TEXT: The Crucible
  of Classic Critters
  Woodlands dungeons  for Four Against Darkness, for characters of levels 4+
  Written by Erick N. Bouchard
  
  Woodlands dungeons and tables for Four
  Against Darkness, for characters of levels 4+
  The Crucible of
  Classic Critters
  Written by Erick N. Bouchard
  Additional material by Andrea Sfiligoi and Jason Kemp.
  Playtested by Jason Kemp, Michael Lawing, Scott Lewis and Pablo Miron.
  Art by Andrea Sfiligoi, Paul Fry, Jack Badashski, Aubrey Beardsley, Jacques Collin de
  Plancy, Hannes Bok, James Buckland-Wright, Virgil Finlay, Frances Hammel, Ephraim
  Moses Lilien, Willy Pogany and Heinrich Volger.
  For more information about Norindaal, the official setting for Four Against Darkness:
  https://sites.google.com/site/norindaal/
  This book contains nude art.
  
  2
  Contents
  New Challenges! 
  3
  Thematic Dungeons 
  3
  How to Use This Book 
  3
  Rolling for Areas 
  3
  Area Content 
  4
  Acronyms  
  4
  Acknowledgements 
  4
  Woodlands Dungeons 
  5
  Woodlands Features 
  5
  Open-Sky Dungeons 
  8
  New Rules 
  9
  Adjusting to Higher Levels 
  9
  Characterization 
  9
  Food Rations 
  9
  Flying Monsters 
  9
  Gaining Experience 
  9
  Leaders 
  9
  Madness 
  11
  New Reaction: Capture 
  11
  Soul Cubes 
  12
  Subduing Monsters 
  12
  Wooing & Milking Critters 
  12
  Alchemical Ingredients 
  12
  Harvestable Ingredients 
  13
  The Balm of Nicodemus 
  13
  Domesticated Animals 
  14
  Animal Companions 
  14
  Create Your Own 
  15
  Mounts 
  16
  New Classes 
  17
  Beastmaster 
  17
  Clerics and the Gods 
  18
  Cleric of Elidra 
  18
  Cleric of Korimnos  
  19
  Woodlands Tables 
  20
  Woodlands Area Type table 
  21
  Notes to Tables 
  37
  
  3
  New Challenges!
  As your characters gain levels, you
  will want new challenges to face
  and new monsters to fight. Like
  Caverns of Chaos before it, the
  Crucible of Classic Critters has been
  written to fulfill these cathartic
  urges to mercilessly kill imaginary
  creature while adventuring in
  deadly dungeons of doom. It
  presents you with new tables for
  monsters, treasures and magic
  items to replace those in the Four
  Against Darkness rulebook and new
  universal rules such as flying
  monsters and subduing.
  To use this book, you only need the
  Four Against Darkness rulebook.
  Thematic Dungeons
  This supplement is part of a series
  of thematic dungeons inhabited by
  specific types of creatures. The
  book offers tables for woodlands
  vermin, minions, Bosses, Weird
  Monsters and treasure.
  For this supplement, dungeons
  (“woodland 
  dungeons” 
  to 
  be
  precise) are generated using the
  new area shapes from this book,
  which replace the room and
  corridor shapes in Four Against
  Darkness. Roll for room contents on
  the tables provided in this book.
  Traps, treasure, special events and
  even spells found on scrolls and
  magic items change with the
  dungeon theme. The mechanics of
  the game (wandering monsters,
  using character abilities, combat,
  spell casting, clues, etc.) remain the
  same, unless the book says
  otherwise. You may use any secret,
  scroll or magic item detailed in
  published books from the Four
  Against 
  Darkness 
  line, 
  unless
  otherwise mentioned.
  How to Use This Book
  Upon starting a new dungeon, if all
  your characters are level 4 or more,
  use the new tables herein instead
  of those from Four Against Darkness
  (4AD). The Quest table, the Epic
  Rewards table and the Hidden
  Treasure Complication table from
  the core book are still used.
  Rolling for Areas
  Use a map 20 x 28 squares in size
  for your woodlands dungeon. It
  divides into 16 tiles of 5 x 7 squares.
  Feel free to rotate and mirror tiles
  as you see fit.
  Roll d6+60 on the Woodlands Path
  Tiles table for the first tile and then
  a d66 for all subsequent tiles.
  Consider “rooms” to be clearings
  and “corridors” to be paths.
  
  4
  Area Content
  To determine a given area’s
  content, roll on the Woodlands
  Area Content table instead of the
  Room Content table.
  The content of the squares in a
  given map area, such as water or
  trees, may have special rules, as
  described later.
  If a clear path to another tile is not
  available, you will have to swim or
  cut down trees to pass (see p.7-8).
  Feel free to mix these tables and
  rules with those of other books for
  variety and fun.
  Acronyms
  While the Four Against Darkness
  core book (4AD) is required to play
  this book, options are provided to
  allow you to create synergies with
  other 
  books. 
  The 
  following
  acronyms refer to other books in
  the 4AD line: Dark Waters (DW),
  Three Rings (TR), Knight of Destiny
  (KoD), 
  Treasure 
  Hunters 
  of
  Charlemagne (THOC), Four Against
  the Abyss (4AA), Caverns of Chaos
  (CoC), Four Against the Netherworld
  (4ATN), The Courtship of the Flower
  Demons (TCOTFD), Seven Sisters (SS),
  Digressions of the Devouring Dead
  (DDD), The North Beyond the World
  (TNBTW), Revenge of the Ravenous
  Ratmen (RRR), More Monstrous
  Mayhem (MMM), Treacheries of the
  Troublesome Towns (TTT) and Pirate
  Ports of Pestilence (PPP). Some of
  these supplements have not been
  published yet at the time of
  sending the present book to print.
  Acknowledgements
  Erick N. Bouchard © 2018. The
  author thanks Andrea Sfiligoi (“Four
  Against Darkness” and others), Dave
  Arneson, Gary Gygax, Steve Jackson,
  Ian Livingstone, Don Turnbull, Jack
  Vance, James E. Raggi, Red Hook, the
  playtesters and all those who
  contribute 
  to 
  the 
  Old 
  School
  Renaissance (OSR) movement for
  inspiration.
  
  5
  Woodlands
  Dungeons
  The monster encounters featured in
  the 
  Crucible, 
  while 
  perfectly
  respectable dungeon denizens, are
  quite suitable for outdoors and
  forested areas. For a refreshing change
  of environment from the depressing
  gray of underground tunnels, you can
  use the new dungeon “area” tables
  featured in appendix when using the
  Crucible. Draw these “woodlands
  dungeons” as you would normally but
  draw trees (or hatched lines) instead of
  walls. 
  The 
  dense 
  forestation 
  is
  impassable unless cut down (see p.7).
  Woodlands dungeons play out as
  regular dungeons except as follows:
  Entrance 
  Room: 
  Roll 
  d6+60
  Woodlands 
  Area 
  Type 
  table 
  in
  appendix for your first tile.
  Rooms: Use a d66 with the Woodlands
  Area Type table for the other 15 tiles.
  Doors: There are no doors and
  therefore no locks to pick in woodlands
  dungeons.
  Fire: Trees are highly flammable.
  Casting a fireball or another fire-based
  spell in a wood has a 1-2 in 6 chance of
  causing the area to be set aflame. From
  then on, passing through this area
  requires a level 5 dragon breath save.
  Characters lose 2 life on a failed save,
  1 life on a successful save. In addition,
  roll a d6 each time you return to this
  location: on a roll of 1, an adjacent
  woodlands area is also set aflame. The
  flames persist until the party exits the
  woodlands dungeon.
  Flyers: If the entire party is flying (such
  as by riding flying mounts), they can fly
  over 
  water 
  and 
  bridges. 
  Any
  woodlands area becomes accessible.
  However, the party will be attacked
  normally by monsters when entering
  a woodlands area as they force it to
  land by hurling arrows, rocks, trees or
  the like. (See Flying Monsters below).
  Woodlands Features
  Some woodlands areas have unique
  features, as shown in the Woodlands
  Area Content table. Special rules apply
  when entering these areas.
  Bridge: Roll a d6 for its type: 1-2 stone,
  3-6 wood. If you want, you can use the
  rules for fighting in corridors when a
  bridge is present (see 4AD p.51-52).
  Unless fighting aquatic or flying
  monsters, your party can retreat from
  
