The Black Hack Second Edition - Bookmarked PDF
The Black Hack Second Edition - Bookmarked PDF
The Black Hack Second Edition - Bookmarked PDF
BLACK
HACK
A comprehensive, rules-light Old
School fantasy roleplaying game
- developed by -
DAVID BLACK
-.-
Featuring a DIY home-brew of original era
fantasy gaming and modern game design theory.
EDITING
Pookie
COVER ART
Karl Stjernberg
INTERIOR ART
Karl Stjernberg, David Black, Sean Poppe, Jeff Call
THANKS
Lucy, Evelyne, Isaac, Sally, Chris, Stephen & Gareth, Toby, Oscar,
Charlotte, Ffion Norman, Peter Goold, Punch, Jarrett Crader, Evey
Lockhart, Brad Black, James Young, Peter Regan, Mick Reddick,
Jarrett Crader, Tony Tucker, Wayne Synder, Chris Mcdowall,
Dominic Bailey, kjdavies, Noah Stevens, Jon Payne Karlen
Kendrick, Christian Kolbe, Luka Rejec, Bruno Bord, Chris Wilson,
Norbert G Masauch, Jonny Gray, Mike Evans, Ramanan S, Anxy P,
Tore Nielsen, Oli Palmer, Scott Dorward, Clint Egger, Sean Poppe,
Cecil Howe, Mark Hunt, Jim Pinto, Andrew Shields, Dylan Ross,
Richard August, Logan Knight, James Raggi, Paul Ward, Fiona
Geist, Dyson, Daniel Sell, Luke Gearing, all the BETA testers, too
many to name, Kickstarter Backers likewise - you’re dope, Anyone
who I know on the internet - hi!
The name The Black Hack and all layout is copyright © David Black 2018
All artwork and cartography is copyright © Karl Stjernberg, David Black,
Sean Poppe and Jeff Call 2018
PLAYING THE GAME
p.4
MOVEMENT &
DISTANCE
p.8
ATTACKING,
DEFENDING &
DEALING DAMAGE
p.10-11
IMPORTANT PLAYER
RULES
p.14
LEVELS &
EXPERIENCES
p.13
SPELLCASTING &
MAGIC
p.15 / 26-27 / 42-43
CREATE A CHARACTER
p.16-25
IMPORTANT GM RULES
p.30-31
RANDOM
ENCOUNTERS
p.32-33
EQUIPMENT &
ECONOMY
p.34-35
HIRELINGS
p.36
DISEASES, NARCOTICS
& POISONS
p.38-42
TOOLS QUICK
REFERENCE
p.45
NPCS
p.46-50
MONSTERS
p.79-113
SAMPLE
ADVENTURE
p.117-121
PLAYING THE WHAT SHOULD THE
GAMEMASTER DO?
BLACK HACK The role of the Gamesmaster (GM) is very
different from the Players. They control
WHAT IS THIS GAME? the Movement and Actions of the Non-
The Black Hack (TBH) is a table top role- Player Characters (NPCs) and Monsters,
playing game, played with pencils, paper presenting the world to the Players,
and dice. TBH looks back at the dungeon helping them navigate it with fair
delving games of the 1970s, rebooting rulings and dice rolls and describing the
those experiences with modern rules for events that happen during play.
another generation of gamers.
4.
EXAMPLE OF PLAY sewer tunnel, still Nearby to your
GM : “I hope the cultists don’t find you friends, please test your Dexterity to see
and eat your hearts!” Laughs the mad how quiet you are - remember you get
sorcerer maniacally as he waves goodbye. Advantage on tests when sneaking, roll
Warrior : Oh, this is going to go great. two d20s and choose the result you like.
Thief : I sarcastically shout back “Thanks!” Thief : *rolls* despite rolling two dice I’ve
Wizard : Quick, let’s just get out of here! got a 17 and 19. What are the odds?
Thief : Okay! Is the sewer cover Nearby? GM : Ouch. You’re making so much
GM : Yeah and it's made of rusty iron bars noise being sneaky, a Ghoul hiding in
Thief : I’ll move to it and as my Action I’ll the darkness Close to you leaps out and
check it for traps. Attacks!
Warrior : Assuming it’s safe, I want to Thief : Bugger!
bend the bars, so we can slip through. GM : Initiative time! Everyone test their
Wizard : And I want to cast light on my Dexterity, passing means you act before
staff so we can see Nearby. the Ghoul, failing means you go after.
GM : Okay, Thief, test your Wisdom by Thief you test with Disadvantage.
rolling a d20 under your WIS score - to Warrior : I go before.
check the portcullis for traps. Wizard : I’m after.
Thief : *rolls* Made it! GM : Thief?
GM : You’re confident it’s free of anything Thief : How long was it to roll up a
designed to do you harm. Warrior, still Character again? I go after.
want to bend the bars? If so test your Warrior : I want to run down the tunnel
Strength! and hack the Ghoul with my broad sword.
Warrior : *rolls* Piece of cake! GM : Okay Warrior, you move Close to the
GM : Good stuff. Now Wizard, you cast Ghoul. Test your Strength to see if you
Light on your staff - it glows. That’s a level hit it, you should add +1 to the roll, as the
1 spell that you’ve memorised right? Ghoul’s a Powerful Foe.
Wizard : Yup. Warrior : *rolls* Rolled a 7! *rolls again*
GM : Okay, well test your Intelligence and So that’s 8HP damage.
add one to your d20 roll - because it's a GM : Good hit! Now it’s the Ghoul’s turn.
level one spell - if you fail you can’t cast Thief, test your Strength to try and fight
that spell from memory anymore. off the Ghoul’s paralysing claws and bite.
Wizard : *rolls* I need to roll under, not Remember to add the +1 to your roll.
on it, right? Thief : *rolls* Ugh! 18.
GM : That’s right. GM : Oh dear. You feel a painful numbing
Wizard : Damn, I failed. sensation run through your body. Test
GM : Unlucky! Beyond the bent iron bars your Constitution, if you fail the Ghoul
is a long dark sewer tunnel heading deep Paralyses you.
down. What do you want to do next? Thief : *rolls* Oh no, 20!
Warrior : Explore down the tunnel...? GM : Wizard, you see the Thief fall rigid
Thief : Agreed! I’ll sneak ahead. to the floor, what do you do?
Wizard : And I’ll protect the rear! Wizard : I’ll start backing away slowly.
GM : Okay Thief, you move down the Thief : I’ll get you in the next life you git!
5.
RULES FOR RELATIVE TIME
Time can scale up during periods of
6.
In order for their Character to succeed HIT DICE & HITPOINTS
at an Action, a Player must roll below the Every Character, NPC, or Monster
Attribute on a d20. has something called a Hit Die (HD),
accompanied by a number. This number
Rolling on or above indicates things went represents their Level - for example a Level
poorly or that the Action did not go as 6 Ogre has 6HD and a Character that has
planned. The GM will then narrate the 3HD would be Level 3.
outcome of the failed Action describing
how the Characters are affected. HD also indicate how many dice to roll to
A GM never rolls dice to resolve NPC or determine the number of Hit Points or HP
Monster Actions, or negative elements of a Creature begins the game with.
the environment such as traps - if they
involve a Character, that Player will roll. NPCs and Monsters roll d8s for HP.
Otherwise the GM will make a swift and Characters roll the dice given in their
fair judgement call that moves the story Character class for HP (p.18-25)
forward and abides by the logic of the
unfolding fiction, taking note if need be. Hit Points are used track how much
damage something can take through
physical and spiritual wear and tear. Bad
ADVANTAGE & things happen when a Creature runs out of
DISADVANTAGE Hit Points (p.11).
A GM may decide that an Action or
outcome isn’t straightforward; perhaps When a GM or Player first rolls to
something is more or less likely to determine a Creature’s starting Hit Points,
happen - perhaps having a greater or this is the maximum they can ever have.
lesser effect - this is called having an No amount of healing, spells, or effects can
Advantage or a Disadvantage. take them beyond this amount. The only
way for a Creature to increase their max HP
Advantage and Disadvantage means is to gain a Level - when they do, a single
when a roll is being made, it should be Hit Die is rolled, the result is added to their
made twice as follows: maximum HP.
