TEXT: The Three
  Rings
  An adventure for Four Against Darkness
  Recommended for characters of level 3 and 4
  
  The Three
  Rings
  A solitaire adventure for Four Against Darkness
  Recommended for characters of level 3 and 4
  Written and illustrated by Andrea Sfiligoi
  Proofreading: Rodney Leary
  Additional illustrations by Heather Shinn and J.M.Woiak of the
  STINKYGOBLIN, and Jack Badashski.
  Wolf icons from game-icons.net
  Playtesters: Samuele Mariotti, Andrea Sfiligoi
  Additional comments: Victor Jarmusz, Jeffery Baker
  www.ganeshagames.net
  www.songofblades.com
  
  The Three Rings
  2
  Contents
  Setting 
  3
  How to Play This Adventure 
  3
  Your Mission 
  3
  Where’s the Map? 
  3
  Clues 
  3
  Keywords 
  3
  Completing the Adventure 
  4
  Experience 
  4
  Treasure 
  4
  Swashbucklers? 
  4
  Start Here 
  4
  Through The Forest 
  5
  Concluding the Adventure 
  19
  Shrine in the Woods Table (d6) 
  20
  Mysterious Challenger Table (d6) 
  21
  Pile of SkullsTable (d6) 
  22
  Merchant Table (d6) 
  22
  Cabin in the Woods Table (d6) 
  23
  Old Oak Table (d6) 
  24
  Mushroom Table (d6) 
  25
  Giant Spider Web Table (d6) 
  26
  Jolly Halfling Table (d6) 
  27
  Orc Reavers Table (d6) 
  28
  Event Tracker 
  30
  
  The Three Rings
  3
  Setting
  For readers who are familiar with
  our game world Norindaal (the
  backdrop of our Advanced Song of
  Blades and Heroes line of books),
  this adventure happens in the
  Kardalok 
  continent, 
  near 
  the
  northern limit of the huge forested
  area south of Tezany’s Cove. It is an
  area of wilderness, where it is
  possible to meet only a few sparse
  settlements of humans, elves, and
  serpent people.
  How to Play This Adventure
  The Four Against Darkness book is
  needed to play this adventure.
  The Three Rings has a very variable
  playing time. If you are extremely
  lucky, it can be over in an hour or
  so. However, due to the highly
  unpredictable nature of some
  events, it may require multiple
  sessions.  It has been designed for
  experienced characters:  most of
  your characters should be level 3
  or 4. It is possible to play it with
  lower level characters.  If you want
  to do so, reduce the power of all
  bosses by lowering their Level and
  Life point totals by 1.
  Your Mission
  Your party must catch a band of orc
  reavers who are fleeing through a
  forest. Killing the orcs is not
  essential. The most important part
  of your mission is to recover the
  three rings they have stolen.
  Where’s the Map?
  No map is used in the adventure,
  although you can make a “mind
  map” jotting down circles and
  writing down monsters and other
  dangers encountered. You roll d66
  and refer to a series of numbered
  encounters. 
  Sometimes 
  your
  choices will affect the roll, let you
  reroll, or lead you to a sub-section
  of the adventure. A few results
  could generate dungeons using the
  rules in Four Against Darkness.
  Do not read the entries in
  advance!  Read them only as you
  reach the room or area with the
  d66 roll.  Reading the entries in
  advance will spoil all the fun.
  Clues
  In this adventure, you can collect
  Clues in several occasions (you will
  be told by the text when it is
  possible to do so). Once you have
  three Clues, you may spend them
  to go to encounter 36 and try to
  catch up with one of the orc reavers.
  Keywords
  In some cases, you will be asked to
  write keywords on your play sheet.
  These 
  might 
  affect 
  later
  
  The Three Rings
  4
  encounters. Just do as instructed
  by the rules and you can’t go wrong.
  Completing the Adventure
  Once you have collected the three
  rings, go to encounter 67 and
  collect your rewards.
  Experience
  Keep a tally of the minions you
  fight. When you have played
  through 
  10 
  encounters 
  with
  minions, you get one XP roll.
  You also get one XP roll per every
  boss you defeat. Bosses that are
  killed by the adventure (for
  example, if you discover that one
  of the orc reavers has been killed
  by a monster in the forest) do not
  grant any XP roll.
  Treasure
  Some monsters have their own
  treasure shown in their description.
  In other cases, just use the
  Treasure Table from Four Against
  Darkness.
  Swashbucklers?
  If you have the Dark Waters
  adventure, 
  you 
  can 
  use
  swashbuckler characters in this
  adventure.
  Start Here
  The forests of southern Kardalok
  are dark and foreboding. But they
  are also rife with opportunities for
  adventurers. As you trek through
  the pines in search of monsters to
  slay (there’s a bounty of 20 gold
  pieces upon the head of any
  serpent folk), you stumble upon a
  Harros 
  Davanzu, 
  a 
  young
  nobleman who asks for your help.
  His once elegant clothes are
  shredded 
  and 
  he 
  has 
  been
  wounded. He’s been robbed by six
  orc reavers who killed his guards,
  stole all of his gold and the three
  rings with the three-part seal of
  office. They left him for dead in the
  forest, just a couple of hours ago.
  Davanzu asks for your help. He will
  wait for you in this place and then,
  if you recover the three rings and
  escort him home, he will pay you
  120 gold for each ring recovered.
  The rings are easily recognized, as
  they bear the three part seal of his
  family. The seal has been split over
  three separate rings to make
  counterfeiting more difficult.
  Davanzu shows you the bodies of
  his two bodyguards, both gutted by
  the orcs. If you have any elves or
  dwarves in the party, you may roll
  a d6 with each of them, gaining one
  Clue on the roll of a 6.
  