  6
  Water elementals and forest woes
  
  7
  a combat without suffering monster
  attacks in return by destroying the
  bridge. Wooden bridges can be
  destroyed with a Fireball or Lightning
  spell. If the bridge is adjacent to trees
  (e.g. tiles 25 and 42), the area may be
  set aflame (as per the rules described
  above). Stone bridges cannot be
  destroyed by spells cast by characters
  of Basic or Expert level (e.g. 1-9) unless
  using a bomb (from CoC) or a wish,
  such as a djinn's, is spent.
  Trees: You don’t have to draw
  individual trees unless you want to.
  Simply use a green pen, draw circles or
  a similar symbol to save time if you
  prefer.
  Your party can cut down 1 tree square
  in 20 minutes, allowing the party to
  move into the area (roll twice for
  wandering monsters, on a d6 roll of 1).
  This way, the party can move between
  two tiles blocked by a tree square. If at
  least one character is wielding an axe,
  its takes only 10 minutes (roll only once
  for wandering monsters).
  An alternative is to cast the Bountiful
  Harvest spell (from TCOTFD), which
  allows the party to lay a permanent
  path to cross a number of forest
  squares equal to the spellcasting roll
  or less (e.g. up to 6 tree squares with a
  spellcasting roll of 6).
  Water: Crossing running water is
  possible by flying or by swimming. Only
  barbarians, swashbucklers (from DW),
  moonbeasts (from TNBTW), icthyans
  (from MMM) as well as rangers and
  other water-related classes from future
  supplements can swim across water
  automatically.
  A barbarian fighting the ferocious coatl
  
  8
  All other classes need to make a level
  3 swimming save for each square
  crossed or lose 1 life. Apply a -1 penalty
  for shield carriers and an additional
  penalty of respectively -1 and -2 for
  those wearing light or heavy armor
  (not counting bikini armor). Halflings,
  dwarves and elves (other than sea
  elves, river elves and sea dwarves) are
  especially poor at swimming and suffer
  an additional -1 penalty.
  Learning to swim counts as an Expert
  skill for all other classes (1 XP).
  Characters 
  who 
  can 
  breathe
  underwater 
  always 
  succeed 
  at
  swimming saves.
  Well: One or more party members can
  drink from a well or ignore it. Decide
  before rolling. Each character, retainer
  or mount can only drink from a well
  once. Roll a d6: 1 poisoned (make a
  level 3 poison save or lose d3 life), 2-3
  no effect, 4-6 heal 1 life.
  Open-Sky Dungeons
  If, for some reason, you want to
  encounter only flying monsters (e.g.
  your party is traveling in the open skies
  or on a magic cloud castle) roll a d3
  instead of a d6 on any of the
  woodlands monster tables.
  Merry frolicking with satyrs and nymphs
  
  9
  New Rules
  The following rules apply to woodland
  dungeons. Some of them are simplified
  rules previously featured in other 4AD
  books (e.g. leaders, Madness, soul
  cubes.)
  Adjusting to Higher Levels
  This supplement is designed for level
  4 characters. If the highest character
  level in your party is higher, add 1 to
  the number of vermin and minions,
  and also +1 to the level and life of
  Bosses and Weird Monsters, for every
  level above 4.
  For Expert level parties (levels 6-9), also
  add 2 to the levels of any saves.
  Characterization
  Some of the encounters or items
  within the Crucible will require to
  specify a character’s sex and virginal or
  marital status (e.g. unicorns react more
  gently towards virgin women). You can
  decide these details on the spot (note
  them on your characters’ sheet) or
  before you play a game. You can even
  use random methods. It’s as you like.
  For that matter, all characters should
  minimally get a name. For those who
  don’t have one, roll only half a die’s
  result (rounding up, e.g. d3) instead of
  a d6 when a die roll is called for.
  Consider this an incentive!
  Food Rations
  One day’s rations in dried foodstuffs
  sell for 1 gold each. They can be used
  to bribe some wild animals and non-
  intelligent monsters. A character can
  carry up to 10 food rations at a time.
  Flying Monsters
  Flying monsters are attacked at +1 by
  ranged weapons. If the encounter
  happens in a large area or room (12
  squares or more), they can only be hit
  by ranged weapons, spells, spears or
  polearms. 
  In 
  that 
  case, 
  ranged
  weapons can be used for the entire
  combat, not only the first turn.
  Gaining Experience
  XP rules remain the same as in
  standard Four Against Darkness games,
  except that vermin are more deadly.
  Add the number of vermin encounters
  from this book to minion encounters,
  and make an XP roll once the total of
  both is 10. Remember that you are
  counting the number of encounters,
  not the number of vermin met.
  XP rolls for defeating monsters from
  this book are made at +1 (e.g. d6+1).
  Leaders
  You may encounter minions with a
  leader in a clearing as the result of a 12
  on the Woodlands Area Contents table.
  Choose one of your characters as your
  party’s champion. The champion will
  
  10
  Adventurers riding pegasi into the clouds
  
  11
  be locked in mortal combat with the
  leader, while the rest of the party will
  fight with the minions. Once all
  minions are dead, everyone may attack
  the leader, and vice versa. Minions with
  a leader will not make a morale roll
  until their leader is killed or flees.
  If you have 4AA, use the complete rules
  for leaders instead (p.7-9).
  Madness
  Madness stands for a character's
  gradual descent into insanity. Those
  with 1 or more Madness refuse to
  share equipment or gold. When
  Madness rises above a character's
  level, that character becomes insane
  and flees to a horrid but unknown fate,
  permanently 
  lost 
  (remove 
  the
  character from play). Monsters never
  gain Madness.
  Characters under level 6 can choose to
  lose 2 life points instead of gaining 1
  Madness point.
  See 4AA for more detailed rules on
  Madness and recovering sanity.
  New Reaction: Capture
  The monsters use non-lethal attacks to
  capture 
  instead 
  of 
  killing 
  the
  characters. Any character brought to
  zero life and left behind will be
  captured, bound and brought to a
  secret hideout. One monster (only)
  flees with the captive, but the other
  characters don’t get to hit it as it flees.
  The remaining monsters keep fighting
  with the intent of capturing the party.
  To find the hideout, you must spend 3
  clues (either in this dungeon or any
  another location of your choice) on the
  “Someone has been imprisoned”
  secret from 4AD (p.60). The secret lair
  will be an underground cave (2d6 x 2d6
  squares in size) adjacent to the location
  in which you spent the clues. The
  captives will be guarded by the same
  monsters: roll for their numbers as
  indicated in the table entry but double
  the result (e.g. 2d6 x 2 centaurs or 2
  eyeball monsters).
  Captive characters will be left with d3
  life, stripped and all their equipment
  sold. There will be 3d6 more captives
  (level 0, 1 life) at any time, in addition
  to any captive characters. One of them
  will be unique and colorful; roll once
  on the Prisoner table in the appendix.
  The captive character's companions
  can fight the monsters to recover their
  friend. If the monsters have a “bribe”
  or a non-violent reaction, the party can
  also attempt to buy them back (or woo
  them with a satyr, if applicable).
  
  12
  Roll 2d6 on the Slave Pen table (in the
  appendix) for each captured character
  when the group finds the secret
  hideout, adding the captive character's
  level to the roll.
  Soul Cubes
  Dark hags and demons trade not in
  gold but in soul cubes, made from the
  souls of the dead burned in magic
  furnaces. A single soul cube can
  restore one charge to any magic item.
  They are worth 50 gold or 50 necros
  (Ϟ), in the currency of the Netherworld.
  See Four Against the Netherworld for
  more detailed rules about the making
  and economics of soul cubes.
  Subduing Monsters
  Some Weird Monsters and Bosses can
  be subdued (e.g., unicorns and griffins),
  and taken as mounts once tamed. To
  subdue a monster, your party must
  have a rope or chain and must either
  use the Sleep spell or fight with -1 on
  all Attack rolls (striking with the flat of
  the blade or trying to knock it out
  instead of killing it). The creatures
  recover half of their life (round down)
  within 10 minutes.
  Except for beastmasters, a character
  can control no more than a single
  subdued monster. The rest must be
  abandoned.
  Subdued monsters can be ridden or
  sold in large cities (for gladiator fights)
  or to wizards and alchemists (for
  organs) for 5 gold per monster level.
  Wooing & Milking Critters
  Some supplements offer new rules
  that “unlock” new options with
  monsters:
  Satyrs (from TCOTFD): The following
  creatures (if female) can be wooed by
  a satyr: angels, centauresses, dark
  hags, djinns, harpies, imps, lamiae,
  owlfolk, sphinxes and stone giantesses.
  Cheesemeisters (from RRR): The
  following creatures (if female) can be
  milked once by a cheesemeister as
  long as their reaction is non-violent
  (e.g. peaceful, bribe, etc.): angels,
  centauresses, 
  dark 
  hags, 
  djinns,
  griffins, harpies, imps, lamiae, milk
  elementals, 
  mist 
  rats, 
  owlfolk,
  sphinxes, stone giantesses, unicorns.
  Alchemical Ingredients
  Alchemists are always looking for rare
  ingredients used in potion making. If
  you have TCOTFD, you can craft
  potions from the creatures in this book
  by 
  harvesting 
  the 
  uncommon
  ingredients 
  described 
  below.
  Otherwise, a bundle of ingredients can
  be sold for 5d6 gold.
  In order to simplify accounting,
  ingredients are counted in bundles, not
  individual components. An encounter
  with a group of minions or vermin
  (whatever their number), or a single
  Boss or Weird Monster, provides only
  one bundle of ingredients. In narrative
  terms, component quality is more
  important than numbers.
  