With Advantage the Player chooses Rules for Experience and Levels are on p.13.
which result to use.
Disadvantage means the GM chooses
the result to use.
7.
MOVEMENT EXPLORING, DISTANCE
& ACTIONS
& DISTANCE Various interactions with the
environment and the things in it will
ABSTRACT DISTANCES require Characters to be certain distances
The Black Hack uses four range bands from the target. For example, to Attack
for measuring relative positions of someone with a sword a Character would
Characters, Creatures, and things in the
need to be Close to them, to shoot them
world. From nearest to farthest :
with a bow a Character should ideally be
Close, Nearby, Faraway and Distant. Faraway.
CREATURE MOVEMENT
During their turn Creatures may CONVERTING
normally Move somewhere Nearby. If MEASUREMENTS
a Creature is Nearby to something and Here are some approximate guides
decides to move towards it, they’re now to converting real measurements or
Close to it. Moving shifts you one step increments onto a battle mat - useful for
along the range band, either closer to or miniatures and using adventures written
further away from a Creature, object, or for other games.
location.
Close - roughly 5 ft. or 1 Square
TOKENS ARE USEFUL Nearby - upto 30 ft. or 6 Squares
Whilst a full range of miniatures isn’t Faraway - upto 60 ft. or 12 Squares
necessary to play The Black Hack, tokens Distant - beyond 60 ft. or 12 Squares
such as coins or chess pieces may be
extremely useful for tracking relative
positions - such as who is behind or in
front of someone and other complex
situations like combat encounters.
8.
MINI BATTLEMAP
MARCHING ORDER
Useful for tracking the order of the Characters in corridors or when travelling on roads.
Rear Front
9.
ATTACKING ARMOUR
Each piece of armour a Character wears
& DAMAGE
d6s in the pool is equal to the Armour Value
(AV) of the armour worn. For example,
leather armour (AV2), gives a Player two
INITIATIVE & THE Armour Dice in their pool.
ORDER OF COMBAT
When combat breaks out, everyone must If a Character fails to Defend or would
be sorted into an order, so they may each take damage they can take one
act and react in turn. At the start of every Armour Die out of the pool, put it to
Moment each Player rolls a DEX Test for one side and declare it ‘Broken’. In
return, this allows all damage from
their Character. Those that succeed, take
that Attack or effect to be ignored.
their turn before their NPC opponents. Armour Dice that have been Broken
They must then discuss as a group to and put to one side cannot be used to
decide their own order for individual ignore any further damage.
Character Actions. Those that fail their
DEX Tests, act after their opponents. After a Rest, any Players with Broken Armour
Dice can try to fix them by rolling them:
ATTACKING & If they roll above the armour’s AV - the
DEFENDING die is no-longer Broken.
As an Action a Character might choose If they roll on or below their armour’s
to deal damage to an opponent with an AV, the die is Broken permanently
Attack. Their Player must succeed at an until it’s repaired. If all the Armour
Attribute Test before they can roll their Dice in a pool are permanently broken
Attack Damage dice and subtract the the armour is destroyed.
result from their opponent’s HP.
Armour Values do not stack. Only the
armour with the highest AV counts.
Likewise, something will surely attempt
Shields and helmets add +1 each to
to inflict damage in return and reduce a the pool size, they do not modify the
Character’s HP. To Defend and avoid this Armour’s AV value in any way.
damage the Character must succeed at
an Attribute test. The GM will determine
what test to use for both Attacking and ARMOUR AV
Defending using the guidelines below:
Cloth / Improvised 1
Melee - STR Attribute Tests for Leather 2
Attacking and Defending with swords
and axes etc. Chain Mail 3
Ranged - DEX Attribute Tests for Plate & Mail 4
Attacking and Defending with bows
and thrown weapons. Shield / Helmet +1 die
10.
DAMAGE & HIT POINTS ONGOING DAMAGE-
If an NPC or Monster takes damage from Some Attacks and spells deal damage
an Attack, or a Character fails to Defend, to Creatures after their initial effects.
they subtract damage from their total Hit When a Creature takes Ongoing Damage
Points (HP). it loses HP equal to its Level at the start of
every turn. An Attribute Test of the GM’s
When a Character or NPC is reduced choosing should be made by the Player at
to zero HP they are unconscious and the end of the turn to see if the Ongoing
taken Out of Action (OofA). Damage continues.
When a Monster is reduced to zero
HP, it is removed from the game.
OUT OF ACTION (OofA)
When a Character is taken Out of Action
LARGE WEAPONS they can no longer take Actions or Move.
When a Character wields a large or When they receive aid, or the danger
two-handed weapon such as a polearm they were in passes, the Character must
or heavy crossbow, a d4 should be rolled roll on the table below to see what
and added to the Attribute Test to Attack, happens to them.
Defend, and to any Attack Damage rolls.
If they survive (results 1-5) they
CRITICAL HITS regain 1d4 HP counting up from zero
When the result of a d20 roll to Attack is and are no longer OofA.
a natural 1 or a roll to Defend is a natural
20, the damage dealt to the Creature is If the Character’s side loses the fight or
doubled. are unable to recover the body of the
OofA Character, they are lost forever -
HINDRANCES and presumed dead!
Certain abilities, magical effects and
consequences of Actions will leave
OUT OF ACTION
Creatures hindered until a successful
Attribute Test of the GM’s choosing is 1 KO’d - Just knocked out
made, sometimes needing an Action to
complete. Fat Head - Disadvantage on all
2
tests for the next half hour of play
Weakened - All Attribute Tests are Cracked Bones - Disadvantage on
rolled with Disadvantage. 3 all STR, DEX, and CON Tests for
Distracted - A Character cannot
the remainder of the session
perform any Actions, but may still
Move normally. 4 Disfigured - CHA reduced by 1d4
Stuck - A Character cannot Move, but
they may take Actions as per normal. Badly maimed - either STR or
5
Paralysed - A Character cannot Move DEX is permanently reduced by 2
or take any Actions. 6 Dead - The Character dies!
11.
ARMS HEAD
1. Shattered knuckles 1. Two black eyes
2. Finger broken in a zig-zag 2. Smashed nose
3. Splintered wrist 3. Cool eyebrow scar
4. Split fingers 4. Shattered teeth
5. Big dirty gash 5. Jaw fractured
6. Busted arm 6. Ears ruined
7. Dislocated shoulder 7. Scalp missing
8. Pulverised hand 8. Most of nose gone
9. Biceps exploded 9. Develops lisp
10. Hand wrenched off 10. Milky eyeball
11. Mangled stump 11. Fractured skull
12. Red fountain! 12. Brain damage
LEGS BODY
1. Broken toe 1. Winded
2. Twisted ankle 2. Oof! Crown jewels
3. Cracked kneecap 3. Bruised rib
4. Toes ripped off 4. Long deep cut
5. Tendon snapped 5. Painful gut wound
6. Deep puncture 6. Visible ribs
7. Foot fractured 7. Pierced kidneys
8. Knee shattered 8. Shredded liver
9. Messy break 9. Snapped sternum
10. Foot pulverised 10. Popped lung
11. Exposed bone 11. Disembowelled
12. Bloody stump! 12. Crushed heart!
13.
RULES FOR USAGE DIE &
AMMUNITION
THE PLAYERS When tracking the Usage Die for
ammunition such as arrows and bullets,
CHARACTER TURNS roll the Ud after the combat is resolved.
Every Character normally gets to
do two things on their turn: Move
somewhere Nearby, and perform an ARMOUR PROFICIENCY
Action. Anything a Character does to If a Character wears armour that is not
interact with or impact the state of the listed in their class - they should add
world is considered an Action. They may its Armour Value to the d20 result when
alternatively forgo their Action and make making any Attribute Tests.
an extra Move instead.
Ud20 > Ud12 > Ud10 > Ud8 > Ud6 > Ud4 If a Character who is Out of Action
recovers HP, but hasn’t rolled on the OofA
When you roll a 1-2 on a d4 - the lowest table yet, start at zero and count up. That
die in the chain - the item is expended, Character is now back on their feet and
and the Character has no more of it left. no longer OofA.
14.
