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More Mountainous

Mayhem
Crag adventures and classes for Four Against Darkness, for characters of levels 4+

Erick N. Bouchard Andrea Sfiligoi


More Mountainous
Mayhem
Crags dungeons, monsters, tables and new classes for
Four Against Darkness, for characters of levels 4+
Written by Erick N. Bouchard
Cover and Four Against Darkness game by Andrea Sfiligoi
Playtest by John Clay, Melissa Millar and Christopher Salvatore
Proofreading & mission 9 by Graham Wilson, maps by E.N. Bouchard & Daniel Östberg Jonsson
Art by John Austen, John Batten, Franklin Booth, Cassandre Bouchard, Ulysse Bouchard, James
Buckland-Wright, Harry Clarke, Herbert Cole, Norm Eastman, Wharton Esherick, Virgil Finlay, Henry
Justice Ford, Matt Fox, Paul Fry, Frances Hammel Gearhart, Horror Stories, Paul Landacre, Norman
Lindsay, Bruce Minney, Frank Cheyene Papé, Collin de Prancy, William C. Pfaff (Escape Velocity
Gaming), Arthur Rackham, David Revoy (p.19; CCSA licence), Stan Roberts, Anthony Ross (back
cover), Andrea Sfiligoi, TTThom, Art Young, Dreamstime.com, www.imagegratuite.com, Out of this
World, Spicy Adventures, Spicy Mysteries, Stag, True Adventures, True Men stories, Weird Tales and
other public domain pulp magazines and anonymous public domain authors
For more information about Norindaal, the official setting for Four Against Darkness:
https://sites.google.com/site/norindaal/

This book contains nude art, adult humor and mature content.
Contents Willow 27

Introduction 5 Clerics & Gods 27


Mountain Adventures 5 Asdzugh, the Wheel of Pain 27
Thematic Dungeons 5 Kra the Destroyer 28
Lampooning Tolkien’s Legacy 6 Father Hulla 30
How to Use This Book 7
Adventuring in the Crags 30
Special Terrain Rules 8
Starting at level 4 9 New Rules
Gaining Experience 9 Aging 37

Adjusting to Other Levels 9 Alchemical Ingredients 37

Acronyms 10 Dark Plague 38

‘Appendix N’ 10 Firearms & Steam-Tech 38


Flying Monsters 40
New Classes 10
Food Rations 40
Bear Folk 68
Hordes 40
Chronomancer 12
Lanterns 41
Elf Subtypes 13
Leaders 41
Dark Elf 14
Leaving and Returning 41
Night Elf 16
Madness 41
Half-Orc 17
Mining 42
Ichtyans 21
Milking & Wooing 42
Moose Folk 22
Mounts 43
Owl Folk 25
Retainers 46
Tree folk 24
Soul Cubes 48
New Expert Skills 26 New Secrets 48
Brothers of Metal 26 Spiteful Quest Givers 49
Mangrove 27 Subduing Monsters 49
Oak 27 Wandering Monsters 50
Pines 27

3
New Reactions 50 Mountain Dwarves table 97
Thralls of the Lich King table 98
New Character Milestones 56
Crags Weird Monsters table 99
Arcane Tanning 57
Crags Boss table 101
Crags Missions 57 Crags Special Events table 104
Mission 1 59 Crags Special Features table 105
Mission 2 62 Temporal Spells Scroll table 106
Mission 3 65 Crags Magic Treasure table 108
Mission 4 67 Dwarven Magic Treasure table 109
Mission 5 69 Crags Magic Potion table 110
Mission 6 70 Unusual Merchandise table 111
Mission 7 73 Crags Quest table 112
Mission 8 74
Notes to Tables 116
Mission 9 76

Pre-Generated Characters 78
Harrowed Harrak 78
Sister Akkad 78
Nachtis the Nightwatchman 79
Mighty Moldur 79

Maps 80

Crags Tables 86
Crags Area Type table 88
Crags Chasm table 90
Alternate Scruffy Crag Tiles 91
Crags Treasure table 92
Crags Vermin table 93
Crags Minions table 95

4
Thematic Dungeons
Introduction
This supplement is part of a series of
thematic dungeons inhabited by
Mountain Adventures specific types of creatures. The book
More Mountainous Mayhem offers you offers tables for vermin, minions,
more of the stuff you love for Four Bosses, Weird Monsters and treasure
Against Darkness — new dungeon tiles appropriate to mountains and classic
for exploring crags and alpine forests, fantasy clichés and fond tropes.
classes, treasure and most
For this supplement, dungeons (“crags
importantly: new things to kill!
areas”) are generated using the new
Following faithfully in its predecessor’s area shapes from this book, which
unending task of dungeon genocide, replace the room and corridor shapes
this book offers you beasts, challenges in Four Against Darkness. Roll for room
and twists with a focus on vintage contents on the tables provided in this
fantasy monsters. All of this with book. Traps, treasure, special features
tongue-in-cheek nods to Tolkien’s and even spells found on scrolls and
heroic fantasy legacy. magic items change with the dungeon
theme.

5
The mechanics of the game (searching In underground dungeons, likewise,
empty rooms, using character abilities, feel free to mix the tables from these
combat, spellcasting, clues, etc.) books to create unique arrangements,
remain the same, unless the book says such as a coven of dark elves (from this
otherwise. You may use any secret, book) led by a dark hag (from CCC) or
scroll or magic item detailed in a bog hag (from SSS). It’s your game,
published books from the Four Against you aren’t cheating if you’re having fun.
Darkness line, unless otherwise
mentioned. Lampooning Tolkien’s Legacy
The maps and wilderness dungeon We tease only the ones we love, and I
rules in More Mountainous Mayhem love Tolkien’s cultural legacy. While
(MMM) have been designed to be fully grim and serious in part, More
compatible with the Crucible of Classic Mountainous Mayhem has assumed
Critters (CCC) and other upcoming humorous overtones. It's a bit of a
wilderness books, as well as Treacheries pastiche of Tolkien's The Lord of the
of the Troublesome Towns (TTT). Rings, Monty Python's Quest for the Holy
Feel free to mix and match the tiles Grail, cheesy movies such as
from these books randomly or pick Beastmaster and kitsch fantasy
them as you wish. You could, for stereotypes about leather clad dark
example, create an area of woodlands elves with whips. It is replete with
tiles next to crag tiles, themselves 1970's-1980's clichés galore, most of
beside a dungeon or town section. them in good taste.

6
Whereas most 4AD books published
so far are essentially serious (except of
course for the Useless Spells table
from the Crucible of Classic Critters),
More Monstrous Mayhem features such
silly things as holy hand grenades, killer
rabbits, orc/squirrel hybrids, a divine
beauty contest, the distraught wives of
mountain elves turning to orc lovers,
orc-elf hybrids afraid of their own
spells, battle tankards and,
inescapably, spider silk bikini-wearing
dark elf dominatrixes with whips and
submissive male lackeys, a wink to
1980’s teenager-titillating module
covers from That Old Role-Playing
Game Which Must Not Be Named.
In a word: it’s tongue-in-cheek.
MMM has several Easter eggs and
features nods to over-worn Tolkien
tropes, turning them on their heads.
Of course, if you'd rather enjoy serious,
tragic play, you can always spend clues
on the Secret of Seriousness to get rid
of all the weirdness. It’s your game.
Enjoy this book for what it is,
unpretentious beer and pretzel
gaming, but with enough seriousness
that you can ignore the asinine bits if
you prefer grim and grimy adventures.
treasure and monster tables (vermin,
How to Use This Book minions, Weird Monsters and Bosses)
by those from the present book. All
Upon starting a new dungeon, if all
other tables and rules remain the same.
your characters are level 4 or more,
you can use the new tables herein Use a map 20 x 28 squares in size for
instead of those from Four Against your woodlands dungeon. It divides
Darkness. Simply use the rules for into 16 tiles of 5 x 7 squares. Feel free
dungeon generation and replace the to rotate and mirror tiles as you see fit.

7
You can start in any tile on the border trees, mountains or water, such as the
of the map unless noted otherwise, inside of a cabin), it's a "room",
such as for a specific mission. otherwise it's a “corridor”.
There is no distinct table for the To determine a given area’s content,
“starting room”: for the first area and roll on the Crags Area Contents table
all others explored, roll on the Crags instead of the Room Content table. Use
Area Tiles table. If you prefer, you can the tables in the present book for
also roll on the Alternate Scruffy monsters (vermin, minions, Weird
Crags Tiles table instead, for variety. Monsters, Bosses), Special Features,
Special Events, treasures and so on.
Consider “rooms” to be clearings and
The first area is always empty, and may
“corridors” to be paths. Specifically, if
be Searched.
there are not at least 4 adjacent
"empty" squares (no obstacles such as
Special Terrain Rules
The content of the squares in a given
map area, such as water or conifer
trees, will have special rules (see New
Rules). Feel free to mix these tables
and rules with those of other books.
You can even use the tables herein with
dungeon tables from Four Against
Darkness or other tiles, such as those
from Caverns of Chaos or Digressions of
the Devouring Dead. If you prefer a
simpler game, just combine the core
4AD book with More Mountainous
Mayhem. This book is 100% compatible
with other “wilderness” supplements,
such as the Crucible of Classic Critters
(woodlands adventures), Swamps of the
Slithering Snakemen (swamps), Journeys
in the Jaguar Jungle (jungle), Isles of
Incandescent Idols (volcanic islands),
Fens of the Fightin’ Fungi (mushroom
forests) and others, as well as the town
tiles and tables from Treacheries of the
Troublesome Towns (cities). Feel free to
mix their tiles and rules on the same
map.

8
If you are mixing these tiles from those
of other wilderness books (from SSS,
JJJ, III or FFF for example), bog squares
in the crags count as empty terrain.

Starting at level 4
If you don’t have a level 4 party, you
can generate four L4 characters from
scratch. Give each of them, in addition
to their starting equipment, 80 gp and
either a random magic item from the
Crags Magic Items table or a +1 magic
weapon. Characters from the new
classes in this book (only) get to pick an
item on the Crags Magic Items table
instead of rolling.

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. XP rolls are made on d6 for
minor monsters (vermin and minions)
and d6+1 for major monsters (bosses
and weird monsters).

Adjusting to Other Levels


If the highest character level (HCL) in
your party is higher than 4, add +1 to
the level of vermin and minions, and
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.

9
For lower level parties, do the reverse. Labyrinth of the Lepidopterae (LLL),
For example, if your HCL is 2, decrease Shivers in the Savage Savannah (ShSaS),
the level of all monsters and the life of Four Against Mars (4AM), Four Against the
Bosses and Weird Monsters by 2, to a Titans (4AT), the Unnecessarily Complete
minimum Level of 2. Flamingo Folk Handbook (UCFFH), Fens
of the Fightin’ Fungi (FFF), Zenith of the
Acronyms Zephyr Zebras (ZZZ), Amalgam of
Anthropomorphic Adventurers (AAA),
The following acronyms refer to
Offerings of Œcumenical Occupations
various books in the 4AD line: Four
(OOO; yes, it’s spelled correctly) and
Against the Abyss (4AA), Caves of the
Entreaties of the Enigmatic Elves (EEE).
Kobold Slave-Masters (CKSM), Dark
Waters (DW), Fiendish Foes (FF), Treasure Note that some of these books are not
Hunters of Charlemagne (THOC), Buried yet in print at the time of this writing.
Secrets (BS), Caverns of Chaos (CoC), Four
Against the Netherworld (4ATN), Crucible Acknowledgements and
of Classic Critters (CCC), Concise ‘Appendix N’
Collection of Classes (CoCoC), Dens, Lairs
Erick N. Bouchard © 2018-2019. The
and Burrows (DLB), Heart of the Lizard
author thanks Andrea Sfiligoi (“Four
(HotL), Breachers of the Bone Belfry (BBB),
Against Darkness”, “Hammer and Forge”,
The North Beyond the World (TNBTW),
“Axe and Brimstone”). J.R.R. Tolkien (“The
Digressions of the Devouring Dead (DDD),
Lord of the Rings”) and Monthy Python
More Mountainous Mayhem (MMM),
(“Quest for the Holy Grail”) for inspiration.
Kingly Knights & Knifing Knaves (KK&KK),
“Hammer and Forge” and the Concise
Poetic Platitudes of the Potato People
Collection of Classes, especially, are a
(PoPlPoPe), Fortress of the Warlord
good source of background about the
(FOTW), Swamps of the Slithering
dwarf clans of Norindaal and their war
Snakemen (SSS), Wayfarers and
against the Possessed and the Thralls of
Adventurers (W&A), Journeys in the Jaguar
the Lich King. This book was laid out with
Jungle (JJJ), Yoke of the Yogic Yetis (YYY),
an Alestorm and Manowar soundtrack.
Treacheries of the Troublesome Towns
(TTT), Seafarers of Secluded Shores (SoSS),
Pirate Ports of Pestilence (PPP), Islands of
Incandescent Idols (III), Fearful Fane of
New Classes
the Flamingo Folk (FFFF), Seven Sisters The following classes can be used both
(7S), Portfolio of Powerful Professions outdoors or in classic dungeons, unless
(PoPoP), Tournament of the Undead mentioned otherwise.
Viscount (TUV), Revenge of the Ravenous
Ratmen (RRR), Halls of Korrak (HoK),
Barugan, Dromagast, Naughty Nights &
Nymphomaniac Nereids (NNNN), Lost

10
11
chronomancers can also woo night
Chronomancer elves as if they were satyrs.
Chronomancers are wizards who wield • Chronomancers use scrolls normally
the time magic of the night elves. Many but only add +L to their spellcasting
have risen to positions of great rolls when casting Temporal spells.
authority in night elf communities,
• Chronomancers can brew potions like
guiding them in the study and teaching
wizards (using the rules in TCOTFD).
of temporal spells, research of
advanced magic as well as the Chronomancer Spell List: All
generation of many half-elves as a temporal spells (see the Temporal
side-effect of their influence over the Scroll table) and the following spells
awed night elves. from the 4AD corebook: Escape,
Protect, Sleep (manifests as paralyzing
Traits: Chronomancers are considered
the target in time). If they learn them
wizards in all ways except for the
from scrolls and transcribe them to
following:
their spell books, they can also cast
• They start with 3 spells +L. They add Magic Mist (from Buried Secrets), Chaos
+1 to their spellcasting rolls when Teleport and Gift of Gold (from CoC),
casting temporal spells. the frost spells Hearth of Warmth and
• Their spell selection is limited. They Ice Sickle (from TNBTW) as well as the
can only learn to cast spells from the Expert spells Healing Surge and
Chronomancer Spell list (see below). Lifeforce Control.

• Chronomancers are immune to In addition, chronomancers can cast


paralysis, petrification, aging, and time- the Abyss spells Mass Teleport and
based magic or monster abilities, such Reverse Gaze starting on 1st level and
as a specter's aging or the special without the need to spend XP, as if they
attacks of a time feeder (from 4ATN or were Basic spells instead of Expert level
BBB). They always add +L to saves spells.
based on speed and time (such as Chronomancers can also learn any
running saves). They always know the spell from future supplements which
exact time of day at any time, which is does not cause wounds to an enemy
great for cooking and planning (such as Fireball or Lightning Bolt).
appointments. When they cast other spells through
• Night elves are fascinated by the scrolls, they do not add +L to the
unique relation chronomancers have spellcasting roll. They must spend XP
with time magic. Chronomancers can to learn Expert spells like other wizards
therefore pick the reaction from those do.
available when encountering night Twist Time: At any time,
elves. If you have TCOTFD, chronomancers can sacrifice 1 unspent

12
temporal spell they have memorized
(any) or a temporal scroll to either slow Elf Subtypes
or accelerate the passage of time (for Created by the goddess of harmony
everyone). While it provides no benefit and music, Elidra, high elves (Eliphas in
in combat, this allows the party to roll their tongue) came to Norindaal at the
for wandering monsters only once end of the Century of Fire and Rain
every 2 rooms. For example, in crags protected by Rock Cradles (magical
dungeons, this ability could be used to meteorites). Dwarves dug the first
allow the party to cut down trees twice elves out of the stones, then the elves
as fast, which would call for wandering freed their remaining kin from the
monster rolls only once per forest Cradles.
square or, with an axe, once every 2
To this day, some elves roam the world
forest squares.
looking for other elves who are still
Likewise, when a special scenario calls trapped in the Cradles (these are called
for the strict measurement of time or the Naua Ragathi, “The Still Sleeping”).
days (such as 4ATN, BBB, TNBTW, RRR Incredibly long-lived but nearly
and hardcore mode in DDD), you can infertile, the high elves are wistful
decide that time goes twice as slow or creatures, inclined to mirth and
twice as fast for the purpose of ticking melancholy at the same time. They see
"time boxes". This power could also be themselves as a superior people
used to slow down the progress of the whose place is among the stars, not
Dark Plague (from 4AA) or any other with other mortals.
effect based on the passage of time.
Their bodies are covered in elegantly
Saves: Anytime a save is called for, scripted birthmark swirls that spell out
chronomancers can choose to save as the elf’s complete name. The scripts go
either wizards or clerics of Tauramin around all the elf’s body. For this
(the time god). They can also unlock reason, it is said that only a lover and
any game effect or option reserved for a mother know a high elf’s True Name.
a cleric of Tauramin (such as in TNBTW).
High elves are nearly immortal, but
Weapons allowed: Light hand also almost completely sterile. To
weapons only. create offspring, they must mix their
Armor allowed: None. blood with other species. Some of
these children of mixed parents
Starting equipment: Any single light
become half-elves, and others become
hand weapon, furs.
other types of elves. The most
Starting wealth: 4d6 gold. common type of hybrid, that of high
Life: 2 + 1 per level. A 1st level elves and the prolific humans, is the
chronomancer has 3 life. common elf featured in the 4AD
corebook.
Expert skills: Like wizards.

13
The following subspecies, all can whip a creature into subduing
descended from high elves, are without the usual penalty.
common enough in the mountains of A dark elf can choose the reaction roll
Norindaal to deserve mention here. when encountering any monster with
the “spider” word in its name.
Female dark elves get a +1 bonus to
Dark Elf Defense and to seduction saves when
Dark elves (”Drau Derleti”) are for the wearing no armor (or only dark elf light
majority cruel raiders, slavers and armor*). The submissive male dark
pirates who infest the continent of elves suffer a -1 penalty to will and
Qaarra and the mountain ranges of magic saves (this penalty increases to
Norindaal. Most of them delight in pain -2 against female dark elves).
and follow no deity. Their culture is Saves: Like elves.
matriarchal and their fondness for
spiders both disgusting and disturbing. Armor allowed: Light armor and
Scholars believe them to be the shield.
offspring of high elves and chaos Weapons allowed: Any.
dwarves or succubi; the Book of
Spells: Dark elves may cast a single
Skalitos suggests that they were born
spell per level per adventure, but only
from high elves and night goblins,
if they are wearing light armor and
despite these species’ enmity.
NOT using a shield. They cast and learn
Dark elf characters are not necessarily spells like common elves in 4AD. Dark
evil. Many have been driven away from elves can use all spells known to elves
their chaotic and violent society, by except Blessing and Fireball. However,
choice or by force, and earn their living exclusive to them is the Web spell. This
as mercenaries and explorers spell can entangle either a single Boss
throughout Norindaal. or Weird Monster, or d6+level minions
Traits: Dark elves add +L to Attack or vermin. Add the caster's L to the
rolls, except when using two-handed spellcasting roll against the target's L.
weapons. They add +L to spellcasting If successful, all party members will
rolls, like wizards, including to spells have +1 to their Attack rolls against the
cast from a scroll. Dark elves can see target. The web lasts until the target is
perfectly well in darkness, so they do dead or freed. Targets made of flame
not need a lantern. In daylight or with fire-based attacks are immune.
(outdoors), they suffer a -1 penalty to Starting equipment: Light armor*,
ranged attacks. hand weapon, bow.
Dark elves have a +1 to attack rolls with Starting wealth: 2d6 gold pieces.
whips (a light slashing weapon) and

14
15
Expert skills: Acute Hearing, Combat Weapons allowed: Any.
Acrobatics, Danger Sense, Deadly Spells: A night elf may cast a single
Accuracy, Dead Shot, Double Attack, spell per level per adventure but only
Lesser Necromancy, Quick Footed, from the Temporal spells list. They
Terrifying Savagery, Withstand Pain. cannot cast spells while using a shield
Life: 4 + level. A 1st level dark elf has 5 or heavy armor. Otherwise, they cast
life. spells like common elves in 4AD. They
cannot learn spells from scrolls apart
* Dark elf light armor looks like a skimpy
from Temporal spells.
bikini or monokini made of spider silk.
Although it leaves nothing to the Starting equipment: Light armor, light
imagination, it works exactly like light hand weapon, bow.
armor (10 gold, +1 to Defense) but never Starting wealth: 2d6 gp (in ivory).
causes swimming penalties. How they
actually work is a great mystery. Life: 4 + level. A 1st level night elf has 5
life.
Expert skills: Like elves.
Night Elf
Mysterious mountain dwelling
astrologers, night elves live in
withdrawn communities hidden from
sight. They usually avoid contact with
outsiders, except for outcasts who
must learn to make a living with
outsiders. Their mores and culture are
unknown outside their secretive
civilization. Naysayers pretend they’re
the descendants of high elves and cave
trolls. Night elves don’t speak of this.
Traits: Night elves add +L to Attack
rolls, but not with two-handed
weapons. They add +L to spellcasting
rolls, like a wizard, including to
Temporal spells cast from a scroll. They
never suffer penalties for fighting in
the dark.
Saves: Like elves.
Armor allowed: Shield, heavy armor,
light armor.

16
the impregnation by osmosis of
Half-Orc species all around them. This bizarre
Orcs are notoriously fertile and, hypothesis is disputed by the Sphilix
although none will win a beauty School of Sorcery, whose archmage
contest, not devoid of a certain rough, Andreas Sphilix suggested the
primal appeal. Though they recognize intervention of werecranes or perhaps
their bastard offspring as their own the mischievous god Gobras himself as
kind, other humanoids often treat responsible for the astonishing variety
them as outcasts, forcing them to live of orc half-breeds.
at the edge of their parent’s civilization. The theories brought forward by the
Many find employment as brigands, clergy of Gobras are so ridiculously
miners and foot soldiers for flippant as to be beneath mention here.
indiscriminating evil lords. They come Traits: Half-orcs have different
in several varieties, the most common modifiers to their Attack rolls each time
being orc-men (orc/humans), goblorcs they make an attack, depending on
(orc/goblins), ogrillons (orc/ogres), whether the unmodified dice roll is odd
satorcs (orc/satyrs), dworcs or even, before applying ANY modifiers
(orc/dwarves), olfs (orc/elves), centorcs (including weapons, curses, magic,
(orc/centaurs), and unicorcs lighting, etc.) If an Attack roll is odd (e.g.
(orc/unicorns). 1, 3 or 5 on a d6, including higher odd
The blonde olfs are perhaps the numbers if it explodes), half-orcs add
strangest breed. According to the Book no class Attack bonus to their roll.
of Skalitos, they were born when Apply all other normal modifiers. If,
mountain orc hunters met lonely night instead, the unadjusted Attack roll is
elf maidens, spiteful that their even (e.g. 2, 4, 6 or higher even
husbands preferred chasing goats over numbers on an exploding die), half-
them. Needless to say, this obscene orcs add +L to their Attack rolls AND
theory infuriates the night elves. While inflict 1 additional wound for each
able to cast spells, like elves, the olfs’ successful attack (e.g. 2 wounds on a
own sorcery terrifies them innately. normal Attack). Do not multiply that
additional bonus when doubling the
Weirder hybrids are not unknown.
level of a monster; doubling a
Given that the parents of many half-
monster’s level on an Attack die
orcs are not even barely humanoid,
therefore causes 3 damage.
theories such as the influence of chaos
crystals have been hypothesized by Half-orcs share their orc parent’s
scholars. According to the Book of astounding fertility and primal
Skalitos, these strange crossbreeds are magnetism. They add +½ L to all
the results of enchanted spores which seduction and breeding saves.
the orcs constantly emit, resulting in

17
Half-orcs woo like halflings (see they can modify a reaction roll by +1 or
TCOTFD p.31). -1 (you can choose after the die roll).
Restrictions: Victims of prejudice, Half-orcs are illiterate and cannot read
parties with a half-orc suffer a -1 from scrolls or books. Literacy is an
penalty to persuasion saves when Expert skill for them.
dealing with a member of their non-orc Parenthood: Each half-orc subtype
parent species of the same sex as them has a unique trait based on its non-orc
(e.g. a party with a male “quarterling” “parent”. Despite the variety of orc
has -1 to persuasion saves vs all male crossbreeds, many were not born from
halflings). When encountering orcs, the actual mating of their “parents”.