  13
  Harvestable Ingredients
  Angels: Their dying tears count as
  Shokoti’s tongue. Used for restoring
  lost levels.
  Capricorns: A bundle of horns count
  as garrulous foetors’ spine dust. Used
  for potions of climbing.
  Centaurs: A bundle of bladders count
  as flayed fay skin. Used for mind
  control, memory and truth potions.
  Dark Hags: Their hair is used to brew
  the Balm of Nicodemus (see the Classic
  Critters Magic Items table).
  Evil Squirrels: Wizards, alchemists and
  conservationists  can use their tendons
  and spend 1 soul cube to craft a girdle
  of sex change (see the Woodlands
  Magic Items table).
  Eyeball Monsters: Their brain counts
  as a kraken’s eye. Used for poisons and
  hypnosis.
  Harpies: A bundle of feathers counts
  as shark teeth. Used to resist fear.
  Imps: A bundle of tails count as electric
  eel organs. Used for protection against
  time feeding monsters.
  Lamias: A set of eyes counts as grave
  shifter’s knuckles. Used for snake
  sedatives or flight potions.
  Rakshasa: Their cerebellum counts as
  a boulder beast's liver. Used for
  controlling plants and curing chaos
  taint.
  Stone giants: Their toes are used for
  strength and flight potions.
  Sphinxes: Their tongue counts as
  elven ghouls' marrow. Used for
  rejuvenation.
  Unicorns: A single unicorn's horn
  counts as a bundle of stirges'
  proboscis, used to resist poison, or a
  bundle of black pearls. Horns are also
  used to brew the Balm of Nicodemus
  (see below).
  The Balm of Nicodemus
  Any 
  wizard, 
  alchemist 
  or
  conservationist who mixes hag’s hair
  with a unicorn horn can brew a Balm
  of Nicodemus before an adventure by
  rolling 5-6 on a d6 (alchemists add their
  level). See the  Woodlands Magic
  Treasure table for the balm’s effects.
  The ingredients are spent, whether it
  works or not. The balm sells for 40 gold.
  
  14
  Domesticated
  Animals
  The following animal companions and
  mounts can be bought as special
  retainers by characters of any level. An
  animal companion cannot be of higher
  level than its master.
  No party member, except for a
  beastmaster (see p.17), can have more
  than one fighting animal companion in
  addition to a mount. Purely decorative
  animals that do not partake into
  combat or gaming actions (e.g. mice,
  parrots) don’t count. Animals cannot
  open or bash doors, read scrolls or
  interact with room content except
  through combat. They never incur
  Madness checks. Only mounts can
  carry equipment. Use common sense!
  While animal companions are more
  fragile than characters, as they
  generally have fewer life points,
  beastmasters can upgrade them with
  their training bonus. While they can be
  given to a new master, animal
  companions can only benefit from a
  single beastmaster’s bonuses at any
  time.
  Except for warhounds, you don’t have
  to make your pets participate in
  combat if you don’t want to.
  Lesser Necromancy works normally on
  animals (4AA p.19). Atrocities (from
  DDD) cannot have animal companions.
  See the Seven Sisters, TNBTW and MMM
  books for more animal companions
  and mounts.
  Animal Companions
  Hawks: Level 1, life 1, Attack -1,
  Defense +2. Hawks give the party +1 to
  orientation saves (featured in 4ATN
  and TNBTW). A party with one or more
  hawks reduces by 1 in 6 the chance of
  being surprised by monsters, but only
  outdoors. This bonus stacks with those
  of warhounds. They can't attack in
  corridors. Cost: 20 gold.
  Owls: Level 1, life 1, Attack -1, Defense
  +2. Owls can either attack in combat
  (at -1) or give their master +1 to their
  spellcasting rolls. Owls kill d6 rats or
  rat-like monsters (vermin only), which
  they hate, instead of their normal
  attack. They can't attack in corridors.
  Cost: 20 gold.
  Peacocks: Level 0, life 1, Attack -2,
  Defense +0, morale -2. Peacocks give
  their owner a +1 bonus at wooing and
  seduction saves. They can't attack in
  corridors. Cost: 10 gold.
  Warhounds: Level 1, life 2, Attack +1,
  Defense +0, morale +1. Dogs are loyal
  to a specific master: each time their
  master receives a wound, they will take
  the wound instead on themselves on
  a d6 roll of 5-6 (the master has no
  choice in this). A party with one or
  more warhounds reduces by 1 in 6 the
  chance 
  of 
  being 
  surprised 
  by
  monsters. This bonus stacks with those
  of hawks. Warhounds always stand
  beside their master in marching order.
  An armorer can craft custom-made
  light armor for a dog (+1 Defense) for
  50 gold. Only warhounds and wolves
  can wear it. Cost: 20 gold.
  
  15
  Wildcats: Level 1, life 2, Attack +0,
  Defense +1, morale +0. Wildcats
  automatically kill d6 rats or rat-like
  monsters (vermin only), which they
  hate, instead of their normal attack.
  Against other foes, wildcats will
  capriciously refuse to partake in any
  combat on a d6 roll of 1. Cost: 20 gold.
  Create Your Own
  Feel free to modify the animal’s type
  and looks when picking one of the
  examples above (e.g. a hawk’s profile
  can stand for a falcon, a vampire bat
  or a very aggressive parrot, while a
  warhound is like a wolf in all but name.)
  You can create your own animal
  companions by using common sense
  and the following guidelines: pick an
  appropriate (e.g. animal or animal-like)
  vermin monster from any 4AD book
  and lower its level by 2. Spread its level
  between Attack and Defense bonuses
  as fits the animal’s style (aggressive
  ones like boars have higher Attack, fast
  and flying ones have higher Defense).
  An animal’s default price is 10 gold plus
  10 per level and 10 per special ability.
  Animal companions should not have
  exceptionally powerful abilities, such
  as 
  a 
  garrulous 
  foetor’s 
  infinite
  spawning power (use your judgement),
  otherwise you’ll spoil your own game.
  Riding a giant tiger
  
  16
  Mounts
  Outdoors (e.g. outside dungeons), each
  subdued mount can carry a single
  rider, moving at twice the usual travel
  rate when riding on land and thrice
  when flying (e.g. 3 hexes per day
  instead of 1; see 4ATN and TNBTW).
  The character riding a mount at the
  front gets a +1 Attack bonus outdoors.
  Other riders can only attack with
  ranged weapons or spells.
  A character of Expert level can spend
  1 successful XP check to turn a
  subdued mount into a companion. The
  mount fights with an Attack and
  Defense bonus equal to ½ its level
  (round down), with maximum 1 attack.
  Each mount can carry two riders, or
  twice as much as a character, but not
  both at the same time. It can only carry
  this much when not flying. A flying
  mount can only fly when it carries no
  more than one rider, or the same
  weight that a character can carry. Two
  halflings (or creatures of similar size)
  count as a single rider. Ogre-sized
  characters can’t ride flying mounts
  unless they are dragon-sized. Unicorns
  can only be ridden by virgin women.
  Mounts will not enter dungeons.
  Undead 
  mounts 
  can 
  enter 
  the
  Netherworld normally (eg. using Lesser
  Necromancy from 4AA or the Children
  of the Damned spell from DDD).
  Boars: Level 3, morale +1, 1 attack,
  Attack +2, Defense +1. Boars are hard
  to kill: when life goes down to 0, the
  board will attack for one last turn on a
  d6 roll of 3-6, then it dies. Only a single
  dwarf or halfling-sized character can
  ride them. Cost: 40 gold.
  Mules, Llamas & Zebras: Level 0, life
  2, no attacks, Defense +0, morale -2.
  Each can carry three times as much as
  a character, but only a single rider.
  They are notoriously stubborn: they
  will refuse to cross a bridge or follow
  the party in dangerous terrain on a d6
  roll of 1. They cannot be used for
  mounted combat. Cost: 5 gold.
  Riding Horses: Level 0, life 3, no
  attacks, Defense +0, morale -2. They
  cannot be used for mounted combat.
  Cost: 10 gold.
  Tigers & Giant Cats: Level 7, 5 life, 1
  attack (when ridden), Attack +4,
  Defense +3, morale +0. Giant felines
  are unreliable and capricious; if their
  rider dies or becomes unconscious or
  paralyzed, they will attack the party as
  a level 7 monster on a d6 roll of 1-2.
  Only barbarians can ride these
  mounts. The monster must first be
  subdued by the character himself,
  alone (see Subduing, p.12). 1 XP must
  be spent to keep the monster as a
  mount once the adventure is over.
  Tiger riders travel outdoors at a horse's
  speed. Cost: N/A.
  Warhorses: Level 2, life 3, 1 attack,
  Attack +1, Defense +1, morale +0. They
  CAN be used for mounted combat
  outdoors (e.g. in woodlands dungeons)
  and provide a +1 Attack bonus to the
  front rider. Cost: 10 gold. An armorer
  can craft light or heavy armor for a
  horse (called barding) at 10 times the
  normal cost. Cost: 30 gold.
  
