The City
a Fan Supplement for Four Against Darkness
by Evan Chauvette
Forward: This supplement details the
Thank you for taking the time to following locations found within the cities
read my attempt at an expansion for the and town your Adventurers frequent:
City portion of Four Against Darkness. The The Guild, where Adventurers may
initial equipment available in the core seek services unique to their ilk.
rulebook is fine for the first one or two The Blacksmith, where weapons
adventures, but eventually the party will and armor may be bought and sold.
have an abundance of wealth and nothing The Mage Tower, where magical
to spend it on. scrolls may be purchased or
I have added individual locations that commissioned, magical items may be
provide services, which may or not be recharged, or weapons may be enchanted.
available, at your discretion. I have also The Temple, where healing services
tweaked several items compared to the and items may be purchased.
core rules, such as resurrection costs and The Marketplace, where items of
rules. every shape and size may be found.
Please feel free to reply with ideas,
additions, or critiques on the
[Link] Files entry where I
will be posting this. Without further ado,
here is “The City”, a fan supplement for
Four Against Darkness!
RETAINERS TABLE
Retainer Cost Reference Notes
Acolyte 8gp 4AA Must have a cleric in party; can read
Bodyguard 30gp 4AA Must provide weapons and armor
Dungeon Guide 28gp 4AA
Lantern Bearer 4gp 4AA
Man-at-Arms 20gp 4AA Must provide weapons and armor;
May not have a W, D, or B in the party
Minstrel 6gp 4AA
Porter 4gp 4AA
Rat Exterminator 60gp 4AA
Spear Carrier 12gp 4AA
Surgeon 25gp 4AA Can read
PROFESSIONALS TABLE
Professional Cost Reference
Alchemist 50gp 4AA
Bladesmith 6gp 4AA
Confessor 6gp 4AA
Fortune-Teller 15gp 4AA
Herbalist 10gp 4AA
Poison Expert 25gp 4AA
Sage 10gp 4AA
Silversmith 20gp 4AA
Shieldmaker 8gp 4AA
Storyteller 5gp 4AA
Tailor 10gp 4AA
The party may provide a single
weapon, shield, or armor to be
enchanted by the wizards of the
tower for a fee of 500gp. The
enchanters are not infallible,
however. A er paying the fee, roll a
d6. If the result is a 1, the
enchantment failed; the fee is still
collected. On a roll of 2-6, the
enchantment succeeds. If a weapon,
it functions as a Magic Weapon, as
detailed on the Magic Treasures table
The Mage Tower entry 4, Magic Weapon, from 4AD
Core page 86. If a shield or armor, it
Within the Mage Tower dwells will provide +1 defense.
the magic users of the area. The The party may enlist the aid of
Wizards and Sorcerers within are to the Tower to recharge magical items.
be feared, but will provide services The party may pay 100gp to restore
for a sizable fee. Each service is two charges to magical items. The
available once between each party may choose to restore two
adventure. charges to a single item or a single
Adventurers may purchase charge to two different items. This
scrolls from the Mage Tower. Roll does not function on Rings of Wishes
2d6 and compare each die to the or any item that has completely lost
Random Spell Table in 4AD Core, its power.
page 87. These two scroll are Finally, the Wizards will part
available for sale for 150gp each. with a magical item. Roll 1d6 on the
The adventurers may also Mage Tower magic items table to
commission a single basic (not determine what is for sale.
Expert) scroll to be written for them
for 200gp.
MAGE TOWER MAGIC ITEMS
Result Magic Item Price Notes
1 Sunstone Pendant 50gp This pendant glows as a lantern for one
adventure, is not extinguished by wind
or water. Does not require a free hand.
2 Ring of Fire Protection 150gp The wearer receives a +2 bonus vs saves
against fire effects.
3 Wand of Magic Missiles 200gp 4 charges. Usable by Spell-casters,
except Conservationists (TCOTFD). User
may expend a charge to make an attack
roll+L. Sells for only 50gp per charge.
4 Book of Secrets 100gp Gives a clue to one character
5 Guardian Band 300gp 3 charges. Protects the wearer from a
negative effect (e.g. Gaze, Breath,
Poison, Curses) upon a failed save. Does
not protect against physical traps or
regular combat. Wearer may not forgo
protection. Becomes a ring worth 1d6gp
a er protection is expended.
