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Ravagers of Ruins

Rules for ruined cities, their monsters and custom Beastfolk, for level 1+

Written by Erick N. Bouchard


Illustrated by Alexey Aparin
Ravagers of Ruins
Rules for ruined cities, their monsters and custom Beastfolk, for level 1+

Written and laid out by Erick N. Bouchard


Art by Alexey Aparin (pocketlands.com)
Cover and Four Against Darkness game by Andrea Sfiligoi
Feedback by Daniel Casquilho. Proofreading by Alun Heseltine.
Borders by Ulysse Bouchard. Icons by game-icons.net

Requires Four Against Darkness. Customized classes require Four


Against the Abyss.
The Bestiary Card Deck is optional and available at pocketlands.com
For more about Norindaal, the setting for Four Against Darkness:
https://sites.google.com/site/norindaal/
Buy PDFs on www.ganeshagames.net
Buy books on www.lulu.com/spotlight/songofblades
Evermourner 21
Contents Feaster Below 22

Introduction 1 Gargoivod 23

Scaling Up 1 Gnoblyn 24

Customization 1 Gobblefling 25
Griefworm 26
Custom Classes 1 Grelflin 27
Gunklord 28
RPG Spells 5
Gutter Troll 29
Ruined City Maps 7 Implings 30
Drawing Ruin Maps 7 Lampreliad 31
Blazedawn (example) 11 Mimicking Beast 32
Nether Medusa 33
Ruined City Tables 9
Ogroll 34
Ruined City Encounter table 12
Platinum Court 35
Ruined City Magic Rings table 9
Quadriloch 36
Ruined City Minions & Vermin 9
Peregrine King 37
Ruined City Spells table 11
Ratwere 38
Ruined City Special Locations 11
Reptalid 39
Ruined City Treasure table 9
Sodality of Xichtul 40
R. C. Weird Monsters & Bosses 10
Soulgazer 41

The Monster Gallery 17 Sunhound 42


Blood Brood 14 Swordshade 43
Brain Boiler 15 Thornlass 44
Breaking One 16 Watcher 45
Clockman 17 Wormonger 46
Cyclooth 18 Yule Hag 47
Duskdrake 19
Dwarven Justiciar 20
character level is 1. If this isn’t the case,
Introduction to keep the game challenging, for each
This book showcases the unique level above 1 your highest level
monsters from Alexey Aparin’s Bestiary character has, either:
Card Deck. These critters, also featured ● Increase the number of Vermin
in Tome 2 of Treacheries of the and Minions by 2;
Troublesome Towns, are provided here
● Increase the level and life of Bosses
with rules to use them outside the
and Weird Monsters by 1.
context of towns.
● At Expert tier or above, Vermin will
In this book you will also find:
count as Minions for XP purposes.
● Rules to generate Ruined Cities;
● New tables for special features, Customization
treasure and magic; As with everything in Four Against
● Rules for creating your own classes Darkness, every rule in this book is
of beastfolk characters; optional. What is “official” is what you
decide it to be. You, as the “Play
● New spells to be used in game-
Master”, are both the player and
mastered games with the “RPG-Lite
referee. Use only the rules you like,
Option” in the 4AD book.
change them or write new ones. You’re
Note: Treacheries of the Troublesome not cheating if you’re having fun.
(TTT) is not published yet at the time of
this writing. When these monsters will
appear in TTT, their profiles will be
adjusted for play in towns and based
Custom Classes
on the party’s highest character level. Create Your Own Beastfolk Class!
TTT is designed for advanced play and Anything you can imagine, however
features more sophisticated rules strange or amazing, surely has its
intended for experienced players. likeness on Norindaal, for the gods
Players who prefer the simpler play show unbridled imagination as their
style outlined in Four Against Darkness Godgame unfolds onto the world.
will enjoy this book’s more direct “kill Whereas the 4AD books provide you
and loot” approach. with many classes to represent the
manifold species of beastfolk, no
Scaling Up With Party Level doubt your imagination can envision
many more.
(Optional Rules)
These rules allow you to mix and
The foe profiles assume that, at the
match features to create new and
adventure’s start, your highest
unique classes, roughly equivalent in

1
terms of power to those from Four Conditions
Against Darkness. These classes are
The maximum total bonus to both
meant to represent beastfolk not
Attack and Defense is the character's
otherwise covered in this book or
level (L). A class built with the present
another. If a class already exists, use
system can therefore have either
the “official” one instead!
Primary Attack (+L to Attack) OR
To build a custom class, pick up to 4 Primary Defense (+L to Defense), but
Major Traits from the list below. A not both, nor is it possible to have
Major Trait can be traded for 2 Minor Primary Attack and Secondary Defense
Traits. If you wish, you can also take up or the other way around. However,
to 2 Restrictions: each Restriction gives having both Secondary Attack and
you one additional Minor Trait. You Secondary Defense is allowed.
cannot use Restrictions to acquire
Avoid making overpowered classes.
Major Traits.
While the Traits offered shouldn’t make
the 4AD classes obsolete, open
Default Profile systems are open to abuse. Don’t spoil
The default "free" profile for beastfolk, your own fun!
without any Major or Minor Trait added,
is the following: Major Trait List
Traits: No bonus to either Attack or Innate Expert Skill: This Trait can be
Defense. taken only once. Your class starts with
Saves: Like barbarians. 1 Expert skill at L1 from Four Against the
Abyss among the following: Acute
Armor allowed: None. Hearing, Arcane Tanner, Combat
Weapons allowed: Light weapons only. Acrobatics, Continual Light,
Commanding Presence, Deadly
Starting equipment: One of weapon
Accuracy (choose one ranged weapon),
among those allowed, one choice of
Dead Shot, Deadly Strike, Detective,
armor among those allowed.
Dying Action, Gladiator, Impervious,
Starting wealth: 2d6 gp. Intuition, Knife Throwing, Negotiator,
Life: 3+L. A L1 character with this generic Poison Resistance, Quick Footed, Spore
class profile has 4 life. Alchemy, Spot Weakness, Strong Will,
Super Logic, Sworn Enemy, Terrifying
Expert skills: For games above L5, by
Savagery, Withstand Pain.
default beast folk characters of Expert
levels use the swashbucklers’ list (4AA). Primary Attack: You add the
See Four Against the Abyss for rules about character's full level to all Attack rolls.
characters of L6-9 and Four Against the Primary Defense: You add the
Forsaken Depths for higher levels. character's full level to Defense rolls.

2
Primary Armor Proficiency: Your combat and suffers a -1 penalty to
class can use heavy armor, light armor Defense. Outdoors, flying characters
and shields. can move at thrice the usual walking
speed over long ranges, but at the risk
Primary Natural Weapon: Your class'
of getting separated from the party.
unarmed attacks counts as two-
handed weapons (choose either
crushing or slashing). This class cannot Minor Traits List
use a shield when performing a Alternate Save: You may choose
Primary Natural Attack. another class "to save as" among those
Primary Weapon Proficiency: Your from 4AD (barbarian, elf, warrior, etc.).
class can use all weapons, melee and This also changes the Expert skills
ranged, excluding technological allowed to your class to the one it "saves
weapons like firearms and clockwork as". This does not give your class other
chainsaws. class-specific abilities, such as the ability
to pick locks or disarm traps, nor does it
Primary Stamina: Your class' starting
give non-spellcasters access to spell-
life is 6+L (7 life at L1).
related skills (e.g. Scroll Maker), skills that
Spellcasting: Your class can cast 1 require specific class abilities (e.g.
spell per level, like elves and with the Berserk Fury).
same restrictions. If only one spell can
Amphibious: You breathe underwater.
be cast, your class gets 1 additional use
Swimming saves are always successful.
per game. No spells beyond the 6 basic
spells in 4AD can be learned UNLESS Hated Foe: If your class has Primary
you choose to give your class access to Attack, it also gets a +1 Attack bonus
one, and only one, spell from another versus a specific monster type (e.g.
book. This spell cannot be of Expert undead, orcs, demons, rat monsters,
level or higher and normal plant monsters, etc.) If your class has
components are required. Secondary Attack, this bonus increases
to +L instead of +½L. If your class has
In all cases, the class does not use a
neither Primary nor Secondary Attack,
spellbook and cannot learn new spells
this bonus is +½L. However, this monster
with scrolls or as skills. This Trait
type will hate your class.
cannot be taken if your class also has
Primary Defense. This Trait can be Night Vision: Your class needs no
taken only once. lantern and sees perfectly in the dark.