  17
  New Classes
  Beastmaster
  Masters of hunting and beasts,
  beastmasters specialize in teaching
  tricks to their animal companions, with
  which they form tight bonds. While any
  class can make use of a trained
  warhound or falcon, no one knows
  how to push an animal to fight in
  perfect coordination with its master
  like beastmasters do.
  Traits: Beastmasters add ½ their level
  (round down) to their own Attack rolls.
  Beastmasters also add ½ their level
  (round down) as a training bonus to
  their animal companion’s Attack,
  Defense, save rolls and life points. This
  does not include mounts.
  A beastmaster can have up to 1 animal
  companion for every three levels
  (round up): one at levels 1-3, a second
  at levels 4-6, a third at levels 7-9 and so
  on. The beastmaster’s training bonus
  can be split among them as you wish.
  Beastmasters cannot have animal
  companions whose monster level is
  above their own class level.
  Beastmasters can forfeit 1 successful
  XP check to give the level increase to a
  single animal companion instead. The
  level increases the animal’s life by 1
  and either its Attack or its Defense by
  +1. Its level cannot rise above its
  master’s.
  When beastmasters die or becomes
  unconscious or paralyzed, their animal
  companions lose their training bonus
  but remain with the group (unless this
  goes against the limit of one animal
  companion per character). This can
  cause an animal to drop dead from the
  loss of life points (e.g. death from
  shock at the master’s death or leaving
  the party to mourn over their master’s
  corpse). Animals companions without
  a beastmaster keep any levels gained.
  A new beastmaster of sufficiently high
  level can claim the lonely animal for his
  own and apply the training bonus.
  Saves: Like barbarians. They have the
  same bonuses and penalties to saves.
  Armor allowed: Light armor and
  shields.
  
  18
  Weapons allowed: All except firearms.
  Starting equipment: Light armor,
  shield, hand weapon and animal
  companion (level 0 or 1).
  The Beastmaster may trade the shield
  and hand weapon for a two-handed
  weapon or a bow.
  Starting wealth: 2d6 gold.
  Expert 
  skills 
  available: 
  Arcane
  Tanner, 
  Brawler, 
  Acute 
  Hearing,
  Combat Acrobatics*, Commanding
  Presence, Danger Sense, Double
  Attack, Knife Throwing, Quick Footed,
  Sworn Enemy*, Vampire Hunter*,
  Whirlwind of Steel.
  Life: 4 + level. A 1st level beastmaster
  has 5 life.
  * Also applies to any animal that receives
  a training bonus of at least +1.
  Example: 
  A 
  level 
  3
  beastmaster has a level 1
  warhound as an animal
  companion. With her +1
  training 
  bonus, 
  the
  warhound’s profile goes as
  follows: level 1, 3 life, 1 Attack
  at +2, Defense +1, saves +1,
  morale +2, takes the master’s
  wounds on a d6 roll of 5-6,
  reduces by 1/6 the chance of
  monster surprise. At level 4,
  her training bonus rises to +2
  and she can take a second
  animal companion. She can
  either spread her training
  bonus 
  among 
  her 
  two
  animals (+1 each) or only give
  a+2 bonus to one of them.
  Clerics and the Gods
  In addition to the gods already
  featured in Buried Secrets and Four
  Against the Netherworld, you can choose
  to devote your clerics to any of the
  deities below. Clerics devoted to a
  specific deity can use the Bless power
  as described in 4AD or, at any time, can
  spend a Blessing to use the powers
  described below.
  Cleric of Elidra
  Goddess of harmony and beauty,
  inventor of music, protector of the
  Eliphar (elf) race, direct emanation of
  the Cosmos and its harmony, it is Elidra
  who chose for the world the name
  Norindaal, which in Godspeech means
  “song”. Elidra appears like a dignified
  elven dancer of incredible beauty and
  agility, clothed in silk ribbons.
  Because Elidra’s protected people
  (elves) came to Norindaal only at the
  end of the Century of Fire and Rain, the
  other gods sometimes call her the
  Latecomer. According to legend, the
  elves were sent to Norindaal in
  “Traveling Stones” - meteoritic wombs
  that protected them and kept them in
  suspended 
  animation 
  until 
  the
  dwarves freed them. The dwarves still
  grumble about this being their worst
  mistake to this day. Elidra is aligned
  with Life and Peace.
  At any time, clerics of Elidra can spend
  one Blessing to cast the Song of Charm
  
  19
  spell instead. The cleric makes a music
  check against the monsters’ level,
  adding her level. If successful, you may
  pick the monsters’ reaction from those
  available. Casting this spell requires the
  caster to play a musical instrument and
  therefore must have at least one free
  hand to do so. When making any save
  roll, clerics of Elidra can also choose to
  save as either elves or clerics.
  Cleric of Korimnos
  The Golden Stag with a Thousand
  Antlers, Korimnos appears as a gigantic
  stag with an impressive array of antlers
  or as a horned man. A god of
  masculine pride and fertility, Korimnos
  protects forests, fauns, stagmen,
  centaurs, and in general is worshipped
  by all herbivore beast-men.
  In the An-mòr continent, there is a
  mostly human and elven druidic cult of
  Korimnos in the Broken Spine, the
  mountains north of Dorantia. This
  druidic religion is at odds with the
  alchemist guilds from the Eternal City
  who raid the mountain in search of
  rare flowers and minerals.
  Korimnos is often accompanied by
  Saali, a white doe that can turn into a
  swarm of deadly brown bees. This
  Norindaalan insect is similar to the
  Terran honeybee, but larger and with
  a potentially fatal sting. For this reason,
  beekeepers in some cultures carry a
  deer motif on their clothes and
  protective equipment, and halflings
  bakers all over the world make doe-
  shaped honey biscuits.
  At any time, clerics of Korimnos can
  spend one Blessing to make a natural
  animal or a group of them (e.g. any
  creatures that also exist in the real
  world) automatically have a peaceful
  reaction. 
  If 
  you 
  have 
  TCOTFD,
  Korimnos’ clerics woo as if they were
  halflings and can craft potions as if they
  were wizards.
  Holy wooing in progress at Korimnos’ fertility festival
  
  20
  Woodlands Area Content table (2d6)
  2 Treasure found: Roll on the Woodlands Treasure table.
  3 Hunted: Spend 1 clue or double the number of monsters in your
  next encounter with minions or vermin.
  4 Special Event: Roll on the Woodlands Special Events table.
  5 Bountiful Game: Each character heals 1 life.*
  6 Vermin: Roll on the Woodlands Vermin table.
  7 Minions: Roll on the Woodlands Minions table.
  8 Minions: If corridor (path), empty. Otherwise, roll on the Woodlands
  Minions table.
  9 Trail: Get 1 clue.
  10 Weird Monster: Roll on Woodlands Weird Monsters table.
  11 Boss: Roll on the Woodlands Boss table.**
  12
  War Party: If a corridor (path), roll on the Woodlands Boss table. If
  a room, you encounter both a Boss and its retinue of minions. (See
  Leader under New Rules.)
  * If your group includes a
  wandering alchemist, you also
  find d3 Common Ingredients
  which can be sold for d6 gold
  pieces each or used to craft
  potions (see TCOTDF p.74).
  ** Roll a d6. Add +1 for every
  Boss or Weird Monster that you
  have encountered so far in the
  game. If your total is 6+, or if
  the 
  dungeon 
  layout 
  is
  complete, this is the Final Boss.
  