  The Three Rings
  5
  Through The Forest
  Movement through the forest
  happens through a series of
  random events and encounters.
  Roll d66 and go to the appropriate
  numbered entry. Some encounters
  listed are unique: once you play
  through that encounter, cross it off
  the list, and ignore it if you roll it
  again. 
  Other 
  encounters 
  can
  happen multiple times, up to a
  certain number of times (for
  example, the adventure may tell
  you that you can meet a certain
  character twice).
  You are chasing six orcs who are
  running through the forest, so you
  may not go back to an encounter
  that you skipped. However, you
  may end up in the same place
  twice, and encounter multiple
  times the same creatures.
  11 - Herbalist
  You meet a wandering herbalist
  who is in the forest to pick rare
  plants. She carries d6 bunches of
  wolvesbane and she can sell them
  to you for 5 gp per bunch. The
  woman also warns you that there
  are hungry wolves in the forest.
  These are not normal wolves: the
  orcs of this area have a special
  affinity with them and breed them
  to wreak havoc in the woods.
  Occasionally, the larger wolves are
  taken as pets or mounts for smaller
  orcs or orclings.
  Write the WOLVES keyword on your
  party sheet.
  This encounter is unique. Cross it
  off the list once you have played it.
  If you roll this again, treat as an
  encounter with d6+2 wolves.
  Wolves, level 3 minions;
  reactions: 1 flee, 2-3 bribe
  with food (only if you have
  dried meat found in this
  adventure), 4-6 fight. Wolves
  are afraid of fire and must
  make a morale roll if at least
  two wolves are killed with a
  Fireball spell. If the same
  Fireball also causes the
  wolves to fall under 50% of
  their number, they will have
  to pass TWO morale rolls.
  There are a total of 30 wolves
  in the forest. Keep a tally of
  how many you kill. Once 30
  wolves have been slain in
  total, ignore this encounter.
  12 - Woodsman
  You meet a young woodsman. He
  sounds 
  pretty 
  knowledgeable
  about the ways of the forest. You
  may hire him as a scout for 10 gold
  pieces. If you do so, he will join the
  party (treat him as a 0 level warrior
  
  The Three Rings
  6
  with a slashing hand weapon, light
  armor, and 3 Life points). If you
  have a scout in the party, you may
  alter your next three d66 rolls by +1
  or -1, for example choosing result
  14 or 16 when you roll a 15. You
  may look at the result before
  choosing. Note that there are a few
  numbers that you can reach only
  with a scout. After three rolls, the
  woodsman will leave the party and
  go about his business.
  13 - Merchant
  You meet a merchant who is
  traveling with 1d6 guards. Treat the
  merchant as a level 2 rogue with 6
  Life (Morale -1, four treasure rolls)
  and the guards as level 4 minions
  (each guard has 1d6 gold pieces).
  The merchant offers to buy any
  gems or jewelry you are carrying. If
  you accept, roll on the Merchant
  table once per each item you sell.
  You may also decide to attack the
  merchant and the guards. If you do
  so, write the CRIMINAL keyword on
  your play sheet.
  14 - Wolves
  The party is circled by hungry
  wolves. If you have the WOLVES
  keyword on your play sheet, the
  party acts first. If you do not have
  it, the wolves act first.
  2d6 Hungry wolves, level 4
  minions. 
  No 
  treasure.
  Normal morale. If two or
  more wolves are killed by a
  Fireball spell, the remaining
  wolves will make a morale
  roll. If the same Fireball also
  causes the wolves to fall
  under 50% of their number,
  they will have to pass TWO
  morale rolls.
  Reactions:  1-3 bribe (only if
  you have dried meat found
  in this adventure), 4-6 fight.
  There are a total of 30 wolves
  in the forest. Keep a tally of
  how many you kill. Once 30
  wolves have been slain,
  ignore this encounter.
  If this is the first time you meet
  wolves, add the keyword WOLVES
  on your play sheet.
  15 - A Shrine
   You come up to a small shrine in
  the woods. You may ignore it and
  carry on (roll another encounter) or
  roll d6 and consult the Shrine in the
  Woods table.
  16 - Fire!
  A fire rages through the woods. You
  have the option to flee or to fight it.
  If you fight it, treat it as a combat:
  
  The Three Rings
  7
  Forest Fire, level 5 boss, 6 life,
  one attack per character. The
  fire does not make morale
  rolls 
  and 
  may 
  not 
  be
  damaged 
  by 
  ranged
  weapons or spells. Armor
  gives a bonus only on
  Defense rolls performed on
  the first turn. Shields always
  give their bonus against fire.
  Two-handed weapons and
  light weapons do not get
  modifiers against the fire –
  the characters do not fight
  the fire with weapons, they
  are assumed to pick up large
  branches and try to smother
  the flames. Once all the Life
  points of the fire have been
  depleted, the forest fire is
  put out.
  IMPORTANT: if you manage to put
  out the fire, ignore all other
  occurrences 
  of 
  fire 
  in 
  the
  adventure.
  Your characters may escape the
  fire at any moment. If you flee,
  each 
  character 
  must 
  save
  versus level 5 fire or lose 1 life.
  If you flee, write the keyword
  FIRE on your party sheet.
  17 - Stairs Down
  You may reach this entry only if you
  have a +1 modifier to the d66 roll
  and roll a 16. Your party stumbles
  upon a ramp of stone stairs that
  descend in a large hole in the
  ground. You may inspect them by
  going to entry 28, or carry on with
  your mission and roll again.
  21-Challenge
  A 
  voice 
  through 
  the 
  forest
  challenges you. You may ignore
  and carry on through the forest. If
  you accept, choose one character
  as your champion and roll on the
  Mysterious Challenger table to
  determine the identity of the
  challenger and the nature of the
  challenge.
  22 - Tracks
  You find tracks of one of the orc
  reavers. You realize that they are
  escaping in different directions, but
  it would be too dangerous to split
  your party. Roll a die: you gain one
  Clue on a 5 or 6.
  23 - Fresh Tracks
  You find fresh tracks of one of the
  orc reavers. You may modify the
  next roll by +1 or -1 (for example,
  counting a roll of 34 as 35 or 33).
  You may look at the results before
  choosing.
  