Wings: Your class can fly and carry Ranged Fighter: Your class can use
another character of the same size or ranged weapons like bows and slings,
lesser when doing so. This cannot be except technological ones like firearms,
done when wearing armor. If carrying adding +L to ranged Attacks.
anyone, the flyer cannot Attack in

3
Secondary Attack: You add +½L to Bloodthirsty: On Attack or Spellcasting
melee Attack rolls. rolls of 1, the class hits a random party
member, automatically hitting for 1 Life
Secondary Defense: You add +½L to
damage. This applies to all Attack and
Defense rolls.
Spellcasting rolls, including natural
Secondary Armor Proficiency: You can weapons and skills.
use light armor OR shields. Decide which
Feral: The class always attacks all
at class creation.
monsters that have even the smallest
Secondary Weapon Proficiency: You odds of being hostile (never roll for
can use all one-handed melee weapons, reactions) and fights to the death in all
excluding technological weapons like combat situations, whatever the odds
clockwork chainsaws. and the conditions, fighting alone if need
Secondary Natural Weapon: Your be. Monsters or NPCs with absolutely no
unarmed attacks count as light weapons odds of being hostile are not attacked.
(choose crushing or slashing). This is (e.g. wandering alchemists).
similar to the Brawler skill from 4AA, and Hated: Bosses and Weird Monsters
does not stack. direct all their attacks against this class.
Secondary Stamina: Your starting life is Infected: The class always starts each
4+L (5 life at L1). adventure with the Dark Plague , but at
Specialized Save: In addition to basic full life points. Roll d8 for every room or
class bonuses, you get to add +L to a corridor, on a 1 the character loses 1 life.
specific save type (e.g. will, strength, This cannot be cured in any fashion.
puzzles, persuasion, stealth, etc.) This Limited: Progress in levels beyond L3
cannot confer the class abilities exclusive cost 1 more XP roll (2 XP for L4+).
to another class, such as a rogue's trap
Magic Bane: You cannot use magic
disarming and lock picking abilities.
items or carry them, like barbarians.
Supplemental Stamina: Increase your
Stupid*: Use Stupidity rules like green
class' starting life by +1. This can be taken
trolls (see Wayfarers & Adventurers).
several times but cannot bring your
class' life above 7+L (8 life at L1). Vampiric: For every 2 encounters that
pass without a combat, characters of
Woo: It works like satyrs (see TCOTFD)*.
that class loses 1 life. This can’t bring
the beast folk character under 1 life.
Restrictions List
*Extraneous Options: These traits refer
Restrictions are deliberately harsh, so
to books other than 4AD and 4AA. They’re
you can’t pick disadvantages that
provided to widen your span of choices.
confer minimal nuisances. There are
Feel free to ignore them if you don’t have
no “cosmetic limitations” you can take
these books.
without a significant disadvantage.

4
Sample Beastfolk Weapon Proficiency, Secondary Natural
Weapon, Primary Stamina.
Cat Folk: Innate Expert Skill (Spot
Weakness), Primary Attack, Secondary Swine Folk: Bloodthirsty, Infected,
Armor Proficiency, Secondary Weapon Innate Expert Skill (Withstand Pain),
Proficiency, Secondary Natural Weapon, Primary Attack, Primary Armor
Secondary Stamina. Proficiency, Primary Stamina, Primary
Weapon Proficiency.
Crocodile Folk: Amphibious, Feral,
Innate Expert Skill (Terrifying Savagery),
Primary Attack, Primary Natural
Weapon, Primary Stamina, Secondary RPG Spells
Weapon Proficiency, Stupid. These new spells, allowed to any
Hare Folk: Innate Expert Skill (Acute spellcasting character of any level such
Hearing), Primary Weapon Proficiency, as elves and wizards (but not clerics),
Secondary Armor Proficiency, Secondary are intended for players who use Four
Attack, Secondary Defense, Secondary Against Darkness as a multiplayer
Stamina. roleplaying game under the guidance
of a Game Master. These spells reveal
Hound Folk: Innate Expert Skill
secrets that will be hard to use in solo
(Detective), Magic Bane, Primary Attack,
play and make sense only under the
Primary Armor Proficiency, Secondary
implicit social contract of trust that
Weapon Proficiency, Primary Stamina.
binds players and Game Master. Since
Mouse Folk: Night Vision, Primary these spells may affect things that the
Defense, Ranged Fighter, Secondary Game Master has decided or
Armor Proficiency, Secondary Stamina, improvised, the way these spells work,
Spellcasting (Escape only). and what they reveal, is to be
Mosquito Folk: Hated Foe (reptiles), interpreted in good faith. The spells
Ranged Fighter, Secondary Attack, effect should be useful considering
Secondary Defense, Secondary Armor that the players have had to renounce
Proficiency, Secondary Natural Weapon, other spells for them. In other words,
Secondary Stamina, Vampiric, Wings. if you allow these spells and the casting
of one of these reveals your well-
Sheep Folk: Primary Stamina, Secondary
crafted plans, don’t cheat the players:
Attack, Secondary Defense, Secondary
reveal the truth and use the resulting
Armor Proficiency, Secondary Weapon
consequences as a story hook for
Proficiency, Spellcasting (Sleep only).
dramatic developments. Remember
Spider Folk: Innate Expert Skill (Arcane that the GM’s role is never to push the
Tanner), Hated, Primary Defense, players into following a pre-imagined
Secondary Armor Proficiency, Secondary story, but rather to throw challenges
and choices at them, and generate the

5
consequences, neither to reward or to the GM has no better idea to help the
punish the players, in order to make for caster, this spell works like the “Secret
an interesting game for everybody. of a Monster” from the 4AD book
against the Final Boss, or any similar
Only characters can cast these spells.
secret.
NPCs and retainers cannot.

