Four Against Darkness Warlike Woes.pdf

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A supplement for
Four Against Darkness,
for characters of levels 2+
Warlike Woes
Erick N. Bouchard
Andrea Sfiligoi
Warlike Woes
A supplement for
Four Against Darkness
for
characters of levels 2+
Written by Erick N. Bouchard and Andrea Sfiligoi
Four Against Darkness
game by Andrea Sfiligoi
Illustrated by Andrea Sfiligoi and Publisher's Choice Quality Stock Art (c)
Rick Hershey/Fat Goblin Games; Map courtesy of Dyson Logos
With thanks to Joseph Mills
Proofread by Scott Bohlmann
For more information about Norindaal, the official setting for Four Against
Darknes, visit https://sites.google.com/site/norindaal/
Contents
Introduction
Gaining Experience
New Rules
Faction Scores
MURDERER keyword
New Reactions
Gamble
Inquisition Trials
Philander
Pickpocket
New Gear
Vermin table
Minions table
Weird Monsters table
Boss table
Treasure table
Magic Treasure table
Potions table
Gambling Games table
Herbal Remedies table
Special Events table
3
3
3
3
3
4
4
4
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5
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7
8
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10
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12
13
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15
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Minions table 2
Boss table 2
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19
Sample Dungeon: Murazzo’s
Mitt of Misery
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Trap table
Alternative Room Shapes
Boss Lair Feature table
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25
Introduction
This book offers new tables for
monsters, treasure and magic items
(potions) fit for adventurers of level 2
or more. If all characters have reached
at least level 2 after exiting their last
dungeon, you can use the new tables
presented here. At your discretion, this
can be done earlier, but it will be more
challenging for lower level characters.
Just as you are about to start your next
dungeon, just replace the monster,
treasure and magic item tables from
the corebook with those in this book.
All other tables remain the same.
Likewise, all the rules from the
Four
Against Darkness
core books and its
supplements apply unless noted
otherwise.
Boss monster from a given faction, you
gain 1 faction point with them (max +5).
If you kill a Boss from a given
faction, you lose 1 faction point with
that faction.
Subtract your faction
score when rolling for reactions. If it’s
negative, add it. Lower reaction rolls
are friendlier, higher rolls usually
involve violence. If several faction
scores apply, add all modifiers (max
+5/-5).
The factions mentioned here also
appear in other books, unlocking
special options described therein. You
may wish to keep track of your faction
scores from one adventure to another.
As long as a single party member
remains, the scores tag along the
party’s reputation.
MURDERER keyword
Gaining Experience
XP rules remain the same as in
standard
Four Against Darkness
games,
except that the vermin presented in
Warlike Woes
are more deadly. Add the
number of vermin encounters from
this book to the number of minion
encounters. You gain 1 XP roll once the
total of both is 10.
Killing people is frowned upon in
civilized society. After each adventure,
or whenever you enter a town, roll a
d6: if the roll is equal to or under your
number of MURDERER ticks your party
has, you are refused entry into town.
Between adventures, this means that
your party cannot buy or sell
equipment, and only half the life points
lost can be healed.
Moreover, increase by 20% the price of
all goods and services from towns per
MURDERER tick.
The maximum number of MURDERER
ticks is 5. The minimum is 0.
New Rules
Faction Scores
Some monsters have associated
factions. If you complete a quest for a
3
New Reactions
Gamble
The gamblers invite you to play a game
of chance: roll on the Gambling Games
table to determine which.
If you refuse to play at least once, they
might be angered. Choose a character
to make a persuasion save against
their level. Halflings, succubi and
strumpets add +�½ L, bards add +L. If
you succeed, they are peaceful. If you
fail, treat their reaction as the next
highest result on their reaction chart.
At this point, you can’t change your
mind by wanting to gamble. It’s too late
– you must face the consequences.
paladins, witchhunters, templars,
hierodules, leather nuns, flagellants
and others – as well as censors and
shrews. Servants of the other deities
are either Seculars or Scum. Puritans
are respected by the Inquisition.
Scum:
The subjective concept of
"Scum" includes all nonhumans and all
spellcasters (ex. wizards) except for
clerics, unless that cleric is dedicated
to a deity of Chaos or Demons. Half-
humans, atrocities, druids, dwarves,
elves, gnomes, halflings, martial
mystics, mutants, conservationists and
undead are also considered Scum.
Seculars:
All humans who are neither
Scum nor Puritans are Seculars.
Barbarians,
rogues,
assassins,
harlequins and marksmen are all
Seculars. Generic clerics and paladins,
who are not devoted to a specific deity
and therefore assumed to worship the
pantheon as a whole, are paradoxically
considered Seculars by the Inquisition.
Inquisition Trials
Some encounters will require your
party to pass the grueling ordeals of
the Inquisition of Law and Light.
Choose a character for the trial and
make a single roll for the party. The
purity save’s difficulty for this test is
equal to the number of Scum (see
below) in your party. Rolls of 1 always
fail. If the roll fails, the character loses
1 life and must attempt the trial again
until either it is passed, death ensues
or you choose to attack the Inquisition
agents. Moreover, if the test fails any
character wearing a seal of purity has
it confiscated and destroyed.
Puritans:
Puritans come from the
religious classes devoted to the gods
of Law and Light – clerics, monks,
Philander
When this reaction is rolled, the
creatures encountered offer expedited
fornication to all party members,
except sexless ones (e.g. golems).
Clerics and monks (except those who
serve the Life gods), paladins of Zur,
shrews and characters married to
them must decline.
This lasts d3 x 10 minutes; roll for
wandering monsters every 10 minutes.
Those who partake in the merriment
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