  The Three Rings
  8
  24- Abomination
  A giant serpent man rushes out of
  the woods and attacks the party!
  Serpent Man Abomination,
  level 8 boss, 4 life, morale +1,
  treasure 
  +1. 
  Reactions:
  always fight. Any character
  bitten by the abomination
  must save versus level 5
  poison or have a -1 on all
  Defense rolls. The modifier
  disappears once you go
  through the next  two
  encounters, or if a Healing
  spell or potion are used on
  the character.
  25 - Caves
  On the side of a small hill, you find
  the entrance to a network of caves.
  You may ignore it and carry on, or
  step into the caves. If you enter the
  caves, generate a dungeon using
  the normal dungeon rules and
  tables found in Four Against
  Darkness.
  If you encounter a boss in the
  caves, you may spend 3 clues to
  meet one of the orc reavers. Roll on
  the orc reavers table to determine
  which orc is met. The orc will have
  one of the rings as his treasure.
  Ignore dragons in this dungeon.
  Treat any encounter with a dragon
  as an encounter with a Serpent
  Man Abomination (described in
  encounter 24).
  Once you have generated 10 rooms
  (not 
  counting 
  corridors), 
  the
  dungeon ends and you must exit it,
  rolling for wandering monsters as
  usual. When the dungeon ends
  because you have generated 10
  rooms, you DO NOT automatically
  meet a final boss.
  26- Forest Goblins
  D6+5 goblins ambush the party.
  The goblins go first and shoot
  poisoned javelins. Each goblin has
  one javelin. Any character who fails
  to defend will have to save versus
  level 3 poison. Characters who fail
  to save are at -1 to all Attack and
  Defense rolls until the end of the
  combat, or until a Healing spell is
  cast on them. Multipole does of
  poison are not cumulative, so each
  character may only have a -1 to
  Attack and Defense rolls. Once
  melee starts, the goblins fight with
  swords.
  D6 +5 Goblins, level 4
  minions. 
  -1 
  Morale, 
  -1
  treasure, 
  armed 
  with
  poisoned javelins.
  
  The Three Rings
  9
  27 - Gold
  You find a leather pouch containing
  1d6 gold pieces and some stale
  bread. Probably one of the reavers
  dropped it. It means they must be
  close! If you meet wolves, one of
  your characters may spend an
  action to throw the stale bread at
  them. One wolf will grab the bread
  and run away, reducing the number
  of wolves encountered by 1.
  28 - Into the Hole
  You descend into the hole. It is dark
  inside, so one of your characters
  will have to use a hand to carry a
  lantern. After a long corridor,
  generate a room using the random
  room system in Four Against
  Darkness. Roll for the room content
  as usual. If you encounter a boss
  there, you meet one of the orc
  reavers in his lair! He has one of the
  rings, and will fight to the death.
  The room you generate will have
  no exits or doors. If you roll a
  corridor, just consider it like a long
  and narrow room. In addition to
  the ring, the orc reaver will have a
  collection of crude but useable
  weapons, so characters who lost a
  weapon during the adventure may
  arm themselves.
  No wandering monsters may be
  met on the way out of this one-
  room dungeon.
  31 - Trap
  A random character must save
  versus a level 5 snare. A rogue, if
  you have one in the party, gets a
  chance to detect it before a
  random character is forced to save.
  Rogues save at +L against the
  snare. Elves and halflings roll at +1.
  Dwarves roll at -1. An ensnared
  character is thrown against a tree
  trunk and loses 1d3 life.
  32 - Confused Tracks
  Roll again, treating any results of 13
  or 15 as a 14, and rolls of 25 or 31
  as 26. If you roll any other result,
  use that result instead.
  33 - A Jolly Halfling
  You meet Gradus, a jolly, talkative
  halfling traveler who is willing to
  share many stories if you are willing
  to pay him 5 gold pieces. If you pay,
  roll on the Jolly Halfling table. If you
  ignore him, just carry on with your
  mission. This encounter is unique.
  If you meet Gradus again, treat this
  result as a 14 instead. Gradus has
  nothing of value beside his stories.
  
  The Three Rings
  10
  34 - Legendary Bird
  As the party travels through the
  underbrush, a beautiful bird with
  golden and purple plumage flies
  off. All characters should make a
  save versus level 3, with elves and
  barbarians getting a +1, and
  wizards adding +L. If at least one
  character makes the save, the bird
  is recognized as a rare, legendary
  forest phoenix. All characters with
  a ranged weapon have a chance to
  shoot down the bird by hitting him
  (treat him as a level 6 minion). If all
  characters miss, the bird will fly
  away. If at least one attack hits the
  phoenix, it will be possible to sell its
  feathers for 50+4d6 gold pieces at
  the end of the adventure. In
  addition, you may use the bird’s
  body to bribe any animal or
  monster which can be bribed with
  food in this adventure.
  This encounter is unique. If the bird
  is met again, the party just hears its
  call through the woods but has no
  chance to shoot it down.
  35 - Forest Fire
  The wind brings acrid smoke.  A fire
  is raging through a portion of the
  forest. If you have the FIRE keyword
  on your play sheet, all characters
  must save versus level 5 fire or lose
  2 life each. A wizard may absorb the
  damage on himself only by casting
  a Fireball spell. If you do not have
  the FIRE keyword, nothing happens.
  36 - Orc Reaver!
  You have a chance to catch one of
  the orc reavers. Roll on the Orc
  Reavers table to determine who he
  is. If this is the first orc reaver you
  meet, he has a 2 in 6 chance of
  having one of Davanzu’s rings, but
  you can determine this only if you
  catch him. Each character has two
  options: pursuit, or trying to hit him
  with a ranged weapon or spell.
  Decide what course of action each
  character takes before rolling for
  its success.
  Pursuit: The character must roll a
  save versus the orc’s level.
  ● Roll fails by 2 or more: the
  character fails to catch up with
  the orc.
  ● Roll fails by 1: the character
  catches up with the orc, but he
  is so fatigued that his Attack
  and Defense rolls are at -1 for
  the duration of the fight; the orc
  strikes first.
  ● Roll succeeds: The character
  catches up with the orc but the
  orc strikes first.
  