Dispel Illusion Reveal Intentions


This mind-reading spell reveals, in
This spell reveals the true nature of all
useful ways, the current intentions and
beings in the area, whose true form is
motivations of a single target. This
revealed for all to see. The illusion is
includes the target’s next reaction
broken. The GM must reveal to the
(make a reaction roll ahead, if
players the true form of the entities
applicable). Detailed plans are not
hidden under a false appearance. This
revealed, only general intent, both
includes illusions, spells of invisibility,
global and personal, including intent
as well as any shape-changers like
against the party. Examples:
chest monsters, werewolves,
doppelgängers, deities but not “The lich is obsessed with knowledge of
monsters which have human form, like the Forbidden Depths and plans to rob
vampires, unless they were in animal the temple library, but she isn’t hostile.”
form (e.g. bat). The effect lasts for one “The little boy is hungry and sees you as
encounter. Only the illusion is lifted; easy prey, but he’ll be docile if fed.”
the beings’ true intentions are not (but
see Reveal intentions, below). “The succubus’ invite is sincere but she’s
concerned about her mortgage. She will
ask for hefty payment after her service.”
Omen
“The orc hates you and wants you dead
This spell reveals useful information
because your party killed his mother and
about the greatest danger that the
siblings in the last dungeon you visited.”
party is likely to encounter in the
present game session, and ways to “The flamingo expects to be worshipped
avoid or mitigate it. It could reveal who and finds your lack of faith disturbing.”
is a traitor and the nature of their “The merchant is a quadriloch in disguise
forces (e.g. “the mastermind is a L9 and wants to sell you something cursed.”
chaos lord with armies of goat men
and gutter elves”), but without The spell cannot discern whether a
evidence to convince the authorities to being is “good” or “evil”, because this is
act. Only the caster is sure of the subjective (everybody thinks of
omen’s truth. Outsiders cannot themselves as “good”), but will clarify
distinguish this spell from the lunatic what the target intends to do.
ravings of the mad. In game terms, if The spell lasts for one entire encounter.

6
It counts as a corridor for the purpose
Ruined City Maps of a room’s connections (see below).
The following rules allow you to Then, starting with the room that has
generate maps and tables for Ruined the highest number, draw a number of
Cities. If you prefer, use the dungeon lines that connect that room to another
rules from 4AD to draw the dungeon room, starting with the closest room.
and the tables here for room content. Those lines are corridors.
If you have too many corridors left for
Drawing Ruin Maps the number of rooms available, draw
Long ago, this used to be a town or city, lines (corridors) leading outside the
but the ravages of time has made it map. Ignore the leftovers.
unpredictable and deadly.
All rooms must be connected together.
Drawing the Rooms If you don’t have enough “corridors
Take a sheet of paper. Drop 10d6 (or slots”, add as much as needed. Make
10d4 for fewer corridors) over it. the additional connecting corridors as
short as possible, by connecting the
Draw a circle on the map around each rooms closest to one another. In the
die. Leave it there or remember the end, it must be possible to move to
number of all dice dropped. You each and any room from the entrance.
should normally get 10 circles. If 2 or
more dice fell side by side (they touch), Dungeon Entrance
draw the circle around all of them and Draw stairs in the the room closest to
keep only the highest die inside that the center of your Ruined City map.
big circle. Don’t “explode” those dice. This is the entrance to an underground
If any die falls off the map, don’t use it. dungeon. You may explore it or not.
If the dice all fall off, start again. You If you do, use Four Against Darkness or
need at least 1 die on your map. In the any dungeon supplement such as
case of ties, choose or decide at Warlike Woes, Twisted Dungeons,
random. Don’t roll new dice on your Caverns of Chaos or Digressions of the
map! Devouring Dead to generate a “normal”
Drawing the Corridors dungeon.

The room closest to the map’s edge Starting Room


has a corridor that leads to an entrance Your party starts at the entrance/exit
or exit (which is the same thing) out of (the main one, or any one generated in
the ruins. When you exit the map, your the ruins generation process). You may
adventure is over. Using a marker, likewise leave by any of them.
draw a line from that room to
represent a corridor that exits the map.

7
BLAZEDAWN
NOW THE FLOOD WEEPS O'ER THEIR HALLS

Q
P
N O R
Z 3

Z T
M S
Z1 Z2
Y U
X
W V
L
K
J Z4
F
D

C
I
G
E
Z5

A
Once settled by fire
elf
B refugees, Blazedawn wa
s
destroyed by flood wh
EXIT en
witless adventurers br
oke
a river dam to kill gia
H nt
beavers, heedless of all
the
suffering they caused.

The tangled mess of Blazedawn’s ruins were generated with the Ruined City rules.
Some of the dice fell off the map, so that it has only seven areas (”rooms”) but a lot
of crisscrossing corridors (31), since the dice rolls were high. Each line is a corridor;
their intersections mark the beginning of a corridor and the end of another. Most
areas lead to one another, but some paths will involve more encounter rolls. For
example, you could move from Room 1 to Room 7 through corridors B+C+D or
H+A+C+D or H+Z5+D, etc. H+E is shortest, but involves going through Room 2.
Remember that you must exit the dungeon; pick the safest path as you return!

8
Leaving and Returning Ruined City Minions & Vermin
Once you leave the ruins, the table (d66)
adventure is over. Normally, you can’t 11-13 Blood Brood
return to a dungeon you left except
14-15 Breaking Ones
under specific circumstances, such as
rescue missions for petrified comrades 16-22 Feasters Below
(see 4AD). If you decide to return 23 Gargoivods
anyway, roll again for random content
24-26 Gnoblyns
in all the rooms and corridors you
explored. Traps will have been re- 31-33 Gobbleflings
armed under the Trapsmaker Guild 34 Griefworms
warranty. Only permanent features,
such as Special Features, will remain. 35-36 Implings
41-43 Lampreliads
44 Peregrine Kings
45-46 Reptalids
51-52 Sodality of Xichtul

Ruined City 53-54 Sunhounds


55-61 Thornlasses
Tables
62-66 Wormongers
Ruined City Treasure table (d6)
1. Trash: dirt, pebbles and dried
excrement (2d6 handfuls).
2. Trinkets: worth 3d6 gp.
3. Gear: choose any single non-
magical piece of equipment worth
50 gp or less.
4. Wine Bottles: worth 2d6 x 10 gp.
5. Old Papers: get d2 clues or 100 gp.
6. Magic Ring: Roll on the Ruined City
Magic Rings table.

9
Ruined City Weird Monsters &
Bosses table (d66)
11 Arachnecros
12 Brain Boiler
13-15 Clockman
16 Cyclooth
21 Duskdrake
22-23 Dwarven Justiciar
24 Evermourner
25-31 Gunklord
32 Gutter Troll
33-35 Mimicking Beast
36 Nether Medusa
41-42 Ogroll
43-44 Platinum Court
45-46 Quadriloch
51-53 Ratwere
54-56 Satogre
61-62 Soulgazer
63 Swordshade
64-65 Watcher
66 Yule Hag

Why the City Was Destroyed Hearsay subtable (d6)


Roll here to find out the reason why the city was destroyed. It may be true, or not.
1 “It was invaded!” (d6: 1-3 hostile neighbors, 4-5 monsters, 6 Dorantia’s legions).
2 “Those evil fire elves burned it down! The only good elf is a dead elf!”
3 “Commoners dared to riot against their ruler! The fools got what they deserved.”
4 “The people dug too greedily and too deep, and the Abyss came out.”
5 “The townsfolk, or maybe the ruler, annoyed a Chaos Lord. That’ll teach them!”
6 “There was a civil war between humans and those nonhuman scum.”

