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.
Four Against Darkness