USING BACKGROUNDS
TO GAIN ADVANTAGE
MAGIC &
Once per session, a Player may tell
the GM that their Character is using a
SPELLS
Wizards and Clerics - known as
Background to aid them in making an Spellcasters - have the ability to
Attribute Test. The Player should give a
memorise and cast spells and prayers,
convincing narrative explanation as to
chosen from their Class list (p.26-27).
how their Character’s Background relates
to the current Action, and provide some
kind of useful exposition about the MEMORISING SPELLS
Character’s story. Once per day a Spellcaster may spend
an hour memorising a number of spells
If the GM agrees - the Player may roll that or prayers equal to their Level, from
Attribute Test with Advantage. scrolls and books. A Spellcaster can only
memorise spells or prayers from levels up
to and equal to their own Level.
INVENTORY
A Character may happily carry a number
of items up-to or equal to their STR. CASTING SPELLS
A Spellcaster can spend an Action on
Carrying more items than their STR their turn to cast a spell or prayer from
means they are Encumbered and memory. Once the effects of the spell
ALL Attribute Tests are taken with have been resolved, the Spellcaster should
Disadvantage. make an Attribute Test - adding the spell’s
Characters simply cannot carry a or prayer’s level to the roll. If they have
number of items more than double already cast the spell this session, the
their STR. Attribute Test is made with Disadvantage.
If they fail, the spell or prayer is no
longer memorised.
BANISHING UNDEAD
Clerics may attempt to banish Nearby When Turns are being tracked using
undead Monsters as an Action. They must Minutes a Spellcaster may spend an Action
test their WIS adding the Creatures’ HD to attempt to cast a spell or prayer by
to the roll for each group of undead that reading it from a book or scroll. To do so
they are attempting to Banish (groups are they must make an Attribute Test - adding
determined by the GM when unclear). the spell’s or prayer’s level to the roll.
If they succeed, it is cast. If they fail, it
Undead Monsters that are Banished take misfires and the Player should roll on the
damage equal to the Cleric’s Level and Magical Side Effects table (p.43).
must spend all their future Movement
(and convert Actions to Movement) so they A Spellcaster can only cast spells up to
are Distant from the Cleric that Banished and equal to their Level.
them, a successful banishment lasts
for d4 + the Banishing Cleric’s Level in Arcane spells use Intelligence and prayers
Moments. use Wisdom for all Attribute Tests.
15.
CREATING A Strength (STR)
Physical power and Melee Attacks
CHARACTER Dexterity (DEX)
ROLLING DICE AND Swiftness, agility and Ranged Attacks
FINDING A CONCEPT
The first step to creating a memorable
Character is coming up with an engaging
Constitution (CON)
Resilience and physical well being
’concept’. In your mind, think of one
sentence that summarises who the
Character is, and what might make them Wisdom (WIS)
interesting to play. Cunning, perception and Divine Prayers
Charisma (CHA)
A
A ROLL DICE FOR Influence and power of personality
THEIR ATTRIBUTES
Characters have six defining Attributes C CHOOSE A CLASS
C
that are listed to the right, along with Choose a Class from pages 18 to 25, this
what each attribute is and what it relates determines what sort of adventurer they
to in the rules. They define everything are and what innate abilities they have.
about the Character - how strong, The four choices are :
dexterous, resilient, intelligent, wise,
and charismatic they are. Warrior, Thief, Cleric and Wizard.
Take 3d6 and roll them, adding Each Class will also determine how much
them together, do this for each of damage a starting Character can take -
the Attributes to the right in order - measured in Hit Points, also what armour
writing the results in pencil, next to they can use, damage they deal when
the Attributes on a Character sheet. they Attack, and what they gain as they
If you roll 14+, don’t roll dice for the advance in Levels.
next Attribute - instead it will be 7.
Roll again as per normal after this.
D MAKE A
D
B SWAP TWO
B BACKGROUND
Use the information on the next page to
ATTRIBUTES create a unique piece of history that will
Swap the values of two Attributes around aid the Character on their adventures,
if it suits the Character’s concept better. frame their story, and who they are.
16.
USING A CHARACTER’S “I lived with the Black Hill tribes. I
BACKGROUND learned to live off the land. Learned to
Backgrounds are significant times in hate the Black Baron’s dog soldiers too.”
a Character’s past life that give them
Advantages in their current exploits. They “I’m a Loremaster for the Magisteriat of
can represent all manner of experiences, Bulgator Craxis - the ONLY thing I don’t
skills and Moments in a Character’s past know is why the Council want me dead.”
- helping define who they were before
their current adventures, and what type “A hefty price is on my head from the
of Actions they are good at now. Black Bank! They don’t take kindly
to being conned out of large sums of
money.”
HOW TO MAKE A
GOOD BACKGROUND “The Black Wind took me from the forest
Decide on a short sentence that in my youth. Humans of Gloomhaven
encapsulates an interesting time in the raised orphaned elves such as myself.”
Character’s past - consider the following:
“It’s been 100 years since I was young -
Backgrounds should ideally contain but by my beard I know nothing of the
one piece of world-building fiction, surface - the deep mountain highways
allowing a Player to craft a narrative are like veins to my heart - a true dwarf.”
tie to the game world, and a story
element unique to their Character.
It should also reveal one specific D12 INSPIRATION
skill or narrow field of proficiency
or knowledge, that they learned or 1 Raised as a poor street child
relied upon during this time.
2 Escaped being held prisoner
Here are some short example backgrounds 3 Won freedom through valour
and a table of inspiration to help get started :
4 Reputation ruined by vices
“Once spent a summer in Yvesh hunting 5 Fleeing a broken noble house
the Black Banner. Made a lot of enemies.
Tracked down most of them ‘n’ killed em.” 6 Sold to a Wizard as a child
7 Fought a distant, useless war
“I was raised as a sewer child of
Sorrowset, pickpocketing and hiding in 8 Smuggler of illegal goods
the shadows was my way of survival.”
9 Chosen as a god’s instrument
“Being raised up to Brother Chaplain in 10 Survived an arcane disaster
the 11th Legion taught me all I need to
know about tactical warfare and death.” 11 Child of political exiles
12 Lost heir to an old throne
17.
WARRIOR
NAME
STRENGTH
DEXTERITY
CONSTITUTION
INTELLIGENCE
WISDOM
CHARISMA
HD HP
Armour AV
-
Put Usage Die &
Armour Die here
-
INVENTORY
1 11
2 12
3 13
4 14
5 15
6 16
7 17
8 18
9 19
10 20
XP -
STARTING STATS DEALER OF DEATH
A Warrior has a ‘pool’ of Damage Dice
Starting Hit Points (HP) : roll 1d4 + 6
(d6s) equal to their HD.
Starting Hit Die (HD) : 1d8
Usable Weapons & Armour : Any and all
When making an Attack distribute
Attack Damage : See ‘Dealer of Death’
any number of these Damage Dice
among any number of Nearby
WAR TROPHY targets.
D6
For each target the Player assigns
1 Scalp of an enemy chieftain the Damage Dice, the Player must
come up with an exciting and
2 Vial of widow’s tears bespoke narration for the Attack.
3 My lord’s sundered shield Make an Attribute Test for each
target to see if they are hit, if so, roll
4 Ears from a goblin tribe the Damage Dice assigned to them
5 An enemy’s heraldic banner and reduce their HP by that amount.
The pool of Damage Dice resets at the
6 A dragon-tooth pendant start of the Warrior’s turn.
STRENGTH
DEXTERITY
CONSTITUTION
INTELLIGENCE
WISDOM
CHARISMA
HD HP
Armour AV
-
Put Usage Die &
Armour Die here
-
INVENTORY
1 11
2 12
3 13
4 14
5 15
6 16
7 17
8 18
9 19
10 20
XP -
STARTING STATS NIMBLE EXPERTISE
Roll with Advantage when testing
Starting Hit Points (HP) : roll 1d6 + 2
Dexterity to avoid damage or effects from
Starting Hit Die (HD) : 1d6
traps and magical devices.
Usable Weapons & Armour : All one-
handed swords, all bows, daggers, cloth,
leather, small shield SNEAK ATTACK
Attack Damage : 1d6 or 1d4 if unarmed If a Thief has Moved silently to get behind
a Creature, and they are unaware of the
Thief ’s presence, the Thief may make an
D6 LUCKY CHARM Attack that automatically hits and deals
2d6 + the Thief ’s Level damage.