10
Ruined City Special Locations table (d6)
Dungeon Entrance: You find a hatch which leads to an underground
dungeon. Filled with rubble, this dungeon, which was once “Undercity”
1 sewers, is unconnected to any other underground dungeon on your map.
It is possible to have two dungeon entrances in the same location, but they
will be distinct and on different levels. See Drawing Map Ruins.
Gallows: Hanged corpses are a frightening sight. If you succeed a L4 luck
save (halflings add +L), you get 2 clues. If you fail, d6 corpses per character
2
animate as caged skeletons (L2 undead vermin, never check morale, no
treasure).
Abandoned Shop: Amidst the ruined wares you find non-magical items of
your choice worth up to 2d6x10 gp. These items are common ones you
3
could find for sale in a casual shop (not chainsaws, guns, spades or holy
water). On a d6 roll of 1-2, their owner later reports you (mark 1 THIEF tick).
Stalwart Survivors: They are wary but willing to talk to characters who
don’t seem violent. For each character in your party whose Attack bonus
4 is 0 or less, get 1 clue. You may kill them to take their treasure (treat them
as d6 L2 vermin); if you do mark 1 MURDERER tick. If you return, they’ll have
left.
Wine Cellar: You can either take the intact bottles to sell (for a profit of
d6xd6xd6 gp) or drink them to the last (heal d3 life and all Madness but suffer
5 a -1 drunkenness penalty to all rolls for the next d3 encounters). If your party
includes swashbucklers or satyrs, this last option always happens unless each
one of them succeeds a L4 will save.
Wizard’s Library: Perusing the worn books, you find any one Secret you
6
wish from the 4AD book. It must be spent in this adventure. Don’t roll for XP.

What’s That Thing At the Back of That Room subtable (d6)


Use this subtable to decorate your city ruins.
1 Broken beds, pebbles, broken glass, chalk fragments, torn rag-doll.
2 Ravaged furniture, broken barrels, animal refuse and the smell of urine.
3 Rusted tools, cages and dead animals with disturbing mutations.
4 Smashed wood boxes and large piles of rotting fish heads.
5 Talon marks on all walls, broken wood panels and defiled cabinets.
6 Bloody, mangled corpses of townsfolk slain by something horrible.

11
Ruined City Encounter table (2d6)
(Corridors) Treat this area as empty.

2 (Rooms) Unspoiled Shop: You find non-magical goods up to a value of


d3x50 gp (ropes, armor, etc.) excluding unique or advanced technology
(e.g. no guns). Leftovers will have been stolen if you return later.
(Corridors) Treat this area as empty.
3 (Rooms) Moist Granary: Roll d6 for each character who eats. 1-2 rotten (L4
poison save or lose 1 life, halflings add +L), 3-6 it’s good (heal 1 life).
Beggars: Crippled survivors, they plead for food and alms. You may
brutalize them into giving up their goods (mark 1 THIEF tick): they have a
4
random City Ruins treasure hidden nearby on a d6 roll of 5-6. If you offer
them food or gold, they will thank you: mark the COMMISERATION keyword.
(Corridors) Treat this area as empty.
5
(Rooms): Roll on the Ruined City Special Locations table.
(Corridors) Treat this area as empty.
(Rooms) Unstable Footing: All party members must succeed a L3
stoneworks or traps save or lose 1 life (rogues and dwarves add +L). This
6 “trap” cannot be disarmed (it’s active each time you return here) but a rogue
or dwarf in the 1st rank can detect and warn the party on a successful save.
Roll for wandering monsters (1 on d6) if all heroes miss their save: 1-4
Ruined City Minions and Vermin, 5-6 Ruined City Weird Monsters and
Bosses.
Collapsing Building: All party members must save vs L4 traps or lose 1 life.
7
Rogues in the 1st rank can disarm the trap as usual.
8-9 Roll on the Ruined City Minions & Vermin table.*
10-12 Roll on the Ruined City Weird Monsters & Bosses table.*
* Alternatively, when monsters are met draw cards from Pocketlands’ Bestiary Deck.

What Did That Building Use to Be subtable (d6)


Roll on this table to find out what your current room used to be before the disaster
came. This has no game effect but may give you ideas.
1 Unrecognizable Ruins (d6): 1-2 collapsed, 3-4 burnt down, 5-6 pile of stones.
2 Houses (d6): 1-3 small, 4-5 big (d3 stories), 6 totally wrecked.
3 Artisan (d6): 1 shoemaker, 2 tailor, 3 jeweler, 4 stonecutter, 5 tanner, 6 smith.
4 Noble mansion (d6): 1 garden, 2 summer house, 3 garçonnière, 4-6 manse.
5 Pleasure Establishment (d6): 1-2 tavern, 3-4 gambling den, 6 cathouse.
6 Food Shop (d6): 1 butcher, 2 fishmonger, 3 winemaker, 4 bakery, 5 mill, 6 farm.

12
Ruined City Magic Rings table (d6)
Unused rings sell for 100 gp. Spent rings sell for 4d6 gp.
1 Healing Ring: One use. The ring heals all of its bearer’s life and cures all
1
disease and conditions (like a Blessing spell).
Ring of Elfishness: One use. Your party may envelop themselves in it to
2 ignore one encounter, stepping back whence they came. If you return to
that location later, the encounter will still happen.
Ring of the Shrieker: One use. Kiss the ring to summon a large wading
3 bird with pale red feathers, whose enchanted shriek will cause a single
group of minions or vermin to flee immediately.
Ring of Schadenfreude: Crafted by the Murdermages of the Chrysalis
College of Chastity, those who wear them are immune to all forms of charm,
4 mesmerizing, hypnosis, mind control or seduction. Moreover, each time
another character loses life during the course of wooing, the ring bearer
heals 1 life. The ring loses all power, turning to dust, if removed.
Ring of the Ravening One. One use. This rings summons a hungry little
boy in rags. With supernatural speed and ferocity, the boy sets about eating
a target Boss or Weird Monster of your choice, slaying it in a most disturbing
5
way. The boy won’t eat Final Bosses, monsters above L6 or deities, who
“taste bad”. Unless you give the boy food (such as halfling snacks or 1 Food
ration), he bites a random character (lose 1 life) as he departs.
Ring of the Ubiquitous One. One use. This ring summons the spirit of a dead
nobleman slain by orcs. He gives you a quest: to find his three missing rings
6 of office. Treat each ring as a distinct “Bring Me Quest” (4AD): you get only one
reward if you find them all, but you may choose it instead of rolling on the Epic
Rewards table (see 4AD).

What Does That Ring Look Like subtable (d6)


1 Plain platinum ring with d3 pearls.
2 Bird-shaped ring with conspicuous rubellite adornments.
3 Entwined silver branches with yellow alexandrite.
4 Twin gold bands with white opals (d6) forming a deity’s symbol.
5 Thick silver band with golden topaz inscribed with a sad message.
6 Skull-shaped gold studs with tiny sapphire eyes and the glyph of Zur.

13
Blood Brood

d6+3 Blood Brood. Level 4 Vermin, treasure -2.


Once wounded, the blood brood's targets keep on losing 1 more life
on the monsters' turn until a Blessing is cast or, after combat, a
bandage is applied. Multiple bites are not cumulative.
Characters who lose over half their maximum life to the blood brood
must save vs. L6 curse (clerics add +L, other religious classes add
+½L) or they will become minor vampires should they later die, from
any cause (see 4AA). Any character they kill always become a minor
vampire. Retainers and pets contaminated become blood zombies
instead (L3 undead minions, no treasure). Blood dames and the
unliving are immune.
Wizards and alchemists can grind them into ghost food (4d6 gp, 4AA).
Reaction: always fight.

14
Brain Boiler
Brain Boiler. Level 5 Boss, life 5, morale +1, 3 attacks, treasure +1. Each
attack drains 1 spell from the target’s memory or d3 chi/psi. Drained spells
count as spent. Its attacks always target, in order: 1) Knights of Neutrality,
2) lewd foes (e.g. strumpets), 3) agents of chaos (e.g. clerics), 4)
entertainers (e.g. harlequins). It won’t attack Law clerics unless struck first.
Brain Boilers maintain the Psionic Pylons’ gestalt that keeps at bay the
cosmic horrors in the Stygian Depths. Alas, strong emotions disrupt the
gestalt. The Boiler’s quest is always to slay 10 emotion-inducing NPCs:
strumpets, entertainers, wizards, chaos monsters, chi users. While their
goals converge with the Inquisition’s, the latter abhor all nonhumans and
ironically fight all Boilers they find. Their reward is either 5 gp per foe slain
or a random magic item.
Wizards and alchemists can use their brains like psyker’s arachne (TCOTFD).
Reactions: “fight” (if any if quest targets are present) otherwise “quest”.