Unicorc

18
Centorcs: +1 to Defense rolls as well as the ability to entertain several guests
to running and speed-based saves. simultaneously.
Cannot wear heavy armor. Medusorcs: Immune to petrification.
Dragorcs: Immune to fire-based Mutant Orcs: Use the rules for mutants
attacks. (from DDD).
Dworcs: +1 to Defense rolls against Ogrillons: +2 to strength-based saves
trolls, ogres and giants. No attack (e.g. bashing doors), no limit to
bonus with ranged weapons. carrying capacity. -2 to magic, puzzle,
Flamingorcs: These pink-feathered will and intelligence-based saves.
hybrids can acquire the Wings skill Olfs: They can cast the Fireball spell
(from DDD) at level 3 for 1 XP. once per level.
Flowerdemorcs: Like olfs, except that When they do, they must succeed a L3
they can cast a single Blossoms spell fear save or lose all bonuses to Attack
(from TCOTFD) instead of Fireball. They and Defense rolls for the rest of the
cannot use holy water. These orc combat as they shiver in fear.
hybrids are very attractive, if weird.
Olfs cast spells like elves (e.g. no shield
Fungorcs: If you have Portfolio of or heavy armor, see 4AD). They cannot
Powerful Professions, fungorcs can opt use scrolls or spell books.
to “multi-class” by changing to the
Fightin’ Folk class after level 3 (as a level
1 Fightin’ Fungi from then on).
This choice is irreversible.
Gelatinouscuborcs: These wobbly,
translucent orc hybrids always succeed
saves vs jellies, oozes and slimes.
Gnomorcs: Like olfs, except that they
can cast Protect instead of Fireball.

Goblorcs: +1 to stealth saves. -1 to fear


saves. They cannot wear heavy armor
but make stealth saves as if they were
halflings (with a +1 bonus on top).
Hydrorcs: They grow an additional
head each time their life is down to 1.
This has no game effect as the bonuses
Above, a friendly reptorc with skin wart problems and
and the penalties cancel out, except for dental issues is attempting to free a wary captive, whose
ethnic prejudices born of class privileges are deplorable.

19
Orc-Men/Orc-Women: This very Other hybrids (e.g. reptorcs,
common variety adds +1 to strength- skeletorcs, zomborcs, chestmonstorcs,
based saves. -1 to saves vs. magic. etc.): No parenthood bonus or penalty.
Quarterlings (half-halflings): Immune Orc Tribe: Half-orcs get no special
to negative food effects and poisoning. rules for belonging to a tribe, but if you
have the Fortress of the Warlord or
Salmorcs: Breathe underwater. Eating
Poetic Platitudes of the Potato People
their corpse heals 1 life (see Ichtyans).
books, you can roll on their Orc Tribe
Satorcs: +1 to breeding saves. They table, or invent your own tribe.
add L+2 to wooing rolls (see TCOTFD).
Armor Allowed: Shield, light armor,
Cannot wear heavy armor.
heavy armor.
Squirrorcs: Always succeed climbing
Weapons Allowed: Any except
saves and +1 to cuteness saves. Evil
firearms.
squirrels (from CCC) never attack them.
Starting Equipment: Half-
Unicorcs: +1 to Attack rolls on the
orcs begin the game with
first turn (slashing attack with
light armor,
their horn), +1 to running
shield, and
and speed-based saves
a hand
(excluding Defense rolls).
weapon.
Cannot wear heavy armor
They may
or helmets.
trade their
Vamporcs: shield and
Like olfs, hand
except that weapon for
they can cast a two-handed
a single weapon.
necromantic
Starting Wealth:
spell (from
d6 gp.
DDD)
instead of Expert Skills: This
Fireball. depends on the
Conside subspecies. Dworcs
red use the Expert
undead skills available to
for the purpose of dwarves but can
special rules. Cannot carry anti- only take dwarf-
vampire items or holy water. only skills for
Outcasts (from the
Concise Collection

20
of Classes), as they can never join a result of magical experiments by
dwarf clan. cackling chaos lords or simply lustful
miscegenation.
Olfs use those available to elves, plus
Withstand Pain, except Negotiator and
Scroll Maker.
All other half-orcs use the expert skills
Ichtyans
of warriors (see 4AA p.63). Ichtyans, colloquially named “salmen”
Literacy is an Expert skill available to all or “salmon-men”, are a subspecies of
half-orcs. It allows to cast spells from fishmen found in the crags and
scrolls and read books. mountainous lakes of Norindaal.
According to scholars, this peaceful
Saves: When creating half-orc breed of humanoid fish descended
characters, you must choose if they from amorous escapades between sea
save like barbarians (e.g. with the same devils and salmons. Their fishy culture
bonuses and penalties) or, if and habits are poorly known, and even
applicable, like another “racial less interesting, to mammal scholars.
character class” (e.g. dwarf, elf, halfling).
Their reproductive cycle brings them
For example, you could choose at the to swim up rivers every few years. Their
moment of character creation that smell is excellent as is their health. A
your dworc character make saves as few of them become adventurers but
either a dwarf or a barbarian, but that most fear humans, who find the taste
choice is permanent thereafter. of their flesh delicious and nourishing.
On top of any save bonus, half-orcs Traits: Ichtyans add +½ L to their
always add +1 to their survival saves. melee Attack and Defense rolls. In any
Except as stated under Traits above, room, area, tile or location that
half-orcs are considered members of includes water squares or zones large
the class they make saves like for game enough for the ichtyan to swim in (e.g.
purposes (e.g. if a choose-your- pools, ponds, rivers, sea, wells, etc.),
paragraph adventure like TNBTW or they add +L to both Attack and
BBB allows special options for elves, Defense. Icthyans are amphibious and
then an olf who saves like an elf could always succeed at swimming saves.
take these options too.) They can cross rivers unimpaired.
Ichtyans add +½ L to all saves against
Life: 6 + level. A 1st level half-orc of any
cold, poison and insects. Their
parentage has 7 life.
excellent smell makes lanterns useless
Note: The half-orc class is designed to to them: they move around perfectly
be very versatile. Feel free to invent in the dark.
your own crossbreeds along the lines
When smoked over a lantern or
presented here. They can be either the
campfire, a dead ichtyan's flesh

21
restores d3 life to all party members
and does not cause Madness points to Moose Folk
be gained. Undead ichtyans are A noble yet reclusive people, moose
inedible. Likewise, eaten ichtyans folk were created by the forest god
cannot be resurrected. Korimnos to guard over the mountain
Restrictions: Ichtyans fear bear folk forests of at the end of the cataclysmic
and must succeed a L3 fear save when Century of Rain and Fire, in prehistoric
fighting them or lose all class-based times. They are most common in the
Attack bonuses. They will not continent of An-Mòr, north of the
adventure in the same party as them. Kestar Kell mountains and especially
on the island of Dorak Kell, though a
Ichtyans loathe fire and will never carry
paler, gray furred variety also lives in
lanterns or cast fire spells.
northern Kardalok.
Saves: Like warriors.
Their species shows a marked physical
Armor allowed: Light armor and difference between the sexes. The
shield. males are much bigger and aggressive,
Weapons allowed: Melee only (two- while the females lack antlers and
handed, one-handed or light). show a greater penchant for mercy
and mothering. Their roles are bathed
Starting equipment: Light armor, one-
in ancient tradition, spiritual rites and
handed weapon and shield or two-
respect for nature. They share a
handed weapon.
common purpose with druids and tree
Starting wealth: folk, with whom they get along well.
One pearl worth
Dwarves consider them smug and
3d6 gp.
condescending interlopers in their
Life: 5+Level. mining operations and usually
Expert Skills: Like have bad relations with them.
warriors. Traits: Moose men (males) add +L
to their Attack rolls. On the first
turn of combat, they can charge
with their antlers (treat as a +2
crushing weapon, first turn only).
A successful charge causes the
monster, if humanoid, to stagger:
party members get a +1 bonus to
their Defense rolls against this monster
on the next turn. Wide as two humans,
moose men take one full square in a
room or corridor by themselves and

22
block line of sight. They suffer a -1 order (not diagonals) by making a level
Defense penalty in corridors and 4 running save (add +½ L to the save).
against ranged weapons. Moose women are also
trained in the healing arts.
They can heal a single party
member 1 life after each
combat by succeeding a
level 6 healing save (add
+½ L to the roll). This
healing is not magical. As
they don't like dwarves and
demons (including succubi
and cambions), moose
women have a -1 save
penalty for healing them or
stepping in to take their
wounds.
Restrictions: Moose folk
consider themselves a holy
people and have several
taboos. They gain 1
Madness each time they
eat meat, carry a lantern,
touch a Chaos-tainted item
or use soul cubes, demonic
weapons or any other
"evil" magic item or
artifact. If Touched by
Chaos (from Caverns of
Chaos), they gain 1
Madness point, which
cannot be cured until they
Their huge size allows them to carry get rid of this taint.
any weight without penalty, including
petrified characters. Moose folk of both sexes are very
protective of clerics of Korimnos (from
Moose women add +L to their Defense TCOTDF) and druids (from W&A):
rolls and ½ L to their Attack rolls. should one of them be besides them
At any time, they can step in to take a in the marching order, moose folk will
wound in the place of a fellow party step in and take wounds in their place
member adjacent to them in marching on a d6 roll of 4-6, even if it kills them.

23
In a wilderness environment (such as Expert skills: Brawler, Commanding
woodlands or crags dungeons), should Presence, Deadly Strike, Dying Action,
the party's actions cause 4 or more Gladiator, Impervious, Sworn Enemy,
tree squares to catch fire, moose folk Withstand Pain.
must succeed a will save against the
number of squares on fire or gain 1
Madness point. Tree folk
Saves: Males save like warriors.
Created at the onset of the world by
Females save like clerics.
the forest god Korimnos, tree folk are
Weapons allowed: Moose men can huge but shy creatures who enjoy the
wield two-handed weapons in a single quietude of their mountain forests.
hand but cannot use light weapons.
They will sometimes join adventuring
The only ranged weapon their big,
parties when their beloved lands are
clumsy fingers can use is a javelin.
threatened, though more suited for
Moose women can use any two- outdoors adventures than dungeons.
handed-, one-handed- or light weapon
Traits: Tree folk add +L to their melee
normally, as well as bows, slings and
Attack rolls and +½ L+1 to their
javelins. Neither sex will use firearms
Defense rolls.
or pyrotechnic devices (such as
bombs), which they abhor. When encountering plant monsters
(e.g. any monster with the tree, plant
Armor allowed: Light armor and
or flower words in their names or
shields only. Males cannot wear any
descriptions), they can modify the
headgear. For the males, armor must
reaction roll by +/-1.
be custom-made and costs 5 times the
usual price. Between adventures, a At level 3 onwards, tree folk can use the
wizard can transfer the enchantment Entwine ability in any outdoors
from a magic light armor to a moose environment featuring vegetation or at
man-sized light armor for 50 gp. least one square of trees (e.g. not
underground, in the tundra, or the
Starting equipment: One-handed
Netherworld).
weapon and shield or two-handed
weapon, mysterious looking amulets. The vines get in the way of attacks and
Females also start with curing herbs provide all party members except the
(which they use for their healing ability) tree folk with a +1 Defense bonus vs
and can replace their weapon by a light melee attacks, except vs. fire-based
weapon, a bow or a sling. attacks (this bonus is already included
in the tree folk’ basic Defense bonus).
Starting wealth: None.
At level 5 onwards, tree folk can pacify
Life: 6 +1 per level. A 1st level moose
any plant monster at the beginning of
folk has 7 life.

24
an encounter. It works exactly like the They can brew potions as if they were
Sleep spell (the tree folk add +L to their wizards, but never potions that cause
spellcasting roll) but it only affects fires.
plant monsters, including those Restrictions: Tree folk fear and detest
immune to Sleep. fire. They will not join an adventuring
The plant monster will attack if its party with a fire elf (from CoCoC). They
treasure is stolen. If the spellcasting roll will never carry a lantern, torch, bomb,
fails, the monster is always hostile and fire staff, firearm or other item that
attacks first, hating the tree folk. creates fire.
This ability does not work on Ladies Fire attacks, such as dragon breath,
(flower demons (from TCOTFD) or cause them double the number of
undead plant monsters but it works on wounds. They never add bonuses
flower demon Maidens. (except for magic items) to saves vs
fire.
Tree folk never need food rations as
they feed from the soil through their They are treated as elves in the
tendrils, but cannot feed at all in Blossoms’ Demesne (from TCOTFD)
deserts or the Netherworld (from 4AD). and woo like them.
If you have TCOTFD, tree folk can Tree folk are very big and take a single
collect common ingredients and dungeon square by themselves. In
uncommon ingredients (but not corridors and against ranged weapons,
mineral ingredients) like alchemists.

Owl Folk
Sometimes traders, sometimes raiders, owl folk make their lairs and hamlets
in mountains but favor temperate forests for plundering. They often ride large
dogs or giant porcupines. Their cultural habit
of nudism is a little awkward, but Norindaal
has seen far worse and far weirder. Owl folk
treat the flamingo folk like royalty.
You can take an owl folk as a character if you
wish. Treat them as warriors who can't wear
armor at all, but can fly instead, allowing
them to ignore most terrain effects and
succeed all climbing saves. Their outdoors
speed of travel is that of flying mounts (e.g.
3x  the speed of footsloggers, 1.5 that of
horses). They have the same skill choices, life
points, saves and other rules as warriors.

25
they have -1 to Defense. They cannot
ride mounts smaller than a dragon.
New Expert Skills
Saves: Like elves. They always fail
Brothers of Metal
stealth saves in underground
dungeons or buildings but add +L to Any male devotee of the Living
their stealth saves outdoors (except in Weapon gods
deserts, the arctic or the Netherworld), The character has devoted himself to
as they are very good at passing for the Living Weapon gods, made of
trees. They add +L when casting heavy metal, singing songs of thunder
Blossoms spells (from TCOTFD) from and metal, fighting with power and
scrolls. steel alongside his battle brothers, the
Weapons allowed: Two-handed bloodthirsty Men of War.
weapons only. Tree folk wield them in For each other character in the party
one hand. with this same skill, the character gets
Armor allowed: shields only. Shields +1 to all saves vs fear, Madness, will
made for their size cost 5 times the and level drain. By their Oath of Metal,
usual price. Between adventures, a
wizard can "transfer" the bonus of an
enchanted shield to a treeman-sized
shield for 50 gold.
Starting equipment: None.
Starting wealth: None.
Life: 6+2 per level. A 1st level tree folk
has 8 life.
Expert skills: Brawler, Commanding
Presence, Danger Sense, Dying Action,
Intuition, Negotiator, Mangrove (new),
Oak (new), Pine (new), Poison
Resistance, Spore Alchemy,
Sworn Enemy, Willow (new),
Withstand Pain.

26
they can no longer use non-metal
weapons or ranged weapons. Clerics & Gods
When four characters with this skill You can choose to dedicate your clerics
fight together, they all become to any of the deities below. Clerics
immune to the effects of jellyfishes, devoted to a specific deity can use the
man o' wars and medusae. Blessing power as described in 4AD or,
at any time, can spend a Blessing to
Brothers of Metal are notoriously
use the powers described below.
chauvinistic. They never get any
bonuses from a female, such as the
Commanding Presence skill or the
Asdzugh, the Wheel of Pain
damsel-in-distress class (from PoPoP), Asdzugh's dominion is pain. His
and never marry — but they do followers are sadists who build
fornicate as much as they can. demonic clockwork devices that turn
suffering into energy. In their view, all
Mangrove existence is pain, and one's superiority
is proven by overcoming and
Tree folk only
dominating pain.
The tree folk can swim like a barbarian.
The Qaarra worshippers of Asdzugh
They can cross water squares
call the world "Nora n daari" instead of
unimpaired.
Norindaal. While Norindaal means
"Song of the absolute", "Nora n daari"
Oak means "circle (or wheel) of pain", a
Tree folk only direct reference to their wicked deity.
Increase the tree folk’s Defense by 1 vs Asdzugh's growing dark elf theocracy
ranged attacks. in the continent of Qaarra commands
the pain-powered slave barges that
Pines roam the coast. They trade in flesh and
souls with the demon lords of the
Tree folk only
Netherworld, for even when slaves are
The tree folk can shoot clouds of pine too damaged by suffering to be of any
cones as a ranged attack. Tree folk add use, their souls can still be ground into
+½ L to this Attack. soul cubes.
The theocrats of Qaarra see other
Willow species as cattle. When wind is down,
Tree folk only they tie prisoners to the mast and
By forfeiting all attacks for a turn, the propel their war ships with "paincraft".
tree folk can increase to +2 the bonus Most worshippers of Asdzugh are
from its entwine ability. humans or drau derleti (dark elves),

27
but several hobgoblin tribes also pay Kra the Destroyer
homage to him.
Also called Orcfather, He Who Feeds
In this regard, the theocrats care little the Ravens and the Ember-Eyed, Kra is
for one's species. All they respect is the father of the Horrog (orc) people.
power and the ability to inflict and Not much is known about him, beyond
command suffering. the fact that he is a god of battle,
Held captive in time by the god strength and courage. Kra usually
Tauramin, the greater demon Asdzugh manifests as a gigantic orc with fiery
yearns to be released and sends his red eyes. It is said to be able to emit
cultists through the world to commit such a powerful bellowing sound that
sacrifices in his name, attempting to he can split the earth and the
create a portal that would grant him eardrums of his enemies at the same
freedom. These agents sometimes time. Kra's weapon of choice is the
work in conjunction with the minions battle axe. Bears, bulls and wyverns are
of another demon lord, Koylak the all sacred to Kra. Scholars believe that
Serrated Blade, or even Xichtul. the other gods consider him uncouth
and unsophisticated. Kra has no allies
Asdzugh’s cult is proscribed and or friends among the other gods.
actively fought by the Inquisition of
Law and Light, paladins and Kra is aligned with Death and War.
witchhunters who serve the gods Cleric Abilities
Foryos, Luura, Tamas Zeya and Zoyas.
Unless their party includes a common
Cleric Abilities elf (from Four Against Darkness) or a
At any time, clerics of Asdzugh can character with the Orcslayer skill (from
spend one Blessing to cause an enemy 4AA), clerics of Kra may choose from
Boss or Weird Monster to be wracked the reactions available when
by pain, losing 1 level for the remainder encountering orcs.
of combat. Multiple Blessings cast in At any time, a cleric of Kra armed with
this way are cumulative. This power a two-handed battle axe can spend one
may not be used to affect undead, Blessing to cause 1 more wound with
artificial (robots, automata, golems), or their next successful attack (2 instead
elemental foes, who do not feel pain. of 1, plus any from doubling the
A cleric of Asdzugh cannot join a party monster’s level). Remember that you
with a paladin or cleric devoted to the must forgo an attack to cast the
Law or Light gods. Blessing. The effect will apply to the
cleric’s next attack that hits. If the cleric
does not hit during the current combat
and the encounter ends, the effect is
wasted.

28
29
Kra appreciates when his clerics make spell. It creates a rough image of the
the elves pay in blood for their violence god using his large hands to stop
against his favored children. His clerics enemies.
recover 1 Blessing every time they The Wall allows the party to flee
single-handedly kill 10 elves (of any unharmed to a previously explored tile
kind, including fellow party members). or room and blocks the passage
permanently.
Father Hulla
Unless their party also includes trolls
Father Hulla is the god of stone and or goblins (of any type), clerics of
earth, and one of the Parents of the Father Hulla may choose from the
D'Harrish (dwarves). Husband to reactions available when encountering
Mother Fari, goddess of Nature, Hulla dwarves. This doesn’t include chaos
appears as a portly, bearded man dwarves, Possessed or Thralls of the
made of stone. His weapon and tool of Lich King, who are renegades.
choice is a miner's pick. He is the
When making any save, clerics of
inspirer and protector of the
Father Hulla can choose to save as
Runemasters of the dwarf clans.
either dwarves or clerics.
Hulla's cult is not widespread beyond
Note: In game terms, clerics of Father
the dwarven and gnomish cultures,
Hulla are humans. All other species
and the few remaining giants of
have specific classes to represent their
Norindaal.
unique abilities. Some, like dwarves,
Those who adventure in mountains do also have exclusive skills (see the
take care to offer him sacrifices, lest his Concise Collection of Classes). But if you
anger would manifest as an avalanche. want to play a “dwarf cleric of Hulla”,
Gold and gemstones are sacred to just use the cleric class and “pretend”
Hulla, and make ideal offerings. he’s a dwarf. Don’t give him the Dwarf
A few human goldsmiths and jewelers class’ abilities too! You can’t have both.
who have learned their trade from
dwarfish masters also pray in Hulla's
name when they start a new day in the Adventuring in
shop, or when they start a new,
challenging job. the Crags
Father Hulla is aligned with Law and New “dungeon area” tiles have been
Earth. This last alignment is unique to provided in the appendix to allow you
him, and has no opposite. new experiences in adventuring out of
smelly dank caves if you want to.
Cleric Abilities
To use these new tiles, roll d66 on the
At any time, a cleric of Hulla can spend
Crags Area type table for the first room
one Blessing to cast the Wall of Stone

30
and those that follow. As always, no cannot be destroyed by spells cast by
content is generated for the first tile. characters of Basic or Expert level (e.g.
1-9) unless using a bomb (from CoC) or
As they are on the same scale as
a wish is spent.
dungeons (e.g. a square is roughly 3
meters or 10 feet wide), rules for food Cabins: Some cragstiles feature
and foraging are unnecessary. cabins. Tiles that feature a cabin give
Consider the crags as normal the monsters a chance to surprise the
dungeons (we’ll call them “crags party on a d6 roll of 1-3. Furthermore,
dungeons” for simplicity’s sake). The cabins always have a treasure guarded
rules for terrain features are similar to by a random trap (see 4AD p.62).
those described in the Crucible of Roll on the Crags Treasure table when
Classic Critters, when applicable. the encounter is resolved and the trap
Among the notable differences are is disarmed. Alternately, if you wish,
rules for cabins and conifer trees, you can roll on the Cargo Storage table
which are more flammable. (from DW) or the Strange Box table
Crags dungeons play out as regular (from YYY) instead, at your discretion.
dungeons except as follows: When the area (e.g. the “room”) is
Entrance Room: Roll a d66 on the cleared of danger, the party can spend
Crags Area Type table in appendix for a moment for food and rest in the
your first tile. If the tile has not at least cabin, recovering 1 life each. If you wish
2 direct paths to other tiles (e.g. all are to spend the night there, roll for
obstructed by crevasses, water, or wandering monsters (1 on a d6). In the
mountain squares), you can re-roll until morning, each character will recover 1
you get one. Do not roll for area more life, and 1 spell or expendable
content for your first tile. Alternately, power (e.g. Blessing, rage or 1 Luck
you can draw a town tile for tile #1 or point) will be restored.
use TTT's town area tables if you wish. Option: You can also use cabin rules
Bridge: Roll a d6 for its type: 1-3 stone, when playing a woodlands dungeon
4-6 wood. If you want, you can use the with the tables from the Crucible of
rules for fighting in corridors on a Classic Critters if you wish.
bridge. Unless fighting aquatic or flying Corridors: Consider only “empty
monsters, your party can retreat from squares” to determine whether an area
a combat without suffering monster is a “crags room” or a “crags corridor”.
attacks in return by destroying the Trees, mountains, water and other
bridge. Wooden bridges can be count as walls for that matter. Any
destroyed with a Fireball or Lightning room that is only one square wide is a
spell. If the bridge is adjacent to trees, corridor. Any room that is 2 or more
the area may be set aflame (as per the squares wide is a room.
rules described above). Stone bridges

31
Dotted Mountain Ridges: These Crags towns are wretched hives of
squares follow the rules for mountain scum and villainy where trappers,
ridges (see below) with one exception. huntsmen and miners carouse and
A climbing save is only necessary when gamble in log cabins. The first time you
entering the square for the first time: enter them, pick a character to make a
a safe path is found afterwards. This level 7 arm wrestling save to impress
path leads to an underground the crowd, adding his level-based
structure. Roll a d6 if you enter: 1-2 Attack bonus. Moreover, barbarians,
crags town, 3-6 random dungeon. dwarves, warriors and big characters
(e.g. moose folk) add +L to the arm-
In crags towns, your party can sell and
wresting save. On a failure, the
buy from the regular shopping lists in
character loses 2d6 gp per level from
4AD books (e.g. anything for sale in the
pickpockets and bets.
4AD corebook as well as potions from
TCOTDF). Professional services (from If your party is under 4 characters, and
4AA) are also available. you passed the arm wrestling save, you
can convince a villager to join your
Alternately, if you have TTT, you can
party as character from any class from
generate a random hamlet d6 tiles in
the present book, barbarians, or clerics
size on a distinct map (underground).
of Asdzugh, Father Hulla or Kra.
In both cases, roll 2d6 for the town’s
This character’s level is that of your
dominant ethnicity: 2 fire elves, 3 olfs,
lowest level party member minus 2
4 mountain orcs, 5 outcast dwarves, 6
(minimum 1).
pelter dwarves, 7-8 miner dwarves, 9
night elves, 10 dark elves, 11 gelfs, 12 Random dungeons are generated as
bear folk. per the 4AD rules and have a
maximum of d6+1 rooms. Use the 4AD
tables except for monsters and
treasure, which use the MMM tables.
The dungeon will be inhabited by a
specific species on a d6 roll of 1-3.
If this is the case, all random minions
will belong to the same type.
The Final Boss is always encountered
in the last room and is always of the
same type as its minions, but with 2
attacks, life points equal to its L+d3 and
d6+2 minions of its type. If the minions
are dark elves, use a dark elf

32
dominatrix Boss instead (from the Lettered Squares: In pre-generated
Crags Boss table). maps, such as Stoneham Mountain,
some squares may have pre-drawn
Flyers: If the entire party is flying (by
letters: T+ for treasure, T- for traps, V
riding flying mounts from CoCoC), they
for vermin, M for minions, WM for
can fly over water and bridges. Any
weird monsters, B for bosses, SF for
area becomes accessible: ignore
special features, SE for special events.
chasms and mountain ridges.
Squares with a letter and a number
However, the party will fight in melee,
refer to a specific entry in a table (e.g.
as usual, when entering a crags tile as
M3 stands for “entry 3 in the minions
the monsters force it to land by hurling
table”). Refer to the appropriate
arrows, rocks, trees and insults.
encounter table only if and when your
Option: You can use the rules for flying party enters that specific square for the
monsters from the Crucible of Classic first time, and only after dealing with
Critters (CCC) if you wish.