  The Three Rings
  11
  
  The Three Rings
  12
  ● Roll succeeds by 2 or more: The
  character catches the orc
  unawares, strikes first, with a +1
  bonus on his first attack.
  Only characters who catch up with
  the orc may fight him in melee.
  Character who choose to shoot the
  orc (see Shooting, below) will catch
  up with the orc on the beginning of
  the third round of combat.
  If NO character catches up with the
  orc, the orc flees out of sight. The
  same orc may be encountered
  again later.
  Shooting or Spellcasting: the
  character can perform a single
  ranged Attack roll or cast  a single
  spell. Attempts to perform ranged
  attacks or spells are performed
  BEFORE attempts to pursue. If  a
  ranged attack or spell inflicts a
  wound, all characters trying to
  catch up with the running orc will
  have a bonus to their roll equal to
  the number of wounds inflicted by
  the ranged attack or spell.
  For example, if during this
  encounter two characters
  shoot the orc and wound him
  for 2 Life points, all attempts
  to catch up with the orc during
  this encounter (or in future
  encounters, if the orc escapes
  and the same orc is met
  again) will be at +2.
  41-Tracks Found
  You find clear footprints of the
  fleeing orcs. Automatically add 1
  Clue to your party sheet.
  42 - Matanagar!
  The party encounters a fungus
  ogre, a Matanagar. These powerful
  creatures are typical of the Sun-
  Kissed Vale in the central An-Mor
  continent, and are extremely rare
  here in Kardalok.
  Matanagar, level 6 boss, 6
  Life, 2 attacks, morale +1.
  Every time the Matanagar
  takes damage from a non-
  magical source, roll a die. On
  a 6, the Matanagar ignores
  the wound. If a character
  rolls a 1 on a Defense roll
  against a Matanagar and the
  character has a shield, the
  creature has grabbed the
  shield and destroyed it (the
  character whose shield was
  destroyed takes no damage
  that turn). If a shieldless
  character rolls a 1 on a
  Defense roll, the fungus
  squeezes him for 2 Life
  points of damage.
  
  The Three Rings
  13
  
  The Three Rings
  14
  Reactions: 1 ignore the party,
  2-3 fights, 4-6 fights to the
  death.
  Treasure: 
  the 
  Matanagar
  carries 2d6 gold pieces and
  has a 1 in 6 chance of having
  one of Davanzu’s ring, but
  you may roll for this ONLY
  after you kill the monster.
  You do not have a chance to
  find the ring if the Matanagar
  flees or ignores the party.
  43- Wood Elf Hunter
  You meet a wood elf hunter. He will
  talk and give you one Clue unless
  you have the word FIRE on your play
  sheet. For 30 gold pieces, the elf will
  offer to sell you an anti-fungal
  poison. If smeared on a blade
  (slashing hand weapon or light
  slashing hand weapon), this poison
  will give you a +1 to hit any fungus
  man or Matanagar you meet. Note
  that this is not considered magic
  and may be used by barbarians.
  After three successful attacks
  against fungi folk or a matanagar,
  the poison will wear off. The poison
  will not wear off is used against
  other targets.
  If you roll this encounter again, you
  will meet another wood elf so you
  can buy the anti fungal poison again.
  44- Underground Lair
  You find the entrance to an
  underground lair. You may leave it
  alone and carry on, or enter it. If you
  enter it, create a random dungeon
  using the rules in Four Against
  Darkness. If you find any magic
  treasure, you may opt to have
  found one of Davanzu’s rings
  instead. Inside the dungeon, you
  may spend three clues to meet one
  of the orc reavers (roll on the Orc
  Reavers table to determine who is
  met) instead of the final boss
  generated by the dungeon rules.
  Once you complete the dungeon,
  you must trace your way back to the
  exit (rolling a 1 in 6 chance of
  wandering monsters for every
  room) before you can carry on with
  encounters in the forest. For room
  content, use the normal tables
  found in Four Against Darkness.
  45 - Pile of Skulls
  You stumble upon a large pile of
  human-looking skulls in a clearing.
  You may leave them alone or send
  one character of your choice to
  inspect the skulls. If you do so, roll
  on the Pile of Skulls table.
  
  The Three Rings
  15
  46 - Cabin in the
  Woods
  You stumble upon a small, rickety
  cabin in the woods. You may leave
  it alone and carry on, or roll on the
  Cabin in the Woods table.
  There are a total of three cabins in
  the forest. Keep a tally of them.
  Once you have encountered three
  cabins and explored them, ignore
  this result.
  51 - Mudmen
  As you move next to a small body
  of water, d6+2 blob-like figures rise
  from the mud. They speak in
  gravelly voices and ask for a toll of
  3d6 x2 gold pieces to let you pass.
  If you are unwilling or unable to pay,
  they will attack (your party has the
  initiative).
  Mudmen, level 8 minions,
  normal morale and treasure.
  Mudmen are so slow that
  every character attacking
  them adds his level to the
  Attack roll. All Defense rolls
  against them are at +1. They
  are immune to Sleep, Fireball,
  and Lightning spells, and to
  all ranged weapons.
   If the Mudmen flee, they disappear
  into the pool, and you find a small
  chest floating on the surface. The
  chest contains 4d6 gold pieces and
  has a 1 in 6 chance of containing
  one of Davanzu’s rings.
  This encounter is unique. If you roll
  it again, ignore it.
  52 - the Boulder Beast
  As you rest next to a giant boulder,
  it shifts and rises on two massive
  legs. It is a Boulder Beast! The
  creature attacks a random party
  member by surprise, striking first.
  Once you have met a Boulder Beast
  in this adventure, you will be
  suspicious of large stones. If you
  meet this creature again, it will lose
  the ability to strike first.
  Boulder Beast, level 7 boss, 4
  life, normal morale and
  treasure. The Beast always
  attacks a random character.
  If it fails its morale roll, it
  turns back into a boulder.
  Attacks from the creature’s
  massive jaws inflict 2 Life with
  each successful hit. The
  monster is slow, so if you
  withdraw from the fight, you
  defend at +2.
  53 - the Giant
  A hill giant passes by, the earth
  shaking under his thunderous
  