  21
  Woodlands Area Type table (d66)
  
  22
  Wicked imps preparing to attack unwary adventurers
  
  23
  Woodlands Vermin table (d6)*
  1
  2d6 Mist Rats. Level 3 flying vermin, no treasure, morale +1. Instead of attacking, a
  swarm of mist rats will gnaw at the party’s foodstuffs and paper items. Each turn, a
  single mist rat will destroy (in that order) a piece of cheese, one day’s food rations,
  a scroll, a leather object, any other non-metal object. They never harm xwarts (from
  TNBTW) or lantern bearers (carrying them is not enough; they must be held in hand).
  Reaction: always gnaw at party’s stuff.
  2
  d6+1 Imps. Level 5 flying hellspawn vermin, Woodlands treasure -1, morale -1. On
  a failed Defense roll, the character suffers no damage but loses a random object as
  a single imp flees away with it. A single vial of holy water thrown at them kills two
  imps. A Blessing spell cast by a cleric of god of Light causes d6+L imps to flee without
  stealing anything. Subtract 1 from their level per demonologist in the party. Imps
  never harm clerics of Akerbeltz (from DDD) but hate witchhunters (from SS).
  Reactions (d6): 1-3 puzzle, 4-6 fight.
  3
  d6 Winged Capricorns. Level 4 flying vermin, no treasure, morale -1. On the first
  turn, the charging males fight like level 6 monsters (for both Attack and Defense). In
  addition to the males, the herd includes 2d6 non-combatant females and young
  (level 2 vermin, always flee). Winged capricorns are always met near a pond or river,
  which they fertilize: all characters regain 1 life the first time they drink from it.
  Reactions (d6): 1-3 flee if outnumbered, 4-6 fight.
  4
  2d6 Carrion Worms. Level 4 vermin, Woodlands treasure -2. When hit by a carrion
  worm, a character must succeed a level 2 poison save or be paralyzed for the next
  turn. Moonbeasts and plague doctors (from PPP) are immune. Paralyzed characters
  cannot attack and fail all Defense rolls but can make poison saves normally.
  Reactions (d6): 1-2 peaceful, 3-6 fight.
  5
  d6+3 Woodlands Wolves. Level 3 vermin, no treasure. Wolves fear fire and must
  check morale whenever 2 wolves are killed with a Fireball spell. If this attack drives
  their numbers below 50%, two morale checks are made. Subtract 1 from their morale
  rolls per beastmaster or ranger in your party (maximum -2).
  Reactions (d6): 1 flee, 2-3 bribe (d3 food ration each), 4-6 fight.
  6
  2d6 Evil Squirrels. Level 3 rattish vermin, no treasure. Used as familiars by the
  witches of Mount Larrun, they steal their targets’ luck and energy. On the squirrels’
  turn, instead of attacking, roll a d6 for all characters and add their level. If the roll is
  under the squirrels’ current number, the character loses 1 luck point, 1 piety point,
  1 panache point, 1 unspent spell/clerical power or 1 life (in that order). They never
  harm female wizards, clerics of Akerbeltz or Radah, mutants or necromancers (from
  DDD). Evil squirrels hate paladins and witchhunters (see note 8).
  Reaction: always fight.
  * At your discretion, if you get the same result on this table twice in a row and you have either
  of these books, you can either roll on THOC’s Wild Animal table (p.31), in which case lower all
  monster levels by 2, or MMM’s Crag Vermin table, for greater variety. If you have both books,
  choose or pick one at random.
  
  24
  An owlman and his faithful mountain dog mount
  
  25
  Woodlands Minions table (d6)*
  1
  d6+1 Harpies. Level 7 flying minions, Woodlands treasure. On each of the harpies’ turns, all
  characters who are not deaf must succeed a level 4 magic save or be paralyzed by their song
  for the entire round. Wizards, halflings, satyrs, clerics of Akerbeltz and bards (from TNBTW) add
  half their level. Paralyzed characters cannot attack and fail Defense rolls automatically. Harpies
  are immune to Sleep. Bards can pacify them with a level 7 music save (add ½ their bard level).
  Reactions (d6): 1-2 quest (always “Bring me that!”**), 3-4 bribe (one gem each), 5-6 fight.
  2
  d3+1 Owlfolk Riding Dogs. Level 8 flying minions, Woodlands treasure -1, 2 attacks each. An
  owlman’s and his mount’s attacks always strike the same target. If both hit, they stop flying but
  automatically inflict 1 more wound on each of their turns. Fire spells cause them a -1 morale
  penalty. Subtract 1 from the reaction rolls for each owl or conservationist in the party.
  Reactions (d6): 1-2 merchant (see note 9), 3-4 bribe (d6 food rations each), 5-6 fight.
  3
  d6+2 Giant Eagles. Level 7 flying minions, treasure: d6 gems worth d6 x 3 gold. Giant eagles
  fight at -2 to their level in corridors. Except in corridors, if at least three attacks succeed against
  a single character, he must succeed a level 4 Defense roll or be swept away, never to be seen
  again. The characters have a single combat turn to kill the eagles carrying their companion with
  a ranged weapon or spell. Any attack roll of 1 hits their unfortunate companion instead.
  Reactions (d6): 1 flee, 2 peaceful, 3-4 bribe (one gem each), 5-6 fight.
  4
  d6 Living Wheels. Level 5 chaos minions, Woodlands treasure -1. The rolling, disc-shaped
  mutants will surprise the party on a d6 roll of 1-3. If they surprise, they throw knives with their
  four hands before combat, forcing each character to make a level 3 Defense roll or lose d3 life.
  Subtract 1 from their reactions per atrocity, mutant or chaos golem (from DDD) in the party.
  Reactions (d6): 0 (or less) offer food and drink, 1-3 bribe (10 gold each), 4-6 fight.
  5
  2d6 Centaurs. Level 5 minions, Woodlands treasure -1. Their blood is poisonous: any successful
  melee attack forces the attacker to pass a level 2 poison save or lose 1 life. Centaurs surprise
  on a d6 roll of 1-2. If the party includes any female members, their reaction is always “capture”.
  Reactions (d6): 1 offer food and rest, 2-3 merchant (sells any item under 101 gold from the 4AD
  core book), 4 capture, 5 bribe (2d6 gold each), 6 fight.
  6
  d6+2 Troglodyte Lizardmen. Level 7 minions, Woodlands treasure +1. Before combat, all party
  members must succeed a level 3 poison save or retch uncontrollably, unable to stand the
  monsters’ skunk-like smell. Retching characters cannot attack for the first d3 turns of combat.
  Alchemists, cheesemeisters and plague doctors (from PPP) are immune. If cast immediately
  before combat, a Protect spell will also make one party member immune to the smell. Fireball
  spells cause troglodytes to check morale. Lower their morale by 1 per atrocity in the party.
  Reaction: Always fight.
  * At your discretion, if you get the same result on this table twice in a row and you have either of
  these books, you can either roll a d6 (not a d8!) on THOC’s Monster table (p.32; lower all monster
  levels by 2), KoD's Day Minions table (p.17; ignore any references to Piety, Hunters, relics and the
  Challenge table) or MMM's Crag Minions table, for greater variety. If you have both books, choose
  or pick one at random. For each encounter during which a Legendary Item from THOC is used, the
  user gains 1 Madness point.
  ** From then on, every time the party kills a Weird Monster or Boss, there is a 1 in 6 chance that it
  will have the object sought (a silver mirror) in addition to his treasure, if any. A sphinx will always
  have such a mirror if you have this quest and will surrender it if its puzzle is achieved. To complete
  the quest, the party must bring the object back to the harpies.
  
  26
  Harpies sighting plumpy halflings
  
  27
  Woodlands Weird Monsters table (d6)
  1
  Angel of Light*. Level 8 flying Weird Monster, 5 life, 2 attacks plus one per miscreant (see note
  1), morale +2, treasure: Blessing scroll & Invocation of Order (if you have the Caverns of Chaos
  book, otherwise a jewel worth 30 gold). Angels of Light hate miscreants and cause them 2
  wounds per hit. Spellcasting by miscreants is at -2. They are immune to Sleep.
  Reactions: See note 1.
  2
  Griffin*. Level 6 flying Weird Monster, 4 life, 3 attacks, 2 Woodlands treasures +1. Sleep spells
  affect griffins at -1. Subtract 1 from its reactions per beastmaster or conservationist in the party.
  Reactions (d6): 1 peaceful, 2-3 bribe (d6 food rations), 3-4 fight.
  3
  Sphinx*. Level 7 flying Weird Monster, 6 life, 3 attacks, morale +1, 2 Woodlands treasures.
  Increase the sphinx’s level by 2 if the party attacks before solving the puzzle. Wizards,
  conservatonists, rogues and gnomes (from TTT) add their level.  Immune to Sleep.
  Reaction: always puzzle.
  4
  Elemental. Level 6 Weird Monster (hellspawn), life 6, normal Woodlands treasure, never check
  morale. Roll a d6 for the elemental’s subtype: 1 earth (slashing weapons attack at -1), 2 air (flying
  monster; blunt weapons attack at -1), 3 fire (immune to fire), 4 water** (ranged weapons attack
  at -1), 5 lightning (flying, immune to lightning, non-gilded metal weapons attack at -1), 6 energy
  (save vs level 3 energy drain when hit or lose 1 level). All elementals are immune to Sleep. Gilded
  weapons (from CoC) Attack them at +2. Demonologists can possess them (see 4ATN).
  Reaction: always fight.
  5
  Lamia. Level 7 Weird Monster, 6 life, 2 attacks, Woodlands treasure +3 and 1 soul cube. Any
  target losing life to the lamia must succeed a level 3 magic save or lose one level until Blessed.
  At the end of each of your party’s turns, roll a 2d6. If the result is under the lamia’s current life,
  your party had been fighting a double all along: restore her life to 6. Immune to Sleep. Subtract
  ½ the level of any female wizard or any cleric of Akelbertz in the party from her reactions.
  Reactions (d6): 1 quest (always “Slay all the monsters!”), 2-3 bribe (jewels worth 100 gold or
  more), 4 magic challenge, 5-6 fight until a character dies then flee with the corpse.
  6
  Unicorn. Level 6 Weird Monster, 6 life, 1 attack, no treasure, morale -1. Unicorns do d3 damage
  with their enchanted horn. If a 3 is rolled, make another attack against the same character
  (once). They are immune to Sleep and poison. Subdued unicorns can only be ridden by virgin
  women. Subtract 2 from the unicorns’ reactions if the group includes one or more female virgins
  of any species or a unicorc (from MMM). A wizard who spends 1 soul cube and 1 unicorn horn
  can craft a +1 magic knife who gives its user +2 vs poison saves. They hate cambions, atrocities,
  mutants, necromancers, succubi and clerics of the Death gods.
  Reactions (d6): 1 peaceful, 2-4 flee, 5 bribe (any magic food), 6 fight.
  * These monsters can be subdued. A sphinx whose riddle is solved counts as subdued. As for
  subdued angels, you can have them carry your character instead of riding them if the thought
  makes you uncomfortable. (It’s far less funny though.) Angels can carry only one rider.
  ** If your party includes a cheesemeister (RRR), roll a d6 when encountering a water elemental:
  on a roll of 5-6, it is a milk elemental instead. Its reaction is always peaceful when a cheesemeister
  is present, and it can be milked. Cheese made from milk elementals works like holy water and
  also heal 1 life. It sells for 30 gold pieces.
  