1 Oversized moon-shaped coin
2 Bag of knuckle bones DEEP & MURKY PAST
At the start of the gaming session roll a
3 Locket with a portrait d10, if the result is below your current
4 Praying hand tattoo Level - you can customise or entirely
change your Background.
5 Eyepatch (both eyes are fine)
6 Fishhook made of gold A DAGGER FOR EVERY
OCCASION
EQUIPMENT Regardless of what the Thief is carrying,
Every Thief starts with a Disguise of your they can produce a small throwing knife
choosing. Also choose to start the game from somewhere about their person.
with either A or B:
GAINING A NEW LEVEL
A - Black leather hood & vest (AV2) Acquire and share a number of
2 short swords, 2d8 counterfeit Experiences equal to your current HD to
coins, stolen heart - still beating. advance a Level. When you gain a Level:
B - Cloth gambeson (AV1), bow &
arrows (Ud8), 3d6 coins, a small waxy Roll a d20 once for each Attribute
jade statue of an octopus-man. - if you roll over, it goes up one
point, make an extra roll for either
ROGUISH TALENTS Dexterity or Wisdom.
Roll Attribute Tests with Advantage when Gain 1HD - Roll a d6 - gain that many
performing the following Actions: additional maximum HP.
Delicate tasks
Climbing
Listening and eavesdropping
Moving silently and unseen
Understanding written languages
Finding secret things
21.
CLERIC
NAME
STRENGTH
DEXTERITY
CONSTITUTION
INTELLIGENCE
WISDOM
CHARISMA
HD HP
Armour AV
-
Put Usage Die &
Armour Die here
-
INVENTORY
1 11
2 12
3 13
4 14
5 15
6 16
7 17
8 18
9 19
10 20
XP -
STARTING STATS DIVINE FORTIFICATION
Roll with Advantage when making a
Starting Hit Points (HP) : roll 1d6 + 4
CON Attribute Test to resist poisons or
Starting Hit Die (HD) : 1d8
being paralysed or impeded.
Usable Weapons & Armour : All blunt
weapons, cloth, leather, metal, all shields
Attack Damage : 1d6 or 1d4 if unarmed MEMORISING PRAYERS
Once per day, a Cleric may spend an Hour
memorising a number of prayers equal
D6 HOLY SYMBOL to their Level, from scrolls and books.
23.
WIZARD
NAME
STRENGTH
DEXTERITY
CONSTITUTION
INTELLIGENCE
WISDOM
CHARISMA
HD HP
Armour AV
-
Put Usage Die &
Armour Die here
-
INVENTORY
1 11
2 12
3 13
4 14
5 15
6 16
7 17
8 18
9 19
10 20
XP -
STARTING STATS MEMORISING SPELLS
Once per day a Wizard can spend an Hour
Starting Hit Points (HP) : roll 1d4
memorising a number of spells equal to
Starting Hit Die (HD) : 1d4
their Level, from scrolls and books.
Usable Weapons & Armor : Cloth, one-
handed sword, staff, dagger
A Wizard can only memorise spells of
Attack Damage : 1d4 or 1 if unarmed
levels up to and equal to their current
Level.
D6 FAMILIAR
CASTING SPELLS
A 6-inch tall moon-faced A Wizard may spend an Action on their
1 turn to cast a spell from memory. Once
man
the effects are resolved, the Wizard should
2 Spellbook with legs and tail make an Attribute Test - adding the spell’s
3 Three eyed hummingbird level to the roll. If they have already cast
the spell this session this Attribute Test is
4 Small swarm of ladybugs made with Disadvantage. If they fail, the
5 A toad with human legs spell is no longer memorised, and the
Wizard cannot cast the spell until they
6 Luminescent crab memorise it again.
A - Cloth robes (AV1), bent oak staff, Roll a d20 once for each Attribute
shorts sword, a void creature’s egg, - if you roll over, it goes up one
2d8 coins & purse. point, make an extra roll for either
B - Ceremonial headdress (AV1), Intelligence or Wisdom.
angry shrunken head, 4d6 coins & Gain 1HD - Roll a d4 - gain that many
purse, sacrificial dagger. additional maximum HP.
ARCANE FORTUNE
If you roll a 1 for starting Hit Points -
generate a random magical item from
p.114-115 as part of either of the starting
equipment choices.
25.
lvl ARCANE SPELLS
Charm: A Nearby NPC or Monster obeys a simple command and will perform a simple Action.
1 Magic Missile: A Faraway or Distant target takes 1d6 damage for each of the Spellcaster’s Levels.
Light: Creates dim light from a Nearby spot or object that lasts for Ud8 Minutes.
Shield: Gives the caster Arcane Mail (AV2) - when each Armour Die is broken it’s gone for good.
Sleep: Roll the Wizard’s HD, Nearby Creatures with fewer HP than rolled fall asleep - lasts Ud6 Minutes.
2 Detect Magic: Everything Nearby that is magic glows - lasts Ud6 Minutes.
Knock/Lock: A Nearby door or lock is either opened or locked.
Web: Traps a Nearby area, stopping movement - lasts Ud6 Minutes.
Darkness: Pure darkness covers a Nearby area and blocks all types of vision - lasts Ud6 Minutes.
3 Dispel Magic: Removes or reverses the effects of a Nearby Arcane spell.
Magic Mouth: Creates an illusory mouth that repeats a phrase to all Nearby Creatures.
Read Languages/Magic: Read all languages and magic - lasts Ud12 Minutes.
Invisibility: A Nearby Creature is made invisible until it Attacks or the spell is dispelled.
4 Fireball: 1d4 Nearby Creatures take 1d6 damage for each of the Spellcaster’s Levels.
Darkvision: A Nearby Creature can see in absolute darknesss - lasts Ud6 Minutes.
Confusion: 2d6 Nearby targets immediately make a Reaction Roll (p.32-33).
Telekinesis: As an Action, the Spellcaster may Move a Nearby object - lasts Ud10 Minutes.
Polymorph Self/Other: Transform a Nearby Creature to have the appearance of another for a Day.
5 Remove Curse: Removes a curse from a Nearby target.
Elemental Wall: Wall of one of the four elements (air, earth, fire, or water) covers a Nearby area,
any Creature that comes Close takes damage equal to its HD.
Dimension Door: Teleport a target to a Distant location.
Animate Dead: Reanimate 2d4 Nearby bodies. Each has half the Spellcaster’s HD and is under the
6 effects of Charm.
Flesh to Stone: Turns a Nearby Creature into stone (or vice versa).
Feebleminded: Reduces a Nearby target’s INT to 4 - lasts Ud6 Moments.
Elemental: Create an Elemental (p.91) of any type with 1d6 HD. It is under the effect of Charm.
7 Invisible Stalker: Summons an extra-dimensional monster (1d6 HD) to perform a complex task.
Cloudkill: Creates a cloud Nearby, Creatures that touch it are taken OofA - lasts Ud4 Moments.
Teleport: Transports a Nearby target to any place known to the Spellcaster.
Anti-Magic Shell: Cancels all Arcane magic Nearby to the caster - lasts Ud6 Moments.
8 Death Spell: 2d4 Nearby targets with 7HD or fewer are taken OofA.
Contact Higher Plane: Ask three questions and receive truthful answers from the outer gods.
Power Word, Kill: A Nearby Creature with 50HP or less dies and cannot be resurrected.
Level Drain: A Nearby Creature must Test its CON, if they fail that Test they lose a Level and all its
10 Time Stop: Stops time completely in a Nearby area - lasts Ud4 Moments.
Limited Wish: Change reality in a minor and limited way (at the GM’s discretion).
26.
lvl DIVINE PRAYERS
Cure Light Wounds: Heal a Nearby target 1d8 HP.
1 Detect Evil: Everything Nearby that is evil glows - lasts Ud6 Minutes.
Light: Create dim light from a Nearby spot or object - lasts Ud8 Minutes.
Protection from Evil: Advantage on all harmful tests against an evil source - lasts Ud8 Minutes.
Purify Food and Drink: Purifies all Nearby food and drink.
