supplementary mechanics

Four Against Darkness supplements add a wide variety of new mechanics to the game, and they are generally compatible with each other, so you can pick and choose which you'd like to use in your own game. Some supplements are greatly enhanced by owning others; the Druid and Wood Elf from Wayfarers and Adventurers, for example, will be much more interesting and useful if you're playing a woodlands dungeon, which are described in The Crucible of Classic Critters, and many supplements have extra rules relevant to expert parties from Four Against the Abyss.

Mechanics of general interest

These mechanics can be used in any game with any combination of supplements.

Mechanic Location Notes
Animal Companions CCC, pp. 11–12 Pets that fight at your side.
Banks TAG, pp. 9-11 A place to store your gold. May be robbed!
Blossoms Spells TCOTFD, pp. 26–27 New spells usable by wizards and alchemists.
Capture CCC, p. 7 Monsters may attempt to capture rather than kill the party.
Character Milestones W&A, pp. 33–41 Simple quests, often offering permanent bonuses as rewards. usually not repeatable.
Character Traits W&A, pp. 22–32 Positive or negative effects to make characters more unique.
Expert Characters 4AA, passim Characters of levels 5–9.
Flying Monsters CCC, p. 6  
Food Rations CCC, p. 5  
Gambling House TAG, pp. 16, 21 Gamble for a chance at money or clues.
Highest Character Level (HCL) TCOTFD, p. 21 A system for adjusting monster strength to match the party's level.
Leaders 4AA, pp. 7–9  
Madness 4AA, p. 34  
Martial Arts Training TAG, p. 15 Allow fighting bare-handed at -1 instead of -2.
Moneylenders TAG, pp. 16–17 Borrow money from unsavory people.
Mounts CCC, p. 13 Creatures that can fight alongside you or carry items for you, outdoors only.
Poison Resistance Training TAG, p. 15 Allow rerolling a failed poison save.
Potion Making TCOTFD, pp. 70–105 Instructions are given for creating your own potions and harvesting ingredients from other monsters.
Professionals 4AA, pp. 30–33 Hirelings whose services you may purchase between adventures.
Settlements TAG, pp. 4–5 Rules for generating towns, and moving between them on a hex map.
Stealth TAG, pp. 6–8  
Subduing Monsters CCC, pp. 7–8  
Training 4AA, p. 35 Spend gold to get XP rolls.
Troupe Play TAG, pp. 1–4 Rules for playing more than four characters (in rotation).
Woodlands Dungeons CCC, pp. 3–4  
Wooing TCOTFD, pp. 28–36 Mostly used in TCOTFD, a satyr can attempt to woo any female humanoid or near-humanoid creature.

Supplement-specific mechanics

These mechanics are of interest largely or exclusively for playing content in the supplement in which they occur.

Mechanic Location Notes
Melancholy TCOTFD, p. 21–22  
Mesmerizing TCOTFD, p. 23  
Seduce TCOTFD, p. 23  
Treasure Maps TAG, pp. 16, 32–33 A chance at a dungeon or encounter with increased rewards.

Items

New items you might create or purchase between adventures.

Item Location Notes
10' Pole TAG, p. 14 Check for traps and improve searching.
Aspergillum TAG, p. 19 Light crushing weapon, filled with holy water.
Bag of Carrying TAG, p. 13 Increase your carrying capacity. And your being-stolen-from capacity.
The Balm of Nicodemus CCC, p. 10 Potion, removes monster immunity to non-magical weapons.
Blessing Tags TAG, pp. 11–13 Pre-pay for a blessing (at a discount).
Bolas W&A, p. 55 Light ranged crushing weapon used for capturing enemies.
Boomerang W&A, p. 55 Light ranged crushing weapon.
Flail-Axe TAG, p. 18 A one-handed slashing weapon.
Flask of Flammable Oil TAG, pp. 17–18 A throwable weapon.
Gems and Jewelry TAG, p. 13 Covert gold to gems, so you can carry more.
Good Boots TAG, p. 17 Defend your feet.
Horn TAG, p. 18 Rally the party.
Lantern Hook TAG, p. 14 Carry a lantern on your shield, to free up a hand.
Leafsteel Armor W&A, p. 51 Craftable Light Armor that works like Heavy Armor.
Resurrection Tags TAG, p. 11 Pre-pay for a resurrection (at a discount).
Very Nutritious Food TAG, pp. 14–15 Allow rerolling a failed die roll.
Wineskin TAG, p. 18 Modified save rolls.

Wizard Spells

New spells you can find on scrolls to add to your wizard's repertoire.

Spell Location Notes
Destroy Abberration W&A, p. 48 Damage spell vs. Weird Monsters.
Distant Communication W&A, p. 48  
Illusion W&A, pp. 47–48  
Illusionary Bridge W&A, p. 48  
Surge of Strength W&A, pp. 48–49 Use two-handed weapons with one hand and break down doors automatically.
Wall of Ice W&A, p. 48 Enable safe withdrawal from combat.

Animal Companions

The Crucible of Classic Critters has rules for making your own animal companions, but also includes some examples, and supplements provide more.

Animal Location Notes
Bearwolf W&A, pp. 52–53  
Forest Shadow W&A, p. 52  
Hawk CCC, p. 11  
Owl CCC, p. 11  
Peacock CCC, p. 11  
Warhoud CCC, p. 11  
Wildcat CCC, p. 12