15
Breaking One
Endless corpses pile up in the Undercity sewers and catacombs, the result
of politics and wickedness, prime material for necromancers. But few of the
walking dead are as frustratingly relentless as the Breaking Ones.
Breaking Ones (d6+2). Level 3 undead minions, never check morale,
treasure -1. Slashing weapons attack them at -1.
Roll d6 for each one slain. On a 1-2, it is not destroyed but shatters, its
remnants splitting into two Breaking Ones, each with this splitting ability.
Casting a Blessing might prevent a band of Breaking Ones from splitting.
If cast by a cleric who worships a god of Death, this is automatic. Others
must win a spellcasting roll equal to the Breaking One’s current numbers
(clerics add +L). Clerics of Life or Light must double this number.
Reaction (d6): 1-2 peaceful (they are waiting for… something), 3-6 fight.

16
Clockman

Clockman. Level 5 Weird Monster (automaton), 4 life, 2 attacks, never


checks morale, treasure: d6 tech bits (worth 20 gp or 1 Gadget point
from W&A). Immune to Sleep, mind spells & poison.
The clockman's powered blades ignore shields. Roll d4 at the end of
each of the clockman's turns. If the roll is under the turn's number,
it explodes. When the clockman explodes, every party member who
fails to save vs. L5 dragon breath (rogues and fire elves add +L) suffers
d6 wounds. Each wound point can be substituted by sacrificing
instead an item carried (not coins or items without a gp cost).
Reactions (d6): 1-2 inactive (peaceful), 3-6 fight to the death.

17
Cyclooth
When the world was young, ogres fed from the slaughtered titans, then slept.
Large as buildings, the sleeping spawn of Gro Khair now awaken. Hungry.
Cyclooth. Weird Monster, level 4, life 7, 1 attack, morale +1, treasure +2.
The Cyclooth’s massive but clumsy swings cause 2 damage per hit to a
random target. If the Cyclooth fails to hit, it’s so angry that its target’s
Defense is lowered by the Cyclooth’s damage on the next turn. If it hits, it
doesn’t strike the next turn, but drools.
The Cyclooth’s awing stupidity radiates around him, causing a -2 penalty
to all spellcasting and intelligence-based rolls (like green troll stupidity).
After the fight, roll 2d6 for every book or scroll. On a double 1, the scroll
or book is erased. Clues from Books that count as Clues will be lost if the
books are erased.
Reactions (d6): 1-2 drools (peaceful), 3 fight, 4-6 fight to the death.

18
Duskdrake

Duskdrake. Level 6 undead Boss, life 5, 1 attack per party member, morale
+1, 3 treasures +1. Necromantic spells count as Lightning Bolts vs. them.
Duskdrakes are spectral dragons that can summon the souls of the
malcontent dead, those fallen because of their comrades’ treachery or
incompetence. At the start of each of its turns, one former party member
now dead returns to fight the party as a Boss (character) or minion
(retainer) at their former L+3. Roll d6 if multiple candidates apply (1-3
character, 4-6 retainer), up to your number of dead allies. They keep the
same life and number of attacks they had but no other ability. If you don’t
remember, up to d6 retainers (L3 minions) and d3 characters (L5 Bosses,
5 life, 1 attack, no treasure) will be reanimated.
Reactions (d6): 1-2 quest, 3-4 bribe (all your gold), 5-6 fight.

19
Dwarven Justiciar

This dwarven champion is devoted to settle all the wrongs committed


against his people, recorded in his Scroll of Vengeance. He forgets or
forgives nothing.
Justiciar. Level 5 Boss, life 6, never checks morale, treasure +1. Immune
to Sleep and mind-affecting spells. His blows cause ½ the target's L in
wounds, rounded down. If your party ever killed dwarves, the Justiciar
and his retinue of 2d6 dwarf expurgators (L4 minions, morale +1) will
fight to the death. If you don’t remember, he thinks you did! If the
Justiciar was met in a room, there is always a bloodied altar of Tamas
Zeya. If you sanctify the altar with the heads of 6 different nonhuman
humanoids, the deity will grant your party an Epic Reward.
Reactions (d6): 1-2 quest (always "Being me his head!"; 3-6 fight.

20
Evermourner
The angels of Peace shed a tear for every wicked act. You can’t slay them.
Legend says the gods send them to Norindaal as a jest, to mock their crying.
Tally, for the current day, your party's kind deeds (Kindness): the number
of monsters or NPCs bribed, fed, healed or rescued without reward and
similar deeds. Also tally your vile deeds this day (Vileness): the number
encounters where you attacked first, of NPCs you stole from or enslaved,
of THIEF and MURDERER ticks. For every point by which Vileness exceeds
Kindness, all party members must succeed a L4 swimming save as the
angel’s tears drown the area or lose 1 life (max 4 rolls per character). If
your Kindness exceeds Vileness, the angel offers you a random magic
item that cannot cause loss of life (e.g. re-roll weapons and Fireball
wands). If you don't remember your party’s deeds, assume your
Kindness is 0 and your Vileness d6.

21
Feaster Below

Extreme poverty bring the destitute to feast on carrion and corpses, slowly
degenerating into mindlessness. The worst danger is becoming like them.
Feasters Below (2d6). Level 3 vermin, morale -1, treasure -1. For each
one of them killed, another one won’t attack next turn but eat its corpse
instead during the monsters’ turn. After combat, those bitten by Feasters
must save vs. a curse (L is equal to the number of life lost during that
combat). Those who fail become Feasters and flee. A Blessing can cure
this curse if the caster wins a spellcasting roll against the character’s L+2.
Clerics and wizards add +L to the roll.
Reactions (d6): 1-3 offer food and drink (get 1 Madness* if you do eat… that,
fight if you refuse), 4 flee, 5-6 flee if outnumbered.
* Characters whose Madness exceeds their L become feasters.

22
Gargoivod

The amnesiac gargoivods are animated by the harrowed souls of apprentices


who failed the ordeals of the Sphylix School of Sorcery’s Magic Tower.
Gargoivods (d3+1). Level 5 minion (construct), never check morale,
treasure +1. Immune to Sleep, Illusion, Song of Charm and other mind
spells. Surprise on d6 rolls of 1-5. Slashing weapons can’t harm them.
Gargoivods are only dispatched to guard secret libraries; you get +1 to
Search rolls in their lair when it is cleared.
Reactions (d6): 1-2 peaceful, 3-6 puzzle (a coded password; level 4).

23
Gnoblyn

Nasty & cowardly, these half-breeds of gnomes and goblins got the worst
of both their kin. These trapsmiths’ addiction to games is their sweet spot.
Gnoblyns. Level 4 Boss (horde), life d6+2, treasure +1.
Before you can attack you must face a random trap (see 4AD).
Roll d6 when the gnoblyns are defeated:
1-3 Shredded Boots: All now save at -1 vs traps ‘till you buy boots (1 gp).
4-6 Siren: Your next wandering monster roll is always a 1.
7+ Toothgrim’s Trap: L5 traps save for all or lose 1 life.
Reactions (d6): 1 flee, 2-3 flee if outnumbered, 4-5 puzzle (L5), 6 bribe (your
biggest item).

