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Four Against the Abyss (Expert)

Levels 5-9 Action die: d8 Four Against Darkness: Four Against the Abyss

Expert tier for level 5+ parties. Tougher monsters, save-or-die mechanics, Madness, Vampirism, Lycanthropy, Dark Plague. Uses d66 room generation from base game with own content tables. Treasure rolls on d8.

Four Against the Abyss (Expert)

Expert tier for parties whose full roster has reached level 5. All action dice upgrade from d6 to d8; the d8 explodes on a 7 or 8 (better odds than d6's 1-in-6 explosion).

Transition Requirements

Four ways to enter the Abyss:

  • In-campaign stairs: reach level 5 and accumulate 4 XP (1 per character), then descend a staircase found at a map edge.
  • New dungeon: already level 5 with 4 XP — start the next dungeon using Abyss tables.
  • Training costs: pay 500 gp per character at the end of an adventure. Mixed XP/GP is allowed (e.g. 2 XP + 1000 gp for a four-character party).
  • Ready-made adventure: play a pre-written scenario for levels 5–9.

Headline New Mechanics

  • Madness — supernatural erosion of sanity tracked as a separate counter; a character whose Madness exceeds their level flees permanently.
  • Vampirism — vampire bites drain levels; a character drained to level 0 rises as a vampire unless their killer is destroyed.
  • Lycanthropy — werewolf wounds can infect; an infected character transforms into a hostile werewolf once Madness exceeds level.
  • Dark Plague — a contagious disease that spreads to the whole party and deals 1 life per room on a d8 roll of 1.
  • Enchanted Banquet — a magical feast with wildly different effects per character (d6 table).
  • Save-or-die — powerful poisons and environmental hazards kill outright on a failed save, regardless of remaining life points.

Key Conventions

  • Use Abyss tables for all room content, monsters, treasure, traps, and special features.
  • Room shape still uses d66 from the base game; room content rolls 2d6 on the Abyss Room Contents table.
  • Double XP: two XP rolls per boss kill; one XP roll per five minion encounters.
  • XP rolls use d8+2. A natural 7 or 8 always succeeds.
  • Characters can spend a successful XP roll to learn an Expert Skill instead of gaining a level.
  • Clues: spending 4 clues (not 3) unlocks Abyss-specific Major Secrets.
  • Wandering monsters trigger on a 1 on d6 when traversing already-visited rooms.
  • Search roll still succeeds on 5 or 6; a roll of 1 triggers wandering monsters instead.

Exploration Rules

Room Generation
Roll d66 on the standard Four Against Darkness room generation pages for room shape. Then roll 2d6 on the Abyss Room Contents table for content.
Search Empty Room
When a room or corridor is empty, you may search. Roll d6: on 5-6 gain a Clue, Hidden Treasure, or Secret Door (your choice). On a 1, wandering monsters sneak on the party.
Wandering Monster Type
When wandering monsters appear, roll d6: 1-2 vermin, 3-4 minions, 5 weird monster, 6 boss. Roll on the appropriate Abyss table.
Large Room Check
Large rooms (12+ squares: rooms 23, 25, 34, 35, 36, 41, 44, 52, 56, 61, 66 of standard generation pages) can become dragon lairs.
Expert Die
Expert characters roll d8 for actions instead of d6.

Four Against the Abyss (Expert) — Articles

  • Expert Tier Transition

    What changes mechanically when your party graduates from the base tier to Expert.

  • Madness

    How Madness accumulates, what it does to your characters, and how to cure it.

  • Vampirism

    How vampires drain levels, when a character transforms, and how to reverse it.

  • Lycanthropy

    How werewolf wounds can infect a character, what infection means, and how to cure it.

  • The Dark Plague

    How the Dark Plague spreads through the party, its ongoing damage, and available cures.

  • Enchanted Banquet

    The d6 table of effects when characters eat from the magical feast in the Abyss Special Feature table.

  • Clues & Secrets of the Abyss

    The clue threshold rises to 4 in the Abyss, and twelve new secrets replace the base game's three.