2 Bless: Nearby allies gain +1 to stats when making Attacks and saves - lasts Ud8 Minutes.
Find Traps: Notice all Nearby traps - lasts Ud6 Minutes.
Hold Person: Paralyses 1d4 Nearby targets. Test WIS each turn to see if the effect lasts.
Silence: Magical silence covering everything Nearby to a target - lasts Ud8 Minutes.
3 Speak with Animals: Can understand and talk with animals - lasts Ud8 Minutes.
Daylight: A Nearby area is illuminated by sunlight - lasts Ud8 Minutes.
Cure Disease: Cures a Nearby target of all diseases.
Locate Object: Sense the direction of a known object - lasts Ud6 Minutes.
4 Prayer: All Nearby allies Defend against Attacks with Advantage - lasts Ud4 Moments.
Remove Curse: Removes a curse from a Nearby target.
Speak with the Dead: Ask a Nearby corpse three questions.
Create Food/Water: Create enough food/water for all Nearby Creatures for one day.
5 Cure Serious Wounds: Heal a Nearby target 3d8+3 HP.
Neutralise Poison: Instantly remove a poison or immunise a Nearby target from poison.
Protect: Gives Nearby Characters Aura (AV2) - when each Armour Die is broken it’s gone for good.
Quest: Force a Nearby Creature to obey a complex series of up to 2d4 orders or steps.
7 Raise Dead: Return a Nearby willing target to life, who’s died within the last seven days.
Animate Object: Give a Nearby object motion and a simple intelligence.
Blade Barrier: Blades cover a Nearby area, any Creature that comes Close takes its HD in damage.
Conjure Elemental: Create an elemental (p.91) with HD equal to caster’s Level - lasts Ud12 Minutes.
8 Find Path: The path to a chosen location is made known - lasts Ud10 Minutes.
Word of Recall: Gives the caster the ability to teleport back to the location this spell was cast.
Astral Spell: Projects an avatar of the caster onto a chosen place - lasts Ud8 Minutes.
9 Control Weather: Controls the Nearby weather to all extremes - lasts Ud6 Minutes.
Earthquake: Test WIS for all Nearby Creatures, on a success, they are taken OofA.
Holy Word: Nearby Creatures with 5HD or less drop dead, those with 6-8HD are Paralysed and
10 Creatures with 9-10HD cannot make an Action for the next d6 Minutes.
Wind Walk: The caster may turn into mist and back, at will for the rest of the session.
Restoration: Returns all Levels lost by the caster or a single Nearby Creature via Level drain.
27.
NAME Armour AV
-
CLASS Put any Usage
Die & Armour
Die here
STRENGTH -
DEXTERITY
CONSTITUTION
INVENTORY
INTELLIGENCE
WISDOM 1 11
CHARISMA 2 12
3 13
5 15
6 16
7 17
ATTACK DAMAGE 8 18
9 19
30.
BACKGROUNDS AND CREATURE REACTIONS
ATTRIBUTE TESTS Some Monsters and NPCs will have
If a player can provide a convincing predetermined personalities and goals
narrative reason, they may use their that will guide a GM when choosing
background to give them Advantage on their Actions and feelings towards the
an Attribute Test of their choice. They may Characters. For those that do not, such as
only do this once per session. randomly encountered Creatures, a GM
should roll 2d6 on the Reactions table:
DEALING DAMAGE TO
THE CHARACTERS REACTIONS
Damage dealt to the Characters can be 2 Surrender/offer allegiance
based on the HD of whatever is dealing
it. A GM can roll the dice to determine 3 Give PCs an item/info/aid
the how much damage the Characters 4 A mutually beneficial trade
take - or use the average in brackets.
5 Mistake the PCs for allies
6 Wait for the PCs to act first
HD DAMAGE
7 Withdraw to a safer location
1 d4 (2) Demand the PCs withdraw
2 d6 (3) 8 - If they don’t add 1d6 to this
result
3 2d4 (4)
Call for d6 reinforcements
4 d10 (5) 9
- Then see result 6 on this table
5 d12 (6) Trick the PCs using result 2-4
10
6 d6 + d8 (7) (roll again for true intentions)
9 2d10 (10)
CREATURE MORALE
10 d10 + d12 (11) If 50% of a group of NPCs and Monsters
are taken OofA, or a single powerful
NPC or Monster loses 50% of its HP - they
POWERFUL FOE must pass a Morale Test or use all further
If an opponent’s HD is higher than the Actions and Movements to escape danger
Character’s, the Player should add the and combat.
difference between the two HD values to
the d20 when making any Attribute Tests The GM tests Morale by rolling on
to Attack, Defend, influence, or otherwise or under the highest Creature’s HD
interfere with their opponent. value with a d12.
31.
RANDOM D6 NEARBY LIFE
ENCOUNTERS 1 Bloody, still wet footprints
WHAT AND WHY? 2 Still warm abandoned camp
A Random Encounter could be anything
from a Distant, suspenseful noise to a 3 Irregular approaching footsteps
Nearby deadly Monster. They serve two
4 Rancid smell of body odour
major purposes; Firstly, they ensure that
the ‘game’ will always offer unexpected 5 Knocking from a closed door
situations for the Players to tackle.
6 Nearby yelp of pain
Secondly, they reinforce the fact that the
world the Characters belong to exists
beyond their own Actions in it.
D6 FARAWAY LIFE
HOW TO MAKE AN
1 Quiet shouts and fighting
ENCOUNTER ROLL
The GM should make a secret Encounter 2 Delicate wisps of black smoke
Roll every 15 minutes of real time play in
3 Echoing bangs and clanking
dangerous environments OR when the
Characters linger in one place/perform 4 Quiet drumming and chanting
Actions that would reveal themselves.
5 Faint smell of burning flesh
Secretly roll a d6 and apply the effects 6 Low muffled sounds of talking
from the table below immediately:
CREATURE TABLES
The tables on the following page produce
D6 ENCOUNTER ROLL
random Creature encounters for when
the result of an Encounter Roll is a 1. The
1 Roll on a Creature table, p.33 GM should simply choose to do either:
2 Introduce signs of Nearby life
A - Roll a d6 and add the lowest
3 Introduce signs of Faraway life Character’s Level to the result.
4 Reduce a light’s Usage Die 1 step - or -
B - Add the dungeon level to the
A randomly determined Character lowest Character’s Level.
5 is overcome with stress and suffers
Disadvantage on their next die roll The GM should cross-reference the
result against the most thematically
All Characters must consume food
appropriate table from the following
6 and water or lose HP equal to their
page (or one of their own creation) to
Level through fatigue
determine what Monsters/NPCs appear.
32.
UNDEAD CHAOS
HUMANOID DRACONIC
33.
EQUIPMENT Exotic\Expensive (4d8 x 10 coins)
◼ fine jewellery ◼ alchemical ingredients
35.
HIRELINGS & Ultimately, it’s up to the GM to determine
if the hireling will do so, sometimes a
36.
PANIC & D6 PANIC!
LIGHT Gritted teeth - Make a free
ENDING UP IN THE 1 WIS Test in order to end the
Panic!
PITCH BLACK
When the Characters explore deep Frozen solid - The Character
2
subterranean places - with unknown is Stuck
horrors lurking behind every shadow -
Shock - Cannot perform any
light is vital to their survival.
3 Actions that would involve the
use of the hands
If a Character ends their turn in a
place without a source of light they Fumble - The Player must
must immediately make a WIS Test. 4 perform everything this turn
If they succeed they may continue with their eyes closed
to act as normal but if they fail, they
Life before the eyes - CON
Panic! 5
Test or WIS reduced by 2
At the start of every turn whilst Heart Attack - The Character
6
Character is panicked the Player must is taken Out of Action
roll on the Panic! table. At the end of
the turn they must make a WIS Test - if
successful they overcome the Panic! RANGES OF LIGHT
SOURCES AND SIGHT
MADNESS & HORROR Typical light sources such as lanterns and
It’s not just the things that the Characters torches provide enough illumination to
cannot see that could induce terror and for all Creatures that are Nearby to see by.