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  steps. As he walks past you, he
  drops something. Roll a die:
  1)  A purse containing 2d6 gp.
  2) A boulder. Giants carry
  these as weapons, or as
  bowling balls to play with
  their friends. A random
  character must save versus
  Level 5 (elves and rogues
  add +L, halflings add +1) or
  be crushed and lose 2 Life.
  3) A large chunk of dried meat.
  You may use this to bribe
  wolves.
  4) A huge watermelon. You
  may eat it if you wish or keep
  it for later.
  5) A large club that can be used
  as a two handed crushing
  weapon only by barbarians
  of level 5. The club is
  smeared with a poison that
  gives the user a +1 to hit
  giants until two successful
  attacks 
  have 
  been
  performed.
  6) The corpse of one of the orc
  reavers! Roll on the orc
  reavers table to determine
  who was killed by the giant.
  The orc has 3d6 gp and has
  a 1 in 6 chance of having one
  of Davanzu’s rings.
  However, if you stop to pick up
  any of the above items, there is
  a chance that the giant will see
  you with the corner of his eye
  and attack you. Choose one
  character 
  to 
  pick 
  up 
  the
  treasure and save versus the
  giant’s eyesight at level 4.
  Rogues add +L to this roll.
  Halflings and Swashbucklers
  (from 
  the 
  Dark 
  Waters
  adventure) add +1. If the roll
  fails, the giant turns and attacks
  the party.
  Hill Giant, level 7 boss, 8 life,
  2 attacks, +2 morale, 3
  treasure rolls at +1. Shields
  do not count against the
  giant’s attacks, which inflict 2
  Life points on a successful
  hit. Any character hit by the
  giant will be knocked back
  and will have to forfeit his
  next attack, using his action
  to rejoin the fray. The
  knocked back character may
  also opt to remain at a
  distance and pelt the giant
  with 
  missiles. 
   
  Ranged
  attacks hit giants at +1.
  However, if any character
  performs a ranged attack at
  
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  17
  the giant, there is a 2 in 6
  chance that the giant will
  throw a boulder at the party
  (see result 2, above, for the
  effect of a thrown boulder).
  The giant throws boulders as
  a free action, but he will not
  throw 
  more 
  than 
  one
  boulder per turn.
  You may roll this encounter
  multiple times, but there is only
  one giant in the forest. Once he has
  been 
  slain, 
  it 
  will 
  not 
  be
  encountered again. Also, the giant
  is carrying a total of 3 watermelons,
  so if you get that result more than
  three times, reroll.
  54 - Spiked Tail Beast
  As you advance through the
  underbrush, a gigantic form darts
  through the woods, knocking small
  trees over. It is a  huge lizard-like
  creature, with a spiked tail powerful
  enough to crush a man with a
  single blow.
  These creatures are common in the
  lands of the barbarians. If you have
  a barbarian in the party, he will
  urge the party to keep their heads
  down and avoid confronting the
  creature. You must roll a 7 or better
  to do so. Add the barbarian’s level
  to the roll. If the roll fails, or if you
  do not have a barbarian in the
  party, you will have to fight the
  beast.
  Spiked tail beast, level 5
  dinosaur boss, 6 life points,
  normal morale, no treasure.
  A character rolling a 1 on a
  Defense roll has his shield (if
  any) 
  destroyed 
  by 
  the
  creature’s bite. In addition to
  its bite, every turn, the
  creature will flail its spiked
  tail and strike a random
  character. Shields and armor
  do not protect against the
  tail. The only option is to
  jump away! Rogues, elves
  and halflings add +½ L,
  barbarians add +1 to this
  Defense roll. The tail inflicts
  2 Life damage if it strikes.
  55 - Bad Weather
  It starts to rain.  The rain makes
  tracking harder, and there is a
  chance of a lightning storm. A
  wizard may use one of his Lightning
  spells, if any, to absorb the
  electricity in the air. If a wizard
  doesn’t do so, there is a 1 in 6
  chance that a lightning bolt will hit
  a random character. The character
  must save versus level 5 electricity
  or die. Characters in heavy armor
  roll at -1.
  
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  From now on until the end of the
  game, if you roll event 41, ignore it,
  as the rain makes tracking harder.
  This event is unique. Ignore it once
  it happens once in the adventure.
  56 - Swarming Bees
  The party disturbs a swarm of bees.
  All characters must save versus
  level 3 poison. Any character who
  fails to save will be at -1 on Defense
  rolls until a healing spell is cast, or
  bandages are used and the party
  has gone through three more
  encounters.
  61 - Wolves
  The party is circled by hungry
  wolves. If you have the WOLVES
  keyword on your play sheet, the
  party acts first. If you do not have
  it, the wolves surprise you and get
  the initiative.
  2d6+2 Hungry wolves, level
  4 minions. No treasure.
  Normal morale. If two or
  more wolves are killed by a
  Fireball spell, the remaining
  wolves must make a morale
  roll. If the same Fireball also
  causes the wolves to fall
  under 50% of their number,
  they will have to pass TWO
  morale rolls.
  Reactions:  1-3 bribe (only if
  you have dried meat found
  in this adventure), 4-6 fight.
  There are a total of 30 wolves in the
  forest. Keep a tally of how many
  you kill. Once 30 wolves have been
  slain, ignore this encounter.
  If this is the first time you meet
  wolves, add the keyword WOLVES
  on your play sheet.
  62 - Whirlwind
  The party is hit by a violent
  whirlwind of magical origin. Every
  character must save versus a level
  5 spell or take 1 damage and lose
  one item (player’s choice of a
  weapon, shield, or magic item,
  unless the character has scrolls:
  scrolls are always carried away first
  by the whirlwind). Wizards roll at
  +1. If you meet the whirlwind a
  second time, you have +1 on the
  save roll. Once you have met the
  whirlwind twice, ignore any further
  encounters with it.
  63 - The Old Oak
  You see a large oak with a large
  hollow. The tree has a gnarled
  appearance, and the grass in a two
  foot radius around its roots seems
  withered and dry. If you want to
  leave the tree alone, carry on. If you
  