Rules Tables

Room Contents

2d6
RollResult
2Treasure. Roll on the Abyss Treasure table. Then roll d6: on a 6 the treasure is guarded — roll on the Abyss Boss table.
3Treasure protected by a trap. Roll on the Abyss Traps table AND the Abyss Treasure table.
4Roll on the Abyss Unique Events table.
5If corridor, empty. If room, roll on the Abyss Special Feature table.
6Roll on the Abyss Vermin table.
7Roll on the Abyss Minions table.
8If corridor, empty. Otherwise, roll on the Abyss Minions table.
9Empty. Roll d6: on 5-6 roll on Abyss Unique Events (reroll any already happened). If exhausted, roll on Abyss Traps table.
10If corridor, roll on the Abyss Traps table. If room, roll on the Abyss Weird Monsters table.
11Empty if corridor. If room, roll on Abyss Boss table. Then roll d6, +1 for each boss defeated so far (including wandering); if 6+ or layout complete, this is the FINAL BOSS.
12Empty if corridor. Regular room: treat as 11. Large room (12+ squares): roll on Abyss Dragons table — this is a dragon's lair.

Empty Room Search

d6

May search empty rooms once per room. Mark with 'S'. On a 1, wandering monsters appear instead. Searching corridors is at −1.

RollResult
1Wandering monsters sneak on the party!
2-4Nothing. The room is empty.
5-6Choose: find a Clue, Hidden Treasure, or Secret Door.

Special Features

d6
RollResult
1Enchanted Banquet. Decide before reading outcomes whether each character eats. Then roll on Enchanted Banquet table per eater.
2Lava River. A random magic item is across a lava river. Leap save vs level 6 (+1 halfling/elf; -1 dwarf/heavy armor; rogue +L). On success, take a random magic item (Abyss Magic Treasure). Must roll again to return. Failure = 1d6 wounds.
3Room of Horrors. All characters gain 1 Madness, save vs level 6 fear or -1 to all Attack rolls until Blessing cast (one per character). Wizards/clerics save +1.
4Chained Monster. Random Abyss boss imprisoned. Leave alone, kill (no XP/treasure for cowardice), or set free (gain d6 x d6 gp + 1 clue, but 2-in-6 chance the freed monster joins the final boss).
5Repository of Secret Knowledge. Library. Roll for wandering monsters during research. Auto-gain 1 clue. Roll d8: on 1-2 also gain 1 Madness.
6Puzzle Room. Puzzle box of level d8+4. Each failed attempt = 1 life or 1 Madness (your choice). Wizards/rogues add +L. Solved = roll on Treasure table for contents.

Special Events

d6

Each event happens only once per adventure. Mark when rolled. If rerolled, pick a new one. If exhausted, roll on Abyss Traps table.

RollResult
1Book of Secrets. Hidden book. Read it: gain d6 Clues but save vs (clues+2) or gain d3 Madness. Wizards add half L.
2Dark Plague. Random character saves vs level 5 disease or starts to feel ill (see Dark Plague rules p.37).
3Swarm of Critters. Engulfed by stinging insects. Fireball destroys swarm. Otherwise auto-1 wound to all from poisonous stings, then dispersed.
4Secret Stairs. Secret passage to a chosen room/corridor on the upper level (not the entrance or adjacent). 1 in 6 wandering monster on stairs. If no upper level: stairs lead to a random dead-end room (roll content twice, choose).
5The Gold Ghost. Hungry treasure-hunter spirit. Sacrifice 100 gp worth of treasure to appease, or be cursed: -1 Defense for all until Blessing cast (one per character).
6Mana Sink. All spellcasters save vs power 7 mana sink or lose spell. Once per spell. Scrolls/items unaffected. Characters add +half L. Doesn't reapply when revisiting room.

Traps

d6
RollResult
1Dart Shooting Mechanism. Trap level d8+3 attacks one random character. Failed save vs trap: also save vs level 4 poison or take 2 wounds. Halflings/rogues add +L. Barbarians +1 vs poison.
2Giant Metal Ball. Attacks all characters: level 7 (room) or level 9 (corridor). 1 wound on fail. Rogues add +L. Halflings/swashbucklers/elves add half L. +1 if heavy armor, +1 if shield.
3Crocodile Pit Trapdoor. Random character saves vs level 6 or falls in (1 wound from fall). Level 7 spiked crocodile (3 life) attacks first, fights to the death. Climbing out (with rope): suffers crocodile attack. 8d6 gp in pit on 2-in-6 chance after kill.
4Guillotine. Random character saves vs trap level d6+2 or takes 3 wounds. Elves/swashbucklers/halflings save +1. Rogues save +L.
5Electrical blast. All save vs level 7 electricity or 1 wound.
6Steel Spear. Each character (in marching order) dodges level 7 (rogues +L; elves/halflings +half L) or blocks with shield (Defense vs level 9, +shield/armor; dwarves/barbarians/warriors +L). Failed = d3 wounds, spear continues at -1 level. Shield destroyed on successful block.

Vermin

d6

Abyss vermin still count as vermin (no XP roll for defeating them).