Panic! A GM might ask a Player to pass Should the GM need to make a ruling, it’s
an Attribute Test else panic if they are a fair call to say that any source of light
confronted with something so horrific it can been seen by someone else in the
has the potential to damage their mind. darkness - even if it is Distant.
37.
DISEASES The Black Lung - Ud4
NARCOTICS A spluttering, wheezing cough that
& POISONS
peculiarly produces no echo, causing the
infected to spray black phlegm on anything
(and anyone) Close to them
UNIVERSAL RULES FOR
AFFLICTIONS & TOXINS If you fail the CON Test - reduce CHA
permanently by the amount shown on
When a drug is taken, poison the Usage Die due to the horrible cough
administered, or disease caught - a
Character should immediately Test
their CON. Creeping Basilism - Ud6
The drug/poison/disease’s Ud should
be rolled at the same time and added Thick, hard grey stone erupts all over
to the CON Test’s result. the skin - locking joints and slowly
Each drug/poison/disease indicates immobilising the afflicted as a living statue
the penalty for failing the CON Test.
If you fail the CON Test - all DEX Tests
Diseases and drugs each have their own are made with Disadvantage until a
unique exceptions to the standard rules. cure is found or a CON Test is passed.
38.
Soul Mould - Ud12 Blinding Night Fever - Ud6
Threads and visions of other realities sweep A burning sweating fever causes the
over and assail the afflicted - a child of afflicted’s eyes to engorge, burn and swell
change and void incubates within their soul
If you fail the CON Test - every action
If you fail the CON Test - Reduce WIS that requires vision is tested as if the
by 2, when WIS cannot be reduced any Attribute is 4 OR a Player can play
further the afflicted dies and a prismatic the game with their eyes closed for a
horror (p.84) bursts from their corpse. number of minutes equal to the Ud.
To determine the details of the disease, roll one or two d12s and consult the above
table. If the results have been used before or are inappropriate, replace them with
some of your own devising.
39.
D12 INGREDIENT DOSES FAILED CON TEST
40.
DRUGS Somewhere Drops - Ud6
Small droplets of milky liquid
Deep within the dark and lawless corners
of any city, the trade in Exotic and illicit
substances is booming. Alchemical Project your consciousness (seeing
reagents, rare extracts and unnatural and hearing) into a Nearby place for a
by-products all serve as effective and number of Moments equal to the Ud roll
inordinately dangerous ways to relieve
oneself of reality. If you fail the CON Test - user is OofA,
using the Ud roll on the OofA table.
When a dose of a drug is taken,
failing a CON Test means that the
Character has overdosed, each drug Violet Wine - Ud6
describes what happens if the Test is Thick, noxious smelling resin
failed.
The drug’s effects, given in grey, are Heal all lost HP back to maximum
always applied immediately.
The Usage Die also works normally, If you fail the CON Test - Max HP are
when it runs out the drug has been permanently reduced by the Ud roll.
used up and is gone.
Ghat - Ud6
Basilisk Stones - Ud6 Long, teeth-staining reeds
Hard cream-coloured rocks
Ignore the effects of Panic! for the
STR is temporarily increased by the Ud remainder of the session
roll for the remainder of the session
If you fail the CON Test - the Character
If you fail the CON Test - the Character must make a WIS Test everytime they
takes their HD in damage every time enter a place they have not been before
they attempt to make a STR Test. - if they fail they immediately Panic!
41.
FINDING NEW SPELLS
When Character seeks a new spell, roll one or two D12s and consult the following table
to determine where and in whose possession it can be found. If the results have been
used before or are inappropriate replace them with ones of your own devising.
WIZARDS FAMILIAR
Names Earthly appearance
◼ Morrovolol ◼ Vebb ◼ Varn ◼ Xomor ◼ Laughing cat ◼ Moon-headed child
◼ Krustus ◼ Peng ◼ Joop ◼ Fhorox ◼ Angry parrot ◼ Three ravens ◼ White stag
◼ Blem ◼ Zarnos ◼ Yollo ◼ Arkle ◼ Bunt ◼ ◼ Black wolf ◼ Giant snake ◼ Thousands of
Ahma ◼ Ranit ◼ Viz ◼ Horonos ◼ Gammyr small spiders ◼ Spell book with legs
◼ Ekstess ◼ Mongallous ◼ Disembodied hand ◼ Firefly ◼ Floating
Titles eyeball ◼ Shadow
◼ of Peng ◼ the Jaundiced ◼ the Black Peculiar talent
◼ the Bog King ◼ the Banished ◼ the Duke ◼ Throw voice ◼ Read emotions
of Naught ◼ of the Present ◼ the Dench ◼ Understand any language - speak none
◼ the Lacking ◼ the Clamouring ◼ the ◼ Transform into small jewellery
Obese ◼ the Fleshless ◼ River Witch ◼ the ◼ Live inside a reflective surface ◼ Appear
Slaverous ◼ Void-Touched translucent like a ghost
42.
Examined by a divine light, it
D100 MAGIC SIDE-EFFECTS 47-48
leaves unimpressed
1-2 Age 2d10 years 49-50 All teeth fall out
3-4 Stone skin, gain AV2 51-52 Sloshing sounds when walking
Gain a physical trait from other 53-54 Gain 1d4 maximum HP
5-6
the opposite gender
55-56 Everything tastes like cheese
7-8 Randomly ignores gravity
57-58 Tiny head grows from neck
9-10 Greedy for the next thing seen
59-60 Blows bubbles when whistling
11-12 Stuck until successful CON Test
61-62 One arm turns into a crab claw
13-14 Target finds 1d4 coins in ear
63-64 Stomach becomes a big mouth
15-16 Target flinches at the word ‘yes’
65-66 Gains perfect vision in darkness
17-18 Wail and sob for 1d6 Minutes
67-68 Skin becomes hard like leather
19-20 Two sides of the brain switch
69-70 Talking releases clouds of flies
Perceive everyone’s faces as
21-22 71-72 All speech is heard in reverse
demonic and warped
23-24 Hear faint music constantly 73-74 Face constantly shifts subtly
27-28 1d4 Void tadpoles swim Nearby 77-78 Eyes become huge and gross
A small futuristic and sentient, 79-80 Body is turned into living ooze
geometric drone appears, 81-82 Eyes can shoot mild lasers
29-30
scanning the Creature with
light before vanishing 83-84 Skin develops weak magnetism
33-34 All hair grows 2d12 inches 87-88 Grows functional gills
37-38 Skin turns jet black 91-92 Always knows where east is
39-40 Eye appears in centre of head Grows an extra heart (+4
93-94
maximum HP)
Everyone’s brain slugs are
41-42
visible! 95-96 Inner organs become clockwork
Anything made of paper 97-98 Swap two Attributes
43-44
screams at you for 1d6 Minutes
99- Roll twice on this table, re-roll
45-46 Hover 1" off the floor 100 any duplicate results
43.
Roll one or two D12s to determine an inciting incident to start play. If the results have
been used before or are inappropriate, replace them with one of your own devising.
44.
TOOLS QUICK Towns & Civilisation
Refer to the following pages to create
REFERENCE a ’civilised place’ - useful as a location
to start your first game in or when the
HOW TO PREPARE Characters explore urban environments.
AND IMPROVISE
This is a quick reference page to the Random settlements and maps p.57
Hireling and retainers p.36
most commonly used tables and rules,
Random taverns and maps p.58
grouped by purpose and function.
Equipment and economy p.34
What’s on the corpse p.50
For pre-planned games : Sit down with
Diseases narcotics and poisons p.38
the book and prepare all the elements
you think you will need for the next
session - keep the book on hand to fill in Dungeons & Adventures
any blank areas that arise during play. See the references on p.63 for dungeon
adventure tools.
For improvised games : Bookmark this
page and use the following tables during
play - if you need something to riff off,
Wilderness & Travel
See the references on p.51 for wilderness
or if something unexpected happens.
adventure tools.
45.
NPC CONCEPT D10 QUIRK TO PLAY
GENERATOR 1 Pronounces ‘R’ as ‘W’
Roll one of each - d4, d6, d8, d10, d12.