  28
  Woodlands Boss table (d6)*
  1
  Eyeball Monster. Level 8 flying Boss, 6 life, 2 attacks per party member, 2 Woodlands
  treasures+2, morale +2. Spellcasting rolls are at -2. At the beginning of each of the monster’s
  turns, all party members who succeed a level 5 magic save (wizards and halflings add half their
  level) reduce the monster’s number of attacks against them by 1. (Ice elf huntresses succeed
  automatically.) Puncturing the monster’s main anti-magic eye can be done with a successful
  Attack at -3: doing so inflicts no damage on the creature but it cancels its spellcasting penalties
  and reduces its attacks to 1 per party member (it cannot be reduced any further).
  Reactions (d6): 1 quest (always “Bring me that!”), 2 bribe (all the party’s magic items), 3 magic
  challenge (at -2 for the challenging character), 4 capture, 5-6 fight.
  2
  Djinn. Level 6 flying Boss, 5 life, 1 attack (special), Woodlands treasure, morale -1. In addition
  to his normal attacks, a djinn has 1 additional lightning attack against shield bearers and one
  more against characters wearing heavy armor or made of metal (e.g. golems). Djinns are
  cowards: they are always considered subdued when they would flee (see note 3).
  Reactions (d6): 1 quest (always “Bring me gold!”), 2 friendly, 3-4 magic challenge, 5-6 fight.
  3
  Coatl (feathered dragon). Level 6 flying Boss, 5 life, 3 attacks, Woodlands treasure. Those
  bitten by a coatl must succeed a level 3 poison save or fall comatose until the end of combat
  (those abandoned are eaten). Halflings, barbarians and dwarves add ½ their level to the save.
  Reactions (d6): 1 quest, 2 flee, 3-6 fight.
  4
  Dark Hag. Level 7 demon Boss, 6 life, 2 attacks, never checks morale, 1 Woodlands Magic
  treasure, 1 random Basic level scroll (from any 4AD book you own) and d3 soul cubes. The hag
  dies instantly if a witchhunter’s  (from Seven Sisters) or a paladin’s (from 4ATN) Attack rolls exactly
  13. At the beginning of each of her turns, the hag will attempt to capture the character with the
  highest net Attack bonus inside her boiling cauldron (only one at a time). A successful level 5
  strength save is needed to escape. Warriors and paladins add half their level, moonbeasts and
  other ogre-sized characters add their level. Halflings save at -1. The character inside the
  cauldron cannot attack and loses 1 life each turn from the heat, unless immune to fire. The hag
  loses 1 Attack while she’s got a captive in her cauldron (as she prevents her meal’s escape). In
  addition to her Attacks, the hag will cast a spell (see note 2). She hates witchhunters.
  Reactions (d6): 1-2 quest (see note 2), 3-4 bribe (all magic items), 5-6 capture.
  5
  Rakshasa (tiger-man demon). Level 7 demon Boss, 6 life, 3 attacks, 3 Woodlands Magic
  treasures and one magic item of your choice from the Magic Item table in 4AD. Rakshasas are
  masters of illusion and strange sorcery. Take notes or pictures of your characters’ sheet before
  combat begins. On the rakshasa’s turn, roll a d6. If the result is 1, the rakshasa reverses time
  and you must start to fight it again as if it was the first turn, resetting the life and other abilities
  of everyone as they were at the beginning of combat. Casting any Temporal spell (from MMM)
  cancels this ability instead of the spell’s usual effect.
  Reactions (d6): 1 quest (always “Bring me his head!”), 2-3 bribe (50 gold), 4-6 capture.
  6
  Stone Giant. Level 8 Boss, 6 life, 2 attacks, d3 damage per hit, morale +1, 2 Woodlands
  treasures. In dungeons (not outdoors), stone giants surprise parties on a d6 roll of 1-2. If hostile,
  they will shoot a rock at the party, causing the two characters in the front of the marching order
  to roll a successful level 5 save (rogues add ½ their level) or be hit for d3 damage.
  Reactions (d6): 1-2 quest (always “Let peace be your way!”), 3-4 bribe (50 gold), 5 capture, 6 fight.
  * All these Bosses are immune to Sleep. At your discretion, if you get the same result on this table twice in a
  row and you have the Knignt of Destiny book, you can roll on its Side Quest table instead (p.20). Ignore any
  reference to hunters and dishonor, and replace any rumors gained with clues.
  
  29
  Woodlands Treasure table (d6)
  0
  Nothing*
  1
  d6 x 4 gold or any single item worth 20 gold pieces or less in the 4AD book**
  2
  One gem worth 2d6 x 5 gold pieces**
  3
  Roll for a scroll on the Random Spell table from 4AD or holy water
  4
  Roll on the Useless Spell Scroll table or 5d6 x 2 gold
  5
  One item of jewelry worth 4d6 x 10 gold pieces
  6+
  Roll on the Woodlands Magic Treasure table
  * If you have the Man-Eater! book, you can choose to roll on the Forest of Thraa Unique Events
  table (p.30) instead if you wish. Halflings can spend a Luck point to re-roll the result.
  ** If your party includes a wandering alchemist, you can find instead either d6+1 random
  Common Ingredients or d3 Uncommon or Mineral Ingredients (see TCOTFD p.74). Alternately,
  the alchemist manages to brew any single potion of your choice worth 2d6 x 5 gold or less.
  The enigmatic sphinx
  
  30
  The casting of the ‘Infuriate God’ spell by the Cult of Atheism
  
  31
  Useless Spell Scroll table (d6)*
  1
  Delay Chores: This powerful spell affects true reality (not just the game). When cast,
  show your spouse or parents the following lines: The present spell entitles you, the
  actual player (not your characters), to delay any chores or bedtime by exactly one
  hour so you can keep playing Four Against Darkness. It can only be cast once per day.
  2
  Suicidal Pyre: When this spell is cast, the caster burns his or her own soul to create
  a single soul cube. The soul cube can be used (by someone else) to give one charge
  to any magic item. The caster dies as soon as the last casting word is uttered and
  cannot be resurrected or raised as an undead by any means (as the soul is
  irreversibly destroyed). Retainers and captives will never cast this spell.
  3
  Solipsist Genocide: This mass destruction spell immediately kills 1,000 people times
  the caster's level. The targets are random living beings which the caster has never
  seen or heard from, nor ever see any sign they ever existed. Likewise, you will never
  know if the spell worked or not (make the spellcasting roll with your eyes closed.)
  4
  Infuriate God: This spell grievously insults an unknown god, who immediately takes
  retribution against the caster by causing his or her spectacular death. All onlookers
  gain 1 Madness. If cast in a town, all citizens become insane (leave quickly!)
  5
  Cancel Dissipation: When cast, this spell immediately cancels its own effect. It
  cannot be canceled, even by a wish.
  6
  Universal Annihilation: This spell, the most powerful to have ever existed, has
  never been cast yet. When cast, the entire universe of Norindaal is destroyed. You
  must immediately burn all your 4AD books to cinders, delete all files and stop playing.
  For the spell to be completely effective, you must buy all copies of the game you can
  find (including print-on-demand copies) and burn them too. For obvious reasons,
  every inhabitant of Norindaal will want the caster dead. Unfortunately, casting the
  spell takes a year of chanting (in game time), during which one of each monster in
  every 4AD book you own will attempt to kill your character, one after the other. You
  must play these combats one by one before the spell takes effect.
  * These unusual spells can only be cast by wizards and their specialized variants, e.g.
  conservationists (from TCOTFD) or necromancers (from DDD). Despite their complete and
  irrefutable uselessness, these spell scrolls still sell for 75 gold each. Carrying (not to mention
  casting) the Universal Annihilation spell is punishable by death in all towns of Norindaal.
  