33
the area’s content as rolled on the Barbarians, satyrs, gelfs and rangers
Crags Area Content table first. add +½ L to the save. Dwarves and
goblins add +1. Horses, halflings and
You party must actually be able to
elves (except dark elves and night
travel there: a treasure (T+) square
elves) save at -1. In addition, each
surrounded by mountain ridges, for
character or retainer (not animals)
example, would require the party to
carrying a rope adds +1 to this roll.
make climbing rolls (or fly) before
getting there. You can likewise avoid a Those who fail still manage to move
monster encounter on a preset map through the square but lose 1 life. d3
square by picking or making a path life points are lost on a save roll of 1.
around their square. (This doesn’t Characters carried by flying mounts
apply to regular encounters with (see CCC) simply ignore mountains as
monsters.) You can never move in they fly over them.
diagonals.
Mountain squares also allow for
Option: If you use these tiles with other mining (see p.49).
tables (e.g. the swamp tiles with the
4AD corebook monster tables), use Search & Wandering Monsters: Rules
that other book’s tables. For example, for wandering monsters, Search rolls
in a tile with lettered squares , if mixing and the like are the same as in regular
this book with CCC, M3 in the dungeons. Empty areas can be
woodlands would refer to giant eagles Searched on a d6 roll of 5 or 6. If a 1 is
(CCC p.25) instead of mountain orc rolled, roll for wandering monsters as
riders (from the Crags Minions table). explained in 4AD, but using the
monster tables in this book.
Mountain Ridges: Crags don’t have
walls: area limits are delimited by Trees, conifers: You don’t have to
mountain ridges instead. Since crags draw individual trees unless you want
are roofless, mountains can be climbed to. Simply use a dark green pen, draw
to get to another crags area, e.g. triangles or a similar symbol. Your
crossing from one “room” to another party can cut down 1 tree square in 20
by leaving the safe path. A level 4 minutes, allowing the party to move
climbing save is required for each into the area (roll twice for wandering
character who wants to cross a single monsters, on a d6 roll of 1). This way,
square that features a mountain icon; the party can move between two tiles
failure costs 1 life. Roll for each blocked by a tree square.
mountain ridge square crossed. If at least one character is wielding an
Mounts save at -1. axe, its takes only 10 minutes (roll only
once for wandering monsters).

34
35
If you have the AXE keyword (from BS), automatically. Characters who breathe
you eliminate up to 3 squares of underwater (e.g. ichtyans) always
conifer trees if you choose to erase it succeed at swimming saves.
(the axe is wasted). All other classes need to make a level
An alternative is to cast the Bountiful 3 swimming save for each square
Harvest spell (from TCOTFD), which crossed or lose 1 life.
allows the party to lay a permanent Apply a -1 penalty for shield carriers
path to cross a number of forest and an additional -1 for light armor and
squares equal to the spellcasting roll -2 for heavy armor (not counting bikini
or less (e.g. up to 6 tree squares with a armor).
spellcasting roll of 6).
Halflings, dwarves and elves (other
Conifer trees are highly flammable. than sea elves, river elves and sea
When a 1 or 2 is rolled for either Attack dwarves) are especially poor at
or Defense for fire-based attacks (e.g. swimming and suffer an additional -1
Fireball spells), the trees surrounding penalty.
the path have been set on fire.
If two or more characters roll a 1 on a
For the duration of the adventure, any swimming roll during the same turn,
creature not immune to fire must save all party members must succeed a level
vs. L5 fire each turn or lose 1 wound 3 stealth save or be attacked by a water
for each turn spent in the flaming area. drake, a wingless water lizard.
Option: If you use these rules with Water Drake. Level 6 Weird Monster,
hex-scale adventures, such as Pirate 6 life, 2 attacks, immune to lightning,
Ports of Pestilence, assume the fire goes surprises on a d6 roll of 1-2). No
out after a day. Tree squares burned treasure, normal Morale.
out become empty squares.
Note: Learning to swim counts as an
Water: Watery squares (indicated by Expert skill available to all classes that
waved squares on the tiles) are fast- cannot swim (1 XP).
flowing and dangerous.
Crossing running water is possible by
flying or by swimming. Only
barbarians, ichtyans, swashbucklers
(from DW), moonbeasts (from TNBTW)
as well as rangers and other water-
related classes can swim across water

36
level 1 fire elf could be between 42 and
New Rules 252 years old.
Where appropriate, the following rules Alternately, you can roll 3d6 +10 +L to
can be used also in other settings, both determine their age and, for non-
wilderness and dungeons, not just humans, multiply this number
crags. according to class (eg. x 2 or x 2d6).
The only known rejuvenation
Aging techniques are the youth tube potion
Some monsters and spells in More (see the Magic Potion table) and the gift
Mountainous Mayhem cause from the Princess of Tides, a flower
accelerated aging. demon from the Blossoms’ Demesne
For every complete decade after age (from TCOTFD). Youth tubes are
40, humans suffer a -1 penalty to all available from alchemists. They cost
physical rolls, including Attack rolls, 100 gp each and reduce aging by 5
Defense rolls and physical saves such years.
as dragon breath, poison, lockpicking Excessive rejuvenation has the reverse
or breeding (e.g. adventurers of age 90 effect: apply a -1 penalty to all dice rolls
suffer a -5 penalty and should seriously for each year under 12 (six year-old
consider retirement). Mental and social children are helpless in combat
saves (such as puzzle and persuasion situations, with -6 to all dice rolls).
saves) are unaffected.
Dwarves, halflings and gnomes are Alchemical Ingredients
much longer lived: apply a -1 penalty Alchemists are always looking for rare
for every 20 years after age 80. ingredients used in potion making. If
Elves, demons (including cambions, you have TCOTFD, you can craft
succubi and Blasphemous Ones), potions from the creatures in this book
golems and moonbeasts have by harvesting the uncommon
incredible lifespans: simply ignore ingredients described below.
aging effects. Do the same for undead. Otherwise, a bundle of ingredients can
be sold for 5d6 gp. A single bundle is
Unless otherwise noted, other species,
harvested when a monster group is
such as goblins and mutants, live as
encountered.
long as humans.
Bear Folk: Their fangs count as black
By default, your character’s minimum
iron bells, used for making Ale of
age is 20 +level. Double that number
chaos, Draft of non-tentacularity,
for dwarves, halflings and gnomes.
Liquor of hardskin and Perfumes of
Multiply it by 2d6 for elves, demons rabbit summoning.
and other ageless characters (e.g. a

37
Dark elves: Their blood can be used repulsion and Perfumes of rabbit
for elfblood ointment. Their bones, summoning.
ground to dust, make gluten-free flour Triclops*: Their odoriferous toes are
for elven bread. used for making Oil of strength and
Fire elves: Their eyeballs count as Cream of flight. Their eyes count as
devil’s claw (worth 5 gp), used as a lolly, used for making Antidotes of
minor ingredient for several potions. magic immunity and Spirits of
Their blood and bone dust can be used spellcasting.
like those of dark elves (or any other * If your party includes a wizard or
elf). alchemist, these rare ingredients can be
Goats: Their meat makes for 4 food extracted and sold for 5d6x10 gp.
rations each. Their horns make nice
drinking cups or helmet adornments. Dark Plague
Horrid Hares: Their sharp fangs count Characters exposed to the Dark Plague
as buckthorn, used for making Creams must save versus a L10 disease or
of gremlin aversion, Drams of Unicity, catch it. Halflings add +½ L to this roll.
Salves of aa, Treatments of Infected characters have a 1 in 8
amphibology, and Unguents of chance of losing a life point each time
normality. When mixed with they step into a new room or
ingredients for a Perfume of rabbit (outdoors) hex.
summoning (TCOTDF p.92), horrid
Upon reaching zero life, the character
hares are summoned instead, causing
is dead and removed from play.
1 wound to all creatures in the room
before dispersing. Infected characters will also infect
other party members, who must also
Mountain Giants*: Their stinky toes
save vs. L10 for each new room or hex
are used for making Oil of strength and
visited. Curing the curse requires a
Cream of flight.
Blessing spell with a casting roll of 10
Night elves: As dark elves. or better.
Perytons*: Their ground horns count
as Colleen’s ambergris, used for Firearms & Steam-Tech
making Elixirs of long life and Philters Rare and sophisticated, the following
of level restoration. items are available for sale in town or
Tree folk: Their nails are similar to whenever a “merchant” reaction is
dryads’ nails, used for making rolled with a wandering monster. They
Concoctions of fearlessness, Healing can be sold for ½ their buying price.
potions, Panaceas of verminous Only dwarves sell firearms.

38
Black-Powder Pistol (50 gp): Ranged useless unless the user has crafted gun
slashing weapon +2, buying price: 50 powder (from TCOTFD) or buys some
gp. May be fired only once per from artificer (between adventures).
encounter. Usable only by dwarves,
Harquebus (100 gp): Ranged slashing
marskmen, sentient golems, weapon +3, buying price: 100 gold. May
swashbucklers and warriors. Requires be fired only once per encounter.
only one hand. On a roll of 1, the pistol Usable only by dwarves, marksmen,
explodes inflicting d3 damage upon sentient golems and warriors. Must
the user and the weapon becomes
use both hands to fire. On a roll of 1,

39
the harquebus explodes, inflicting d3 Rotating Chain Axe (100 gp): This
damage upon the user and the noisy gnomish contraption can be used
weapon becomes useless unless the in combat as a two-handed slashing
user acquires gun powder. For every weapon but its main purpose is to cut
shot roll for wandering monsters (1-2 down trees, which it does twice as fast.
on d6) whenever used in a dungeon. Roll only once for wandering monsters
Monsters will arrive after combat. The when cutting down 2 squares of trees.
user can reload before the monsters' It does not count as magical and can
arrival. be used by barbarians. However, the
noise it makes when used increases by
Pendant of Life (50 gp): Useable only
1 in 6 the odds of wandering monsters.
by conservationists (from CCC), this
enchanted item forged in the fabulous
Ever City of Loango allows them to Flying Monsters
trade, at any time, any memorized spell If you have the CCC book (p.9), you may
for the Healing Surge spell. use flying monster rules when you
All the characters in play, excluding the meet any in the crags.
caster, heal 2 life, while all vampires in
play (of all kinds) automatically lose 2 Food Rations
life. One day’s rations in dried foodstuffs
This spell is similar to the Expert level sell for 1 gp each. Rations can be used
spell in 4AA (p.24) but can be cast by to bribe some wild animals and non-
conservationists of any level, as long as intelligent monsters, and are useful to
they wear the pendant, without the prevent loss of life when a party is lost.
need for spending XP. Characters can carry up to 10 rations.
Pendant of Wooing (200 gp): Made
from satyr horns, this common magic Hordes
item allows any male wearer to woo Hordes are very large numbers of
humanoid females outside the enemies which are considered a single
Blossoms’ Demesne (as per the rules Boss or Weird monster for game
in TCOTFD). purposes. Each horde has one or more
Female characters derive no benefit attacks per character. For simplicity’s
from this item except body hair sake, their number of attacks doesn’t
growth, a deeper voice and increased change according to their number of
libido. (Orcs actually enjoy this.) life points.
Unlike satyrs, the wearer benefits from See 4AA p.10 for more about hordes.
no class bonuses to either Giving or
Withholding rolls.

40
Lanterns time. However, the wilderness is a
harsh, unforgiving environment and
Crags are well lit by the sun and don’t
may cause your party to get lost for a
need artificial light during the daylight
long time without a chance for respite.
hours. The normal dungeon darkness
rules and penalties for exploring in the In mountain dungeons, it is therefore
dark applies during night hours. Unless allowed to leave the map by returning
you are using the Hardcore Dungeon to your point of origin, heal your party
rules from DDD and counting the and return to complete your
passage of time harshly (e.g. 1 room = adventure. However, while the map
1 hour), simply assume your party itself remains as it was, the content of
explores the crags during daylight any room or area which was empty,
unless mentioned otherwise. inhabited by peaceful or helpful
creatures or otherwise danger-less
Leaders must be rolled anew as if you were
starting your dungeon from scratch.
You may encounter minions with a
leader in a clearing as the result of a 12 Any environment condition which was
on the Crags Area Contents table. in effect by the time you left the
dungeon will still be active: areas on
Choose one of your characters as your
fire, special features and special
party’s champion. The champion will
events, etc. will still be there, and
be locked in mortal combat with the
environment changes (such as trees
leader, while the rest of the party will
cut down) will be as they were when
fight with the minions. Once all
you left. Any wounded monsters will
minions are dead, everyone may attack
have healed meanwhile and any spell
the leader.
effects cast by your party will be
Minions with a leader do not roll canceled. Any disarmed trap will have
morale until their leader is killed or been repaired.
flees. Leaders are Bosses for all
purposes. If you have 4AA, use the Madness
rules for minions with Leaders instead
Madness tracks a character's gradual
(p.7-9).
descent into insanity. Those with 1 or
more Madness refuse to share
Leaving and Returning equipment or gold. When Madness
Normally, 4AD does not allow your rises above a character's level, that
party to exit the dungeon, replenish character becomes insane and flees to
supplies and return to finish the a dire but unknown fate, permanently
dungeon. This is to avoid meta-gaming lost (remove the character from play).
strategies such as defeating the Monsters never gain Madness.
monsters by attrition, one room at a

41
Characters under level 6 can choose to If at least 1 die rolls a 1, you encounter
lose 2 life points instead of gaining 1 wandering monsters (this doesn’t
Madness point. See 4AA for more prevent you from finding ore). If they
detailed rules on Madness. are minions or vermin, add 1 to their
number for each 1 rolled on your
Mining Search rolls. If they are dwarves, their
reaction is always « fight » as you are
In any tile with mountain icons, your
trespassing and stealing their property.
party can attempt mining. You can roll
Alternately, you can give them all the
a number of dice up to the number of
ore you carry plus 1 gp per ore, in
mountain icons in your current tile.
which case they will let you leave
This doesn’t require a climbing save
unharmed (« peaceful »).
but neither does it provide passage.
For each d6 rolled, the mining action If you have the TCOTFD book, roll on
takes 10 minutes. the Mineral Ingredients table (p.77) for
each ore you found. If you don’t, each
Consider all the dice rolled like multiple
ore can be sold for 3d6 gp. Each tile can
Search rolls: for each die that results in
only be mined once.
5-6 (after modifiers), you find 1 ore.
Dwarves add +½ L, alchemists add +1.
Also add +1 for the Stone Mastery Milking & Wooing
Expert skill (from 4AA). Some supplements offer new rules
that “unlock” new options with
monsters:

42
Wooing (from TCOTFD): Satyrs, Unicorns can only be ridden by virgin
succubi, bards and medusines can woo women. A character above level 5 can
the following creatures of the opposite spend 1 successful XP check to turn a
sex: bear folk, cave trolls, dark elf subdued mount into a companion. The
dominatrixes, dark elf raiders, Enyo, creature fights like a retainer with an
fire elf gypsies, mountain dwarves, Attack and Defense bonus equal to ½
mountain orc riders, mountain giants, its level (rounded down).
nymphs, olfs, salamandrine traders, Each mount can carry two riders, or
tree folk, triclops, Woethong, wild gelfs. twice as much as a character, but not
Milking (from RRR): The following both at the same time. It can only carry
creatures (if female) can be milked this much when not flying. A mount
once by a cheesemeister as long as can only fly when it carries no more
their reaction is non-violent (e.g. than one rider, or the same weight that
peaceful, bribe, etc.): bear folk, cave a character can carry. Two halflings (or
trolls, dark elf dominatrixes, dark elf creatures of similar size) count as a
raiders, fire elf gypsies, goats, horrid single rider. Ogre-sized characters can
hares, mountain dwarves, mountain only ride dragon-sized mounts.
orc riders, mountain giants, nymphs, Mounts will not enter dungeons.
olfs, perytons, salamandrine traders,
tree folk, triclops, wild gelfs, wildcats. Cougars: Level 5, life 5, Attack +3,
Defense +2, add any seduction bonus
Mounts
The following mounts can be bought
as special retainers by characters of
any level. Animals cannot open or bash
doors, read scrolls or interact with
room content except through combat.
Use your common sense!
Outdoors (e.g. outside underground
dungeons), each mount can carry a
single rider, moving at twice the usual
travel rate when riding on land (e.g. 2
areas or hexes per day instead of 1).
The character riding a mount at the
front gets a +1 Attack bonus outdoors.
Other riders can only attack with
ranged weapons or spells.

43
to Defense. See NNwtNN for other +0. Their attackers lose 1 life if their
cougar types. Defense rolls double the monster’s
level. Only clerics of Korimnos, mole
Giant Elks & Stags: Level 4, life 4,
people, succubi, sentient golems and
Attack +2, Defense +2, morale +0. On
druids may ride them. Cost: 40 gp.
the first turn, giant stags charge: their
first attack causes 2 wounds. Only elves Great Wolves: Level 1, life 2, 1 attack,
can ride them. Characters riding them Attack +1, Defense +0. Only a single
get +2 on climbing saves. Cost: 50 gp. dwarf or halfling-sized character can
ride them. Cost: 20 gp.
Giant Rams: Level 1, life 3, 1 attack,
Attack +0, Defense +1, morale -1. Males Moose: Level 1, life 3, 1 attack, Attack
can charge in combat (Attack +1 on the +1, Defense +0, Morale -1. Moose
first turn). Characters riding them get males can charge in combat (Attack +1
+2 on climbing saves. Only a single on the first turn). Moose can only carry
dwarf or halfling-sized character can a single rider. Characters riding them
ride them. Cost: 20 gp. get +2 on swimming saves. Cost: 20 gp.
Giant Spiders: Level 5, 3 life, 2 attacks,
Attack +3, Defense +2. Targets losing a
wound must save vs. level 3 poison or
lose 1 additional life. Spiders are
unreliable at best; whenever they fail a
morale roll, they will attack the party
as a L5 monster on a d6 roll of 1-3 (see
4AD p.38).
Spider-mounted characters have a +4
bonus to climbing saves.
Only barbarians, beastmasters, goblins
and dark elves can ride giant spiders.
The monster must first be subdued by
the character himself, alone (see
Subduing). 1 XP must be spent to keep
the monster as a mount once the
adventure is over. Spider riders travel
outdoors at the usual walking speed
(not double). Cost: not applicable.
Giant Porcupines: Level 2, life 3, 1
attack, Attack +0, Defense +2, morale

44
A gelf with questionable thoughts

45
Retainers checkered braies (trousers) and
peaked shoes with bells being a
Adventurer parties, usually at higher
traditional costume.
levels, can hire the services of retainers
to accompany them on adventures. Erudite goblins have pointed out that
the Book of Skalitos itself has put
Retainers are considered party
forward a so-called insalubrious elven
members in all respects except that
penchant for cattle as an explanation
they are always level 0, do not advance
for the gelfs’ origins.
in levels and must be paid in advance.
They do not share their gold or Needless to say, this controversial
belongings. Furthermore, retainers theory is vehemently denied by the
must make a morale check or flee night elves themselves, who point to
when a party member or another the unusually high number of chaos
retainer dies, is turned to stone or crystals that rise in the mountains as
becomes insane. A party may not have the explanation for the gelfs’ origins.
more than 2 retainers. See 4AA for Another likely hypothesis is the jester
more detailed retainer rules. god Gobras’ well-known pranks against
Gelfs elvenkind, considering how much he
enjoys humiliating Elidra’s children.
The unnatural offspring of goats and
night elves, born of pernicious sorcery Gelfs are level 0 retainers with 2 life
or – if slander is to be believed – and no bonus to either Attack or
abhorrent obscenities, gelfs are goat- Defense. Their hooves give them +4 to
shaped humanoids from the waist-up climbing saves.
and elf-shaped downwards, with Gelfs can be equipped with lanterns,
light and one-handed weapons but no
armor. They attack at +1 with a bow.
Gelfs wholeheartedly hate elves of all
kinds. They will attack them on sight
with a +3 Attack bonus and will never
flee a fight against them.
Gelfs will not attack goats, chimeras
(from 4AD), capricorns (from CCC),
chaos goatmen (from CoC) or any
other goat-like monster. They will flee
if attacked by them, as the goatish
monsters don’t return the favor.
You can hire a Gelf with 5 gp per
adventure.

46
Snotty Swarmlings opening doors, walking into traps or
bribing monsters that eat captives.
These moronic offspring of goblins and
gremlins are quarrelsome, A mob of snotty swarmlings counts as
mischievous runts who need to be kept single level 0 retainer with 3 life. The
in line with a firm boot and lots of mob makes 1 Attack roll per turn at -2
yelling. Despite their abysmal stupidity, and defends at +0. Each time they
they enthusiastically follow orders to would lose 1 life, roll a d6: on a 5 or 6,
the letter and fight amongst the life point isn’t lost as another
themselves for their master’s attention. swarmling you hadn’t noticed before
takes the place of the fallen. They are
Snotty Swarmlings are too stupid to
too stupid to fail morale checks.
use weapons, armor, or carry lanterns.
However, they are perfectly suited for Unless the party includes a goblin
(from CKSM or TTT) or a beastmaster

47
(from CCC) near them in the marching
order, swarmlings lose all actions for New Secrets
the next turn each time they roll a 1 as Unless noted otherwise, these new
they start bickering and fighting with secrets can be used by any character
one another. by spending 3 clues, in addition to any
Their hiring price is 10 gp per other secrets in other 4AD books.
adventure, payable in food rations. Secret of the Axe: You find an axe,
helpful for cutting down trees. If you
Soul Cubes spend 4 clues on that secret, you find
Salamandrine men and demons trade instead a rotating chain axe (see
not in gold but in soul cubes, made Firearms and Steam-Tech).
from the souls of the dead burned in Secret of the Best in Life: Your
soul furnaces. character loses 1 Madness from
A single soul cube can restore one learning what is best in life: To crush
charge to any magic item. They are your enemies, see them driven before
worth 50 gp (or necros, in the currency you, and to hear the lamentations of
of the Netherworld). their women.