24
Gobblefling

Of goblins and halflings born, they are quick, deceitful kleptomaniacs.


d6+2 Gobbleflings. Level 3 minions, treasure -1. 2/6 odds of surprise.
Roll a d3 once before combat for this gang’s special abilities:
1) At the start of their 3rd turn, all surviving gobbleflings flee and raise
the alarm. The next minions you meet will be at maximum numbers.
2) The gobbleflings’ taunts are insufferable. They attack first, and any
enemy can only slay a single gobblefling per round, except with spells.
3) Each successful hit by a gobblefling causes no wound, but instead
the git runs away with a random item from its target (not armor).
Reactions (d6): 1 flee, 2-3 tell lies (lose 1 clue), 4-6 pickpocket (see #3 above).

25
Griefworm

The dwarves say that their kindred live on the sun, ruled by quarreling
Lava Queens under the unsmiling gaze of the god Luura. They also say
that the most prideful of them all, Lavra, was so lovelorn when her
husband, the Fire Lord, forsook her for the goddess Elidra, that she vowed
all would share her grief. And so did the griefworms come to be.
Griefworms (d6). Level 3 vermin, treasure -2. Foes hit by a griefworm
suffer no wound but must succeed a L4 love save or lose 10 gp.
Griefworms hate characters in love with someone (you may decide
if this applies to your party).
Reaction: always fight.

26
Grelflin

Mixed-bloods of gremlin and elf, pickpockets throughout. Grelflins are


fascinated by letters and books, and – oddly – prove to be wise scholars.
Grelflins (2d6). Level 2 minions, normal treasure.
Offering the grelflins a book (any) makes them friendly (”peaceful”).
Each turn, d3 more grelflins join the fight until all are slain or flee.
If you flee, each party member loses d3 items of your choice which
include a random letter (pick a Scrabble letter or roll 4d6: 4=D, 5=E, etc.)
Reactions (d6): 1 quest, 2 flee, 3 puzzle (lose items if you fail, as above), 4-5
pickpocket (distribute grelflins among the party then make one L3
pickpocket save for each, losers lose 1 item/grelflin as above), 6 fight.

27
Gunklord

Myth says It Who Lies Below played first in the Godgame, creating fungi and
slimes. It was trumped when dragons and humanoids ravaged the world,
forcing the bitter deity to shelter its servants underground. Over aeons, the
oldest fungi folk have been merging into Gunklords, ready for the revolution.
Gunklord. Level 4 Boss, 6 life, d3 attacks (roll each turn).
d6 fungi folk (L3 minions, see 4AD) guard the Gunklord at all times and
must be defeated before you can attack it.
Crushing weapons hit the boneless gunklord at -1. When the sewer
sovereign’s life gets under 4, it explodes in gooey chunks, creating 1
fungi folk (L3 minion, see 4AD) per life point it started with.
Reactions (d6): 1-2 quest, 3 puzzle (L5), 4-6 fight.

28
Gutter Troll
When they get too old, town trolls turn feral. These gutter trolls grow to
enormous size, overwhelmed by ravenous hunger, and become unkillable.
Gutter Troll. Level 5 Boss, 5 life, 2 attacks, 4 treasures.
When a failed Defense roll’s result is over the character’s current life,
the gutter troll bites for d3 wounds instead of 1. Even worse, they
regenerate 1 life per turn, even from fire, acid and magic. Crushing
weapons don’t harm them. The only way for a gutter troll to “die” is,
when its life is at 0, for 3 party members to make an attack action to
hack away its head and both its arms, and then carry the irate bits in
both hands until they can be locked away in separate chests.
Defeating a gutter troll is worth 1 additional XP roll.
Reaction (d6): Spew acid (all lose 1 life, then fight), 2-3 fight, 4-6 fight to the
death.

29
Implings

Vigilant watchers with eagle eyes and obedient to a fault, implings –


selectively bred from imps and halflings – work for the watch in several
towns to identify and report criminals from their rooftop eyries.
Perched above rooftops, implings are always watching and will report
all crimes that happen where you met them. They won’t help though.
2d6 Implings. Level 2 vermin, morale -1, treasure: d6 gp each. Only
party members with ranged weapons, spells or flight may harm them.
When forced to fight, implings will direct all their attacks against the
character with the lowest Defense bonus. Defeated foes are captured.
Killing an impling patrol causes 1 MURDERER tick if any escape.
Reaction: fight if you have any MURDERER ticks, otherwise peaceful.

30
Lampreliad
Creeper-like lampreys, these pests abound in unclean, festering towns. Gossip
attributes their creation to the wizard Woethong’s dangerous dabbling.
Lampreliads (d6+1). Level 3 vermin (plant), treasure -2, never check
morale. Immune to Sleep, illusions and all mind-based spells.
Any plant-related spell, like many Blossom spells and Druid spells, works
as a Sleep spell against the lampreliads. Lampreliads can’t attack fleeing
heroes but steal 1 random object they aren’t wearing or carrying in hand.
The smell of goblin blood excites lampreliads. If your party killed goblins
or goblin-kin (e.g. gobbleflings, Grelflins) on this same day, increase the
lampreliad colony’s level by 1. The same goes for wounded goblins.
Lampreliads never attack plant characters (e.g. treefolk, flower demons).
Reaction: always fight.

31
Mimicking Beast

Morphing into any furniture, these nasty things spread like a plague.
The Book of Skalitos' putatively spurious claim that Mimicking Beasts are
born from the mating of high elves and furniture brought the irate
ambassador from Elidren at the Sphylix school to offer a 1,000 gp bounty
for the old fool's head.
Mimicking Beast. Level 4 Weird Monster, life: ¼ party’s current life
(round up), 1 attack per foe, treasure +3. These evolved relatives of the
chest monster surprise on a d6 roll of 1-5. Their only weakness is their
irresistible fondness for puzzles.
Reactions (d6): 1 peaceful, 2-4 puzzle (level d3+3), 5-6 fight.

32
Nether Medusa

Demonic cousins of their common kin, they fled from Hell for a better life.
Nether Medusa. Level 4 Weird Monster, 3 life, 2 attacks, 2 treasures.
Upon meeting the nether medusa, a L5 gaze save must be made
otherwise the target is petrified (see 4AD). Add the target’s rank in the
marching order as a bonus (heroes in the front rank save at +1, heroes
in the rear rank save at +2). The medusas’ melee attacks are poisoned
snake bites (L3 poison save or lose 1 level till blessed. A target reaching
L0 is turned to stone).
The lonely medusa is eager to play games. Alas, she can’t withhold her
stone gaze if you undertake her puzzle, so your party must still save.
Reactions (d6): 1-2 quest, 3-5 puzzle (but see above), 6 fight.

33
Ogroll

The offspring of trolls and ogres, the witty ogrolls are oft trusted
lieutenants of chaos lords, Viscounts or mob enforcers. They love chess.
Ogroll. Level 5 Boss, 6 life, treasure +1. Each hit causes 2 wounds.
Ogrolls regenerate 1 life at the beginning of their turn, even after
death, unless killed by fire, acid or a spell, or should a character use
one attack to chop an already killed ogroll to bits.
Ogrolls always lead 2d6 underlings of motley species (L3 minions,
morale +1 as long as the ogroll lives). Make a morale check for them
should the ogroll flee or die.
Reactions (d6): 1 quest, 2-4 puzzle, 5-6 fight.