RollResult
1{"name": "2d6 Black Orc Bandits", "level": 6, "treasure": "normal", "reactions": "1-3 bribe (50 gp each), 4-6 fight"}
2{"name": "d6+2 Shrieking Fungi", "level": 6, "treasure": "none", "special": "Spells -1 from shrieking. Don't attack \u2014 auto-attract wandering monsters with surprise after 2 turns. Immune to Sleep. Fireball at -1 (-2 total). If rolled as wandering, reroll.", "reactions": "Just stand and shriek"}
3{"name": "2d6 Champions of Ssikliss (serpent people warriors)", "level": 8, "treasure": "normal", "reactions": "1 flee if outnumbered, 2-4 bribe (25 gp each), 5-6 fight"}
4{"name": "d6+3 Ant People Warriors", "level": 7, "treasure": "normal", "special": "Pre-combat chemical marker spit: each character 2-in-6 chance of being marked (no Defense). Marked = -1 Defense vs ant people for rest of combat and any future ant people fights. Removed by Blessing or water immersion.", "reactions": "1 flee, 2-3 bribe (10 gp each), 4-6 fight"}
5{"name": "d6+1 Kobold Ghouls", "level": 7, "type": "undead", "treasure": "none", "special": "Wounded characters save vs level 6 poison or paralyzed (auto-hit if attacked). Elves immune. Blessing removes. Wears off at end of combat.", "reactions": "1 flee, 2-4 fight, 5-6 fight to the death"}
6{"name": "d6+3 Brownies", "level": 8, "treasure": "normal", "morale": "-1", "special": "Brownies feed on gold \u2014 party loses 1 gp/turn per brownie until gold or brownies are gone. All treasure is gems/magic items (gp results = single gem).", "reactions": "1-2 flee, 3-4 bribe (20 gp each), 5-6 fight"}

Minions

d6

Abyss minions are more dangerous. 1 XP roll every 5 encounters (vs 10 in base game).

RollResult
1{"name": "4d6 Hairy Goblins", "level": 6, "treasure": "normal", "leader": "1 in 6: level 10 goblin leader (4 life)", "reactions": "1-3 bribe (10 gp each), 4-5 fight, 6 trial of champions"}
2{"name": "2d6+1 Ghouls", "level": 8, "type": "undead", "treasure": "normal", "leader": "1 in 6: ghoul king (Abyss boss table)", "special": "Wounded save vs level 7 poison or paralyzed (auto-hit). Elves +L. Blessing removes. Paralyzed must be carried out or die in dungeon.", "reactions": "1 flee, 2-4 fight, 5 trial of champions, 6 fight to the death"}
3{"name": "2d6-1 Dark Dwarves", "level": 8, "treasure": "2 rolls", "special": "2 in 6 chance of immunity to Sleep (group-wide, single roll).", "reactions": "1 flee, 2-3 bribe (50 gp each), 4-6 fight"}
4{"name": "d6 Flying Skulls", "level": 9, "type": "undead", "treasure": "normal", "special": "Crushing weapons +1. Arrows -2. Roll a 1 attacking in melee = skull catches weapon and flies away (recoverable in final boss lair).", "reactions": "1-3 flee if outnumbered, 4-6 fight to the death"}
5{"name": "2d6 Chaotic Ratmen + Leader", "level": 7, "treasure": "+1", "leader": "Level d3+8, d6+2 life, infected blade", "special": "Wounded characters: at end of encounter, roll once each. If 1 or lower than current wounds, lose 1 additional life from infection.", "reactions": "1-2 bribe (20 gp each), 3-5 fight, 6 trial of champions (leader fights)"}
6{"name": "d6+4 Chaos Fanatics", "level": 7, "treasure": "normal", "morale": "+1", "leader": "2 in 6 chance: Dark Lord of Xichtul (Abyss boss table)", "reactions": "1-4 fight, 5-6 trial of champions"}

Bosses

d6

Abyss bosses are more dangerous. Defeating one = TWO XP rolls.