See Four Against the Netherworld for Secret of Camping: By spending these
more detailed rules about soul cubes. clues, your party found a safe place for
spending the night. All party members
heal d3 life and recharge 1 spent spell
or expendable ability (such as a
barbarian's rage or a halfling's Luck).
Secret of Craggy Congregations: By
spending this secret, you can replace a
single Crags Special Event or Location
encounter with a a secret town (see
Dotted Mountain Ridges, p.34).
Secret of Mountains: You have found
a secret path throughout the crags and
rivers. You may ignore any need to roll
for climbing saves or swimming saves
for an entire tile, treating them as
automatic successes. This remains in
play if you return to that tile later.
Secret of Seriousness: By using this
secret, you may take a wide sharpie
pen and cross out any silly sentences

48
from a single book (including MMM) Spiteful Quest Givers
such as references to gelfs, half-orc
When using the tables from this book,
subtypes, the purring power of
if a monster gives your party a quest,
wildcats, the soothing effect of rock
if you ever return to the monster’s
music on rock biters and so on.
location without having completed the
This secret can also be used with other quest, it attacks, striking first and
4AD books (e.g. to erase the Useless fighting to the death. Optionally, you
Spells from the Crucible of Classic can use this rule anytime you receive
Critters) but make sure to take a a quest to make dungeons more
bucketload of pens (or use a spray can) challenging.
if you intend to censor the silliness out
of some books, like Revenge of the Subduing Monsters
Ravenous Ratmen, as you will have a lot
All monsters, including humanoids but
of work on your hands!
not incorporeal or ooze-like monsters,
can be subdued unless otherwise
mentioned. To subdue a monster, you

49
must either use the Sleep spell or fight class Attack bonus, without modifiers,
with -1 on all Attack rolls (striking with to the save (e.g. L4 warriors and
the flat of the blade or trying to knock dwarves add +4). Cambions add 2xL
it out instead of killing it). Subdued and can re-roll. Characters immune to
monsters can be sold in large cities (for Madness always succeed.
gladiator fights) or to wizards and If you fail, you must either fight the
alchemists (for organs) for 5 gp per bullies (they attack first) or give them
monster level. either 3d6 gp each or items matching
at least that value. If you succeed, they
Wandering Monsters simply voice a few insults then leave.
Roll a d6 when wandering monsters Treat their reaction as “flee” (do not
are called for in the crags, using the gain XP for that encounter).
Crags tables in this book: 1-2 vermin,
Bullies will not attack a party that
3-4 minions, 5 Weird Monster, 6 Boss.
includes ogre-sized characters such as
tree folk or moose folk.

New Reactions Burrow


The monsters ignore the party and flee
Blazing Trail
the encounter through a huge tunnel
If you wish, your party may hide from in the ground.
the monsters by having each character
succeeding a save against the
monster’s level, with a +2 bonus. In that
case, drop a d6 one foot above your
map. This is the monsters’ destination.
Each encounter after that (10 minutes),
starting from their current destination
and by the most direct route (avoiding
mountains and impassable squares),
the monsters set each tile they leave
on fire (see Trees, p.40). They
disappear from the game upon
reaching their destination, presumably
through a secret passage.

Bully
Pick a character to make a fear save
against the monsters’ level. Add their

50
If you wish, you can follow them to see minutes). However, if the die you
where it leads. Drop a d6 one foot dropped rolled a 1, the burrowing
above the map; the tile where it drops monsters ambush the party and attack
is its exit point. Your party can first.
henceforth travel safely through this
tunnel between the two tiles without Capture
concern for wandering monsters or
The monsters use non-lethal attacks to
terrain effects (crossing a tile takes 10
capture instead of killing the
characters. Any party member 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 and any capture
companions, 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.
The secret lair will be an underground
cave (2d6x2d6 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.
Captive characters will be left with d3
life, stripped bare and all their
equipment sold.
See the Prisoner table in the Crucible of
Classic Critters for more options and
twists regarding prisoners (p.35).

51
Devour
The monsters fight to the death but
stop attacking when one party
member dies (including an animal, but
not an inedible character such as a
golem). They start feasting on the
corpse instead.
The monsters lose their next attack,
obsessed with their grisly feeding.
If you flee, your comrade cannot be
resurrected and all the things he
carried are lost.
If you fight on, make a fear check
against the monsters’ L with a +2 bonus
or gain 1 Madness.
Davlok
Beastmasters and rogue reptilians add
The dwarves challenge you to a friendly +L to the save; ogres, trolls and xwarts
game of Davlok, a board game which are immune.
combines dice and chess-like moves.
The minimal bet is 20 gp. If you can’t Guide
pay, treat this reaction as “bully”
instead. Treat this reaction as “bribe”, except
that when paid, the monsters reveal to
A level puzzle is needed to win. you the content of the next tile. You
Dwarves add L+1, wizards and monks may roll on the Crags Area Content
add +L, rogues and swashbucklers add table before moving onto that tile and
+1. decide whether you want to go there
The dwarves agree to play until they or not. Do not roll for the monsters’
fail once. If they win at least once, they numbers, treasure or reactions before
will be in a good mood: treat their you actually enter the tile.
reaction as “merchant” afterwards. If you refuse to pay the guide’s fee, the
If they fail but never won, they leave, monsters attack your party, acting first.
peacefully, grumbling about “broken
dice”. If you wish, you can let the Hunt
dwarves win so as to trade with them.
The monsters aren’t here yet, but d3+1
tiles away in a random direction. They
have your scent and are tracking you.

52
Place a token on their position. Every level can get a 10% discount and +10%
10 minutes (an encounter’s time), more each time the save’s level is
move the token 1 tile towards your doubled. Halflings add +½ L, rogues
party’s current position. and succubi add +1.
If they are vermin or minions, add +1 Successful wooing (e.g. by a satyr,
to their numbers every 10 minutes as succubus, bard or medusine) is worth
they gather their numbers. If they are a 20% discount.
Bosses or Weird Monsters, subtract a Unusual Wares: Some merchants sell
cumulative -1 penalty from your exotic goods. Roll on the Unusual
Defense rolls on the first turn only as Merchandise table in appendix to see
they launch a surprise attack when what special wares you can buy, if any.
they reach your tile. In addition:
The monsters will not pursue out of the • All elves sell up to d3 elven bread
map (but you lose the adventure if you loaves for d6+10 gp each (heals 3 life
do so). and cures the Dark Plague).

Merchant
The NPC or monster is peaceful
and sells wares. Any commonly
available item (such as the
equipment list in 4AD) is available
in up to d3 units at 10% above the
usual price. Merchants’
inventories are limited to
4d6x10 gp in items. They will
also buy used items at ½ price
and magic items, scrolls, gems
and jewels at their normal price.
There is a 2 in 6 chance the
merchant also sells any potion
worth up to their maximum
inventory value (including
potions from TCOTFD).
Wandering merchants have up
to 3d6 x 20 gp in cash but are
willing to barter for change.
A character who succeeds a
persuasion save vs the merchant’s

53
• Dark elves sell silk bikini armor for
10 g.p. (works as light armor but gives
+1 on seduction saves), fine silk clothes
(see Tailor, 4AA p.33) and up to d6+1
slaves for 10 g.p. each (see 4ATN p.10
for rules about freeing slaves).
• Fire elf gypsies sell a single set of
special tarot cards, which any fire elf or
spellcaster can use to re-roll any single
save (once), for 8d6 gp. Fire elf buyers
halve the price.
• Miner clan dwarves sell up to d3
firearms and gunpowder (from DDD or
TNBW).
• On a 2d6 roll of 10+ (you can re-roll
if your party includes dwarves or spend
Luck points), the dwarf merchants are
jungle dwarves from the fabulous strumpet services at ½ price (roll on the
Ever City of Loango, in the faraway Strumpet table from TTT).
continent of Adamon. In that case, they
will have a single non-artifact magic Patrol
item of your choice for sale, from any
The monsters are distracted and
4AD book, at double its selling price.
following a preset route. Your party can
Jungle dwarves buy any magic item at
avoid them by succeeding a stealth
150% of its selling price. They are also
save against their L, with a +2 bonus.
willing to part with their zeppelin for
500 g.p. (see JJJ for zeppelin rules). If no fight occurs, or if the monsters
flee, drop 2d6 one foot above your
• Goblins and boblins sell up to d6+1
map and note the positions where the
scrubworm rolls for 2d6 g.p. each; each
dice fall: the tiles between the fallen
one given will turn a single goblin or
dice are their patrol area. After each
boblin group's reaction to "peaceful".
encounter (10 minutes), even if they
• Hobgoblins sell hyaenodons as fled, the monsters will advance one tile
mounts, which are similar to giant cats towards the closest die by the most
(see CCC p.16). direct route (but going around
• Orcs sell up to d3 medallions of Kraa mountains or impassable squares or
for 8d6 gp which can be given to any tiles), then turn back towards the other
orc group as a bribe. They also offer die’s position and so on. Make a stealth

54
55
save as above (+2) each time the party a permanent +1 bonus to Attack and
crossed their location. Defense rolls against them (minions
and vermin only). Add +2 to their
Philander reactions against the party.
Furthermore, all dwarves hate the
The monsters offer expedited
character and cannot be recruited by
fornication to all party members,
the party as characters.
except genderless ones (golems).
Clerics and monks (except those who Elfslayer: As soon as the character kills
serve the Life gods), paladins of Zur, 40 elves (of any kind), he gains a
shrews and characters married to permanent +1 bonus to Attack and
them must decline. Those who partake Defense rolls against them (minions
in the merriment heal either 1 life or 1 and vermin only). Add +2 to their
Madness (your choice). Alternately, if reactions against the party.
you have TTT, roll on its Congress table Furthermore, all elves hate the
instead when philandering. This lasts character and cannot be recruited.
d3x10 minutes; roll for wandering Emeritus Tanner: As soon as the
monsters every 10 minutes. character has crafted 10 magic
garments with the Arcane Tanner skill,
he gains the ability to make ornate
New Character versions of these items, which
increases their price by 20%.
Milestones Flamingoslayer: As soon as the
Introduced in Wayfarers & Adventurers character kills 40 flamingo folk (not
(W&A), milestones are optional their zombies), he gains a permanent
individual goals which characters can +1 bonus to Attack and Defense rolls
take. Each can be taken only once per against them (including Bosses). Add
character; they cannot be changed +2 to their reactions against the party.
until completed over the course of one Furthermore, all flamingo folk hate the
or more adventures. Retainers and character and cannot be recruited.
animal companions cannot achieve
Gelfslayer: As soon as the character
milestones.
kills 40 gelfs, he gains a permanent +1
Champion Shoveler: As soon as the bonus to Attack and Defense rolls
character has encountered an against them (minions and vermin
“avalanche” special event 3 times (in only). Add +2 to their reactions against
any book), he gains the ability to ignore the party: they furthermore hate the
the effects of further avalanches. character and cannot be recruited by
Dwarfslayer: As soon as the character the party.
kills 40 dwarves (of any kind), he gains

56
Miner King: As soon as the character
harvests 40 mineral ingredients, he Crags Missions
adds +1 to the number of mineral As an alternative to defeating the Final
ingredients or ore collected when he Boss, you can choose the following
mines or harvests any. adventures when adventuring in the
Mountaineer: As soon as the crags, or pick one randomly (roll a d8).
character succeeds 15 climbing rolls in This is entirely optional; if you prefer,
mountain squares or environments, he you can simply crawl in the crags,
gains the ability to re-roll any failed killing and looting anything you find to
climbing roll. sate your thirst for blood, gold and
adventure.
Arcane Tanning
Each mission is designed to be played
Characters with this Expert skill (from only once; if your party is completely
4AA) can craft the following new wiped out or is forced to abort a
garments with the bodies of the mission, you may try again, re-rolling
monsters listed. all the room content but keeping the
Cloak Monster Cloak: This leathery layout you rolled so far.
cape, which patterns after its After playing these missions, you are
environment, gives the wearer +2 to encouraged to modify and adapt these
stealth saves. templates with new monsters, unique
Peryton Helmet: Mammal vermin locations and special twists, and share
suffer a -1 to their morale saves as they your ideas with the 4AD community!
mistake the wearer for a peryton.
However, because of the antler's width,
the wearer takes two lateral spaces in
the marching order.
Weremole Boots: These hardy boots
adorned with weremole claws give the
wearer +2 to climbing saves.
Wyvern Gloves: This resilient
handwear prevents a wearer from
suffering the amputation of a hand or
arm on a d6 roll of 3-6.

57
A blind fire elf gypsy casting on her Tarot of Thuugas

58
Use the Tile Order schematic below trade treaties with the other
when a mission refers you to a specific Netherworld rulers, who have
tile number. threatened to unite their armies and
raze his city unless he stops his
Mission 1: Destitution of the wayward daughter. Several vassal
Distraught Daughter houses are on the verge of rebellion.

Recommended level: 4+ As the Lord would rather go fishing


than solve his rulership problems, his
If demons and mortals have one thing
necrosuccubus wife, Infaernä, has
in common, it is family issues. The
taken the matter into her own hands
devilish Lord of the Boneland, who
to get her beloved child back. The
rules the largest Netherworld city, is in
Lady’s messenger, a servile imp butler,
over his head with his rebellious
offers you a quest (“Bring my daughter
daughter, the necrosuccubus Enyo.
back!”) with a reward of 500 gp or
Fleeing her home, Enyo has decided to necros (or their value in magic items of
build a stronghold for herself in the your choice), and 1 XP, if you subdue
mountains of Qaarra, the south- Enyo, bring her back unharmed and kill
westernmost continent of Norindaal. every other monster in her fortress to
Enyo has been dealing in the slave erase all traces of their family’s shame
trade with the Thralls of the Lich King, (not to mention the treaty violations).
Darran Dur. You’ll also get 1 soul cube if per chance
Unfortunately for the Lord, his you come to meet the Lord of the
daughter’s ploy is violating a dozen free Boneland and deliver him Infaernä’s

59
message to “Get your demonic ass back • Enyo’s dungeon has a maximum of
home right now and deal with your own 12 rooms. If you haven’t met her
vassals’ mess otherwise you’ve got a earlier, she is always in the last room.
divorce on your hands.” • Use the 4AD tables for room content,
Generate a random crags dungeon traps and special features in Enyo’s
normally except as follows: dungeon. Special events are always
wandering monsters (4AD p.33). Use
• Use a single map of 20 x 28 squares
the Crags monster tables except as
(16 tiles) as normal. You start in the
noted below.
bottom row (#13-16). A random tile in
the upper row (#1-4) is the entrance to • In Enyo’s dungeon, any minion you
Enyo’s underground dungeon: use the encounter will be a necrosuccubus on
entrance room #1 from 4AD. a d6 roll of 1-2 and Thralls of the Lich
King on a d6 roll of 3-4. On a 5-6, you
• Both indoors or outdoors, any Thrall
encounter minor demon advisors
of the Lich King encountered (indoors
(see p.70). Treat all Weird Monsters
or outdoors) is Enyo’s ally and must be
and Bosses as dwarf liches (see p.132)
killed to complete the quest.
with a retinue of random Thralls. A
• Outdoors, in the crags, roll a d6 when Thrall group met in Enyo’s dungeon will
encountering minions. On a 1-2, they have no other leader but a dwarf lich.
are necrosuccubi (see below) in Enyo’s
• Enyo herself is always encountered
service. On a 3-4, roll on the Thralls of
in the last room you explore along with
the Lich King table. On a 5-6, roll on the
a retinue of necrosuccubi. When you
Crags Minions table.
encounter her, she can be persuaded
to return home peacefully by winning
two successive persuasion saves

60
against her level. Only one save is lose 1 permanent life point. A Blessing
needed if you have the BONELAND can restore these lost points. Subtract
keyword. Halflings, dark elves, bards, 1 from their reactions if the group
cambions, demonologists, satyrs and includes a paladin. If the party includes
succubi add +½ L to these saves. a satyr or if your alignment with
Demons is 3 or more (from TTT or
• If you succeed, a regretful Enyo will
OOO), their reaction is always “seduce”.
follow the party sheepishly. This will
In combat, they direct at least ½ their
infuriate the Thralls and necrosuccubi,
attacks against paladins (round up).
causing them to fight to the death.
Enyo, perturbed, will not fight back on Reactions (d6): 1 crags quest, 2-3
behalf of the party but may be attacked seduce*, 4 guide (50 g.p.), 5 bribe
by monsters. Otherwise, she must be (50 gp.), 6 magic challenge.
fought (see Subduing). 2d6 Minor Demon Advisors. Level 5,
• If you have the TTT or OOO book, crags treasure +1.
completing this mission gives you Reactions (d6): 1-2 argue against each
1 point with the Demons alignment. other (no attack this turn, roll again
d3+1 Necrosuccubi (minions). Level next turn), 3-6 fight.
7 demons, crags treasure +2. Any Enyo (Final Boss). Level 8 demon
character hit (except sexless ones) (necrosuccubus), 6 life, 3 attacks, 2
must succeed a L4 breeding save or crags treasure +2. Any character hit

61
(except sexless ones) must succeed a Mission 2: Evil Elemental
breeding save against ½ her level or Elimination
lose 1 permanent life. A Blessing can
Recommended level: 4+
restore these lost points.
A druid congregation devoted to Father
Reaction: always fight. In combat, she
Hulla hired the party to cleanse the
directs at least 2 attacks against
lakes of their sacred mountains, which
paladins.
have become infested with water
* When seduced, all male characters elementals as a result of an inept
(excluding Blasphemous Ones, undead, wizard’s experiments.
golems, moonbeasts and artificial beings)
Your party is given six Elixirs of
must succeed a will save vs the
Cleansing. To complete this mission,
necrosuccubi’s level or succumb to their
you must travel to at least six different
charms (clerics, demonologists, monks
(unconnected) water areas, defeat the
and paladins of Zur add their level,
water elemental that dwells within,
halflings and succubi are immune).
then pour the Elixir of cleansing.
The necrosuccubi’s unearthly embrace
Once this is done, you must defeat the
heals d3 life to each seduced character
wizard responsible for this mess,
but also causes them to gain 1 Madness.
Woethong the Wicked White Wet
Priests and paladins of Zur who engage
Wizard of Woeful Water.
in this vile fornication break their chastity
vows. A misled worshipper of Luura, the sun
god, the overweight Woethong
believes that he gets power by having
as much skin exposed to the sun as
possible, and thus wears a thong (that

62
acts as heavy armor), is bald, and has
tanned leathery skin.
Woethong believes that by spreading
water elementals everywhere, he will
somehow turn Norindaal’s northern
regions into a giant sunny beach. You
can either kill him or subdue him and
bring him back to the druids.
Completing the mission is worth 1 XP
and a reward of 2 potions of Healing
as well as 2 magic scrolls of your choice
(of non-expert level). If you brought
back the wizard alive to the druids, add
1 Healing potion to your reward.
Generate a random crags dungeon
normally except as follows:
Clues in any mountain square (which
• Use a single map of 20 x 28 squares
you have to climb) adjacent to a water
(16 tiles) as normal. The first six water
square. If your map is complete and no
areas you will find are infested with a
mountain square is adjacent to water,
water elemental (see below). Unless an
draw a mountain square adjacent to a
Elixir of cleansing is poured in the
mountain square in any tile you wish
water after defeating the elemental, it
(fog was hiding it).
will rise again the next time the party
returns to this tile. • Woetong’s tower is surrounded by a
moat and, in theory, guarded by satyrs
• If your map is complete and there are
(L5 minions). The naughty satyrs are
less than six distinct water areas, pick
spying bathing nymphs and will
as many squares as necessary in the
probably ignore your party’s intrusion.
last tile revealed and treat them as
water squares. Unfortunately, you will • The tower has four stories linked by
have to fight the elementals that dwell a stairway or a ladder. Roll for room
within simultaneously. If you had to content using the 4AD tables but use
fight 3 or more elementals together, the Crags monster tables. All the
any XP check is an automatic success. monsters in the tower are Woethong's
servants. Replace all Bosses and Weird
• You can Search for clues in any dotted
Monsters by water elementals.
mountain square (5+ on d6).
• The "G" icon on the map stands for
• The entrance to the wayward wizard’s
the satyr sentries (d6+2 level 5
tower can be found by spending 3
minions, no treasure). As they are busy

63
Elidra, Fari and Lavra, primal goddesses of Norindaal, are as capricious as their fellow
gods, if not as violent. They enjoy appearing as nymphs to tempt mortals into picking which
one of them is the prettiest – a dangerous choice, knowing each spurned goddess is likely
to show jealousy and even to cheat to get the advantage. To all the gods, even the most
benign ones, Norindaal is but a game, and mortals mere toys to play with.

64
eyeing the nymphs, all characters can
make a level 2 stealth save to avoid
detection. You could also swim to get
to the side door (see Water, p.41).
• Floor #1 has 4 rooms and a corridor.
Floor 2 has 4 rooms and 3 windows.
Floor 3 has 5 rooms and 2 windows.
The trapdoor to the last and 4th floor,
were Woethong awaits, bathing and
sweating profusely in the sun, is locked
(treat as L4 for lockpicking attempts or
L6 for bashing down attempts). If the
save is failed, Woethong will hear your
party and attack first.
• If you have the TTT or OOO books, from his water blast; wizards add +½ L.
completing this mission gives your Reaction: always fight.
party 1 point with the Law alignment.
Victory!
Water Elemental (Weird Monster).
After defeating Woethong, you can free
Level 6 demon, life 6, 1 attack, crags
his captives (d6+1 night elves).
treasure, never checks morale. Ranged
weapons attack at -1. Immune to Sleep. Freeing the captives gives you 1 Clue
Gilded weapons (from CoC) attack at but roll for wandering monsters as
+2. Demonologists can possess water they make a ruckus as they flee. If you
elementals as if they were demons. have the Crucible of Classic Critters, one
of them is a helpful healer (CoCC p.35).
Reaction: 1-3 patrol, 4-6 fight.
If you have less than 4 characters,
Woethong the Wicked White Wet some can join your party as level 2
Wizard of Woeful Water (Final Boss). night elves.
Level 8 chaos lord, 7 life, 3 attacks,
6  crags treasures (triple any gold
Mission 3: Sundering the
found, minimum 100 gold). Seeing his
Sinister Skylords
tanned, overweight, greasy and flabby
figure, wobbling in his thong, calls for Recommended level: 4+
all party members who see him the A night elf aristocrat, Sinisteria the Sly
first time to succeed a L3 will save or Sultan, has had enough of the
gain 1 Madness (females save at -1). incessant pillage off the so-called
Before combat, all party members Skylords, zeppelin pirates who prey on
must save vs L5 magic or lose 1 life her people from their fire-belching

65
flying balloons and raze her alpine recruit the night elf as a character of
forests with their ceaseless industry. your party’s lowest level minus 1.
To see their base of operations • Any fire elf you meet will be friendly
destroyed, she offers a reward of 400 on a d6 roll of 1-4 and will even offer
gp and, in desperation, even her own you 1 clue if you rolled 1 or 2.
hand in marriage (and the title of • Any dwarf you encounter during this
sultan) to a hero who would destroy mission will be hostile (always fight)
the devious but durable dwarven and allied with the Skylords. If your
stronghold. Her night elf people will party includes one or more clerics of
help, as will some of the fire elves in Father Hulla, these dwarves’ shame
her domain (maybe). causes them a -1 penalty to morale.
Sinisteria gives your party 3 powder • Once you enter the Skylords’
kegs to complete your mission. dungeon, generate a dungeon of 10
Completing the mission is worth 1 XP rooms (add doors if necessary to have
roll. Generate a random crags enough rooms). Replace all corridors
dungeon normally, except as follows: by the next “true” room in the order
• Use a single map of 20 x 28 squares presented in the 4AD book. All doors
(16 tiles) as normal. The topmost/ will be locked and ironshod (L4 to
north row of the map (tiles #1 to 4) is lockpick, L6 to bash). Roll on the
entirely made up of mountains Mountain Dwarf table for all minions
squares; do not roll for tile type. When inside the dungeon.
you reach that place, you need to
spend 3 clues to find the secret
entrance to the Skylord’s dungeon.
• You start in the bottom row of the
map (choose a tile among #13-16).
• Any Weird Monster or Boss you
encounter outdoors will be a dwarven
pirate zeppelin on a d6 roll of 1-4 (see
the Crags Weird Monster table).
• Anytime minions are met, they will be
mountain dwarves on a d6 roll of 1-3
(roll on the Mountain Dwarves table).
• The reaction of any night elf you
meet (such as night elf snipers) will
always be “offer food & drink”. If your
party is under 4 characters, you can

66
• Any vermin you meet will be giant Mission 4: Miseries of the
star-nosed moles (see the Crags Mushroom Merchants
Vermin table). Do not adjust these
Recommended level: 4+
monsters’ numbers according to
terrain. Weird Monsters and Bosses Andrea Underoot, a merry halfling
will always be landed zeppelins. If you truffle hunter from the Sun-Kissed Vale
have met less than 3 zeppelins when (in the western An-Mor continent), asks
reaching the 3 last rooms, you will your party to escort his caravan and its
encounter a zeppelin in each of them goods (truffles and other mushrooms)
(do not roll for random content). through the crags. Unfortunately, a
murderous fog has risen in the coastal
• The last room is the Skyoverlord’s
cities and the safest path to the nearest
Super-Zeppelin, a Final Boss of level
city goes through the mountains.
10 with 10 life and the usual modifiers
for his Final Boss treasure. Use the Underoot’s caravan is made of four
zeppelin’s profile otherwise. carts, each pulled by two moose and a
halfling driver (1 life, -1 to all attacks).
• To complete the mission, you must
Each cart carries four halfling
cleanse 3 rooms that contain a
comedians (1 life, -1 to all attacks, -1
zeppelin, place a powder keg there and
morale) and their cargo, for a total of
light up the fuse. Once a fuse is lit, you
20 halflings and 8 moose. This includes
have 70 minutes (7 encounters) to get
Andrea Underoot and his trusty pig
out before the dungeon explodes.
mount, Davey Snoutbottom.
• If you blew up the Skylords’ dungeon,
Generate a random crags dungeon
any zeppelin you encounter on your
normally except as follows:
way home will fight to the death.
• Use a single map of 20 x 28 squares
• If you are using the faction rules in
(16 tiles) as normal. Start at the north-
Treacheries of the Troublesome Towns,
westernmost tile (#4). Your destination
completing this mission gives your
is the south-eastern tile (lower right).
party 1 point with the Sultan Sinisteria’s
faction (“Countess”) and, optionally, • The carts cannot cross water or
marriage within her faction. If the mountain squares. You may need to
groom proves an unworthy husband cut trees down to allow it to pass.
(e.g. if his faction score goes under 1 or • As the caravan draws attention,
he attacks her), an unfortunate double the number of vermin and
accident will befall him in the form of minions encountered.
a night elf sniper (see the Crags Weird
• After each combat encounter, each
Monster table) as he leaves town…
cart can offer food and rest to a single
character (recover 1 life).