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  19
  want to inspect the tree (the hollow
  seems the perfect place to hide
  some stolen goods), choose a
  character to inspect it and roll on
  the Old Oak table.
  There are three similar old oaks in
  the 
  forest. 
  Once 
  you 
  have
  encountered the old oak three
  times, ignore this result.
  64 - The Mushroom
  Growth
  You step into an area of the forest
  that 
  is 
  covered 
  by 
  giant
  mushrooms. Some are as tall as a
  man. 
  You 
  may 
  avoid 
  this
  dangerous looking area or step into
  it. If you step into it, roll on the
  Mushroom table.
  65 - The Beggar
  You meet a beggar who seems lost
  in the forest. If you have a
  watermelon to give to him, or some
  dried meat, the beggar will thank
  you and bless you. This will let you
  reroll your next encounter.
  66 - Orc in the Web
  You find an orc trapped in a giant
  spider web strewn between two tall
  trees. The orc seems dead, but it is
  difficult to say, as most of his body
  is covered by a gossamery cocoon.
  You may leave him alone and carry
  on, or inspect the body by rolling
  on the Giant Spider Web table.
  67 - Concluding the
  Adventure
  Once at least one ring has been
  found 
  and 
  Davanzu 
  is
  accompanied to safety out of the
  forest, the party will be given 120
  gold 
  pieces 
  for 
  every 
  ring
  recovered. In addition, if any
  serpent men have been slain, the
  local authorities will gladly pay 20
  gp for every serpent man head
  taken, and 30 gold pieces for any
  serpent man abomination.
  You 
  may 
  not 
  conclude 
  the
  adventure 
  unless 
  you 
  have
  recovered at least one ring.  If you
  recover three rings, a character of
  your choice gets an additional
  experience roll, in addition to xp
  rolls gained during the adventure
  for slaying bosses.
  
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  20
  Shrine in the Woods Table (d6)
  1
  Shrine of Tamas Zeya, god of law.  A single cleric in your party
  may recover one Blessing that was used in this adventure.  If you
  have any heads of serpent people, the cleric of Tamas Zeya will pay
  you 20 gold pieces per head. There is only one such shrine in the
  forest. Cross it off the table.  If you encounter it again, reroll until
  you select a different result on this table.
  2
  Temple of Lura, god of light. All wounded characters heal 1 Life.
  There is only one such shrine in the forest. Cross it off the table.  If
  you encounter it again, reroll until you select a different result.
  3
   Abandoned, dilapidated shrine with no power.
  4
  Temple of Fari, the smith god. You may buy slashing hand
  weapons and light slashing hand weapons here. You may also buy
  a single silvered slashing hand weapon for 25 gold pieces here, that
  gives the user a +1 when attacking were creatures.  There is only
  one such temple in the forest. Cross it off the table.  If you
  encounter it again, reroll.
  5
  Shrine to a local spirit. You can rest and buy bandages here.
  6
  Cursed shrine of Ssikliss, mother goddess of serpent people.
  The shrine is guarded by 2d6 forest serpent men (level 5 minions)
  led by a serpent men chieftain (level 7 boss with 3 Life points).
  Attacks from the chieftain are poisoned: any character taking one
  wound must save versus level 5 poison (barbarians and halflings
  roll at +1) or suffer a -1 on Defense rolls until a Healing spell is cast
  on the character. The serpent men always fight to the death and
  never check morale. The serpent man chieftain fights at +1 (count
  him as a level 8 boss) if your party is carrying any severed serpent
  men heads.
   Treasure: make one treasure roll to determine what is found inside
  the temple using the standard treasure table from Four Against
  Darkness. Then roll d6: on a 5, you find a Clue . On a 6, you find one
  of Davanzu’s three rings!
  
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  21
  Mysterious Challenger Table (d6)
  1 An ogre challenges you to an arm wrestling contest.  Roll versus
  level 6 difficulty. Barbarians add +L, warriors add +½ L, wizards and
  halflings roll at -1. The bet will be 20 gp. If you lose, you pay 20 gp or
  lose 1 Life as the ogre twists your arm. After the contest, you may
  attack the ogre, who is a level 6 Boss with 8 life and 3d6 x 10 gp in
  treasure, and fights to the death if provoked.
  2 A pixie challenges the character but upon seeing him, she just flutters
  away.
  3
  A forest troll challenges the character to hand to hand combat. Roll
  a die to determine who strikes first: 1-3 the troll, 4-6 the character.
  Roll at +1 if the character is an elf, a rogue, or a halfling. After one
  turn, the rest of the party may join the fray. The forest troll is a level
  5 boss with 3 life. Each hit from the troll inflicts 2 damage. He has
  5d6 gold pieces and fights to the death.
  4
  A dwarf challenges you to a game of davlok. Davlok is a
  kardalokian pastime, combination of chess and dice.  The ante is 20
  gp. The character will be sent away if he hasn’t enough money to
  participate. You must save versus level 5 to win. Wizards add +L and
  Rogues and Swashbucklers (from the Dark Waters adventure) add
  +1. If a character loses, another character may challenge the dwarf.
  After losing one game, the dwarf will disappear into the woods.
  5
  A wandering hermit challenges the character to a religious
  debate. Save versus level 5, with a cleric adding +L and a wizard
  adding +1. On a success, a light descends upon the character and
  heals 2 life. On a failure, the character will be at -1 on all Defense rolls
  until a Blessing is cast to remove this condition. In both cases, the
  hermit disappears.
  6
  A forest hag challenges the character to a cooking contest. If you
  have a watermelon, you automatically win.  If you do not have it, roll
  versus Level 5 to win. Halflings add +L. On a failure, the character
  must save versus level 5 poison or lose 2 life. On a success, the forest
  hag gives one potion of ultra healing (one dose, heal all damage) to
  the character.
  