  32
  Woodlands Magic Treasure table (d6)
  1
  Girdle of Sex Change: Originally designed as a curse against a king’s heir, the item
  has attracted the attention of Gobras, god of jesters. Aside for the obvious effect,
  which wears off after d6 adventures, the belt allows the transformed to cast the
  Blessing spell once. The girdle cannot be taken off until its effect wears off. Artificial
  beings cannot use it. (See note 7). Selling price: 2d6 gold.
  2
  Talisman of Vigilance: This eye-shaped pendant, worn in the back, reduces by 1 in
  6 the chance of being surprised by monsters. It does not work if the talisman is not
  able to “see” from its position (e.g. in total darkness or with a shield upon the wearer’s
  back) or if the monsters are invisible. Selling price: 100 gold.
  3
  Scarab of Undeath: This disturbing, worm-like brooch forces the first character who
  touches it when the treasure is found (roll randomly) to make a level 6 magic save
  or die. Necromancers add their level. If a companion pins the brooch on the dead
  character’s chest, he or she will raise from the dead as a sentient undead. The raised
  character keeps all former abilities and can raise in levels normally except as follows:
  the character can no longer eat, drink (including potions), procreate, sleep, breathe,
  suffers cold damage or benefit from Healing potions. Except in cold or dry
  environments (e.g. the arctic, deserts or the Netherworld), rot will cause the character
  to smell horrible and decompose, causing the party to fail at any social type save
  (except versus undead). For the purposes of spells, magic items or Expert skills (e.g.
  Turn Undead or Healing Surge), he is considered a vampire, albeit a decomposing
  one. If the brooch is ever removed, he dies and it loses all powers. The brooch has
  no effect on artificial beings and undead. Selling price: 66 gold.
  4
  Bow of Speed: This enchanted bow can fire an additional arrow (two instead of one)
  on the first turn of combat, including arrows of slaying (from the Epic Reward table
  in the 4D core book). If the character can already shoot more than one arrow per
  turn, the Bow of Speed adds one additional shooting attack. Selling price: 200 gold.
  5
  Balm of Nicodemus: Thrown at an undead monster as an attack action (automatic),
  this potion cancels its immunity to non-magical weapons. Unless thrown by a wizard
  or an alchemist, it has only a 2 in 6 chance of working. Selling price: 40 gold.
  6
  Cloak of Darkness: When the hood of this cloak is pulled, the wearer becomes
  utterly invisible. Unfortunately, all sources of light in the room or location (including
  the party’s lantern) immediately shut down in total darkness. Only the wearer can
  see clearly in darkness (but cannot read and use scrolls under these conditions), and
  benefits from a +3 Defense bonus. All other characters are blinded and suffer a -2
  penalty to all rolls. Selling price: 100 gold.
  
  33
  Woodlands Special Events table (d6)*
  1
  Forest Fire: Fighting the fire is resolved as a combat against a level 5 Weird Monster
  with 1 life (minimum 3) per adjacent tree square in the tile (pick the largest zone
  available). Never checks morale, immune to magic (except Quelch Fire from TTT).
  Only shields protect against it. Since fighting the fire involves cutting down trees,
  axes give +2 to Attack rolls. Each life point taken from the monster counts as cutting
  down one tree square (see Woodlands Features).
  2
  Stampede: An animal herd is running wildly across the woods. All characters must
  make a level 3 running save or lose d3 life. On a roll of 1, they lose all hand-held
  items too. Barbarians and elves add +1, characters of dwarf or halfling size roll at -1.
  3
  Pegasi: You encounter d3 flying horses, peacefully grazing. If you succeed a level 5
  taming save, you can use as mounts. Beastmasters add their level, barbarians add
  ½, halflings add +1 and can use a Luck point to re-roll. Mounted fighters have +1 to
  Attack rolls outdoors. When travelling in the wilderness, flying mounts move at triple
  rate. Each pegasus can carry two riders and their equipment. Two halfling-sized
  characters count as a single rider. If you roll this result again, see note 6.
  4
  Wanton Frolic: Your party comes upon satyrs and dryads engaging in energetic
  merriment. Make a level 3 breeding save for every character who joins them (your
  choice), excluding monks, shrews and their spouses. Halflings and swashbucklers
  add half their level, satyrs automatically succeed. Those who succeed gain 1 clue
  and heal d3 life, those who fail lose 1 life from exhaustion.
  5
  Captive Found: Get 1 clue and roll on the Prisoner table. Roll a d6: on a roll of 1-3,
  the prisoner is guarded by a hidden pit: level 4 trap, subtract the armor bonus from
  the save, rogues add their level, halflings and elves add +1. Lose 1 life on a failure.
  A lone character who falls in the pit dies unless a level 6 climb save is made. A single
  witchhunter can torture the captive for 1 clue as for witches (see Seven Sisters).
  6
  Treasure Map: Get d3 clues. They can only be spent to find a hidden treasure (see
  4AD p.58). If your party has a spade (from TCOTDF), only 2 clues are needed for it.
  * If you get the same result on this table twice in a row and you have the Three Rings book, you
  can roll a d66 on that book’s main table (p.5) instead if you wish. Should you find Davanzu’s
  rings, you can sell them back to him for 100 gold each if you meet him in the future. (He’s got a
  habit of showing up in the worst places!) Alternately, if you wish to add even more variety, you
  may either roll on Man-Eater!’s Forest of Thraa Wandering Monsters table (p.29; add 2 to all
  monster levels) or roll on MMM’s Special Events table. If you have all these books, you can pick
  one at random or choose.
  
  34
  Slave Pen table (2d6+captive character’s level)*
  2-9
  Eaten or killed (50% chance of each; in the latter case, the corpse can be resurrected.)
  10-11 Character can be bought for the price of a bribe (if not is indicated, the bribe is 2d6
  gold per character level).**
  12-14 Not present. Sold as a captive to the next Boss you encounter (as part of its treasure).
  15+
  Not present. Sold as a captive to the next Final Boss you encounter (as part of its
  treasure).
  * Roll separately for each character.
  ** Bribes to buy back level 0 characters are d6 gold.
  Dour Determination Defines Desperate Dwarves
  
  35
  Prisoner table (d66)*
  11-14
  Pernicious Princess: The infuriated aristocrat wants vengeance against all those who
  humiliated her. The party gets an Epic Reward if they complete the "Slay all the monsters!"
  quest for the present dungeon (4AD, p.89). She insists on walking in the first rank and to have
  at one character or retainer on the second row behind her carry her gown's train (which requires
  at least one hand), otherwise her persistent whining causes the party a -1 penalty to all ranged
  attacks and spellcasting. **
  15-22
  Miserly Merchant: His goods were stolen and he desperately wants them back less his
  business is ruined. The party gets an Epic Reward for completing the "Bring me that!" quest
  (4AD, p.89), except that the quest object is the merchant's stash (cargo and hard-to-sell baubles)
  instead of a magic item.
  23-26
  Helpful Healer: Glad to be saved, the healer can restore 1 life point to each party member. If
  you have TCOTDF and less than 5 characters, she can join the party as a wandering alchemist
  of a level equal to the party's lowest level. If not, but you have BBB, she can join the party as a
  succubus of the same level. Otherwise, the healer will simply give the party a reward of d6 x 5
  gold when returned home.
  31-34
  Cheerful Cleric: The enthusiastic priest gladly offers the party to cast them as single Blessing
  spell, now or at any later time of their choice. If the party engages in drinking alcohol or
  fornication in the cleric's presence, he will pester them with sermons for the rest of the dungeon
  until brought home (-1 to all spell casting, puzzle and will saves). (See note 4.)
  35-42
  Sinister Spy: She knows d3 clues and will give them to the party in exchange for being
  accompanied to safety. If the party is under four characters, she can join them as a rogue, a
  harlequin or an assassin (from DDD) of a level equal to the party's lowest level.
  43-46
  Desperate Dwarf: The miserly fellow buried his treasure not far from here but lost his
  bodyguards and needs to be escorted there. The party is given the "Bring me that!" quest (4AD,
  p.89). The magic item is an ancient dwarf heirloom (a magic tobacco pipe that heals 1 life after
  each combat, worth 250 gold). The quest's reward is always the Gold of Kerrak Dar (4AD p.90)
  and is only offered when the dwarf is safely escorted out of the woodlands with his pipe in
  hand. There is a 1 in 6 chance that you encounter Harros Davanzu instead (see note 5).
  51-54
  Poor Peasant: Once the adventure is over, the rescued peasant will offer the party d6+3 food
  rations (worth 1 gold each) as a thank you gesture. He will also happily offer his many daughters
  and sons in marriage to any interested character. **
  55-62
  Inebriated Innkeeper: Once returned to safety (outside the dungeon), the grateful innkeeper
  promises the party free alcoholic drinks at his establishment for the rest of their adventuring
  careers. If you wish, any or all characters may roll their first fear or Madness save when starting
  a new dungeon or adventure, but also suffer a -1 penalty to ranged attacks due to drunkenness.
  63-66
  Thoughtful Teacher: Once the adventure is over and he is safely returned home, the old fellow
  can teach a single character of Expert level an Expert skill for free (no XP needed). The trained
  character must miss the next adventure to do so. The skill must be available for the character's
  class. If the entire party is under level 6, the teacher's offer remains available in the future when
  they level up.
   * Feel free to change any prisoner’s sex to your liking or to randomize it. If you wish, you can also roll
  on this table anytime you spend clues on the secret “Someone has been imprisoned” (4AD p.60).
  ** If you have RRR and 4 characters or less, the prisoner can marry a character after the adventure
  and join the party as a shrew of their spouse’s level. Otherwise, they are simply a level 0 retainer with
  2 life, no bonuses, morale -1 and proficiency only in light weapons. Polygamous characters only get a
  +1 bonus for additional shrews after the first but suffer the cumulative penalties.
  