67
• If you want to pay any bribes,
Underoot is willing to pay them for you,
The Tile Order
but they will be deducted from your
reward at the end.
• The monsters will divide ½ their
attacks against the civilians, attacking
the moose first, then the halflings. A
cart without any moose to pull it must
be abandoned.
• If at least one caravan has only one
moose to pull it, your entire party’s
movement is slowed: random
monsters will be encountered on a d6
roll of 1-2 instead of just 1. If you wish,

Bear Folk
Bear folk are an irascible breed of anthromorphic ursines who inhabit the crags,
especially in the mountain ranges of Kardalok. While they “speak” only in grunts, their
companions seem to understand them nevertheless. According to the dwarves, Father
Hulla created them to safeguard the mountains against the industry of the humanoids,
which gives them occasional cause of conflict with goblins, orcs and miner dwarves.
Traits: Bear folk are similar to barbarians in all respects, except that they can summon
their rage ability once per level, per adventure. When they do, their fury causes them
to hit a fellow random character on Attack and Defense rolls of 1. It only passes once
the fight is over. Bear folk who defeat bee or wasp-like monsters can harvest a pot of
honey that heals them, and them only, 2 life. Otherwise, regular barbarian rules apply.

68
you can distribute the moose among but will instead be forced to retire from
the caravan to avoid abandoning a cart. the adventure, grievously wounded. If
he does “survive” and you manage to
• Any minions encountered will be fire
reach the outer edge of the south-east
elf gypsies on a d6 roll of 1-3.
tile, he will pay you 10 gp per surviving
• If a Final Boss is met, it is always the caravan member (for a maximum of
Burning Prince, a level 8 fire elf Boss 200 gp). You gain 1 XP for every group
with 7 life, 3 attacks and 3 crags of 5 halflings who survives the trip.
treasures+1. That so-called prince of
• If you wish, you can repeat this
thieves considers the crags to be his
mission several times, or making
and therefore all goods that go
longer, by choosing (or rolling) a
through them as legitimate
specific minion type to replace the fire
compensation for his people's
elves. For example, you could have the
historical suffering. He would gladly
caravan pass through lands infested by
accept to leave the party in peace in
mountain orc riders or undead
exchange for all their belongings and
dwarves (in the latter case, roll on the
the caravans’ goods, which of course
Thralls of the Lich King table for
Underoot will never accept. If your
minions).
party agrees with the Prince's
conditions (e.g. to save their lives), the
mission is failed. Mission 5: Escape from the
Ebony Elves
• If you have the CoCoC book, Andrea
Underoot is a wilderness survival Recommended level: 4+
guide (CoCoC p.24) of your party’s Dark elf slavers have been taking
character highest level. If you do not, captives throughout the land into their
treat him as a halfling of your party’s work camps, to be subject to forced
highest character level. In addition to labor, whipping, and other fates worse
his class abilities, Andrea is a herbalist than death. The lumberjacks and
(4AA p.32) who gives his fellow party friendly forest folk have put together
members +1 to any save vs. poison or all their meager savings and offer you
disease. a reward of 5 gp for each captive safely
• Andrea’s pig, Davey Snoutbottom, is brought back to the village, in the
a L4 mount with morale +2, 1 Attack (at upper-rightmost tile of the map (#4).
+2), Defense +2. When the pig’s life Generate a random crags dungeon
goes to 0, he attacks for one last turn normally except as follows:
on a d6 roll of 3-6 before retiring from
• Use a single map of 20 x 28 squares
the adventure.
(16 tiles) as normal. You start at the
• You will not get paid if Andrea north-eastern most tile, the village.
Underoot is defeated. Andrea
Underoot will not die if brought to 0 life

69
• The three other map angles (#1, 13 & • Crossing water or mountain squares
16) are dark elf slave camps. Do not is likely to kill the captives. Part of your
draw random tiles for them: instead, challenge is finding a safe path for
they are a clear area surrounded by a them while avoiding getting them killed
fence with a gate on each side (four in by wandering monsters. You can place
total) and a 2 x 2 square slave pen in them in the middle of your marching
their middle. order if you wish, with your characters
in the front and back positions.
• Any minion you encounter will be
dark elf riders on a d6 roll of 1-3. Their Using the Crucible of Classic Critters
reaction is always “capture”. • If you have the CCC book, you can roll
• Anytime a friendly encounter with a once on the Prisoner table (p.35) for
Boss or Weird Monster occurs (e.g. each dark elf camp. The home of all of
with a night elf sniper or tree folk), you them is the lumberjacks’ village.
can attempt to convince them to help • If you have flying mounts (also from
your cause with a persuasion save CCC), you can use them to carry
against the monster’s level. Halflings, captives to safety. Roll for wandering
bards and clerics of Father Hulla add monsters each time you make the
+½ L. Wooing these friendlies has the journey to the village and back.
same effect (see TCOTDF).
• The adventure is over once all
• Allied monsters will fight as retainers captives are either dead or in safety at
with a bonus to Attack and Defense the village. You get 1 XP for every 10
equal to +½ L (distribute the points as captives safely brought back to the
evenly as possible between the two village, rounded down, to a maximum
scores). They will leave once the of 4 XP rolls.
adventure is over.
• Each of the dark elf camps is manned Mission 6: Tribulations of
by 3d6 dark elf raiders, led in turn by Time Travel
a dark elf dominatrix (without a
Recommended level: 4+
retinue). They cannot be wooed and
will fight to the death. Note: This adventure involves time travel.
It is more complex than usual to manage!
• The number of captives in each
settlement is 2 per dark elf. Captives The mayor of Anacoluthon, Litotes, is
must be escorted back to the village for plagued by an unfaithful night elf wife,
a reward. They are L0 characters with Anaphora the Anaphrodisiac. Alas, she
1 life and -1 to Attack rolls and morale. is dying from a strange disease she
They have no gear and can only use caught from her orc lover, Bathos the
light weapons, no armor. Burlesque. Anaphora can only be
cured by a special cure from the night
elves secret village, hidden in time.

70
illegitimate daughter, the olf
Kataphora, will guide you to it. Though
she doesn’t know where the night elf
town actually is, she believes her
mother’s journal may be of help.
Completing the mission by returning
to the village before 150 minutes (15
encounters) have passed will get your
party both the reward and 1 XP. If you
arrive later, Anaphora will be dead and
the mission failed.
Generate a random crags dungeon
normally except as follows:
• Use a single map of 20 x 28 squares
(16 tiles) as normal.
• You start at the any tile on the left of
the map (#1, 5, 9 or 13), which leads to
the village, outside the map (west).
• Kataphora is an olf (half-orc class)
Kataphora the Olf Heroine whose level equals your party’s lowest
level character. Her father is Bathos.
She counts as a free 5th character for
Despite his marital woes, mayor Litotes this adventure. She starts the game
does love his beautiful wife. Almost as with her mother’s journal and 3
much as he loves his stable of stags, random Temporal scrolls. If your party
hunting, wine, and strumpets. Litotes is under 4 characters by the end of the
offers you 200 gold (and a free house adventure, you may keep Kataphora
in town) if you bring back the medicine as a party member if you wish.
in time, before Anaphora dies. • If you wish, you can also have Litotes’
The night elf healer, Epizeuxis, is illegitimate son, the gelf Hyperbaton
Anaphora’s brother. Their relations (see p.51), accompany you as a retainer
have soured: he doesn’t forgive her to for free in your quest to help his step-
have left her people to live with the mother Anaphora. He’s great at
humans and frolic with the orcs. carrying lanterns and little else.

Mayor Litotes doesn’t know where the • Any Weird Monster met will be a
elf village is. However, his wife’s night elf sniper on a d6 roll of 1-3. If

71
your encounter with them is • If you fight him, Epizeuxis will be
nonviolent, they will give you 1 Clue. defended by d6+10 night elves (L7
minions, 2 crags treasures). If your
• Due to Bathos’ diplomatic
previous encounter with the 2 night elf
interventions, any orcs you meet will
snipers had been peaceful, they will
be peaceful on a d6 roll of 1-3.
join the fight alongside Epizeuxis.
• Anytime your party wins 1 Clue while
• To return to your own time
in the crags, Kataphora can attempt a
(Anacoluthon is but a ruin in the
Search roll (5+ on a d6) to find the path
future), a Temporal spell must be cast
to the hidden night elf village. You can
successfully (any one). If the spell is
also spend 3 Clues in any mountain
successful, drop a d6 from a height of
square surrounded by mountain
one foot above your map. This is the
squares on all 4 sides to automatically
location on your map where your party
find the place of the hidden night elf
returns, in your own time (the “past”).
village. But it isn't there… yet.
If the die fell off the table, your party
• The night elf village is hidden in time, appears in the tile which is the most
using powerful sorcery. To reach it, distant from the village of Anacoluthon.
your party must successfully cast any
• Check the time that was spent
single Temporal spell (you can use
BEFORE you entered Antimetabole. No
Kataphora’s scrolls). This opens up a
time has passed when you were in the
portal to the village of Antimetabole
past, but the counter starts again when
300 years in the past.
you “return to the past”. If you have any
• Note how many turns have passed spare Temporal spells, you can use any
since the beginning of the adventure. one of them to return d3 x 10 minutes
Do not count the passage of time while earlier in time than your point of arrival
you are travelling in the future. to Antimetabole.
• Once in the village, your party • If the spell fails and you have no other
encounters 2 night elf snipers (see the Temporal spells, your party is lost in
Crags Weird Monster tables). If you the future. The mission is lost and you
defeat them or end the encounter cannot return to your own time (losing
peacefully, you can enter the village. any house, ship and the like) until you
• To convince Epizeuxis the healer to find a Temporal spell and manage to
help, you must either succeed a L6 cast it successfully.
persuasion save (halflings, bards and • Avoid lava flamingos as they pose a
night elves add +½ L, common elves grave danger to your Temporal scrolls
add +1) or subdue him (L7 Boss, 1 and hence to the mission’s success,
attack, 4 life, 1 crags treasure and 1 unless you have a night elf or a
random Temporal scroll). chronomancer in the party.

72
• Since time management is critical to Unfortunately for Azathoth, the blasé
this adventure, you can use Temporal Pesca has come to enjoy the bondage
spells normally to “interfere” with the and asks for even more kinky stuff,
passage of time (e.g. with Timestop or something the rather mild and
Time Slot). Be aware, though, that conservative hobgoblin warchief
managing time in this adventure can wasn’t expecting.
cause you a headache if you use these Pesca’s defiance of the whip - her
two spells. Casting them won’t break eagerness for it, even - impressed very
the space-time continuum, but you will much the hobgoblin tribe. So much, in
need to figure out by yourself at which fact, that now she runs the Great Old
“point in time” your party returns! If One tribe in Azathoth's stead. This
paradoxes might occur, you can either doesn’t please the warchief in the least.
decide what happens or roll the dice!
The messenger of the Great Old Ones,
Nyarlathotep, contacts your party in
Mission 7: Against Azathoth
secret. Azathoth wants you to re-
Recommended level: 4+ kidnap Pesca and bring her back to her
The Great Old Ones have long been dark elf home, where she belongs.
plaguing the dark elf nomads of the While she's been driving him crazy,
mountains, but things have taken a Azathoth still loves the dark elf princess
turn for the worse. Their sultan, and doesn't want her harmed.
Azathoth, has even kidnapped their Unfortunately, Pesca doesn’t want to
princess, Pesca, and brought her to his return home as she enjoys the
sinister dungeon to become his wife. kinkiness. She has grown fond of
A romantic soul, Azathoth had been Azathoth, too, but won’t admit it.
sending Pesca love letters for years, If you manage to sneak into the Great
but the dark elf princess has reacted Old Ones' caves and subdue or
only with contempt and prejudice, convince Pesca to leave, the hobgoblin
disgusted by the prospect of sultan will give you a reward of 200 gp
miscegenation with a “green skin”. (and 1 XP roll) when she returns home
Desperate, Azathoth ordered his (your starting point) safely.
hobgoblin riders to kidnap her, hoping As Azathoth doesn't want his tribe to
that some time in his dungeons would know about his desperate deal with the
show her how much a good fiancé he “chalk skins”, you can kill any hobgoblin
would be. It didn’t work out. Not at all. you want in the caves so as to make
the “kidnapping” more believable.

73
Azathoth himself will be waiting at the In this case, make a L7 persuasion
town marital counsellor's office save; halflings and dark elves add +½
meanwhile. The hobgoblins breed so L. In either case, you get the reward,
fast, says Nyarlathotep, than slaying a but if you made the persuasion save,
few hundred swarmlings or so could you gain 1 additional XP roll.
only help with the housekeeping. • You won't get any reward or XP if you
Drawing the Map kill Pesca. Furthermore, if you did, add
the PESCACIDE keyword to your sheet.
Generate a random crags dungeons as
You will have to face Azathoth's fury at
follows, except for the following rules:
the end of each future adventure. In
• You start in the north-east corner of that case, each time you reach the last
the map (tile #4). room in a dungeon (indoors or
• The two upper tile rows of the map outdoors), you will be ambushed by
(#1-8) are a crags dungeon, using the hobgoblin riders from the Great Old
rules from this book. The two lower tile Ones’ tribe. This will continue with each
rows of the map (#9-16) are a regular adventure until you return to the Great
dungeon, using the 4AD rules. Old Ones' caves and defeat Azathoth
in the room where you found Pesca.
• The entrance to the Great Old Ones'
caves is in tile #6. • Treat Azathoth as a level 10 "orc"
brute (4AD) with morale +2 and a
• When you enter the dungeon, use the
horde of hobgoblin riders, worth 2 XP
regular 4AD rooms and tables to draw
rolls). If you return to the Great Old
a regular dungeon map.
Ones’ caves, re-roll for the content of
• Any vermin met will be hobgoblins all locations (but keep the same map)
(4AD). All minions will be either as they will be prepared for your
hobgoblin blademasters (FF p.5) or coming. All will fight to the death.
level 6 elite hobgoblins. Bosses are
always hobgoblin leaders (FF p.6) or Mission 8: Sneaky Swindle
orc brutes (4AD p.88). Weird Monsters
are all hobgoblin riders (see p.111). Recommended level: 5+

• In the last dungeon room is Pesca (a This mission is unique in that you start
dark elf dominatrix, see p.112) along playing with a single character, a rogue,
with a horde of hobgoblin riders. As who sold out his former party
she doesn't want to leave, you will have members to dark elf slavers for a nifty
to subdue her (-1 to Attack rolls or with profit (roll d6+3 on the Crags Treasure
a Sleep spell). You can also convince table).
her to undertake marital therapy with Your party’s employer or patron has
Azathoth so they can solve their learned of this and placed a magic geas
problems and save their odd couple. upon your character to force him into

74
retrieving and freeing his former previous tile. This might require
companions. leaving any other party members
alone.
Drawing the Map
• When coming upon his captive
Generate a normal crags dungeon
friends' pens, the rogue can attempt
except as follows:
to hide (as above) and make a second
• You start with only 1 character, a L5 stealth save to rescue his former
rogue. friend. If both saves are successful,
• Do NOT adjust monster levels for the captive is freed along with his
level 5! equipment; both characters can leave
to an adjacent tile without being
• Create or pick 3 other L5 characters.
noticed. If one fails, both characters
They will start the game as tied-up
will have to fight. If the rogue flees, the
captives. Your rogue’s goal is to free
other character is recaptured but
them while avoiding their wrath.
loses d3 life as the dark elves lash him.
• Each of your other characters is a This damage can only be healed when
captive in a distinct tile. Choose which the captive is freed. If he dies… He dies.
is in tile #4, which in tile #13 and
• The first time the rogue is with a
which in tile #16. These tiles are
freed character in a tile devoid of
highlighted in grey on your map. In
enemies, the friend will attempt to
each of these tiles is a group of dark
strangle him. The rogue must succeed
elf slavers, from the Crags Minions
a persuasion save vs. his betrayed
table. Do not roll for random content
comrade's level, adding +½ L to his
in these tiles.
roll, or loses 1 life. This happens only
• You start the game on tile #1. once per comrade.
• Until at least 2 characters are freed • If the rogue manages to free all his
(bringing your party to 3 characters), comrades and return to his starting
divide the number of minions and point, or they all died, the geas is lifted
vermin encountered by 2, as well as and the rogue can keep his original
the number of Attacks and life points profit and gains 1 XP roll. If he flees
of Bosses and Weird Monsters. the adventure without completing the
• Anytime your rogue is alone and geas, he will henceforth be unable to
encounters a monster, he can evade touch any gold piece or golden item
the encounter by hiding, if he (e.g. gilded weapons) as it burns him.
succeeds a stealth save against the This curse also causes the rogue to
monster's L, adding his own L to the start any future adventure with 1
roll. If he fails, he can still flee but must Madness point. It can only be lifted
defend against up to 2 monster with a penance at a temple of Tamas
attacks before returning to his Zeya, goddess of justice (causing the

75
rogue to lose 2d6 life from the lashing). • Your party starts at location #1.
Many died in this attempt. • The beavers have built two dams: a
large one (location #5) and a smaller
Mission 9: Hungry Hannibal and one, for overflow (location #2).
the Beaver Boys
• The dams can only be approached
Recommended level: 4+ from the downward side, being tightly
A gang of giant beavers led by a brute penned in by trees on the remaining
known as Hungry Hannibal have built three sides.
a large dam high on the mountainside • There are 20+d6 Beaver Boys at
above the town of Serath, locally location #5 and 10+d6 at location #2.
renowned for its beautiful gardens. They attack anyone or anything scaling
The mountain water sources have the wall of the dam, launching
been reduced to a trickle, slowly themselves out of the water to attack
parching the ornate follower beds and with claw, gnaw, or log fall attacks.
handsome topiary. The dwarf king,
• Location #3 is Blazedawn, an
Thumas Ven, want the beavers killed
abandoned hall where a community of
and the dam destroyed, but he would
20 fire elf gypsies made their home.
prefer that their leader, Hungry
You will have to deal with them if you
Hannibal, be subdued and brought
enter their tile. Subtract 2 from their
into town as a captive. He’s offering
reactions if you offer them 5 rations or
200 g.p. to kill the beavers and break
more.
the dam, 200 extra if Hungry Hannibal
is brought back into town alive. But • Location #4 is Elvenbane, a miner
they will want proof that the beavers dwarf town from King Ven’s clan. They
are gone even if the dam is destroyed. hate the fire elves with a passion, hate
the Pelters even more, but hate the
The locals say that Hannibal and his
beavers the most. They like ale.
gang, who are not native to the area,
crossed the mountains on elephants, • Location #6 is Ven’s Gutting, a Pelter
a laughable superstition that can surely dwarf town, with a grudge against Ven
have no merit in it. Hannibal gained and his miner clans. They are
the hungry part of his name when indifferent to fire elves and beavers.
miner dwarves reported the Beaver Boys. L4 minions, crag
astonishing rate at which he was able treasure +1. Roll a d6 each turn: on a
to fell even the largest trees. 1-2, party members in the rear rank
Drawing the Map must make a level 3 Defense save
(ignore armor and shields) or lose 1 life
This scenario uses a pre-drawn map.
from the logs. Reaction: always fight.
Generate a normal crags dungeon
except as follows:

76
• Hannibal will be at location #2 on
a d6 roll of 1-2 and at #5 on a 3-6.
The gigantic beaver is a L8 Final Boss
with 4 life, 1 attack, morale +1 and 3
crags treasures. During the 1st turn,
he performs ranged attacks against
the entire party by throwing large
blocks of wood with devastating
force (Defend vs. L5 or lose 1 life).
When he hits, he will also try to
grapple his target to drag them into
the dam. Roll a d6: 1 target loses a
hand and cannot use two-handed
weapons anymore (alternately, roll
on the Infamous Amputation table trample. The trample attack ignores
from DDD), 2-3 target dragged shields while the gore attack disarms
underwater (lose d3 life), 4 roll again the opponent on Defense rolls of 1-2.
next turn, 5-6 clambers out to the dam Once out of the water, Hannibal can
wall and escapes. only perform 1 regular attack per turn.
If Hannibal is killed before the rest of • Destroying the dams: Each dam has
the gang, they will launch a dam burst 10 life points. If you destroy dam #2
attack, sending heavy logs and torrents first, the water will flow south and
of water raining down on the party. drown the fire elves in position #3
They will then melt into the forest. before falling into the crevices south.
Treat this as like his turn 1 attack. If you destroy dam #5 first, the
If Hannibal is subdued, the beaver southern lake will overflow and drown
gang will retreat into the murky waters all the dwarves in Elvenbane. This will
of the dam. They will not attack again infuriate the king, causing you to lose
unless an attempt is made at the mission and become his sworn
dismantling the dam. enemy in future adventures.
If the beaver gang are all killed before • Once the beavers are dealt with, you
Hannibal, or if he flees, he will retreat could attempt to bypass the dams so
to a large open area at the rear of the that the water from the north lake (#5)
dam where he is protected by two overflows into the crevices south of the
large elephants. It seems like the old fire elf group. Choose a character to
stories may have been true. This time make a L4 engineering save. Dwarves
it’s a fight to the death. add +1, gnomes add +L. If the save fails,
you miscalculate. Water floods and the
Elephants (2). L6 Bosses, 6 life, 2
village you chose dies.
attacks, morale +1, no treasure. The
elephant’s attack with gore and

77
• Rewards: If you subdue Hannibal, kill
the beavers and break both dams, you Pre-Generated
receive 400 gp. Get ½ of it if Hannibal
isn’t subdued.
Characters
If you destroyed the town of
Harrowed Harrak
Elvenbane, you get no reward from
King Ven. Moreover, your faction score Half-Orc Woman, 4th Level
with him goes down by -1. Note this on The dwarven Skylords promised her a
your sheet as it may have place in their plans, and the respect her
repercussions in future scenarios. orc mother’s tribe of Tharamir never
Conversely, the Pelters (who hate gave her.
Miner dwarves) will offer you 1 random
When they left her for dead on the
crag magic item and 1 keg of maple
battlefield, just another night elf
syrup (heals all life, 3 doses).
casualty, the mooseman and the
If you destroyed Blazedawn, the priest-girl should have killed her. They
people of Elvenbane will give you 2 didn’t. Now Harrak hopes to repay her
random treasures, unless you honor debt and, maybe, gain her new
destroyed their town too. companions’ respect and friendship.
If the fire elves of Blazedawn are still Life: 10
alive by the end of the adventure, they
Attack Bonus: +0/+4
will give reluctantly you their treasure.
Your party also gets +1 in the Fire Defense Bonus: 0
alignment (as per the rules in TTT and Traits: A+0 (odd)/+L(even), +1
OOO). Note this on your heroes’ sheet. wound/even attacks, + ½L vs
If Hannibal was killed, his teeth can be seduction/breeding, -1 persuasion vs
crafted into an indestructible shield +1 human women, orc-woman (+1
(total Defense bonus +2) by an Arcane strength saves, -1 vs magic), illiterate.
Tanner. The shield can be sold for 200 Gear: Starting gear, one random crags
gp. magic item OR two-handed mace +1
Gold: 80 gp.

