Synopsis
Adventure Calls. This supplement for Four Against Darkness adds plenty of optional rules: Guidelines for Troupe play Rules for stealth, streetwise, banking, magic lockers, gambling and hidden treasure troves New equipment and spells New monster tables (riff-raff, ambushers, weird monsters, chaos cultists) Rumors, Scenes and Red Herrings Nine new thematic dungeons Rules for joining an Adventurers Guild Tables for Guild Jobs and unique minor quests Rules allowing you to play with 1 to 3 characters Trinkets – six new minor magic items A ready-to-Run hex-crawl campaign This book requires only Four Against Darkness but also provides many interactions with other titles. D6, d10 and d12 are required to play.
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