed by Tamas Zeya (or another
  deity) becomes Blessed by Pandalatra,
  for the same effect. Former class traits
  and abilities are not retained. For
  example, ex-wizard fiendingos cannot
  cast spells and ex-green troll fiendingos
  actually become more intelligent,
  losing their Stupidity.
  Alchemical Waste: Fiendingo feces count
  as giant sundew shoots for alchemical
  
  72
  purposes. As such, the character has a
  neverending supply of putrid matter as
  an 
  alchemical 
  substitute.
  Unfortunately, this guano rots very
  quickly and cannot be sold.
  Restrictions: Fiendingos are devilish
  beasts from the Nether, fiendishly foul
  fowl of the nastiest temper.
  Animals: Though cunning as a bishop,
  fiendingos are not really sentient. They
  share the memories of their corpse's
  life but with an intellect equivalent to a
  smart ape or a genius dog. Fiendingos
  cannot use or carry gear, speak, read,
  try puzzle saves, gamble, make social
  interactions or share clues. They can
  open doors, make Search rolls (but
  they will NOT find Clues, only secret
  doors or hidden treasures) and carry a
  dead comrade.
  Devilish: These hell birds can only be
  Blessed by clerics of the gods of
  Demons or Life. They may not use holy
  water; moreover, holy water causes
  them 1 wound if it is splashed upon
  them. They are not considered undead:
  they are reborn as living, flesh and
  bone beings.  Fiendingos can’t be
  resurrected, turned into undead or
  reanimated.
  Unholy: Servants of the deities of Light
  won’t adventure alongside fiendingos.
  Moreover, fiendingos cannot bear the
  sight of Seals of Purity.
  Saves: Like elves. They swim like
  barbarians.
  Weapons 
  Allowed: 
  None. 
  A
  fiendingo's beak and bony protrusions
  count as one-handed weapons.
  Armor Allowed: None.
  Life: As their former life + 1 per
  additional level gained. A fiendingo who
  used to be a L2 halfling starts the game
  as a L2 fiendingo with 5 life. For each
  level onwards, the demon gains 1 life,
  whatever its previous class was.
  Expert Skills: Like barbarians except
  Arcane Tanner, Berserk Fury, Brawler,
  Whirlwind of Steel and skills requiring
  a ranged, light or two-handed weapon
  to be used (such as Deadly Strike).
  Summon Fiendingo
  This spell allows the caster to bring
  forth from the Nether a fiendingo from
  the corpse of a dead party member,
  who cannot be resurrected. Their souls
  merge as a single entity, obedient but
  full of wicked, spiteful intent.
  The fiendingo shares the deceased's
  level. For example, a L0 lantern-bearer
  would rise as a L0 Fiendingo while a L4
  halfling would become a L4 fiendingo.
  A spellcasting roll against the target's
  level is required. The caster adds +L to
  the roll as usual.
  This spell cannot be cast on animal
  companions, steeds or foes. For the
  fiendingo to be loyal to the party, it
  
  73
  must have had a previously bond with
  it. It therefore only works on characters
  and retainers.
  This spell can be cast by wizards and
  all classes able to cast necromancy
  spells, 
  such 
  as 
  necromancers,
  cambions and necromingos.
  Demonologists, although they cannot
  cast spells, can summon a fiendingo
  once per adventure. No spellcasting
  roll is needed.
  Option: Whenever you find a random
  scroll, you can choose it to be a
  Summon Fiendingo scroll.
  The Instigators of the
  Imperial Inquisitor
  Mark the Monk and Pete the Paladin had
  recently graduated from the rank of
  “Acolyte” from their respective temples –
  Foryos, god of retribution and Tamas
  Zeya, goddess of justice, specifically. They
  where quite pleased to find themselves
  working as member of the Inquisition of
  Law and Light. They were looking forward
  to slaying many heretics in what they
  assumed to be their long, glorious lives.
  The were similarly pleased to find
  themselves in the service of Imperial
  Inquisitor Irek Indigo, well known to be
  one of the most noble and incorruptible
  of the Inquisitions agents. Their first
  mission was to go to the Tomb of Tybar
  the Tyrant, and cleanse it of any creatures
  living within, for it was well known that
  Tybar, while being a brutal tyrant who
  executed hundreds under his reign, was
  also a devout follower of the gods of Light
  and Law, and therefore deserved the
  respect of the Inquisition.
  The pair of them were told that they were
  to rendezvous with two more inquisitorial
  agents at the entrance to the dungeon.
  However, they were not expecting the two
  “agents" to be a succubus and a cambion.
  Upon seeing them, their inquisitorial
  training kicked in and they immediately
  attacked. Luckily, they were both men, so
  the moment the Succubus smiled at
  them, their Inquisitorial training decided
  to take a long vacation.
  After a pointless conflict was averted, the
  demonic duo introduced themselves. The
  succubus was called Soffely, and the
  cambion was her half sister, named
  Commora. Both of them also claimed to
  be working for Inquisitor Indigo.
  Both Mark and Pete were suspicious, but
  the two of them produced two sets of
  official paper which read:
  “Soffely: She’s good at what she does.”
  “Commora: Her sister can vouch for her.”
  While this alone did not really count as
  proof, technically, both sets of paper also
  were marked with Inquisitor Indigo’s seal,
  so Mark and Pete, not wanting to disobey
  Inquisitor Indigo’s command, not-so-
  reluctantly allowed the demons to
  accompany them on their quest.
  With (relative) ease, the tomb was cleared
  – the group faced several groups of
  hobgoblins, and goblins, a troll, two
  mummies, a chaos lord, and a medusa.
  No one was seriously hurt (although
  some of them where temporarily turned
  