Sister Akkad
Cleric of Father Hulla, 4th Level
Sweet spoken, shy Akkad left her
nunnery when the orcs of Tharamir
burned it down along with her 99
coven sisters. Tortured with guilt, she

78
was rescued by Moldur’s tribe. Despite Defense Bonus: +0
her anger, she refused to execute the Traits: A+L (except two-handed wpns),
wounded Harrak in retaliation, earning spellcasting +L, night vision, spells.
Moldur’s respect and Harrak’s loyalty. Spells: 4x Temporal Spells or Foresight,
When Nachtis exposed the Skylords’ Rewind Time, Time Slot x2.
role in pulling the strings of the orcs’
violent rampage, she joined Moldur’s Gear: Starting gear, one random crags
crusade against them. magic item OR Runic Bow of Maiming

Perhaps, one day, she will stop hearing Gold: 80 gp.


the howling voices each night that call
her to commit these horrible things Mighty Moldur
which no-one has noticed yet. Moose Man, 4th Level
Life: 8 The chief’s eldest son, Moldur has
Attack Bonus: +2/+4 vowed to prove his worth as the next
in line to the title, and prove himself
Defense Bonus: 0
worthier than his elder sister.
Traits: A+ ½L, A+L vs undead,
After saving the human teenage
3x Blessing, 3x Healing, Wall of Stone.
priestess from the orcs, and seeing the
Gear: Starting gear, one random crags true goodness in her heart, he formed
magic item OR Drums of Shakos the Company of the Golden Hearts,
Gold: 80 gp. along with the repentant half-orc
woman and the night elf archer, to
save the mountain people from the
Nachtis the Nightwatchman
incendiary Skylords.
Night Elf, 4th Level
Nobody found out yet that he was the
Mysterious and silent, pretty boy one who sold them out to the Skylords
Nachtis goes out of his way to nurture in the first place; he had to.
his dark hero image. Nobody knows
Life: 10
why he follows the Company of the
Golden Hearts, but Harrak wonders Attack Bonus: +4/+6
why he sometimes meets with Defense Bonus: +0
Moldur’s sister in secret and sends
encrypted messages tied to crows’ feet. Traits: A+L, charge on 1st turn (+2;
+stagger), big (1 square, -1 Defense in
Is he just a secretly watching Moldur’s corridors/vs ranged), taboos, protect
worthiness for the throne or is he in clerics of Korimnos.
league with the Skylords?
Gear: Starting gear, one random crags
Life: 8 magic item OR Root Shield
Attack Bonus: +4 Gold: 80 gp.

79
Maps
Map for Mission 2: Woethong’s Tower

80
Outdoors Map for Mission 3: Sundering the Sinister Skylords

A river separates the dungeon of the skylords from the southern area of your map.

81
Map for Mission 5: Escape from the Ebony Elves

82
Map for Mission 8: Sneaky Swindle

Slavers

Slavers Slavers
83
Map for Mission 9: Hungry Hannibal & the Beaver Boys

84
A human warrior challenging the
dwarf king Ven to a game of Davlok

85
Crags Tables

86
Crags Area Content table (2d6)
2 Treasure found: roll on the Crags Treasure table.
3 Special Event: Roll on the Crags Special Events table.

4 Special Feature: Roll on the Crags Special Features table.


Rockslide: If the current tile has any mountain squares, all party members
must succeed Defense roll versus the number of adjacent mountain squares
in the tile (pick the largest area, maximum level 5) or lose d3 random items
5 as they jump to avoid being crushed. Lose 1 life on a roll of 1. Barbarians
and dwarves add + ½ L to the save. If the party is on a tile with a river
between them and the mountains, the rockslide is ignored, but the
mountains become impassable.
6 Vermin: Roll on the Crags Vermin table.
7 Minions: Roll on the Crags Minions table
8 Trail: Get 1 clue and roll for wandering monsters.*
9 Mountain Dwarves. Roll on the Mountain Dwarves table.
10 Weird Monster: Roll on Crags Weird Monsters table.
11 Boss: Roll on the Crags Boss table.* *
War Party: If a corridor, roll on the Crags Boss table. If a room, you
12
encounter both a Boss and its retinue of minions. (See Leader, p.47.)

* If your tile includes a cabin and no wandering monster was encountered, you can
roll on either Three Rings’ Shrine in the Woods table (TR p.20), once per adventure, or
the Cabin in the Woods table, at anytime (TR p.23).
** 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.

87
Crags Area Type table (d66)
11 12
Roll on this table when exploring a new
crags tile. At any time, you can roll
instead on the Scruffy Crag Tiles table for
more variety when rolling for a tile.
If you roll the same tile twice in a row on
either table, roll on the Crags Chasm
table instead. Chasms are impassable.

13 14 15 16

21 22 23 24

25 26 31 32

33 34 35 36

88
41 42
Feel free to rotate, mirror, cut or adjust
your tiles and their squares to make the
environment feel more natural. You can
move a river’s position by a few squares
or make it connect to another water
area. Avoid changing the tiles to the
point that it changes access to other tiles.

43 44 45 46

51 52 53 54

55 56 61 62

63 64 65 66

89
Crags Chasm table (d6)
If you roll the same tile twice in a row on the previous table, roll on this table instead.

1 2 3

4 5 6

90
Bonus: Alternate Scruffy Crag Tiles (d6 x d5)*
Use this table for more variety. To roll a d5, simply divide a d10 by 2, rounding up.

2 3 4 5
1

Dungeon
Roll on the Entrance
6 Crags
Chasm Use 4AD
table

91
Crags Treasure table (d6)
0 Nothing
d6 x 4 gold or any equipment piece worth 20 gold pieces or less in the 4AD
1
corebook or the present book*
2 One gem worth 2d6 x 5 gold pieces or maple syrup (heals 1 life)*
3 Roll on the Crags Magic Potions table
4 A healing potion or a magic scroll (roll on the Temporal Spell Scroll table)**
5 One item of jewelry worth 4d6 x 10 gold pieces or a Blessing scroll
6 One +1/+2 weapon*** or roll on the Crags Magic Treasure table
7 One +1/+2 light or heavy armor or shield*** or choose from this table

* If your party includes a wandering alchemist or a gnome, your party also finds either
d6+1 random Mineral Ingredients (worth 3d6 gp). Alternately, an alchemist can find
d3 Common or Uncommon Ingredients, worth d6 and 5d6 gp respectively. See TCOTFD
p.74 for using them in potion crafting.
** Each scroll can be sold for 100 gp.
*** This item adds an additional +1 bonus to Attack (weapons) or Defense (armor)
rolls. Choose a monster table from this book and roll for a random monster on it.
Against this specific monster type, the item's bonus increases to +2. You must give the
item a suitably epic name as each one is unique. Selling price: 150 gp (weapon or
shield), 200 gp (armor).
For example, you could find the Holy Grenade Launcher of Antioch (sling, +2 Attack
vs Horrid Hares, +1 vs other opponents, for a net bonus of +1/+0) or the Ægis of
Wyvernlesness (+2 Defense vs wyverns, +1 vs other opponents, for a net bonus of
+3/+2). You can choose the weapon’s type from those in the 4AD corebook. Special
weapons such as firearms, cannons and clockwork chainsaws are never included.

92
Crags Vermin table (d6)*
2d6 Stalactite Monsters. Level 3 vermin, crags treasure -1. If the tile has
any mountain squares, roll 2d6. If the roll is equal or below the number of
-1 mountain squares, the monsters surprise the party. They attack only once,
and flee the following turn.
Reaction: always fight.
d6+1 Giant Star-nosed Moles. Level 3 vermin, crags treasure -2. They
surprise the party on a d6 roll of 1-3. If you have 4AA, they have crags
treasure +1 instead but any character who lost 2 or more life points must
0
save vs. L3 curse or be infected with weremole lycanthropy (see 4AA p.39;
ignore this if you don’t have 4AA).
Reactions (d6) 1-3 burrow, 4-5 fight.
d6 Wildcats. Level 2 vermin, no treasure, morale -2. They surprise the party
on a d6 roll of 1-4. They do not attack and flee if one of them is killed. Instead,
if they purr, all party members must succeed a L3 cuteness save or adopt
one. Wizards, elves, old ladies, druids and shrews (from future supplements)
1
save at a cumulative -1, dwarves and dog owners save at +2. See (note 1) if
you fail. Clerics of Radah (the rodent god) are immune to their purring but
wildcats hate them (they always fight instead of purring).
Reactions (d6) 1-2 flee, 3-5 purr (see above), 6 fight.
2d6+1 Lava Flamingos. Level 4 vermin, morale +1, crags treasure. Immune
to fire spells, hit at +2 by cold spells. Roll a d6 after combat for each scroll
2 and book carried. On a roll of 1, the item is destroyed by fire. See (note 2).
Reactions (d6): 1 flee, 2 puzzle (”do lava flamingos fear water?”), 3-5 blazing trail,
6 fight.
3d6 Olfs (orc-elf hybrids) Level 3 vermin, crags treasure, immune to
paralysis. A group of olfs will cast a single Fireball spell at the party on a d6
roll of 1-2 at the beginning of each of their turn. However, they must check
morale afterwards as their orc blood makes them terrified of their own
spells. If the party includes any elves, each elf must make a level 3 will check
3
or insult the olfs with a contemptuous ethnic slur. This insult causes the olfs
to attack first and fight the entire party to the death.
Reactions (d6): 1 philander, 2 sell d6+1 elven bread loaves (10+2d6 gp, heals 3
life), 3 blazing trail, 4 puzzle (”what do you think of orcs?”; orcs and half-orcs
add +L, dwarves and elves subtract 2), 5 fight, 6 hunt.

Note: If you use the Crags monster tables in other contexts, such as underground
dungeons, ignore the references to square types in the rules.

93
Crags Vermin table (continued)*
3d6 Bearwolves. Level 4 vermin, no treasure. Reduce their L by 1 if forest
squares amount to less than ½ of the tile’s squares (excluding water
squares) as sunlight burns their eyes. Bearwolves surprise the party on a
4 d6 roll of 1-2. Their speed prevents the party from fleeing. A beastmaster
can tame a single defeated bearwolf as an animal companion (see W&A).
Reaction: 1 burrow, 2 bribe (1 food per bearwolf), 3 flee if outnumbered, 4
devour, 5 fight, 6 hunt.
3d6+4 Wild Gelfs. Level 3 vermin, crags treasure -2, morale -1. They hate
elves of all kinds for having forsaken them and fight them as L6 monsters.
Except when attacking elves, a gelf steals 2d6 gp when a Defense roll is
failed, instead of inflicting wounds. Lose 4d6 gp on a Defense roll of 1. Any
5
given gelf will flee (with your gold!) after making a successful theft. When
fighting elves, gelfs inflict normal wounds.
Reactions (d6): 1 give d6 elven bread loafs (restores 3 life per character), 2 puzzle
(”how do you think we came to be?”), 3 flee if outnumbered, 4-6 fight.
d6+2 Horrid Hares. Level 5 vermin, morale +2, 2 crags treasures -1 and d3
chaos crystals (CoC p.16). They surprise on a d6 roll of 1-2. Each time you
6 roll a 1 or 2 for Defense, lose 1 more life and roll again, losing 1 more life
for each roll of 1-2, and so on. Bombs and grenades kill them all. See (note 3).
Reactions (d6): 1 burrow, 2 devour, 3-5 fight to the death, 6 hunt.

* Subtract 2 from the roll if the tile has more mountain ridge squares than any other
type of squares. If you get the same result on this table twice in a row, see (note 4).

94
Crags Minions table (d6)*
2d6+3 Bugbears (hairy goblins). Level 6 minions, crags treasure. Hiding in
trees, they surprise the party on a d6 roll of 1-4, but only 1-2 if your party
includes a wilderness guide. (See note 26 if you have the Barugan poster
1
adventure.)
Reactions: 1 gamble (bet at least 5 g.p. then roll a d6 per g.p.; double your bet
on 5+), 2-3 guide (10 g.p. each), 4 bribe (id.), 5-6 fight.

d3 Cave Trolls. Level 9 minions, morale +1, 2 crags treasures +1. Roll 3d6
when met: if the result is under the number of mountain squares in the
current tile, the cave trolls surprise the party and attack first. When you kill
2 one of them, see (note 5).
Reactions (d6): 1 sleeping (+2 to Attack rolls on the 1st turn), 2 burrow, 3 blazing
trail, 4 puzzle (”which of you should we eat first?”), 5 bribe (5 food rations each),
6 fight.

2d6+2 Mountain Orc Riders. Level 6 minions, crags treasure +1. Surprise
on a d6 roll of 1-2. Unmounted characters defend at -1. Orcs are afraid of
magic and must test morale each time one or more is killed by a spell. If a
spell causes their number to drop below 50%, they will test morale at -1.
They never have magic items in their treasure: treat any rolled magic as 2d6
3
x 2d6 gp instead. If the number of orc riders met is lower than the number
of mountain squares in the current tile, see (note 6). Parties with 1 or more
half-orcs or orcs have a -1 reaction bonus.
Reactions (2d6): 2-5 merchant, 6 philander, 7 bully, 8 bribe (2d6 gp per orc), 9
capture, 10 patrol (if 10 or more, otherwise fight), 11-12 fight.

2d6 Dark Elf Raiders. Level 7 minions, 2 crags treasures, immune to Sleep.
If two or more party members carry lanterns, the dark elves are blinded
(reduce their L by 1). As they use whips, any target hit is at -1 to Defense on
the next turn. The group is led by a dark elf dominatrix on a d6 roll of 1-2
4
(see the Crags Boss table). Add 1 to their reactions if the group is made of
6 or more dark elves, including their Boss. Subtract 2 from reactions if your
party includes any dark elves.
Reactions (d6): 1 merchant and philander, 2 burrow, 3 bully, 4-5 capture, 6 fight.
(Continued on next page)

95
Crags Minions table (continued)*
d3+2 Bear Folk. Level 8 minions, morale +1, crags treasure +1. Any target
hit suffers 2 attacks (in addition to the bear folk’s basic attacks) on the next
turn as they smother their prey. When its comrades are dead, the last bear
5 folk in a group fights, enraged, like a L10 monster. Bear folk characters
subtract 2 from their reactions. If you encounter exactly 3 bear folk, see
(note 7).
Reactions (d6): 1 merchant, 2 guide (5d6 g.p.), 3 bully, 4 capture, 5-6 fight.

d6+2 Fire Elf Gypsies. Level 7, crags treasure, immune to Sleep. Roll a d6
each turn starting on the second turn. If the number is under the number
of combat turns, flames burst out as the fire elves open their eyelids. All
party members must succeed a L5 dragon breath save once per turn or lose
6 1 life in addition to the fire elves’ attacks. Rogues and fire elves add +L to
the save. Their attacks are likely to set area on fire. Subtract 2 from reactions
if your party includes any fire elves, fire mages, or clerics of Thuugas.
Reactions (d6): 1 tell fortune (see note 8), 2 merchant, 3 bully, 4 guide (4d6 gold
each), 5-6 blazing trail.

* Subtract 1 from the roll if the tile has more mountain ridge squares than any other
type of squares. If you encounter the same minions three times or more, the Final Boss
is a monster of that type with 3 attacks, twice the treasure and as many life points as
its monster level. If you get the same result on this table twice in a row, see (note 9).

96
Mountain Dwarves table (d6)*
d6+2 Miner Clan Dwarves. Level 6 minions, crags treasure (replace scrolls by 2d6
x 8 gp in nuggets). Roll 3d6; if the result is lower than the number of mountain
squares in the current tile, add the difference to the number of dwarves
encountered. Half of them use crossbows on a d6 roll of 1-2. Crossbow wielders
1 shoot before your party’s melee attacks (make Defense rolls at -1). If met in their lair,
they will be led by a Boss (L6, life 6, 2 attacks, 2 crags treasures+1) on a d6 roll of 1.
Reactions (2d6): 2-5 davlok, 6 merchant, 7 crags quest, 8 burrow, 9 bully, 10 guide (any
gem), 11 bribe (any gem), 12 fight.

d6+3 Pelter Clan Dwarves. Level 6 minions, crags treasure (re-roll scrolls). At the
beginning of combat, any animals in the party must succeed a morale check to Attack
them, otherwise they will refrain from combat. Roll 2d6 when met: if the result is
2 lower than the number of forest squares in the current tile, add the difference to
the number of dwarves encountered. If met in their lair, they will be led by a Boss
(L6, life 6, 2 attacks, 2 crags treasures) on a d6 roll of 1-2.
Reactions (d6): 1 crags quest, 2-3 davlok, 4 bully, 5-6 fight.
d6+1 Outcast Barbarian Dwarves. Level 7 minions, crags treasure -1, morale +1.
Defense rolls are at -1 on the 1st turn as they charge. When ½ their numbers are
3 defeated, if they succeed a morale check, increase their level by 1 as they become
berserk.
Reactions: 1 offer food and rest, 2 crags quest, 3-4 davlok, 5-6 fight.
d6+2 Iron Hands of Hammerfall. Level 7 minions, crags treasure, morale +1.
4 Defense rolls against them are made at -1 and they ignore shields.
Reactions: 1 merchant, 2-4 davlok, 5 puzzle (zen riddle), 6 fight.
d3+1 Possessed Hellfire Fusiliers. Level 8 demons (minions), crags treasure +1**.
These Sons of Asdzugh always attack first (shooting hellfire harquebus). Targets
must make a level 5 fire save when struck or lose 1 additional life. On a d6 roll of
5 1-2, they are led by a cleric of Asdzugh (level 8 Boss, 5 life, 2 attacks, morale +1, crags
treasure +2) who resurrects oneof them at the end of each turn until killed.
Reactions (d6): 1 crags quest, 2 blazing trail, 3-4 capture, 5-6 fight.
Thralls of the Lich King. To spare their loved ones from death, the Malegund
population accepted the rule of Darran Dur the Lich King (see DDD, p.59) and were
6
all turned into undead, haunting the mountains of Norindaal. Roll on the Thralls of
the Lich King table.

Add +1 to the reactions of all dwarves if the party carries more than 800 gp in coins. Miner clan
dwarves also add +1 to their reaction rolls if the party includes any orcs, goblins, trolls, ogres, or
dwarves of the Possessed clans (+1 for each of these characters). Subtract 1 if your party includes at
least one dwarf from the same clan as the dwarves encountered.
** d3-2 (minimum 0) harquebuses can also be recovered as treasure, the rest have been broken
during the fight. Rules for these weapons feature in DDD; they sell for 50 gp. each.

97
Thralls of the Lich King table (d6)*
d6+4 Skeletal Dwarves. Level 5 undead, never check morale, crags treasure
-1. Roll a d6 for their arms: 1 heavy infantry scythemen (-1 to Attack rolls, 2
Attacks at +1 to Defense), 2-3 heavy infantry macemen (-1 to Attack rolls,
destroy non-magic shields on Defense rolls of 1), 4 skeletal javelineers (1-4
1-2 in 6 chance to attack first), 5 wight axemen (ignore shields), 6 skeletal ram
rider (level +1 on 1st turn). They are led by a Dwarf Vampire on a d6 roll of
1-2 (see note 9).
Reaction (without a leader): always fight to the death.
d6+2 Screaming Dwarf Ghasts: Level 6 undead, never check morale, crags
treasure. All characters must make a L4 fear save on the 1st turn (cambions
add +L, clerics and necromancers add +½ L) or their collective shriek cause
3
1 Madness. Retainers check morale instead. They are led by a Dwarf Lich
on a d6 roll of 1-2 (see note 10).
Reaction (without a leader): always fight to the death.
d6+2 Dwarf Ghast Headhunters: Level 6 undead, never check morale,
crags treasure. The more grisly trophies they collect, the stronger and crazier
they become. For each party member killed (including retainers), their
group's level increases by +1 and they get 1 extra Attack each turn (in total,
4
not individually). If 4 or less, they are led by a Possessed Warlord: L9 Boss,
7 life, 3 attacks, 2 crags treasures +2, never check morale, 2 XP. Immune to
magic.
Reaction: always fight to the death.
d6+2 Maggotface Dwarves: Level 6 undead, never check morale, crags
treasure +1. These powerful zombies are infested by flesh-eating maggots:
5 those hit must succeed a L2 disease save or catch the dark plague. Slow,
they never pursue. If 4 or less, see (note 11).
Reactions (d6): 1 burrow, 2 devour, 3-6 fight to the death.
d3+2 Grabbing Ghosts: Level 7 undead, never checks morale, 2 crags
treasures. Targets hit lose 1 life, age d6 years (see Aging p.42) and must
succeed a L3 save (rogues and halflings roll at +1) or be entangled by their
ectoplasmic beards, failing all actions on the next round. Immune to Sleep
6 and Rewind Time spells. You may re-roll their reactions if you have a red
cap (from RRR).
Reactions (d6): 1 flee, 2 davlok (bet 3 life points vs a random magic scroll), 3
puzzle (”what do these ghosts fear the most?”), 4 magic challenge, 5-6 fight to
the death.
* See note 12 if you encounter Thralls of the Lich King twice in a row.

98
Crags Weird Monsters table (d6)*
Weremole. Level 6, 6 life points, 2 attacks, crags treasure. If the majority of the
tiles' squares are mountain ledges, the weremole surprises the party on a d6
roll of 1-4. Silver weapons strike weremoles at +1. If you have 4AA, triple their
-1 treasure but any character bitten must save vs. L3 curse or be infected with
lycanthropy (see 4AA p.39).
Reactions (d6): 1-3 burrow, 4 patrol, 5-6 fight.
Cloak Monster. Level 7 aberration, 8 life, 2 attacks, 2 crags treasures. If the tile
has any mountain squares, roll a d6. If the roll is equal to or below the number
of mountain squares, the monster surprises the party. Characters hit by the
0 cloak monster must succeed a L3 fear save or either gain 1 Madness or lose d3
life (your choice). If you wish, you can roll on the Mysterious Challenger table
instead of this encounter if you ever roll this result again (Three Rings p.21).
Reaction: always fight.
Wyvern. Level 7 flying monster, life 6, treasure (poison vial worth 3d6 x 20 gold).
Surprises the party on a d6 roll of 1-4. Ranged weapons attack them at +1. Those
1 hit must succeed a L4 poison save or lose 1 more life (halflings and trolls add
+L, barbarians and half-orcs add +1).
Reactions (d6): 1 burrow, 2-3 devour, 4-5 fight, 6 fight to the death.
Cursed Spirit. Level 6 undead, 7 life, crags treasure (only if killed). Always attacks
first (even vs. ranged weapons). Instead of attacking normally, the spirit forces
each character to succeed a magic save against the number of unused Healing
they have (including spells, potions and scrolls). Failure destroys one of the
character's Healings (including unspent spells) and to lose 1 life per Healing the
character had. This doesn’t include bandages. Halflings add their number of
2 unspent Luck points to their save (these are not spent). For example, a cleric of
Luura with 3 Healing and 3 Blessings unspent (which can be used for Healing)
must succeed a L6 save or lose them all and lose 6 life. A warrior with 2 Healing
potions would make a L2 save or lose 2 life. The cursed spirit is immune to Turn
Undead. Hates clerics of the Life gods.
Reaction: attacks once then flees.
Peryton (Stag-Bird). Level 8 flying weird monster, 6 life, 2 crags treasures.
Ranged weapons attack them at +1. On a failed Attack roll of 1-2, the attacker
gains 1 Madness as the peryton consumes their shadow. Targets hit must pass
3 a L4 magic save (wizards & elves add +L) or age 2d6 years (see Aging). Undead,
elves, chronomancers, flamingo folk and giraffe folk are immune.
Reactions: 1-2 flee, 3-4 devour, 5-6 fight.