RollResult
1{"name": "Dragon Man", "level": 9, "life": 8, "attacks": 2, "treasure": "normal", "special": "First turn: dragon fire blast \u2014 all save vs level 8 or 1 wound. Elves/rogues/swashbucklers +1. Subsequent turns: claws.", "reactions": "1-2 bribe (3d6+100 gp), 3-6 fight"}
2{"name": "Mind Screamer", "level": 10, "life": 9, "attacks": 3, "treasure": "normal", "special": "3 in 6 chance of surprise. Mental bolts ignore shield/armor protection \u2014 2 wounds + 1 Madness. Elves/wizards add level to Defense.", "reactions": "1 flee, 2 bribe (200 gp), 3-5 fight, 6 fight to the death"}
3{"name": "Tentacled Brain", "level": 9, "life": 8, "treasure": "+1", "special": "Floats \u2014 only level 6 vs ranged/spells. Doesn't attack but each turn before party attacks, all save vs level 5 or 1 wound + 1 Madness. Wizards add +L.", "reactions": "1-2 flee, 3-4 bribe (300 gp), 5-6 fight"}
4{"name": "Ghoul King", "level": 10, "type": "undead", "life": 10, "attacks": 4, "treasure": "+1", "special": "A character wounded by the Ghoul King must save vs level 5 poison or be paralyzed. Elves add their level to this save. A paralyzed character is automatically hit if attacked. The Blessing spell removes paralysis.", "reactions": "Always fight to the death"}
5{"name": "Dark Lord of Xichtul", "level": 11, "life": 12, "attacks": 4, "treasure": "+1", "special": "Huge cleaver auto-destroys shield on Defense roll of 1. Each hit = 2 damage.", "reactions": "1-2 bribe (500 gp), 3-6 fight"}
6{"name": "Major Vampire", "level": 10, "type": "undead", "life": 11, "treasure": "+1", "special": "Wounded characters save vs level 5 magic or lose 1 level. Affected only by magic weapons, spells, Vampire Hunter skill, holy water (1 life/vial), or 2-wound single hits.", "reactions": "1-3 bribe (400 gp), 4-6 fight"}

Weird Monsters

d6
RollResult
1{"name": "Zombie Minotaur", "level": 6, "type": "undead", "life": 10, "attacks": 2, "treasure": "normal", "special": "Bull-rush + giant club: all Defense rolls at -1.", "reactions": "1-2 bribe (60 gp), 3-5 fight, 6 fight to the death"}
2{"name": "Giant Constrictor Snake", "level": 7, "life": 6, "treasure": "none", "special": "Single target. Failed Defense = caught in coils, auto-1 life/turn until snake killed or Escape spell/ring used. Fireball or Lightning vs snake also inflicts 1 wound on victim.", "reactions": "1 flee, 4-6 fight"}
3{"name": "Minor Vampire", "level": 8, "type": "undead", "life": 6, "special": "Wounded save vs level 4 magic or lose 1 level. Same vampire immunities as Major Vampire.", "reactions": "1-3 bribe (200 gp), 4-5 fight, 6 quest"}
4{"name": "Werewolf", "level": 8, "life": 8, "attacks": 2, "treasure": "+1", "special": "Silver weapons +1. Wounded characters save vs level 5 curse or be infected with lycanthropy (one save per wounded character at end of encounter).", "reactions": "Always fight"}
5{"name": "Phasing Panther", "level": 7, "life": 5, "attacks": 3, "treasure": "2 rolls", "special": "Always attacks first. Each wound: roll d6, on 4+ blinks away and ignores wound.", "reactions": "Always fight"}
6{"name": "Lich", "level": 10, "type": "undead", "life": 8, "attacks": 4, "treasure": "3 rolls", "xp": "2 XP rolls", "special": "All meeting Lich gain 1 Madness. Save vs level 6 fear or -1 Attack until Lich takes 2 wounds. Spells have 1 in 6 chance to be nullified. 2 in 6 chance accompanied by d6 skeletal warriors (level 5 undead, 2-handed weapons, 2 wounds on natural 1 Defense).", "reactions": "1-3 bribe (300 gp or 1 random magic item from party), 4-5 fight, 6 quest"}

Treasure

d8
RollResult
0_or_lessNo treasure found.
1d8 x 5 gold pieces OR one non-magical weapon of your choice.
24d6 x 10 gold pieces OR one item from the Useful Stuff table (your choice).
3A scroll with a random spell from the Abyss Scroll table.
4One gem worth 3d6 x 20 gold pieces.
5One item of jewelry worth 4d6 x 15 gp OR one item from the Useful Stuff table (your choice).
6One random magic item from the Abyss Magic Treasure table.
7One random item from the Magical Defense table.
8_plusOne random item from the Magical Defense table OR 4d6 x 25 gp (your choice).