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  Pile of SkullsTable (d6)
  1
  The character is bitten by a bone mite. He must save versus level
  3 poison (rogues add +½ L) or lose the use of that hand until it is
  healed with a potion of healing or a Healing spell.
  2
  The characters finds 2d6 gold pieces hidden in one of the skulls.
  3
  The character finds a bone with a random spell written upon it.
  Treat as a scroll. Until the spell is cast, the bone can be used as
  a magic crushing hand weapon. When the spell is cast, the bone
  will shatter. If unused, the bone can be sold for 70 gp.
  4
  The skulls animate and attack the character inspecting the pile.
  Treat as an encounter with 3d6 skeletons (level 3 undead
  minions). On the first turn, the skeletons will have initiative and
  up to 6 of them will attack the character. On the second turn, the
  rest of the party may join the fray. The skeletons fight to the death
  and have no treasure.
  5
  The skulls explode. All characters must save versus level 5 magic
  or lose 2 life. Wizards save at +L. After the explosion, the party
  finds 1d6 gems, worth 3d6 gp each.
  6
  A griffin attacks from the sky. It has initiative on its first attack,
  which is directed at the character inspecting the bones. Starting
  from the second turn, the rest of the party may join the fray.
  Griffin, level 6 boss, 4 life, 3 attacks, normal morale, treasure: two
  rolls at +1. The griffin is hit at +1 by ranged attacks and by the
  Lightning spell. Sleep spells affect griffins at -1.
  Merchant Table (d6)
  1
  The merchant will pay 10% less than the full value of the object you
  are selling.
  2-5 The merchant will pay the full value of the object you are selling.
  6
  The merchant will pay 30% more than the full value of the object
  you are selling. If you have a dwarf in the party, count rolls of 5 as
  6.
  
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  23
  Cabin in the Woods Table (d6)
  1
  A forest hag lives in the cabin. All characters must save versus
  level 5 magic (wizards and elves add +½ L) or be turned into a
  frog. The only way to break the spell is to use a Blessing or slay
  the hag. Characters turned into frogs do not take part in the fight
  but may be carried to safety by their friends who can cast a
  Blessing later.
  Forest hag, level 5 boss, 4 life, -1 morale, normal treasure. She is
  armed only with a large knife so all characters defend at +1
  against her. She has a potion of healing and will use it instead of
  attacking if reduced to 1 Life. Note that if the hag flees, the spell
  is NOT broken.
  2
  A woodsman lives in the cabin. Treat as event 12.
  3
  Nobody lives here.
  4
  An old healer lives here. He will heal up to 2 points per character
  at the cost of 5 gp per life point healed. He has a love of stories,
  so the party will be healed for free if they have 3 or more clues
  on their party sheet.
  5
  The cabin is the camouflaged entrance to an underground lair.
  Generate a random dungeon. Any boss encounter will be with a
  serpent man abomination (see event 24). Any minion or vermin
  encounter will be with 1d6 Serpent men (see event 25). Any
  abomination has a 1 in 6 chance of having one of Davanzu’s rings.
  Once you have generated 10 rooms, the dungeon is complete.
  6
  The cabin is a level 5 trap that will collapse upon the party. Any
  character failing to save will lose d3 life point. Rogues save at +1.
  There is a box with 4d6 gold pieces inside.
  
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  24
  Old Oak Table (d6)
  1
  As the character puts his hand in the tree hollow, it snaps shut
  like a giant maw and crushes his arm. The character loses 1 Life
  and may not use the arm until a Healing spell restores it.
  2
  D6 forest orcs (level 4 minions, -1 morale, no treasure)  attack
  the party. Unlike standard orcs met in dungeons, these are
  accustomed to magic and do not make morale rolls if attacked
  with spells.
  3
  Forest pixies living in the oak start to sing. All characters must
  save versus level 6 magic (wizards add +L) or start dancing. If all
  characters dance, pixies steal all their scrolls and magic items
  (but not any rings or gold pieces) and disappear. If at least one
  character makes his save, he can automatically shoo the pixies
  away.
  4
  A giant centipede bites the character. He must save versus level
  3 poison (barbarians, dwarves, warriors and halflings save at +1)
  or lose -1 from all his attack rolls until healed with a potion or
  with a Healing spell.
  5
  You were right, someone hid treasure in the tree hollow. Make
  a treasure roll on the standard treasure table in Four Against
  Darkness.
  6
  The character finds one of Davanzu’s rings! However, the ring is
  protected by a bear trap (level 5). A rogue gets a chance to detect
  the trap. Any character failing to save against the trap loses 1 Life
  and the ability to use his arm until healed with a potion or a
  Healing spell. Finding the ring in the tree hollow is a unique event.
  Cross it off this table. If you roll it again, reroll until a different
  result is selected.
  