  36
  A rogue bargaining a quest with dark hags
  
  37
  Notes to Tables
  Note 1 (Angel of Light): Angels are notoriously uncompromising servants
  of the gods of Light, Law and Life. The angel of Light will always fight to
  the death a party that includes at least one character of the following
  classes: demonologist or cambion (from 4ATN), all classes from DDD
  except Clerics of Darim, moonbeasts (from TNBTW), succubi (from BBB),
  any character Touched by Chaos (from CoC), bearing an Abominable Gift
  (from 4ATN) or any character devoted to a deity of the Demons, Chaos
  or Death alignments. All of these are thereafter labeled as “ miscreants”.
  Otherwise, the angel offers food and drink, and casts a Blessing on the
  party. Parties which do not include any miscreants and include at least
  one character devoted to a Light deity, with a rope or chain, can subdue
  the angel. Angels can be used as mounts (or “carriers”) only when flying,
  and will only carry one passenger.
  A demonologist can also forcibly
  subdue an angel to serve him as
  a mount using his possession
  power (see 4ATN). The will-
  broken angel will henceforth
  become his slave, not fighting in
  combat but neither taking the
  place of a possessed creature. A
  subdued angel can be sold for
  100 necros to Salamandrine Men
  or in the Netherworld.
  If you have TTT, you can roll on
  the Gods of Light table for the
  angel’s patron deity.
  Angels are very rare. If you roll
  this 
  encounter 
  again, 
  you
  encounter a Sabertooth Tiger:
  Level 7 Weird Monster, 5 life, 2
  attacks, morale +0, no treasure.
  A barbarian who subdues the tiger alone can ride it as a mount.
  
  38
  Note 2 (Dark Hag): Her quest is either “I want him alive!” or (if you have
  the TTT book) a random demonic quest. Roll a d6 at the end of each of
  the hag’s turns, adding +1 if she is under half her original life:
  1-2 Frog: The character with the highest net Attack bonus (excluding any
  inside her cauldron) must succeed a level 5 magic save or be transformed
  into a giant frog-thing who attacks the party like a monster of his level +3.
  All equipment and weapons are thrown aside (no action needed) except
  underpants, which become violet. A Blessing spell or the hag’s death
  restores the character to his original
  form. The equipment thrown aside
  remains in the cauldron and can only
  be retrieved after the hag is killed or
  flees. Any books or scrolls in the
  cauldron will be destroyed on a d6
  roll of 1-3.
  3-4 Drain*: The hag drains a Blessing
  spell from a random character who
  has that spell unspent (including
  scrolls or magic items). If none have
  it, she drains a Healing spell instead.
  If there is none either, she drains a
  random unspent spell, scroll or
  magic item of all charges.
  5 Curse of Coldness: A random
  character becomes aloof and passionless, causing a -1 penalty to Attack
  rolls and to fail all persuasion and breeding saves. If you have TCOTFD,
  they cannot woo anymore; any satyrs and succubi so afflicted lose d3 life
  from hormonal shock and utter despair. Only a Blessing spell or potion
  can cure this. Married characters (see RRR), if this condition is not cured,
  face a 1-2 in 6 chance of divorce after each further adventure.
  6 Healing*: The hag heals herself back to her original life points. Any
  negative magic effect she was under is canceled. Each time this spell is
  cast, the effort cumulatively reduces the hag’s level by 2 (e.g. from level
  9 to 7, then to 5, etc.). If she is under level 3, the healing spell fails.
  * Add 1 soul cube to the hag’s treasure each time she casts this spell.
  
  39
  Note 3 (Djinn): A subdued djinn will grant the party a single lesser wish
  in exchange for his or her freedom. A wish can be used to gain a single
  use Luck point (like the halfling ability), create any non-magical treasure
  or single piece of equipment worth 100 gold or less, a spell scroll of your
  choice (from any 4AD book you own, excluding spells of Expert level or
  above) or a single permanent effect that gives a character a +1 bonus to
  a specific save (e.g. bigger muscles or bosom for a +1 to Persuasion saves).
  Note 4 (Cheerful Cleric): If you have TTT, roll on the Gods of Norindaal
  table and mark 1 Friendly tick with one of the deity’s alignments. Clerics
  of the gods of Life never condemn lovemaking, Blessing the party instead.
  Note 5 (Desperate Dwarf): Drunk as a boar, Harros Davanzu is a
  dissolute young nobleman from Kardalok who lost his three rings of
  office (again). Treat this as the "Bring me that!" quest: each rings is at each
  at a separate place. A single reward of 300 gold is offered for finding all
  three. Alternately, if you have Three Rings, you can start that adventure
  even if you completed already it (the lad keeps losing the damned rings).
  Each goblin, harlequin or cleric of Gobras receives a Blessing upon
  encountering Davanzu (who may or not be the god’s avatar) the first time.
  
  40
  Note 6 (Pegasi): Winged horses are rare and
  meeting them is a unique occurrence. If you
  roll this result again, your party encounters a
  small hamlet instead (one tile in size). You can
  sell equipment, gems, jewels, scrolls and
  magical treasures here and buy any item
  available from the 4AD rule book. Your party
  can also rest at the inn (for 1 gold and 1 life
  healed per character, per day). If your group
  is escorting any prisoners, this is their home.
  On a d6 roll of 5-6, the hamlet also has a small
  temple where you can buy healing potions,
  holy water, blessing scrolls and resurrection
  services for the usual price. Roll a d6 for the
  town’s dominant ethnicity: 1-4 humans, 5 halflings, 6 elves. Alternately, if
  you have the TTT book, you can generate a random small town 1 tile in
  size. In that case, ignore the rules for factions, Turmoil and Undercity.
  Note 7 (Girdle of Sex Change): For most classes, sex change has no
  tangible game effect (except higher wardrobe expenses). Satyrs who put
  on the girdle change their class to become elves temporarily (their spells
  remain the same). Moonbeasts decrease in size and lose both 1 life per
  level and their size-based penalties. Ice elves (from TNBTW), likewise,
  temporarily take the other sex’s class. The girdle has no effect on succubi,
  golems and clerics of Gobras, who cannot wear it.
  Note 8 (Evil Squirrels): These frightful rodents are considered rattish
  monsters for all purposes and can be bribed with 1 Perfect Cheese (see
  RRR). For every 13 of them killed (round down), any witchhunters in the
  party get a +1 bonus to Attack rolls and saves versus dark hags and their
  mistress Elidra. That bonus cannot go above their current level.
  Note 9 (Owlfolk Riding Dogs): Treat this encounter as peaceful. The
  owlfolk sell any non-magic, non-living items worth under 101 gold
  available in any 4AD book you own. In addition, they will also have any
  single magic potion worth 100 gold or less that you want for sale on a d6
  roll of 5-6, but never more than a total of d3 potions at any given time. If
  you encounter owlfolk again, it will be the same group on a d6 roll of 4-6
  (always a “merchant” reaction) and its potion inventory will be replenished.
  
  Enter the Woodlands Dungeons!
  Who said dungeons had to be underground? The Crucible of Classic
  Critters brings you tables, monsters, spells, magic items and special
  events to explore the woodlands using an all new set of room and
  corridor tiles featuring interactive elements such as trees (to burn
  and hack), bridges (to destroy) and rivers (to drown in).
  Also featuring new rules for:
  • Woodlands tables
  • Animal companions and mounts, and rules to make your own
  • Flying Monsters
  • Subduing monsters
  • Swimming (and drowning)
  • A new class: the beastmaster
  • Two new cleric variants
  • Colorfully idiosyncratic prisoners
  • Wondrous magic items
  • The weirdest spells imaginable, such as Infuriate God, Delay
  Chores and Universal Annihilation!
  • Angels, djinns, dark hags, pegasi, eyeball monsters, sphinxes,
  elementals, harpies, unicorns, evil squirrels and much more!
  Requires only the core Four Against Darkness book.
  Contains nude art.
  
SOURCE: textdata/thevault/Four Against Darkness (osr)/Supplemental/Four Against Darkness The Crucible of Classic Critters.pdf