* Subtract 2 from the roll if the tile has more mountain squares than any other type.

99
Crags Weird Monsters table (continued)
Dwarven Prairie Pirates Zeppelin. Level 8 flying vehicle (horde), d3+5 life, 1
attack per character, morale +1, 2 crags treasures +2. Surprises the party on
a d6 roll of 1-2. Only ranged weapons, flying characters (or flying riders) and
spells can harm the zeppelin until its life points are down to ½ (at which point
its altitude lowers). Each turn, the clockwork engine’s crew will spew fire from
the sky, causing d6 tree squares (if any) to catch fire (you choose which from
among those not already on fire). You need to decide on which precise square
4 on the map your party stands. If it is adjacent to a square on fire, each
character loses 1 life per turn. The forest squares will remain on fire for the
duration of the adventure and are considered impassable unless the flames
are quenched by magic. If the party flees, each character loses d3 life from
fire (instead of the usual fleeing rules). Successfully casting the Sleep spell
causes the zeppelin to crash, setting the tile on fire: everybody loses d3 life
and the tile becomes impassable for the rest of the adventure.
Reactions (d6): 1-2 crags quest, 3-5 bribe (all the gold, gems and jewels), 6 hunt.
Night Elf Sniper. Level 8, life 4, 1 attack, crags treasure +2 and 1 clue. Your
party is surprised by the sniper on a d6 roll of 1-5. The sniper targets a single
character each turn and causes 2 wounds, in the following order:
spellcasters**, clerics, half-orcs, warriors, barbarians, any other class. They
never attack druids or conservationists. Your party cannot attack the sniper
until a Search roll -1 is successful (e.g. a d6 roll of 6). Add +1 to your roll for
5 each character with the Danger Sense Expert skill. Only one attempt per party
is allowed each turn. Until the sniper is found, the party can only make Defense
rolls. Rolls of 1 means the attack causes d3+1 damage. Once found, the sniper
must make a morale roll or flee. If he flees, mark the BLUEMINGO keyword.
The sniper can only be attacked with ranged weapons or spells on the first 2
turns after he has been found, after which normal combat can occur.
Reaction: 1-2 crags quest, 3-6 fight.
Hobgoblin Hyaenodon Riders Horde. Level 4, life 8+2d6, surprise and attack
first on a d6 roll of 1-2. If the horde’s life is over 15, it is led by a mounted
hobgoblin warlord, who fights separately from the horde against a single
character of your choice (level d3+6 Boss, 5 life, morale +2, 3 attacks, disarms
the opponent on Defense rolls of 1-2). As long as the warlord lives, increase
6 by +1 the morale of the horde. Reduce it by 1 if he dies. If a lone champion
defeats the warlord, the horde must make a morale check: failure causes it to
disperse. Unmounted characters suffer a -1 to Defense for the fight.
Reactions (d6): 1 crags quest, 2 merchant, 3 blazing trail, 4 bribe (all the party’s
gold), 5 fight, 6 hunt.

** Excluding conservationists and satyrs.

100
Crags Boss table (d6)*
Rock Biter. Level 7, 10 life, 4 attacks, 2 crags treasures +1. Slashing weapons
hit at -1. Roll 2d6 when met: if the result is lower than the number of mountain
squares in the current tile, party members defend at -2 as it hides in the rocks.
A character with a musical instrument can attempt a level 6 music save to soothe
0-1 it with rock music (bards add their level, halflings, satyrs and clerics of Elidra add
½). If soothed, the monster offers the party its treasure. A rock biter can never
be the Final Boss. (See note 15, p.134).
Reactions (d6): 1-2 crags quest, 3 sleeping (+2 to hit on 1st turn), 4 bully, 5 guide
(all the party’s gems), 6 fight.
Mountain Storm Demon. Level 9, 10 life, 4 attacks, morale +1, 3 crags treasures
+1. Immune to Sleep and lightning. Before melee combat occurs, all characters
must succeed a level 4 Defense roll or be hit by lightning for d3 damage. Gilded
2 weapons hit it at +2. If the demon is the Final Boss, any retinue it has is also
immune to Sleep and lightning. Subtract 1 from its reactions for each
conservationist, druid or elementalist in the party.
Reactions (d6): 1 crags quest, 2 burrow, 3 patrol, 4 blazing trail, 5-6 fight.
Specter. Level 7 undead, d3+5 life, 2 attacks, never checks morale, 2 crags
treasures. The specter directs all its attacks against the character with the least
current life points, excluding elves, animals and other targets that do not age.
Its attacks do 1 wound and age the target by 3d6 years (see Aging). Specters are
3 immune to the Sleep and Rewind Time spells. Silver, gilded and magic weapons
attack them at +1. If you have The Three Rings, you may roll on the Pile of Skulls
table after defeating the monster (TR p.22). A specter can never be the Final
Boss.
Reactions (d6): 1–2 crags quest, 3 peaceful, 4-6 attack.
Dark Elf Dominatrix. Level 7, 7 life, 3 attacks, morale +1, crags treasure + 1 and
whip of obedience (see the Crags Magic Items table). Immune to Sleep. She
leads a group of d6+2 dark elf raiders. At the beginning of combat, all males
must succeed a L4 will save or suffer a -1 to all rolls during combat due to her
irresistible figure. Clerics and monks add +L, satyrs save at -2. On Defence rolls
4 of 1 or 2, her whip disarms her opponent, who must fight unarmed unless they
carry another weapon. (It can be retrieved at the end of combat.) If two or more
party members carry lanterns, she is blinded (level -1). A dominatrix’s L is
reduced by 1 when wooed (see TCOTFD).
Reactions (d6): 1 crags quest, 2 bully, 3-5 capture, 6 fight.

* Subtract 1 from the roll if the tile has more mountain ridge squares than any other
type of squares. Add +1 to the roll if the tile has more forest squares than any other
type of squares.

101
Crags Boss table (continued)
Triclops. Level 8, 8 life, 2 attacks, 1 crags treasure and 1 crags magic item.
Its attacks cause d3 damage. Party members hit for 3 wounds have their
shield destroyed.
5 If met in its lair, on a d6 roll of 1-3, there will be a permanent two-way portal
to the Impossible Labyrinth, a bizarre demonworld. If you have the YYY
book, you can enter that place from here. Otherwise, get 1 Clue.
Reactions (d6): 1 crags quest, 2 puzzle, 3 patrol, 4 capture, 5-6 fight.
Tree Folk. Level 8, d3+8 life, 3 attacks, 2 crags treasures. Roll 2d6: If the roll
is equal or below the number of forest squares in the tile, the monster
surprises the party. It never attacks druids or conservationists. Its attacks
cause 2 damage. Fire-based spells have a +2 spellcasting bonus and cause
6+ the monster to test morale. (See note 16 for more about this encounter).

Reactions (d6): 0-1 (or less) offer food and drink, 2 friendly, 3 guide (all fire-related
spell scrolls, potions and magic items, which the monster will destroy), 4-6 fight
if outnumbered (include the number of sylphs, if any).

102
103
Crags Special Events table (d6)
Snowfall: Snow covers the crags in their cold white embrace. For the rest
of the adventure, all swimming and climbing saves made outdoors, in any
1 crags area, are at -1. However, conifer trees are no longer at risk of catching
fire for the rest of the adventure. (See note 23 for options.)
If this event happens again, treat it as a snowstorm (#2).
Snowstorm: Make a L4 orientation save for each character. Barbarians add
+1. On a failure, the character is separated from the group and will not
2 return until d3+1 encounters have passed. Those who fail are lost but stay
together. (See note 24 for options.)
If this event happens again, treat it as an avalanche (#3).
Avalanche: All party members, including mounts, must succeed a L4
Defense roll or lose d3 random items as they jump to avoid being crushed.
Lose 1 life on a save roll of 1. Mounts and beasts of burden who fail the save
are carried away by the avalanche along with all they are carrying, and lost.
Barbarians add + ½ L to the save. If your party sacrificed a gem worth 20 or
3
more gp to Father Hulla at the beginning of the adventure, add +2 to
everyone’s Defense rolls. Once you have resolved this, each square adjacent
to a mountain square in your current tile will also be permanently changed
to a mountain square on a d6 roll of 1-2 as the avalanche fills the valleys
with rubble. If you roll a 6, see note 25.
Storm Giants: As a lighting storm pours, several giants are tossing house-
sized rocks at one another in some sort of sport (”mountain ball”) They are
too far away and too powerful for you to fight. All party members must
4
succeed a L5 dragon breath save or lose d3 life. Rogues and halflings add
+L, swashbucklers add +½ L. For each party member who loses 3 life, the
rock thrown contains gold nuggets worth 3d6 x 3d6 gp.
Salamandrine Traders (unique)*. 2d6 Level 7 minions, morale +1,
treasure: 100 + 2d6 x 10 gp, 1 Nether Portal scroll (4ATN p.57) and d3 soul
5
cubes. Because of their burning blood, each time one is killed, its killer must
succeed a L2 save vs fire or lose 1 life. (See note 13.)
Divine Beauty Contest (unique)*: Three gorgeous nymphs, Fari, Elidra
and Lavra, compete in a beauty contest for which your party is the jury. The
6 winner will give you a golden apple with a unique blessing. Their beauty is
unparalleled. See note 14 if you partake in the contest. If you refuse to
choose, you are cursed (-1 to all rolls until Blessed).
* If you roll this result again, you can either treat it like an avalanche (#3). Alternately, you can
roll on Three Rings’ main table (p.5) or the Forest of Thraa Wandering Monsters table (ME! p.29).
In the latter case, triple the monsters’ numbers, including Bosses and Weird Monsters.

104
Crags Special Features table (d6)*
Rope Bridge: If the area doesn’t have a chasm already, draw a chasm in the
very center of the area. It splits the area into two equal sections either
1
horizontally (d6 roll of 1-3) or vertically (4-6). A flimsy rope bridge allows you to
pass. (See note 17 if you wish to pass)
Idol of Kraa: A crude idol to the god of strength has been carved bare-handed
in the hard rock. If you wish, you can select a party member to endure Kraa's
2
Ordeal by crafting a stone inukshuk (e.g. a cairn) before the idol and smashing
it with his bare fists. In that case, see note 18.
Mountain Spring: Roll a d6. On a 1-3, see note 19 to see what awaits your party.
3 On a 4-6, see note 20 instead. Moreover, if you have a key shaped like stag
antlers, roll on the Crags Magic Treasure table as it unlocks a strange cavity.
Abandoned Dwarf Mine: Generate a random dungeon (see note 21) of up to
2d6 rooms using the 4D rules and tables, except for monsters and treasures
(use the MMM tables instead). The mine is made of d6+2 corridors (roll d3+10
for room type). Treat all vermin results as “d6 x d6 gold nuggets” instead (worth
4
1 gp each). Minions have a 1-3 in 6 chance of being mountain dwarves (see the
Crags Minions table). Roll a d6 to see what’s inside the last room: 1 specter (Final
Boss), 2 mountain orc horde, 3 bear folk, 4 olfs (d6) and gelfs (2d6), 5-6 mountain
dwarves (d6+1 merchants).
Waterfall Surprise: A random Weird Monster attacks the party as they are
bathing in a waterfall. Add the number of adjacent water squares (pick the
largest zone) and roll a d6. If you roll under that number, the party is surprised.
5 The characters will have to fight naked as a babe, without any equipment or
weapons. On the second turn, they can grab a single item (weapon, shield, scroll,
ring or other) to finish the fight. If they flee, all equipment left behind is lost. Add
+1 to your XP roll for this combat. (See note 22 for details.)
Treacherous Ledge: Total up the number of crags squares (mountain icons) in
your current area, then make a level 4 climbing save for each character.
Barbarians, dwarves, moonbeasts and xwarts add ½ their level. Ogres add +1.
Mounted characters roll at -1. Failure causes a short fall (d3 damage). On a roll
6
of 1, the fall is deep, causing d6 damage. If you wish, choose a character who
fell beyond the ledge to make a Search roll (d6). On a 5-6, a crags treasure is
found. If a 1 is rolled for the Search, roll for wandering monsters: 1-2 crags
vermin, 3-4 crags minions, 5 crags Weird Monster, 6 crags Boss.

* If you wish, for greater variety, if you roll a previous result again, you can roll d8
instead on the Strange Encounter table on THOC p.29; in that case, reduce the level
of any saves and monsters by 1 for each level under 6 your party’s HCL is.

105
Temporal Spells Scroll table (d6)*
Number of the Beast: Cast before a combat, this spell allows you to re-roll
the number of minions or vermin encountered. If cast more than once per
1 encounter, make a spellcasting roll (wizards and night elves add +L). If the
roll is under 10, a time paradox occurs and the caster disappears from
reality for the next d6 adventures, in addition to aging.
Rewind Time: This spell allows your party to return to the previous turn.
Make a spellcasting roll (wizards, night elves and clerics of Tauramin add
their level) against the monster’s L. If successful, reset your party’s and the
2
puzzle or the monsters’ life and other abilities (etc.) return exactly as they
were in the previous turn. Ignore anything that happened beyond that point
(except, obviously, casting the Rewind Time spell).
Foresight: This powerful spell allows you to see the near future. In a
dungeon, casting this spell allows you roll the room’s content before
entering it (including the number of monsters and any treasure). In a
3
gamebook adventure, the spell allows you to read one entry among those
offered to you without considering this as cheating. Make a L5 spellcasting
roll each time the spell is used (wizards and night elves add +L).
Timestop: This spell “freezes” everything (including other party members)
temporarily in stone-like rigidity, allowing the caster to move freely for 10
minutes per level as the rest of the universe is frozen. (See Moving Through
4 the Dungeon in 4AD.) A spellcasting roll of 5+ is required. The caster cannot
interact with anything but can enter unexplored rooms that have no doors
and see what is inside. When the spell’s effect ends, for the rest of the world
it is as if the caster had simply teleported.
Vocational Reorientation: This spell allows you to temporarily return to
the past to convince one of your party characters’ younger self to have a
change of vocation. In game terms, you can change that character’s class
to any other (except species-related classes such as halfling, elf, cambion,
etc.) when you return back to the future. The changed character keeps the
same level. Any item carried unusable by the character’s new class simply
5
disappears (and never existed in this new reality). Make a spellcasting roll
against the character’s Lx2 when the spell is cast (wizards and night elves
add +L). This spell can only be cast once on a given character (even if failed)
less a rupture of the space-time continuum occurs, which would destroy
the universe. If you cast this spell to get rid of an artifact or a cursed item,
that’s exactly what occurs. This spell works only on humans.

106
Temporal Spell Scrolls table (continued)
Time Slot: Two of these spells must have been memorized (or made
available from scrolls) to be used. The first casting of this spell requires a
L5 spell casting roll (wizards and night elves add +L). It allows you to mark
a specific place and time to which your entire party will be able to return
later. Note your current location and make a copy of your party’s character
sheet (or take a picture).
The next time this spell is cast (with another L5 spellcasting roll), you return
back in time and space exactly to that point, with knowledge of the future
6 but nothing else. All equipment, spells, Clues, XP or keywords acquired after
the time mark are lost. If that second roll fails, the return phase fails, but
the former mark remains. You will need to cast the spell again, and succeed
the spellcasting roll, to return to the “time mark”.
Think of this spell like a “save game/load game” mechanism in video games.
If any of the spellcasting rolls fail, a random party member ages 4d6 years
(see Aging). You can only use this spell twice per adventure (one for “saving”,
the other for “loading”), otherwise the space time continuum is destroyed
(causing all your characters to die).
* Anytime a Temporal Spell requires a spellcasting roll and this roll fails, the caster
ages d6 years (see Aging). This does not apply to chronomancers or night elves.

107
Crags Magic Treasure table (d66)
Holy Hand Grenade of Darim: Useable only by a cleric. The cleric must pray
continuously for d6 rounds (otherwise the grenade explodes in his hand,
killing the entire party). At the end of prayer, the grenade may be thrown with
an Attack roll +4 (no other modifiers; clerics of Darim are at +5). If the attack
11-14
is successful, all vermin and minions in one room are killed. Party members
must succeed a L4 dragon breath save or lose 1 life (rogues and dwarves add
½ L. If the attack is failed, all party members must pass a L6 save (same
bonuses) or lose d6 life each. Selling price: 75 gp.
Drums of Shakos: A character who forfeits all their attacks to beat the drums
frantically provides all party members with a +1 bonus to Defense saves.
Indoors (such as dungeons), the drum’s noise increase by 1 in 6 the chance
15-22
to meet a wandering monster the next time a roll is called for after a combat.
The drums have a 2 in 6 chance to lose their power after each combat but
can be recharged by spending 1 soul cube. Selling price: 150 gp.
Whip of Obedience: This light slashing weapon can be used to dominate
monsters; monsters brought to 0 life and hit at least once by the whip will
be automatically subdued instead of killed and will not flee. No rope or bound
is necessary. They will not fight as all will is driven out of them but will
otherwise accept to carry the party’s gear and lanterns. A whip can only
23-26
enthrall a single captive at a time. It does not work on undead or demons
except succubi; the latter enjoy it, in fact. They have their reaction changed
to “peaceful” when they receive a successful whip attack. The whip also
increases the morale of any retainer or animal companion by +1. Selling price:
100 gp.
Magic Rope: This indestructible rope never breaks, never wears and is never
expended (if you use the Hardcore Rules in DDD). It can extend to any length
31-34 needed, such as for getting out of crevices when a rope bridge crumbles. You
can use it to craft a rope bridge to cross a chasm, in which case the bridge
will remain and be indestructible but the rope is lost. Selling price: 100 gp.
Golden Grapple: This enchanted item provides a +3 bonus to climbing saves
to the carrier or even entire party if they are climbing together. It can be also
used by the entire party to re-roll climbing or jumping saves when crossing
35-43 chasms or pits. Finally, a character can spend 1 ranged attack against a flying
monster (such as zeppelins) to attempt to tie it down with the magic grapple.
If the attack is successful, the target can’t flee and all attack rolls are at +1
against the monster for the rest of the combat. Selling price: 200 gp.
Root Shield: This magic shield was fashioned by tree folk for their mortal
allies. In addition to its magic +1 bonus (+2 to Defense in total), the user can
43-46
spend 1 charge to choose the reaction from any plant monster (excluding
Final Bosses). The shield has d3+1 charges and may be used by druids.
51-66 Dwarven Heirloom: Roll on the Dwarven Magic Treasure table.

108
Dwarven Magic Treasure table (d6)

Dragon Armor: In addition to the usual +2 Defense bonus, this suit of heavy
armor makes the wearer immune to natural fire and provides a +2 bonus
1 to saves vs fire and dragon breath. It can fit any character between halfling
and human size. Wyverns, dragons and dragon-men hate the wearer. Selling
price: 200 gp.

Runic Weapon of Maiming: If its wearer wounds a Boss or Weird Monster,


the monster's level is reduced by -1 (not cumulative). This ability is useless
2
vs undead, elementals, golems, hordes, gods and non-living foes. This
weapon is gilded (gold-plated). Selling price: 200 gp.

Flying Hammer: This two-handed weapon +1 (total bonus +2, crushing)


can be thrown like a ranged weapon at the beginning of combat. If a 1 is
3
rolled, the weapon cannot be recovered before the end of combat,
otherwise it returns to its wielder's hand. Selling price: 75 gp.

Earthquake Maul: Once per adventure, the wielder of this two-handed


weapon +1 (total bonus +2, crushing) can spend 1 action to cause an
earthquake by hitting the ground. All non-flying creatures in the room or
4
tile have a 3 in 6 chance to fall prone, losing their next action. Party
members must roll a L3 save instead, with rogues and elves adding +L.
Selling price: 100 gp.

Axe of Kings: The wielder of this magic axe +1 (one-handed slashing


5 weapon) may re-roll one of his attacks per adventure. The handle of the axe
is oddly shaped, like a mantis holding a key. Selling price: 75 gp.

Orb of Winterheart (unique): This glass orb, which contains the cold of
the frost goddess, Winterheart, can be thrown with a single ranged attack
action (no roll needed). It causes bombs, fire effects (including Fireballs,
6 zeppelin flame-throwers and fiery dragon breath) and firearms to stop
working for the remainder of the adventure. Two Blessings, or a single one
cast by a cleric of Winterheart (from TNBTW), can cancel its effects. Mark
the BLUEMINGO keyword when you acquire this item. Selling price: 200 gp.

109
Crags Magic Potion table (d6)*
d3+1 Migraine Tonics: When thrown at a single target (by spending one
action), the tonic will reduce the target’s L by 1. No attack roll is necessary.
1 Effects are not cumulative, so multiple doses will not have any additional
effect upon the target. Duration is 1 encounter. If maple syrup is added to
the recipe, it can affect d3+1 targets. Selling price: 12 gp each.
d3+1 Pomades of Animal Friendship: Natural animals (any creatures that
also exist in the real world) will automatically have a peaceful reaction to
2 the party if a dose of this pomade is used. The pomade will work against
vermin, minions or boss monsters, as long as they are animals that exist in
the real world. Duration is 1 encounter. Selling price: 12 gp each.
d3 Brews of Agility: The imbiber gains +4 to jump and climbing saves. The
potion is considered automatically imbibed (if the player desires) as soon
3
as the character carrying the potion is required to roll such a save. Duration
is 1 encounter. Selling price: 25 gp each.
d3 Potions of Soul Substitution: This potion is the witch Cÿak-Drää's latest
attempt to create an alternative for soul cubes. There is always a 2 in 6
4 chance it will not work (roll when the potion is used). If it works, the potion
counts as a soul cube (for any purpose): it can recharge a single charge from
any magic item. Selling price: 25 gp each.
d3 Enemas of Elflessness: Causes all non-player character elves of all types
(e.g. monsters) to make a morale check. Elves in the party do not flee but
5
suffer a -1 penalty to all fear and Madness saves if they fail a save vs. L4 fear.
Duration is 1 encounter. Selling price: 40 gp each.
d3 Youth Tubes: Each tube reduces aging by 5 years. Their effect lasts only
6 1 year (if you keep track of the passage of time). Available for sale from
alchemists from 100 gp. Selling price: 50 gp each.

* Option: If you have TCOTFD, you can pick any single potion of that book worth your entry
number on this table x 20 gp or less (e.g. one dose of a potion worth 60 gp or less for a
roll of 3) instead of what the present table offers. While this makes for smaller quantities,
it broadens your choices. Recipes for crafting these potions from harvested ingredients
(such as monster organs) also feature in that book.
Optionally, a wizard or an alchemist could attempt to break up a potion into its basic
ingredients by succeeding an alchemy save against the potion’s selling price divided by 10,
rounded down. Alchemists add +L to this save, but not wizards. If failed, the potion is
destroyed. Rolls of 1 always fail. For example, an alchemist could attempt a L5 alchemy
save to break apart a Youth Tube into its components (see TCOTFD p.100): Clockward
Keeper's quintessence or salamandrine oracle’s sternum x2, etc.

110
Unusual Merchandise table (d66)*
11 to
"Sorry I'm not selling that."
36
An ancient sealed casket for 6d6 gp (roll on the Strange Box table from
41-43
YYY).
A moldy crate for 3d6 gp (roll on the Cargo Storage table from DW p.20
44-45
with a +1 bonus).
An ornate table with a locked drawer for 7d6 gp (roll the Captain’s Desk
46-51
Table from DW p.20 with a +1 bonus).
A lacquered puzzle box 3d6+12 gp.(L3 puzzle save to open; roll on the
52-53
Useful Stuff table from 4AA p.61).
A crate filled with gore for 2d6 gp (roll on the Gruesome Stuff table from
54-55
DDD p.95, ignoring any irrelevant effects).
Enchanted foodstuffs for 5d6 gp (roll on the Enchanted Banquet table
56-61
from 4AA p.60; re-roll result #5).
62-63 Containers with apothecary drugs/materials for 60 gp (see KoD p.23).
An iron shod coffer for 3d6+40 gp It’s trapped: make a L4 traps save to
64 open it or lose 1 life each time you fail. If you succeed, roll twice on the
Caverns of Chaos Useful Stuff table (from CoC p.25) and pick one result.
An eclectic collection of exports from Enotria for 8d6 gp (roll on the
65 Käsedorf Magic Item table from RRR OR suffer d3 wounds as the box
explodes, then roll on the Kasedorf Absurd Magic Artifact table).
A blood-encrusted wrap in glowing chains (roll on the Netherworld Magic
66
Item from 4AAA, p.61).