Magic Treasure

d6
RollResult
1Amulet of Protection vs Undead. +1 Defense and saves vs undead. Sells 250 gp. Stacking same amulet: only one usable.
2Medallion of Snake Charming. d8+L vs snakes/lizardmen/Champions of Ssikliss minions. If meets level, friendly until medallion leaves party or attacked. Sells 100 gp.
3Parchment of Banishing. Scroll for wizards/clerics only. Auto-2 wounds on one undead/demon. Single use.
4Baton of Righteousness. Crushing hand weapon. Heals 1 wound on user when delivering killing blow to boss/weird monster. Sells 250 gp.
5Philter of Fire Breathing. Drinker is immune to dragon fire for one encounter; may breathe fire once auto-2 wounds on boss/weird monster (or kill 2 minions/vermin). No effect on dragons. Sells 80 gp.
6Ring of Three Wishes. d3 wishes. Each may: 1) Reroll a failed roll; 2) Auto-2 wounds on a monster or kill 2 minions; 3) Create non-magical treasure/equipment ≤ 300 gp; 4) Cast one base spell (NOT Abyss spell); 5) Heal all damage and Madness on wearer. Empty ring sells 3d8 gp; with wishes left, 200 gp/wish.

Scrolls

d6

Scrolls usable by anyone except barbarians. Non-wizards/elves cast at level 1. Wizards/elves may also learn the spell from a scroll (consumes scroll, no XP needed).

RollResult
1Healing Surge
2Infallible Missile
3Lifeforce Control
4Mass Teleport
5Aura of Terror
6Reverse Gaze

Hidden Treasure Complications

d6
RollResult
1An alarm goes off, attracting wandering monsters!
2Treasure is an illusion and disappears. Dwarves save vs level 5 or gain 1 Madness.
3Treasure protected by trap. Roll d6 for trap level. Rogue may disarm. Otherwise, trap attacks random adventurer (d3 wounds on fail).
4Treasure is bulky (tapestry, statue). Two characters needed to carry — both at -1 Defense vs wandering monsters. GP value doubled.
5Two random party members fight over treasure. Both make Defense roll vs each other's level +1 or take 1 wound from each other.
6Chest is a chest monster (level 5 weird monster, 6 life). Rogue may shout warning (d6+L vs level 5). On fail/no rogue, monster attacks random character (2 wounds on hit). Cannot move — party may withdraw freely. Defeat = take treasure normally.

Useful Stuff

d6
RollResult
1Rope, lantern, or any one slashing/crushing hand weapon (your choice).
2d6 Blessed Stakes. Magic vs vampires only (count as light slashing weapons -1 vs others). Holy-water-dipped stake = first attack inflicts 2 wounds vs vampire (counts as single attack). All classes (incl. barbarians) allowed.
3Wolvesbane. Thrown at were-creature/wolf forces morale roll (forfeits Attack but auto-hits). Sells 10 gp.
4Silver Weapon. Slashing hand weapon (sword) or light hand weapon (dagger). +1 vs werewolves. Sells 20 gp.
5Blessed Horseshoe. Reroll any one die roll, then talisman is depleted. Barbarians allowed. Unused sells 10 gp.
6d3 Loaves of Elven Bread. Heals 1 life or removes Dark Plague (elves: heals 3 life). Once per game per character. Sells 10 gp each. Doesn't go bad — keep for future. Not magic — barbarians may use.

Enchanted Banquet

d6
RollResult
1Magical Food. Heals 3 life, but a fey creature steals d6 x d6 gp or the most valuable magic item/gem/jewelry. If nothing of value, character is cursed: covered in magical bells (+attract wandering monsters on 1-3 instead of 1). Removed only by Blessing.
2Nourishing food. Heals 1 life.
3That lamb was spoiled. Save vs level 7 poison. Halflings +L, barbarians +1. Failure = -1 to attack rolls for next two encounters.
4Ghost Food. Save vs level 6 magic or gain 1 Madness. Wizards/clerics add +half L.
5That's My Food! Two-headed ogre attacks (surprise, strikes first). Level 7 boss, 6 life, 2 attacks (each = 2 wounds), fights to death. Carries silverware worth 100 gp. Only one in dungeon — reroll if encountered again.
6Fey Food. Gain ability to cast one random spell (from base 4AD spell table) once. Barbarians ignore.

Magical Defense

d6
RollResult
1Ring of Defense. +1 Defense rolls. One ring of defense per character.
2Cross against Vampires. +2 Defense vs vampires. One per character.
3Brownie Ward. Brownies must immediately make morale roll on encounter.
4Magic Shield. +2 Defense bonus. Any shield-using class (not barbarian — magic). Indestructible.
5Elfin Chain Mail. Light armor, +2 Defense. Any class allowed light armor. NOT a magic item — barbarians may wear it.
6Suit of Enchanted Armor. Counts as heavy armor, +3 Defense. Auto-resizes. Any class allowed heavy armor.