34
Platinum Court
It is whispered that the Harrowing Hierophant, Grand Master of the Chaos
Lords, extends velvet invitations for guests to commit atrocious acts, for
unfathomable purposes. These invitations are not to be refused. Should his
quest not be completed within the next day, the Platinum Court will return
at midnight to claim the offenders’ souls. Even Viscount Visfafen of Almyrli
dared not refuse when his turn came…
The Platinum Court. Level 4 undead Boss (Horde), life 6, never check
morale, 1 Attack per foe, treasure +1. Every jewel and gem the party carries
burns like hellfire in the Court’s presence, causing their carrier 1 wound
each on the Court’s first turn unless a L4 magic save succeeds. Clerics of
Zur, Turn Undead and anti-undead magic have no power over them.
Reactions (d6): 1-2 quest*, 3-6 fight.
* If you meet them again without the quest complete, they fight to the death.

35
Quadriloch

Quadriloch. Level 5 Weird Monster, 6 life, 3 attacks, 2 treasures +1.


Quadrilochs hide in towns, posing as beautiful, normal people. They
just want to be loved. All characters (not retainers or pets) must FAIL a
L8 magic save upon meeting a quadriloch the first time (wizards add
+L). If any save succeeds, the illusion breaks and the fiend attacks.
If all saves fail, the quadriloch appears as an attractive member of the
town's dominant ethnicity. In that case, their reaction is “offer food and
rest”. Should any Blessing or anti-illusion spell be used in their presence
(e.g. using the Dispel Illusion spell), they revert forcibly to their true
shape and attack, consumed by rage.
Wizards and alchemists can grind a quadriloch heart into Fool’s Gold
(4AD).
Reaction: see above.

36
Peregrine King
Forgotten kings, they bide their time, hiding their heirlooms in sewers.
Peregrine Kings (d3+1). Level 5 minions, treasure +2.
Peregrine kings see themselves as royalty and expect servile
demonstrations of deference. If a single character succeeds a L5
humility save or offers a gem worth at least 10 gp, they will agree to
transport the party anywhere (once, no return), using teleportation.
Otherwise, they fight. They accept surrenders that come with a 20
gp bribe. Peregrine kings who flee teleport away with their treasure.
When fighting peregrine kings, keep track of all Attack rolls: if the
next Attack roll isn’t at least as high as the previous one, the Attack
misses as the bird kings blink aside. Death awaits in prolonged fights.
Reaction: expect genuflection (see above).

37
Ratwere

When rats breed a 7th ratling for 7 generations in a row, it’s a ratwere.
Ratwere. Level 4 Boss (Chaos), 4 life, morale -1, 2 treasures. Immune
to Sleep. A ratwere's bite destroys a scroll or book. Several rats (3d6 L1
vermin) escort the ratwere at all times.
If the party ever killed rats, they will fight. If you forgot, assume you
have. If not, the ratwere demands a bribe of 5d6 gp to buy food for
its protégés. There is but a single ratwere in any town, the rat god’s
guardian for rats. If it dies, another take its place.
Reaction: see above.

38
Satogre
Reptalid
Love knows no bounds, but the offspring of an ogress and a satyr push
awkwardness beyond the boundaries of reason. And they’re… simply irresistible.
Satogre. Level 4 Boss, life 4, 2 attacks, treasure +1. If charming, the
pheromones of satogres require all humanoid females to save vs. L4 save.
Failure results in swooning and coy giggling. They won’t fight, flee or do
anything else until a day passes, the satogre leaves or he is defeated. If the
entire party is swooned, roll d6: 1-3 let’s not go into details (consenting
ladies of your choice heal 3 life), 4-6 the party gives the satogre all its jewels
and gems. In combat, satogres cause 2 wounds with their horns.
Characters who resist the satogre’s charm must save vs. L5 philosophy
(clerics add +L, all spellcasters add +½ L), as he’s delighted to have an
intelligent conversation (for once). Those who save get 1 clue. If all fail, he
angrily attacks first.
Reactions (d6): 1-2 charm/philosophical discourse (see above), 5-6 fight.

39
Sodality of Xichtul
Town denizens give a wide berth to the four-armed mummies that stalk the
Undercity and even, at night, the most disreputable streets. Clerics say that
the Sodality of Xichtul seeks the souls of wizards to expand their master’s spy
network, for all that their eye-medallions see, the Harrowing Hierophant sees
too from his Black Pyramid in An Nur, whence he leads the Chaos legions.
d6 Sodality of Xichtul. L6 minions (chaos undead), never check morale,
treasure +2. Instead of attacking, each turn they project horrid visions,
causing their targets to spend their next turn harming themselves (either
gain 1 wound or 1 Madness and lose the next action) unless they
succeed a save vs. the Sodality’s numbers. Pulling one’s eyes out
immunizes to this. After defeating a spellcaster, the Sodality leaves.
Arcane Tanners can make a Parchment of Banishing with them (4AA).
Reactions (d6): 1-2 peaceful (they seek someone else), 3-6 fight.

40
Soulgazer

Soulgazer. Level 4 Weird Monster, 5 life, 3 attacks, treasure +1. Add the
party’s Madness, Melancholy and Neurosis to its life.
This cruel, playful abomination consumes souls. Before combat, roll
d3 for the soulgazer’s power on the list below. When it kills a party
member, it gains a new one. If you roll a power it already possesses,
increase its L by 1 instead.
1) Each time a party member loses 1 life, the soulgazer heals 1 life.
2) Party members cannot heal until the fight is over.
3) Metal weapons and mind spells (e.g. Sleep) cannot harm it.
Soulgazers shun light: lantern bearers defend at +2, but it hates them.
Those killed by soulgazers cannot be resurrected nor soul burned.
Reaction: always puzzle (L6).

41
Sunhound

Thickset humanoids with dark orange fur and luminous unblinking eyes,
scholars argue whether sunhounds are Luura’s brood or the pets of the
sun queen Scoria, kin of hellhounds and fire elves. Every seven years, their
martial hordes sail from the sun on golden sky-ships to assail Norindaal
cities for jewels. The cruelest ones stay long after, to play.
Sunhounds (d6). Level 5 minions, morale +1, treasure +1 (replace
scrolls by gems). Every odd turn, all present must save vs. L3 dragon
breath or lose 1 life (all scrolls and books carried are destroyed on a
roll of 1). You must leave the map if any sunhound survives after the
7th turn as the entire ruined city is ablaze, ending your adventure.
Reactions (d6): 1 quest (bring 50 gp in gems), 2 puzzle, 3-4 bribe (10 gp
each in gems), 5-6 fight.

42
Swordshade

Legend says that the smith god Darim crafted the first demon sword from
a slain demon’s remains as a gift for Zur, deity of death, to cleanse its
demesne from the invading Blasphemous Ones. What is certain is that
demonic weapons who gorge on too many souls develop a wicked sentience
of their own, manifesting chaotic ectoplasmic forms to sate their ravenous
lust for mortal souls.
Swordshade. Level 5 Weird Monster (artificial construct), 3 life, 3
attacks, morale +1, treasure +1. Immune to Sleep. Party members
suffer a penalty to Attack rolls equal to their rank in the marching order
(heroes in the front attack at -1, heroes in the rear attack at -2). Foes
slain by a swordshade cannot be resurrected as their soul is lost to
nightmarish realms.
Reaction: always fight.

43
Thornlass

Thornlasses, also known as the Damsels of Thorns, were once the fairest
daughters of the Blue-Haired Queen but jealous Elidra, goddess of beauty
and song, cursed them. Lovelorn, thornlasses seek the embrace of love,
yet their poisoned thorns harm their oft unwilling lovers.
d6+2 Thornlasses. Level 3 minions (flower demons), treasure +1.
Those "hit" by their longing touch must save vs. L3 magic or sleep
until the next mission. A Blessing cures this affliction.
Option: Should a man immune to poison succeed at wooing these
maidens (see TCOTFD), they fall in love and give him their treasure.
Reaction: always supplicate for comforting embrace (counts as “fight”).