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  25
  Mushroom Table (d6)
  1
  As you step into the area, the largest fungi move to attack you.
  Treat them as d6+1 fungi folk, level 5 minions, normal morale
  and treasure. They fight to the death.
  2
  Nothing happens, they are just very large mushrooms.
  3
  One of the giant mushrooms is actually a matanagar, a fungus
  ogre. Treat as event 42.
  4
  One of the mushrooms is a sorcerer and casts a spell at the whole
  party. All characters must save versus level 5 magic or be
  charmed. Wizards add +½ L to the roll. If the whole party is
  charmed, your adventure ends here: you are quickly
  overpowered and killed by fungus men. If at least one character
  resists the spell, the mushroom men will attack.
  1d6 Fungus men, level 4 minions, normal morale and treasure,
  led by one fungus man spellcaster, level 5 boss with 2 Life, normal
  morale and +1 treasure.
  5
  As you step into the area, some fungi explode, releasing clouds
  of spores. All characters must save versus level 5 poison or lose
  1 Life. Dwarves and barbarians roll at +1.
  6
  You find an orc’s arm, gnawed and covered with fungal growth.
  It has a 2 in 6 chance of having one of Davanzu’s rings on a finger.
  
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  26
  Giant Spider Web Table (d6)
  1-2
  A giant spider attacks the party. Giant spider, level 5 boss, 4 life,
  3 attacks (one bite and two claw strikes). Morale -1, treasure +1.
  The spider has initiative. Any character bitten must save versus
  level 4 poison (barbarians and warriors save at +1) or be
  paralyzed until a Healing or Blessing spell is cast to remove the
  condition. Any paralyzed character is trapped in the spider’s web
  and may not withdraw from the encounter unless a Fireball spell
  is cast, burning the web and inflicting 1 Life to all trapped
  characters.
  3
  You find 1d6 gold pieces on the orc’s body.
  4
  The orc is still alive and will give you 1 clue if you set him free.
  5
  The orc is dead. He was one of the orc reavers. There is no trace
  of the ring, but you find 2d6 gold pieces and a scroll of Healing
  on his body. Roll on the Orc Reavers table to determine who he
  was and strike him off the table. If he is one of the last three orc
  reavers (because you have found the bodies or have killed the
  others), he will have one of the rings, but the party will be
  attacked by the giant spider as described in 1’2 above. You may
  grab the dead orc’s treasure BEFORE the giant spider attacks.
  6
  The orc is one of the orc reavers, captured and killed by a giant
  spider. Roll on the Orc Reavers table to determine who he was
  and strike him off the table: he is dead and may not be
  encountered in any other situation. You have a 2 in 6 chance of
  finding one of Davanzu’s rings on his right hand.  If he is one of
  the last three orc reavers (because you have found the bodies of
  the others or have killed them), he will have one of the rings.
  
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  27
  Jolly Halfling Table (d6)
  1-2
  The halfling tells you that he has seen orcs escape on some old
  path through the woods. He will show you were the path is. Add
  one Clue to your play sheet.
  3
  The halfling says that some local farmer’s watermelon field has
  been ransacked by a giant. You may encounter a giant if you
  wander through the forest. If the ground trembles under your feet,
  hide.
  4
   The halfling says that the forest is haunted by a pack of hungry
  wolves. These are more aggressive than normal wolves. They are
  bred by orcs. Add the WOLVES keyword to your play sheet.
  5
  The halfling tells you to avoid the cabin in the woods. An old, evil
  hag lives there and there is nothing good to be gained from it.
  6
  A group of about 15 serpent people have established a shrine to
  their evil goddess Ssiklis somewhere in the forest. Remember to
  collect the heads of any serpent men you kill. In the closest town,
  you can collect a reward of 20 gold pieces per head. There are also
  other shrines, devoted to other, non-evil deities.
  
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  28
  Orc Reavers Table (d6)
  1
  Garutt, orc reaver boss, level 6, 5 life, 2 attacks, +1 morale, +2
  treasure. He is armed with a huge battle axe. If a character rolls a
  1 on a Defense roll, he loses 2 life due to the power of the blow.
  2
  Morkar, orc reaver boss, level 7, 4 life, 2 attacks, normal morale,
  treasure +1. Morkar is a heavy drinker. When you meet him, he has
  a 3 in 6 chance of being drunk. If he is drunk, any Attack roll of 6
  will knock him down. On the turn in which he falls, Morkar forfeits
  one of his attacks to stand up again. In addition to his treasure, he
  carries d6 bottles of strong liquor, each worth 1 gold piece.
  3
  Klug, orc reaver boss, level 5, 6 life, 3 attacks, three treasure rolls.
  Klug has a large shield and is good at using it. Every time he is
  wounded in melee, roll a die, and on a 5 or 6 that wound is ignored.
  Klug never rolls morale.
  4
  Derrk, orc reaver boss, level 5, 4 life, normal treasure, normal
  morale. Derrk has a long whip. Before any combat, a random
  character will have to make a successful Defense roll or lose his
  weapon until the end of the fight. Klug will continue to use the whip
  (losing one of his attacks to do so) until he has disarmed one
  character.
  5
  Zorr, orc reaver boss, level 4, 8 life, 2 attacks, normal morale,
  normal treasure. Zorr is so powerful that all Defense rolls against
  his attacks are at -1.
  6
  Deko, she-orc reaver boss, level 5, 6 life, 2 attacks, normal morale,
  normal treasure. If a character rolls a 1 or 2 when defending against
  Deko, Deko immediately performs an additional, free attack against
  that character or against another character if that character is slain.
  Orc reavers and rings: unless otherwise determined by the encounter,
  each orc reaver encountered has a 1 in 6 chance of having one of the
  rings. If the rings haven’t been found in other encounters, the last three
  orc reavers will automatically have one ring each. This includes any DEAD
  orc reavers that you might find slain by the dangers of the forest.
  
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  29
  
  The Three Rings
  30
  Event Tracker
  As a reminder, list here the unique events that have happened in the
  adventure and that may no longer happen:
  ●
  ●
  ●
  ●
  ●
  ●
  ●
  ●
  ●
  ●
  ●
  Wolf Tracker
  Tick off one wolf icon each time you kill one of the wolves.
  
SOURCE: textdata/thevault/Four Against Darkness/Four Against Darkness Adventures/Four Against Darkness Three Rings.pdf