2 Infectious and dirty laugh
3 Uses one phrase over and over
D4 SOCIAL POSITION
4 Strong regional accent
1 Low born 5 Selective comedic hearing
2 Working class 6 Keeps losing, err ... focus
3 Merchant class 7 Talks with an inflection?
4 High born 8 Obvious and implausible liar
9 Profusely sweaty all the time
D6 HERITAGE 10 Talks like a cartoon character
46.
NPC APPEARANCE
To determine the appearance of an NPC, roll one or two D12s and consult the
following table. If the results have been used before or are inappropriate, replace
them with some of your own devising.
1 Overdressed for the occasion Port wine stain that grows when angry
2 30 years out of date Prehensile antennae that knows north
3 Rough and hand-stitched Tribal scarification from far off land
4 Made from yellow canaries Map tattooed onto their body
5 Layers and layers of dirty rags Faint light emanates from their mouth
6 Immaculate and bespoke Ugly, but disarmingly cute, like a pug
7 Contemporary and odd Beard made of bees that know directions
8 Faded and frayed Covered in badges and pins that tell story’s
9 Heavily customised military Clothes have room for unlimited objects
10 Thick sombre linens Fate interfering third eye
11 Practical and well made Staff of pleasant woodland animal helpers
12 Painted with many words Skin is tattooed in a solid, primary colour
48.
53-54 Yodelling aggressively
D100 NPC ACTIVITIES
55-56 Selling old rope to simpletons
1-2 Recruiting for a fake quest
57-58 Returning from a useless war
3-4 Giving life to art via rituals
59-60 Being hunted by void bats
5-6 Buying experimental reagents
61-62 Summoning a Deamon
7-8 On an alchemical drug trip
63-64 Enjoying a raucous street play
9-10 Magic induced split personality
65-66 Mumbling loudly about circles
11-12 Hiding from a secret crime guild
67-68 Entertaining foreign guests
Fast asleep in a very odd and
13-14 69-70 Drunk axe juggling
uncomfortable position
15-16 Rapidly shedding all their hair 71-72 Surreptitious carnal activity
17-18 Painting their body jet black 73-74 Selling counterfeit goods
49.
WHATS ON THE CORPSE?
Drop a d6 for each HD the Creature has, 5s and 6s indicate the items
the dice land on. The remaining results are coins found on the corpse.
51.
HEX TERRAIN D10 THINGS TO SEE
GENERATOR
The d4 and d6 are required - the d8, d10,
1 Deep round pools of water
52.
HEX FEATURE D10 ...SEEKING
GENERATOR
Roll one of each - d4, d6, d8, d10, d12.
1 Part of a clockwork map
2 Void iron skeleton key
3 Runemarked dragon egg
D4 VISIBILITY
4 Shattered magic mirror
1 Buried underground
5 Bottle of whispered secrets
2 Overgrown and hidden
6 Doorway to another time
3 Obscured by odd geography
7 Broken flying pirate ship
4 Out in the open
8 An immortal servant
9 A lost larval star
D6 FEATURE 10 A piece of golden fate thread
1 Dungeon entrance p.66
2 Natural hazard/crossing p.71 D12 ODD TWIST
3 Lone reclusive NPC p.46
1 Waterfall flows upwards
4 Ruin from another age p.74
2 Huge floating rock
5 Lair of a Monster p.80
3 Cave in the shape of a skull
6 Generate a settlement p.57
4 Destroyed convoy of wagons
5 Aggressive sentient plant life
D8 DENIZENS...
6 Unnatural winding maze
1 Pre-historic humanoids
7 Abandoned doomsday lab
2 Sickly and savage warband
8 Forgotten ancient library
3 Hedonistic pleasure cult
9 Site of lost expedition
4 Nocturnal changelings
10 Overrun gem mine
5 Reclusive ground dwellers
11 Functional void well
6 Puritanical religious sect
12 Domain of petty minor god
7 Dormant evil doomsday cult
8 Future society lost in time After using the d10 or d12 table, cross the entry
out and replace it with one of your own.
53.
EXAMPLE HEX MAP
Faraway
Nearby
1 - Cliffs, orc tribes (C) 8 - Abandoned church (B) 15 - Spectral sword (A)
2 - Foggy graveyard (A) 9 - Territorial wyvern (C) 16 - Tar skeletons (A)
3 - Bubbling tar pools (A) 10 - Ghost battle site (B) 17 - Clammy dungeon (B)
4 - Cliffs, cannibals (C) 11 - Titans skull (B) 18 - Wickerman (A)
5 - Obsidian keep (B) 12 - Black lodge (B) 19 - Rare black lotus (C)
6 - Old road, bandits (A) 13 - Sacrificial stone (A)
7 - Buried vampyre (A) 14 - Man eating plant (A)
54.
BLANK HEX MAP
Faraway
Nearby
1
2 4
5 3 9
6 8
10 7 14
11 13
15 12 19
16 18
17
56.
Farmer
Noble Manor
Tavern
Brothel
Theatre
Tailor
Market
Club Library
Town Hall
Gate House
Barracks Trader
Blacksmith
Gambling Den
Temple
Alchemist Docks
57.
TAVERN GENERATOR
To determine the name of the tavern and its speciality, roll one, two, or three d12s and
consult the following table. If the results have been used before or are inappropriate,
replace them with some of your own devising.
1 The White Wigs Voodoo club Dwarven beer made from rare soil
2 The Pirates Society Accessible via a pocket dimension
3 The Black Hands Baking its critics into pies
4 The Porters Guildhouse Every tankard has a magical effect
5 Pennywhistle & Nail The landlord is a vampyre
6 Sparrows & Blade Venue of violent, yodelling duels
7 The Shrunken Head & Casket Its special brew of void moonshine
8 The Bloodied Axe & Cucumber They don’t take coin, only favours
9 Black Wolves & Bonnet Owner is adorned with ‘lost’ teeth
10 Toppers Rooms Serving poison instead of booze
11 Pathfinders Den A selective ‘member’s only’ club
12 Halanders & Halanders Elven wine made from nymph tears
Decoration Entertainment
◼ Lewd and ornate braziers ◼ A stuffed ◼ Boxing match between a giantess and
four-dimensional moose head six bare-chested barbarians
◼ No doors or windows ◼ Large glass ◼ Ghost choir ◼ Three-fingered knife
cage containing withered deamon juggler ◼ Accomplished doppleganger
◼ Permanently submerged under d4 impersonator ◼ Mandatory laughter
feet of water ◼ Mounted heads of barred and executioner comedian ◼ Giant slug
patrons ◼ Furniture made from bones fighting matches ◼ Spectral burlesque
◼ Arcane symbols painted in blood on ◼ Giant talking snake ◼ Indoor fireworks
the floor and walls ◼ Giants’ skulls hold ◼ Musician who can influence rodents
massive barrels of whiskey ◼ Chairs are ◼ Anatomically correct puppet show
made of bent and melted giants’ daggers ◼ Patron arguing with a statue ◼ Three
◼ Unusual alchemical apparatus ◼ Wall- competing playwrites performing
to-wall books of all varieties ◼ Hundreds simultaneous read throughs ◼ Baby
of impaled daggers all over the floor cockatrice fight ◼ Astral portal fishing
58.
SAMPLE TAVERN
TAVERN PATRONS
◼ Obvious spy ◼ 2d8 Angry soldiers ◼ A Weeping merchant ◼ An Obese debt collector
◼ Wild, naked wizard ◼ Off duty assassin ◼ Undercover noble ◼ Psychic twins
◼ 2d4 Sullen dwarves, ◼ 1d6 Cocky rogues ◼ An aloof-looking forest elf ◼ A snide
court official ◼ Lovesick sailor ◼ Forgetful wizard ◼ Criminal prince ◼ Duplicitous
haberdasher ◼ Town drunk ◼ Incompetent knight ◼ Miserable bard ◼ Mutant princess
◼ Alchemical avenger ◼ Sadistic noble’s son ◼ Suspicious priest ◼ Talking frog ◼ Heavy
metal dwarf ◼ Hilarious, foreign mercenary ◼ Occult policeman ◼ Washed-up elven
comedian ◼ Lost vampyre child ◼ Excommunicated cleric ◼ Unpopular baron and
sheriff ◼ Wounded football team ◼ Sentient spell and host
59.
QUEST HOOK D10 OBSTACLES
GENERATOR 1 Geographically hard to reach
Roll one of each - d4, d6, d8, d10, d12.
