Tales from the Adventurers' Guild
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.