44
Watcher

It’s been watching you through mirrors for a long time. Delighted, perverse.
Watcher. Level 5 Weird Monster, life 5, 2 attacks, treasure +2.
Watchers are voyeurs that can see through any reflective surface, even
water. They know what you did and delight in whispering your misdeeds
for all to hear as you near their lair. Before the encounter, all sentient
retainers (not pets) must check morale or flee if they fail. At the start of
its 2nd turn, the Watcher reanimates the last minion group or Boss
you killed and you must fight it again as the Watcher waits yonder.
Ranged weapons and spells strike the flying Watcher at +1.
Reactions (d6): 1 quest, 2 peaceful, 3-5 fight.

45
Wormonger

d3+1 Wormongers. Level 4 demon minions, morale +1, 2 treasures.


Targets hit by their maws' toxic saliva must save vs. L3 poison or be
paralyzed (artificials and undead are immune, demons and
alchemists save at +1). A Blessing lifts the paralysis.
Paralyzed captives are bound to their palpitating eggs by parasitic
umbilical cords. The hatchlings will eventually consume them even
as the cords bring ecstatic visions. Severing the cord will cause d3
wounds and 1 permanent Madness to the captive. Captives whose
Madness exceeds their L lose their minds (remove them from your
party). Wizards, alchemists and beastmasters can make d3+1 healing
potions from these eggs.
Reaction: always fight.

46
Yule Hag
Yule Hag. Level 4 Boss (angel of Peace/Triad), life: 1/20 the party's total
carried wealth in gp (min. 1, max 20), morale +3, no treasure. Immune
to Sleep and mind spells. She protects the poor. If the party ever killed
a beggar, she fights. If not, and you have the COMMISERATION keyword,
the Yule Hag heals d3 life to all. Otherwise – even if attacked – each
character must succeed a wealth save against 1/10 their wealth in gp
(counting gold, gems, jewels but not bank deposits, magic items or gear).
The witch can be given wealth before the save (it disappears). You can’t
reallocate items, drop them or cheat. Those who fail lose 1 gp in wealth
per point of failure. Giving all carried wealth to the hag earns 1 XP. Her
hits cause 1 wound per 100 gp of wealth her target carries (round down).
Virgins, retainers and beasts can't cause her wounds, whatever they do.
Reaction: see above. She never kills, leaving when her foes have but 1 life.

47
What’s In This Book? Chapter 5: Factions showcases the
rules for the bickering political factions
Treacheries of the Troublesome Towns is
of the towns, how to gain favor with
made of two books. Tome 1 covers the
them and the power games that they
Basic and Advanced rules to generate
play. If you like politics, betrayal and
towns. Tome 2 regroups all the tables
unexpected plot twists, this chapter is
and the Book of Secrets, which hold
for you!
secret information to be discovered.
Chapter 6: Vicious Villains introduces
You need both Tomes 1 and 2 to play!
the rules for masterminds and their
Tome 1, which is made up of the nefarious plots.
following chapters, divided into Basic
Chapter 7: Weirder Towns presents
and Advanced rules.
variants such as port towns, aquatic
BASIC RULES towns, Netherworld towns and towns
Chapter 1: Overview explains the invaded by undead or chaos
essentials and how to use this book. monsters. These are for experienced
players who enjoy tinkering.
Chapter 2: Generating Towns
describes the basic rules for creating
and mapping towns, as well as
The Essential Tome 2
interacting with their inhabitants. You will need Tome 2 of Treacheries of
the Troublesome Towns to play. Within
Chapter 3: New Rules introduces new
that companion you will find the Book
rules for all towns, in alphabetical
of Secrets, tables and maps.
order for ease of reference. Most save
modifiers, for example, are grouped The Book of Secrets is filled with
in that chapter to avoid repetition. mysteries to which game events and
tables will lead you.
ADVANCED RULES
Tables: All the essential tables to
The next chapter present advanced
generate towns are regrouped in
rules, for more experienced players.
Tome 2 for convenience. While Tome 1
Chapter 4: Situational Rules are has a few subtables, such as Beggar
more complex and infrequent rules Sad Stories, they are merely for
that cover things such as thieving narrative and not essential.
actions (climbing balconies, sneaking
Map Tiles: These were put at the very
into houses), buying houses, engaging
end for your convenience.
in commerce and exports, marriage,
etc. Refer to that section only when the Before you start to play, get familiar
text directs you to or if you want to try with Chapters 1 to 3!
advanced game options.
Plot Hooks

48
What’s In This Book? Chapter 5: Factions showcases the
rules for the bickering political factions
Treacheries of the Troublesome Towns is
of the towns, how to gain favor with
made of two books. Tome 1 covers the
them and the power games that they
Basic and Advanced rules to generate
play. If you like politics, betrayal and
towns. Tome 2 regroups all the tables
unexpected plot twists, this chapter is
and the Book of Secrets, which hold
for you!
secret information to be discovered.
Chapter 6: Vicious Villains introduces
You need both Tomes 1 and 2 to play!
the rules for masterminds and their
Tome 1, which is made up of the nefarious plots.
following chapters, divided into Basic
Chapter 7: Weirder Towns presents
and Advanced rules.
variants such as port towns, aquatic
BASIC RULES towns, Netherworld towns and towns
Chapter 1: Overview explains the invaded by undead or chaos
essentials and how to use this book. monsters. These are for experienced
players who enjoy tinkering.
Chapter 2: Generating Towns
describes the basic rules for creating
and mapping towns, as well as
The Essential Tome 2
interacting with their inhabitants. You will need Tome 2 of Treacheries of
the Troublesome Towns to play. Within
Chapter 3: New Rules introduces new
that companion you will find the Book
rules for all towns, in alphabetical
of Secrets, tables and maps.
order for ease of reference. Most save
modifiers, for example, are grouped The Book of Secrets is filled with
in that chapter to avoid repetition. mysteries to which game events and
tables will lead you.
ADVANCED RULES
Tables: All the essential tables to
The next chapter present advanced
generate towns are regrouped in
rules, for more experienced players.
Tome 2 for convenience. While Tome 1
Chapter 4: Situational Rules are has a few subtables, such as Beggar
more complex and infrequent rules Sad Stories, they are merely for
that cover things such as thieving narrative and not essential.
actions (climbing balconies, sneaking
Map Tiles: These were put at the very
into houses), buying houses, engaging
end for your convenience.
in commerce and exports, marriage,
etc. Refer to that section only when the Before you start to play, get familiar
text directs you to or if you want to try with Chapters 1 to 3!
advanced game options.
Plot Hooks

49
More Things To Kill

This book is a fully illustrated bestiary of 34 new monsters


dwelling in ruined cities, for parties of level 1 or higher. Also
featuring :
● Rules for creating your own classes for animal folk characters!
● Sample beastfolk: Cat Folk, Crocodile Folk, Hare Folk, Hound
Folk, Mouse Folk, Mosquito Folk, Sheep Folk, Spider Folk and
the endearing Swine Folk.
● Rules to generate maps and content for Ruined Cities.
● Tables for special features, treasure and magic rings.
● New spells to be used in game-mastered games under the
“RPG-Lite Option”.

Requires Four Against Darkness.


Creating custom beastfolk classes also requires Four Against
the Abyss.

50

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