  74
  to stone). However, the team had to rely
  on Soffely’s… er… healing talents on more
  than one occasion. Mark and Pete both
  chose not to speak of what exactly
  occurred.
  The team's second mission was to cleanse
  the Perilous Pits of Petrification, a known
  stronghold of the forces of chaos and
  demons. This dungeon posed much more
  danger to the group, being filled with
  hordes of chaos worshipers, several lesser
  demons, and swarms of kobold servants.
  The group had to rely on Soffely’s … er..
  healing talents many more times. The
  dungeon even proved to be fatal to one of
  the team's members – Mark, brought down
  by a chaos overlord. The remaining team
  members were also nearly slain by the
  dungeon's Final Boss – an undead wight,
  who rode a zombie dragon as its steed.
  In the end, the power of believing yourself
  to be good prevailed, and the team was
  able to cleanse the dungeon of “Evil”. They
  even managed to carry Mark’s corpse out
  of the dungeon, to attempt a resurrection
  (which failed).
  The dungeon ended up earning the group
  a large amount of money, although most
  of it was spent on Mark’s (failed)
  resurrection, and on blessings to remove
  the unluck gained by the team following
  a nasty encounter with chaos gremlins.
  Now, the group awaits in a small hamlet,
  wondering who Inquisitor Indigo will send
  as a replacement for Mark, and what
  their next mission will be…
  Playing the Instigators of the
  Imperial Inquisitor
  The report above derives from actual
  playtest using Imperial Inquisitor Irek
  Indigo as a patron. Many boat ends
  died to bring you this information.
  Mark the Monk: Level 1 monk of Law
  (Foryos; CoCoC).
  Pete the Paladin: Level 1 paladin of
  Tamas Zeya (4ATN).
  Comorra the Cambion: Level 1
  cambion, Seal of Purity (4ATN).
  Soffely 
  the 
  Succubus: 
  Level 
  1
  succubus, Seal of Purity (BBB).
  Lady Frejid ibn Dazs, King Ve’s
  Seventh Ice Elf Wife
  
  75
  Angst & Anger of the Arachnophiles
  Aranea, psionic queen of all spiders, mourns the slaughter of her thousand
  children, massacred by the intolerance of mankind, murdering all that is different
  from it out of fear. Her sincere tears have moved Empress Galzuural. Her
  champions are to slip inside the Adventurers’ Guild of Tezany’s Cove and retrieve
  the spider eggs they have hoarded for alchemical use. The Empress’ own flying
  gondola, pulled by giant vultures, will carry your party off to the Kardalok capital
  and wait 15 encounters’ time before leaving under the arrows of the guards,
  forcing you at that time to flee by killing everyone.
  [1] 2d6+2 Bandits (L3-M, 4AT), [2] 3d6+3 Stymphalian Birds (L2-V, 4AT), [3] Chaos
  Lord (L6-B, 4AD) + Library of Spells* (WW), [4] Bottomless Pit* (WW) or trapdoor,
  [5] d6+3 Boozer Bandits (L3-M, WW), [6] d6+2 Amazons (L4-M, 4AT) + d6+1 Wanton
  Wenches (L3-M, WW), [7] Captain (L5-B, BS) + Chaos Necromancer (L4-B, BS), [8]
  2d6+3 Wary Witchhunters (L3-M, WW) + Cursed Altar of Foryos (4AD p.32), [9]
  Crying Angel of Peace (L4-B, WW), [10] Greed Demon (L4-B, WW) + Book of
  Secrets* (4AA), [?] Random room content, [Eg] 2d6 giant spider eggs (Aranea
  rewards 15 gp each). Inaccessible rooms can be reached with an Escape spell.
  * Ignore these entries if you don't have these books.
  For level 2
  ?
  ?
  ?
  9
  Eg
  7
  6
  Eg
  Eg
  1
  3
  4
  10
  2
  5
  8
  
  What is thy Bidding, my Master?
  Tired of threading dungeons without a purpose? Try serving a
  patron! Within these pages, you will find twelve unique
  individuals eager to offer your adventurers special quests and
  rewards, expert skills, rules twists and unique benefits for the
  meager price of serving their machiavellian agendas. They might
  even join your party!
  Also featuring nine mini-dungeons, character traits, gear, skills
  and rules and  the Damsel-in-Distress and Fiendingo classes.
  Using this book requires only Four Against Darkness.
  However, it references most other books and contains
  information allowing it to be integrated with them.
  Intended for mature audiences and expert players.
  
SOURCE: textdata/thevault/Four Against Darkness (osr)/Supplemental/Four Against Darkness Greedy Gifts of the Guildmasters.pdf