* If you don’t have the book it references, just use the next lowest result.
This table is entirely optional. Its purpose is to allow you a chance to grab some exotic
item from another setting or a formerly explored location, like the caves of the kobold
slave-masters. Don’t use it if you don’t enjoy flipping through your book collection.
Feel free to use it whenever your party encounters a wandering merchant, whether in
the crags or elsewhere. It’s even better if you invent a reason why the merchant came
upon this item in the first place. Maybe adventurers sold it, maybe the merchant
murdered them for it, maybe it belonged to a monster that another adventuring party
failed to kill as it ate them, but finally died from blood loss. Perhaps the merchant
stole it and, realizing the trouble, just seeks simpletons to get rid of it.

111
Crags Quest table (d6)*
"Appease the Mountain Giants!" Your quest requires you to find an area
with storm giants see the Crags Special Events stable) and give them 100 gp
1
or 10 of the same mineral ingredient (after dealing with their rocks), then
come back to the quest giver. Get an Epic Reward and 1 XP if you succeed.
"Explore the mountains!" Your quest is to establish a safe path in the
mountains by having either one or multiple characters climb 20 distinct
2
mountain ridge squares in crag tiles previously cleared of monsters. Your
reward is 250 gp.
"Rescue our brethren!" Dark elf slavers have taken villagers and their
family wants them back. Replace any future crag minions you meet during
this adventure by dark elf raiders and any Bosses by dark elf dominatrixes.
3
The villagers will offer you 10 gp per captive rescued. If you refuse your
reward, gain 1 XP instead for every group of 20 prisoners you saved (max 4
XP) and several marriage proposals.
"Slay the fire elves!" The quest giver is furious for their ravages (true or
imagined) and wants them all dead. Nobody likes them anyway. Replace
any crag vermin you meet during this adventure by fire elves. Furthermore,
4
each tile you enter from now on, until the adventure is over, will be on fire
on a d6 roll of 1-2. Your reward is either 100 gp or a random temporal spell
scroll for every 10 fire elves you kill.
"Help me go back to the future!" The quest giver is a chronomancer from
the far future (from a species known only as the “Great Race of Yeatt”) stuck
5 in a temporal paradox, its mind switched into the body of a Norindaal native.
To get back to his own time, he needs 5 temporal scrolls, for which it will
reward you with a crags magic item of your choice.
“Cleanse my ancestors’ home!” The next mine or unexplored dotted
mountain ridge square you encounter is a random dungeon of up to 2d6+4
rooms populated by undead (roll on the Thralls of the Lich King table each
6
time a monster is encountered). The quest giver wants you to kill them all
and return with their heads for a reward, which is an item of jewelry worth
300 gp or any item you want from the Crags Treasure table or its sub-tables.

* If you play an underground dungeon in the crags (e.g. under a dotted mountain
ridge) and you encounter that gives you a common quest, such as a medusa, you can
roll on the Crags Quest table instead. It will help making the quest more in tone with
the mountain theme.

112
The Östberg Forest, Western range: You can use this pre-drawn map for your own games
or the Crag missions in this book (ex. Mission #1). The “X” symbol marks where any
encounters you roll actually happen. You can’t avoid them by going around the square!
Lake Nossnoj splits into two rivers; the left bridge (L) and the westernmost cabin are
haunted by a specter and her mad husband (HCL vermin). The right bridge (R) and its cabin
is the camp of Possessed Fusiliers. Fire elf gypsies have made camp in the south-west
cabin, holding a macabre funerary festival to Zur, the death god.

113
The Östberg Forest, Eastern range: The northern cabin is an abandoned hunters’ shack.
Their skulls have been piled up in neat rows. The southern one was once a renegade druid’s
hermitage. A single healing potion, an axe, gnawed human bones and some junk are still
left for the taking. The western lake, Leinad Pond, used to be haunted by loathsome
fishmen with long fingers. Their current whereabouts are unknown. The path to a hidden
orc town is reputedly hidden in the north-west mountain range, under the eastern bay of
Lake Nossnoj: you can find it by succeeding a Search roll or spending 2 Clues.

114
Stoneham Mountain: A crude map left by a murdered woodsman shows the presence
of vermin (V), minions (M), Weird Monsters (WM), Bosses (B), Special Events (SE) or Features
(SF), treasure (T+) and even cave trolls (M2). You can avoid these encounters by going
around the square where they are. Unfortunately, sometimes the alternate route is even
more dangerous — no wonder the woodsman never made it through Stoneham Mountain!
115
Notes to Tables
Note 1 (Wildcats): Cat owners must spend 2d6 gp per cat before each adventure
on useless trinkets, cushions, food and care or gain 1 Madness. A Blessing or an
offering of a magic item to the goddess Sebas is required to get rid of a clowder
of cats.
If only one wildcat is encountered, you meet a werecougar instead: L7, 7 life
points, 3 attacks, crags treasure +1. Silver and gilded weapons strike her at +1.
Male adventurers under L3 are her priority targets and defend at -1. Any female
character wounded by a werecougar must succeed a L4 curse save at the end of
the encounter or become infected (see 4AA p.39; ignore this if you don’t have
that book). Reactions: always fight.
Note 2 (Lava Flamingos): Replacement spell books are only available at wizards’
guilds and cost 75 gp per spell (for the 6 Basic spells in 4AD only). Scrolls can also
be used for this purpose. All other spells must be re-acquired from scrolls and
transcribed. Lava flamingos never attack flamingo folk, necromingos or any
flamingo-related creature (e.g. indigo flamingos). Subdued lava flamingos make
astounding lawn ornaments, worth 3 gp each.
If you have Halls of Korrak and you roll this encounter again, you encounter an
angry tribe of 5d6 boblins instead (L2, crags treasure +1, always fight).
Note 3 (Horrid Hares): Given the rarity of these leporidae, every 2nd time you
roll this encounter, you encounter d3+1 giant spiders instead (4AD p.38); if you
wish, after defeating the spiders, you can roll on the Spider Web table (CKSM,
p.20) or d4 on the Giant Spider Web table (TR p.26).
Note 4 (Crags Vermin table): 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 roll on CCC’s Woodlands Vermin table (p.23), for greater variety. If you have
both books, choose or pick one at random.

Bobbling Boblin BruisingBullies


116
Even the crags are not free from the foul taint of Chaos
117
Note 5 (Cave Trolls): Unless killed by fire or a lantern bearer spends an attack
to burn them, defeated cave trolls return to life next turn on a d6 roll of 4-6. They
hate dwarves and fight them to the death. Halflings add +L to their Defense.
Note 6 (Mountain Orc Riders): The orcs are accompanied by a huge cave troll
(L8 Weird Monster, life 6, 2 attacks, morale +1, ignores any wound on a d6 roll of
1-2, crags treasure +1). See (note 5) when the monster is killed. If you have Three
Rings, you can roll on the Orc Reaver table instead for an orc Boss instead of a
cave troll if no party member is above level 4 (TR p.28). They will not have
Davanzu’s rings.
Optionally, if you have either the Poetic Platitudes of the Potato People or Fortress
of the Warlord books, you can roll on its Orc Tribe table and apply tribal modifiers
to the mountain orc riders.
If you have the Lairs, Dens & Burroughs book, the first time you defeat these orcs,
you find a map on the orcs that lead you to the Lair of the Grey Orcs (Adventure 2),
in the nearest mountain ridge square. You can play it (once) if you wish.
Note 7 (Bear folk): If you encounter exactly 3 bear folk, they are escorting a dirty
girl with golden hair. Roll a d6: 1-3 she gives you indications when you defeat the
bear folk (gain 1 clue), 4-6 she is a dark elf dominatrix in disguise, and surprises
your party when she attacks (see the Crags Boss table).
Optionally, if you roll this encounter another time, you can replace it with the lair
of a medusa (4AD p.37), a dark hag (from CCC), a bog hag (from SSS) or a witch
of Mount Larrun (from 7S). Subtract 1 from her reactions as she is in a good
mood, having just eaten a party of plump adventurers. The creature can be
wooed by any male character as if she were a L4 Lady (see TCOTFD). Characters
with the Overweight trait (from W&A) get +2 to their wooing rolls with her.
Note 9 (Crags Minions table): 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 Night Minions table (p.19; ignore any references to Hunters, retainers and
piety) or CCC’s Woodlands Minions table (p.25), for greater variety. If you have
both books, choose or pick one at random.
Note 8 (Fire Elf Gypsies): Roll 2d6 and choose one of the results; the character
may use that number rolled on that die as the result of any one roll during the
game. If unused by the adventure’s end, the fortune telling is wasted.
Note 9 (Dwarf Vampire): Level 6 Boss, 4 life, crags treasure +1. Characters
wounded must succeed a L3 magic save or lose 1 level. Vampires are affected
only by magic weapons, spells, characters with the Vampire hunter Expert skill
(from 4AA), holy water (1 life per vial), or attacks that inflict 2 wounds with a single
blow. (If you have 4AA, see p.36 about vampirism).

118
Reactions with a leader (d6): 1 quest (crags quest or a Death quest from OOO), 2-3
davlok (minimal bet 2d6 x 10 gp), 4 burrow, 5 bribe (200 gp), 6 fight.
Note 10 (Dwarf Lich): Level 8 Boss, 6 life, 2 attacks, 2 crags treasures +1. All
characters must succeed a L4 fear save at the beginning of combat or gain 1
Madness (retainers make a morale check instead). Each spell cast is nullified on
a d6 roll of 1-2. If you have the Halls of Korrak poster adventure, the first dwarf
lich you kill has a map that leads to the entrance to this dungeon in the nearest
mountain square. Subtract 1 from their reactions if your party includes
necromingos or flamingo folk, whom dwarf liches hold in reverence.
Reactions: 1 quest (crags quest or a Death quest from OOO), 2 puzzle (”what terrifies
dwarf liches?”), 3 davlok (minimal bet 200 g.p.), 4 bribe (200 g.p. or 1 magic item of
your choice), 5-6 fight.
Note 11 (Maggotface Dwarves): Groups of 4 maggotfaces or less are
accompanied by d3+1 demonbone attack hounds (L4 minions, immune to
magic), allowing them to surprise the party on a d6 roll of 1-2. This causes the
entire monster group to attack first.
Note 12 (Thralls of the Lich King table): If you have DDD and you encounter
Thralls of the Lich King twice in a row, the second group’s area will feature an
entrance to a necromantic dungeon on a d6 roll of 1-3. Roll on the present table
for all vermin and minions; replace Weird Monsters by Hellchain Fanatics and
Bosses by Hellfire Fusiliers. The Final Boss is always the Lich Lord Darran Dur,
unless you killed him already, in which case roll on the Necromantic Boss table
to see who succeeded him.
Note 13 (Salamandrine Traders) : These Netherworld traders have come to
Norindaal for slaves. They are not aggressive and will eagerly trade with the party,
unless it includes Blasphemous Ones. They will sell any basic supply or any potion
worth under 151 gold (from 4AD, 4AA or TCOTDF).
They will not accept gold, gems or jewels, only barter, and blood (1 gp for 1 life)
but accept gear and magic items. They will pay 10 gp per captive (including
captured minions such as orcs, but not vermin), 60 gp per soul cube and 75 gp
per spell scroll. They can buy up to their treasure’s worth in gold.
If any party members were previously captured, the salamandrine traders will
sell them back to you for 2d6 x the character’s level. You can also attack them to
free your comrades. If you have 4ATN and your encounter was peaceful, they
also offer conversion if you wish (4ATN p.26).
Note 14 (Divine Beauty Contest): Choose which of the nymphs will receive the
golden apple. If you choose Fari, the next time a party member dies, roll 2d6. If
the result is under the character’s L, he is resurrected. If you chose Elidra, your

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party can re-roll all reaction rolls with living humanoid creatures (excluding
undead, demons and other hellspawn) if that would lead to a non-violent
reaction. If you chose Lavra, you may either have 1 character regain 3 life or
choose one result from the Enchanted Banquet table and apply it to a single
party member (4AA p.60). These benedictions lasts only for the current
adventure.
A satyr (from TCOTFD) can attempt to woo the three of them simultaneously
(as level 9 Ladies), each one giving the party a distinct benediction when pleased.
If all three are pleased, the satyr gets 1 additional XP.
If you have OOO, your party also gets 1 Friendly tick with either Life (Fari), Light
(Elidra) and Peace (Lavra), according to the one chosen for the contest, or all
these ticks if all the Ladies were pleased by wooing; you can also use these
goddesses’ benedictions instead. A cleric who picks a nymph named after a
goddess other than his own deity (if applicable) loses 1 alignment point in all of
his deity’s alignments.
If your party includes cheesemeisters, they can attempt to convince the winning
nymph milk to let herself be milked. This requires a L8 seduction save by a male
character. Satyrs, swashbucklers and paladins add +L. Dwarves add +L vs. Fari,
elves add +L vs. Elidra and halflings add +L vs. Lavra. In addition to counting as
a Blessing spell and a Healing potion, the milk of each nymph has unique
properties.
• Fari’s milk has the effect of a Cream of flight, that allows the party to levitate
and therefore ignore terrain, but only lasts for the adventure (TCOTFD p.101).
• Elidra's milk has the effect of both a Philter of level restoration, restoring a
lost level, and a Basalm of regrowth, that mends lost limbs (TCOTFD p.99).
• Lavra's milk has the effect of 3 Youth tubes, rejuvenating 15 years (TCOTFD
p.100).
Note: While this is definitely awkward, we’re making artistic breakthroughs here. Has
any other game even remotely hinted at the possibility of milking a deity?
Note 15 (Rock Biter): If a rock biter is peaceful, and your party is under 4
characters, you can convince the rock biter to join your party. You can only
attempt this once in the course of a campaign. A L7 persuasion save is needed;
halflings and clerics of Father Hulla add + ½ L, golems add +1.
If successful, treat the monster as a variant of the dwarf class of your party's
lowest class level -1 (minimum 1). It never needs to eat, has the Stone Mastery
skill (see 4AA p.21) and cannot wear armor or a shield, but its rock skin provides
it with a +3 Defense bonus. It has no carrying limit, cannot flee nor, being

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gender-less, woo or philander. The rock biter is large and takes a full dungeon
square by itself: it defends at -1 in corridors and vs ranged attacks.
Note 16 (Tree folk): Subtract 2 from the reaction roll if the party includes any
night elves, conservationists, druids, clerics of Fari, or liana dryads. Tree folk never
attack lone travelers. Despite this, if the party set any tree squares on fire during
a previous encounter in the crags, the tree folk’s reaction is always “fight”.
On a d6 roll of 1-2, the tree folk will be accompanied by d6+1 sylphs (L5 flower
demons, morale -1, crags treasure) who will attempt to seduce all male party
members if the tree folk are not hostile. Their targets must succeed a L4 will save
to resist their seduction (unless they want to) or both heal 1 life and gain 1
Madness from the experience. Alternately, if you have TTT, roll on its Congress
table instead. Halflings and satyrs add + ½ L to the save, paladins, clerics and
monks subtract 1.
If you have The Three Rings, you may roll on the Old Oak table after concluding
the encounter (see TR p.24).
Note 17 (Rope Bridge): Unless you have a flying mount that can carry each
character (e.g. ogres may be too big), roll 2d6 for each character who passes, in
order. The bridge collapses on a roll of 2. This number increases by +1 for the
second character, +2 for the third, and so on. Halflings and monks add L+2. Big
characters (e.g. ogres, moonbeasts) and mounts save at -1.
If the bridge collapses, the character falls, losing 2d6 life (unless an Escape or
teleport spell is cast), and the party may be split in two groups. Unless your party
has 3 ropes, the character who fell in the chasm will not rejoin the party until the
end of the adventure.
Each time you fall at the bottom of a chasm, you have a 1-2 in 6 chance of finding
Harros Davanzu, a debauched young noble who fell into the chasm after his
bodyguards were attacked by orcs. His legs are broken and he must be carried
like a - very talkative - corpse. A 100 gp reward awaits if you get him alive out of
the dungeon. You can indeed find multiple Davanzus during the same adventure
(he seems to be everywhere!), but you only get one reward.
Note 18 (Idol of Kra): To pass Kra’s ordeal, make a L6 strength save (without the
benefit of magic or potions). Orcs add +L. Barbarians, clerics of Kra, half-orcs,
ogre-sized characters (e.g. moonbeasts from TNBTW) add +½ L. In addition, add
+1 to your save if your party makes an offering to Kra of the head of an elf (of
any type). Increase this to +2 if the elf was a Boss or Weird Monster. A character
who fails has broken all the bones in one hand and cannot use it until a Healing
spell or potion is used. Success means the character earns Kraa's blessing: he
can automatically succeed one Attack roll (the die do not explode) or one

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strength-related save once, at any moment. If you wish, you can roll on the Shrine
in the Woods table (TR p.20) instead if you ever roll this result again.
Note 19 (Mountain Spring, d6 roll of 1-3): Restful Place: It is guarded by d6+1
goats (L2 vermin, reactions (d6): 1-3 flee, 4-6 fight). Once defeated, you may rest
here. Each party member recovers 1 life and 1 spell (or one other renewable
ability, such as a barbarian's rage or a paladin's prayer point). Furthermore, on
a d6 roll of 1-2, a group of satyrs, gelfs and medusines will come over and offer
you to join them in impromptu fornication. All merrymakers lose 1 Madness.
If your party includes a wandering alchemist, you also find 2d6 Mineral
Ingredients worth 3d6 gp each (see TCOTFD p.74 for other uses). If you wish, you
can furthermore roll on the Pool table (CKSM, p.21) or both on the Hideout
Minions Table (DW, p.22) and the Aquatic Magic Treasure Table (DW, p.30)
Note 20 (Mountain Spring, d6 roll of 4-6): Orc Camp: This encounter can only
be evaded if all non-animal party members succeed a L3 stealth save (rogues,
goblins and halflings add +L; barbarians, amazons and rangers add +1). In the
camp are d6 x10 orcs (L3 minions, 2 crags treasures) led by a L6 orc brute (see
4AD). Under the camp is a random dungeon with d6+1 rooms (generate it with
4AD). You may roll on the tables of the 4AD book of your choice (as appropriate
for your level) for their content. Minions will be orcs (2d6+1) on a d6 roll of 1-3.
In the last room is a triclops Final Boss (see the Crags Boss table) with a retinue
of d6+2 orcs.
Note 21 (Abandoned Dwarf Mine): If you encounter exactly 7 dwarves, they
will have a lost princess for a prisoner (life 1, no attacks). If you bring her back
home out of the dungeon, her father will reward you with 100 gp, but you will
have to fight the dwarves who want to keep her as a housemaid.
The second time (only) you find a dwarf mine, if you have TTT, you may instead
generate a random hamlet d6 tiles in size. All inhabitants are goblins whose
reaction is “merchant” unless your party includes dwarves (in which case, they
fight to the death).
If you have TTT, you can also attempt to seduce the pretty princess into marriage
as per the rules in therein. If you do, she is either a L1 beastmaster (from CCC),
a druid (from W&A) or an elf with a fondness for birds, squirrels, house cleaning
and being kissed by aristocrat strangers while she sleeps.
Finally, if you have the Dromagast poster adventure, the pendant contains a map
that leads you to that dungeon’s entrance, which you may enter if you wish.
Note 22 (Waterfall Surprise): If you roll this result a second time, you have
another encounter instead: a large figure whistling and fishing by a pond, a wide
tattered cloak and a fisher's hat almost succeeding at hiding his tentacled

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demonic traits. You recognize the
mythical Lord of the Boneland, a
demon lord who rules one of the
Netherworld’s largest cities. You can
either fight him (L13 lictor, see 4ATN
p.32), leave or engage conversation. If
you'd rather talk, you listen to the
demon overlord complain about the
weight of responsibilities of ruling
demonic legions and how he'd rather be
fishing in peace than dealing with his
treacherous vassals, rebellious daughter
and the political ambitions of his wife. Get 1 Madness, the BONELAND keyword
and d3 clues for listening to his tale. In addition, if you visit the Bone Land, the
demons within will not attack you as long as the Lord rules the city. Before leaving,
if you wish, you can roll on the Pool table (CKSM, p.21) or the Dark Pool table (DW,
p.20). As you leave, the friendly demon overlord gives you directions about the
local area: You can re-roll your next roll on the Crags Area Contents table or get
1 clue (you choose).
Note 23 (Snowfall): Optionally, every time you get this result, you can also roll
on the Arctic Vermin table (from TNBTW); if you defeat them, you find a stolen
pendant which a rogue can sell in town (either on your map of after the
adventure), in addition to any treasure. Roll on the Pendant table (id. p.21) if and
when you do sell it. If you have the Dromagast poster, the pendant leads you to
that dungeon’s entrance, which you may enter if you wish.
Note 24 (Snowstorm): Optionally, you can make a Search roll for the estranged
characters: on a roll of 5-6, they find the secret entrance to a random dungeon.
If you wish them to enter, generate a random dungeon with d6+1 rooms, using
the monster tables from this book. If the separated explorers are less than 3,
double all XP gains for them in that dungeon. If a 1 is rolled for the Search, roll
to determine which wandering monsters are met.
Furthermore, if you desire, from now on you can roll on either the arctic monster
tables (from TNBTW) or the yogic monster tables (from YYY) whenever an
encounter with monsters occurs. In that case, use their treasure tables too.
Note 25 (Avalanche): The avalanche reveals a beautiful spring which heals all
party members 2 life. If you have the BLUEMINGO keyword, an ancient conspiracy
unfolds as a strange foe materializes out of nothing and attacks!
Indigo Flamingo Secret Master. L8 Boss, HCL 6 life (special), morale +1, 3 attacks,
2 crags or yogic magic items (your choice; see YYY for the latter option). This
Illuminati-like sorcerer avoids your blows by blinking through time and space.

123
Whenever your party succeeds an Attack roll, you must spend either a Blessing
or 1 Clue for the blow to strike true, otherwise it strikes empty air on a d6 roll of
1-3. Characters hit must succeed a L3 magic save (wizards and elves add +L) or
fall asleep. If all party members
fall asleep, the Secret Master
steals all your Clues and departs
mysteriously.
Reaction: always fight.
Note 26 (Bugbears): You fall
down a chasm and fall down
upon the bugbear king’s
treasure hoard! If you wish, play
the Barugan poster adventure
as indicated. Otherwise, treat
this like a trapdoor (4AD p.62).
If and when you exit the
dungeon of Barugan, you
reappear on a random dungeon
tile: drop a d6 one foot above
your crags map. The tile where
it lands is where your party finds
itself (draw a dot on a square to
mark the dungeon’s exit). If your
die fell off the map, your party
is lost: you cannot return to your
previous map. Either end the
adventure or start a new one
with a new blank crags map. In
both cases, replace all
wandering monsters on your
next adventure by angry
bugbears: they want their gold
back!

124
Here Be Mountain Adventures!
Had enough of dank dungeons? Or are you looking to generate the
world outside of them? Explore the mountain wilderness with this
new supplement for Four Against Darkness.
Featuring new rules, floor tiles and lots of options:
• Rules for aging, firearms, mining, climbing and swimming
• Crags tables for treasure, events, locations and magic items
•New mounts, quests, milestones, reactions, retainers, expert skills
• New character classes: bear folk, chronomancer, dark elf, fish
people, night elf, half-orc, moose folk, owl folk and tree folk
• Over 50 new monsters native to the mountains! Cloak monsters,
wyverns, specters, weremoles, perytons, stalactite monsters, fire-
throwing zeppelins, wildcats, storm giants, fire elf gypsies, cave
trolls, hostile dwarves, horrid hares, dark elf dominatrixes and the
undead dwarf-thralls of the Lich King!
• Six new Temporal spells
• Rules for clerics of three new deities
• Nine special narrative missions and much more!
Requires only the core Four Against Darkness book. Fully compatible
with the woodlands exploration rules from the Crucible of Classic
Critters, for expanded wilderness exploration!

Contains adult humor and mature content.

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