6 Terror Skull 100gp Single use. Usable before combat
begins on minions, max level 9. Roll
d6. On a 1-2, no effect. On a 3-6, the
entire group will flee. Undead and other
creatures that don t feel fear (oozes,
constructs, etc) are immune.
If an Adventurer has met an
untimely fate, the Temple will
Resurrect them for a cost of 200gp
per level. Additionally, that character
will permanently lose one hit point
from the shock of dying and then
being brought back. This lost hit
point may only be restored by a Wish
or as a favor from the gods.
The Temple will also sell
The Temple Miriams Ointment, a balm that
restores one wound per application.
The healers at the Temple will
The temple will only have six
provide a number of services, from
application available between each
simple healing to raising the dead.
adventure and cost 50gp each.
If for any reason the party
Barbarians will accept this healing,
requires healing between
as it is a combination of divine
adventures, e.g. there is limited time
blessing and herbal secrets.
and they cannot rest as usual
If at least one character is level
between adventures, the temple will
4, the Temple will offer a single
heal characters for 10gp per wound.
Phoenix Feather in a campaign. This
Lost limbs, perhaps due to
rare item requires a 1000gp
infamous amputations or certain
donation, and allows the party to
aquatic adventures, may be restored
make a single Resurrection attempt
for 300gp per limb.
(as per 4AD Core Rules, page 44)
The temple will provide
during an adventure. The slain
Blessings for 100gp each.
adventurers body must be available
The temple will sell vials of
to apply the feather s magic. If the
Holy Water (see 4AD Core rules, page
feather is applied by a Cleric, you
17) to the party for 30gp, although
may treat the slain adventurer as one
only one vial may be purchased for
level higher for the attempt.
each character between each
adventure.
A Jeweler will exchange gold
for gems and jewelry. Roll on the
4AD Core Rules Treasure Table (page
34), entries 4 and 5 to see what is
available for sale; roll for up to five
gems and three pieces of jewelry.
The Dwarf s bonus to reselling gems
and jewelry does not apply to those
purchased in the marketplace. If you
need help remembering, surround
these purchased gems with
parentheses, e.g. 50gp, (40gp), 25gp.
If there is a rogue in the party,
he will be able to make contacts that
allow him to purchase a flask of
venom for 50gp. When applied to a
slashing weapon (either outside of
combat, or takes one action during
combat), the next hit will cause an
additional wound. Undead,
constructs, demons, and poisonous
creatures are immune to the effect. If
the next creature struck was
The Marketplace immune, the poison is wasted.
Within the bustling
Marketplace, many useful items may
be found that are of use to
adventurers.
Standard items for sale are
found in the Market table below.
MARKET TABLE
Item Cost Resale Reference Notes
Bandage 5gp 2gp Core Each character may only be bandage once
per adventure
Lantern 4gp 2gp Core You should probably get one of these
Rope 4gp 2gp Core May tie up sleeping enemies
Set of Lockpicks 10gp 5gp Core Rogues never leave home without them!
Bag of Nails 4gp 2gp FF Used to nail doors shut
Bag of Salt 6gp 3gp CoC Slimes and Slugs may be vulnerable
Rations 1gp 1gp CCC Each character may carry 10 days worth
Lantern Oil 1gp 1gp DDD Each character may carry 10 flasks
Booze 1gp 1gp WW Don t over-induldge! Maximum carried 5
Potion of 100g 50gp Core May only be used once by each character
Healing per adventure.
Potion of Skill 100gp 50gp The City If consumed during an encounter, that
character may roll two dice per attack,
choosing one as their attack result. Lasts
until the end of the encounter. Limit once
per adventure.
Potion of 50gp 25gp The City If consumed during an encounter, the
Invisibility character disappears from view and will no
longer be targeted by enemies. Will still be
affected by breath, gaze, gas, etc. Effect
ends if the character attacks, casts a spell,
or the encounter ends.
Potion of Fire 50gp 25gp The City When consumed during an encounter, the
Resistance character will automatically pass the next
fire-related save. Wears off at the end of an
encounter.
Artwork Attribution:
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Traktormuseum Bodensee – [Link] by H. Zell, used
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Brutal medieval weapons (26432272926).jpg by Thomas Quine,
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