2 Guarded by a large monster
3 Has been split into d4 parts
D4 ACQUIRED
4 Entirely forgotten about
1 Commonly known rumour 5 Behind untold deathtraps
2 Secret to be bought and traded 6 The belly of a giant Creature
3 Through dreams or prophecy 7 Guarded by evil hordes
4 From an NPC seeking aid
8 Disguised as something else
9 Doesn’t exist on this plane
D6 ACTIVITY... 10 Protected by spells and curses
1 Fix the broken form of...
2 Retrieve all or part of...
D12 INCENTIVES
3 Destroy or kill...
1 Knowledge that will help you
4 Escort to a safe place...
2 Password or key to vault
5 Discover the true nature of...
3 Bring peace to a kingdom
6 Steal away or take by force...
4 Reveal an evil’s true nature
5 Secure a noble’s birthright
D8 ...TARGET
6 Gain unnaturally long life
1 A lost magical artefact
7 Take control of an army
2 An oddly made map or key
8 Reveal an opponent’s weakness
3 Body parts of a rare monster
9 Map to long lost valuables
4 A famous NPC or Creature
10 Stop a rampaging monster
5 A unique scroll/tome of lore
11 Secure freedom for an ally
6 A forgotten or mythical spell
12 Significant amount of money
7 The entrance to a dungeon
8 Location of a magical vault When you use an entry on the d12 table, cross
it out and replace it with one of your own.
60.
RIVAL HERO D10 POSSESSION
GENERATOR
Roll one of each - d4, d6, d8, d10, d12
1 Promise of inherited wealth
2 Expert on rare creatures
61.
62.
UNDERWORLD Dungeon generator
Randomly determine the grand scheme
ADVENTURES or idea behind the dungeon (p.64).
63.
DUNGEON D10 ORIGINAL USE
GENERATOR
Roll one of each - d4, d6, d8, d10, d12.
1 Valuable quarry or mine
2 Refinery for gems or metals
65.
ENTRANCE D10 CONSTRUCTION
GENERATOR
Roll one of each - d4, d6, d8, d10, d12.
1 Giant, ruined castle door
2 Massive, ornate drawbridge
8 Nothing When you use an entry on the d8, d10 or d12 table,
cross it out and replace it with your own entry.
66.
ROOM/AREA D10 ROOM TYPE
GENERATOR 1 Level transition
Roll one of each - d4, d6, d8, d10, d12.
2 Corridor or transition area
3 A large hall to socialise
D4 TREASURE
4 A small, domestic space
1 None
5 Room to detain prisoners
2 Yes, if there’s a trick or trap
6 Place to prepare sustenance
3 Yes, if there’s a monster
7 Animal pens or food farm
4 Yes! (drop table p.116)
8 Store for perishable goods
9 Place of power or magic
D6 CONTENTS
10 Place of divine purpose
1 Empty area or room (p.68)
2 Dungeon ambience (p.69)
D12 EMPTY FEATURE
3 Trick (p.70-71)
4 Trap (p.72) 1 Grubby, oddly-sized furniture
5 Secret door (p.73) 2 Huge columns and manacles
6 Roll on a Creature table (p.33) 3 Boarded up windows/doors
4 Large, badly stained rugs
D8 LIGHTING 5 Innumerable, smelly candles
67.
EMPTY AREAS D12 WALL DETAILS
& ROOMS
When you use an entry on a table, cross it out
1 Big, arcane symbol in blood
and replace it with one of your own. 2 Nest of big angry insects
3 Trail of liquid leads to wall
4 Innumerable mouse holes
D12 ROOM DETAILS
5 Masterwork x-rated fresco
1 Large twisting columns
6 Corners thick with mould
2 Tiered steps leading to exit
7 Broken and sprung spear trap
3 Smashed masonry and tiles
8 Walls have glowing stones
4 Scaffolding covers the walls
9 Floor-to-ceiling alien symbols
5 Broken mirrors everywhere
10 Magically animated war scene
6 Gigantic empty fireplace
11 Magical daylight ‘windows’
7 Deep murky pool
12 Big bowls of incense
8 Braziers with purple flames
9 Perfect stone ‘bowl’ in centre
D12 ODD CORRIDORS
10 Seemingly infinite ceiling
1 See through to a lower level
11 Ornately, carved gargoyles
2 Obviously being monitored
12 Large pool of tacky resin
3 Distance magically warped
4 Low sentient whispers
5 Are haunted by their maker
6 Warp time a little bit
7 Distort light going through
8 Impenetrable darkness
9 Are buried in rubble
10 Look much further away
11 Have depressing rainclouds
68.
D12 SIGHTS
AMBIENCE 10
11
Dripping damp scenery
Shards of rude ceramic urns
When you use an entry on a table, cross it out
and replace it with one of your own.
12 Large, rusty chain
69.
D12 ARCHITECTURAL TRICKS
1 Letters only readable from a vantage point Reader learns of Nearby Creatures
2 Shredded gruesome scroll Reader has visions of their death
3 Letters on jumbled tiles CARE - reader gains 2 max HP
4 Letters visible in complete darkness BLIND - reader is immune to Panic!
5 Letters covered with thick, red paint CLEAN - reader cured of all diseases
6 Letters on intermingled, etched bones Poem gives reader Advantage Ud4
7 Letters visible through a prism LIGHT - reader gains 1d8 HP
8 Letters in the shadow of a corpse SEEN - reader is invisible Ud4
9 Magical, autonomous writing quill If commanded reveals a password
10 Letters visible when scorched Reader learns of a secret door
11 Giant letter written backwards CLICK - unlocks the next lock found
12 Letters covered up by gravesoil HEARD - reader is utterly silent Ud6
70.
D12 NATURAL HAZARDS
71.
D12 LOCATION TRIGGER ACTION
TRAPS
The Black Hack treats each trap like a
D12 CLUES
mystery that must be figured out. Every 1 Broken revealing workings
trap has three clues, each giving away its:
2 Badly-made and obvious
Location (L) - Where the trap is. 3 Weathered and discoloured
Trigger (T) - What will set the trap off.
Action (A) - What the trap does. 4 Covered in warning graffiti
5 Visible repairs to its structure
The GM should secretly roll 1d6 the first
time a Character moves Nearby to a 6 Hasn’t reset properly
trap. If a 1 is rolled, give them a clue.
7 Is made from odd materials
A successful Attribute Test to resolve a
targeted search will also reveal a clue. 8 Cautious footprints around it
72.
D12 LOCATION TRIGGER ACTION
73.
BLANK TOMBS & LAIRS
C.
D.
B. A.
E.
F.
W E
G.
H.
I.
N.
L.
O.
K.
J.
M.
74.
Room Notes for Map:
A
B
C
D
E
F
G
H
I
J
K
L
M
N
O
If a Random Encounter Roll is a 1 (p.32) roll a d6 + Character HD/dungeon level for the Monster.
75.
BLANK DUNGEON
Each square is considered to be Close to adjacent squares - roughly 5ft. N
W E
A B
D F
C
E
G
H I J
M
L
N O P
T
Q R S
U V
W
X Y Z
76.
Room Notes for Map:
A
B
C
D
E
F
G
H
I
J
K
L
M
N
O
P
Q
R
S
T
U
V
W
X
Y
Z
77.
RANDOM MAP MAKER
Roll two d6 to determine the room shape. The symbols and features should be interpreted to suit.
1 2 3 4 5 6
D6 CONSTRUCTION D6 DOORS
1 Natural rock cavern 1 One mundane door
2 Masoned granite blocks 2 Two mundane doors
3 Organically burrowed tunnel 3 Up to four mundane doors
4 Impossible material (crystal) 4 No further exits
5 Underground body of water 5 One magical or unusual exit
6 Vibrant fungal forest 6 Two magical or unusual exits
The GM should roll a d6 for every mundane dungeon door the Characters encounter. A roll of a 6
indicates it’s Stuck and won’t open easily (p.73).
78.
MONSTERS & THE CREATURE STATS
& POWERS BLOCK
OPPONENTS All the mechanical information the GM
needs to run the Monster in a combat
A GUIDE TO CREATURE encounter is here. The fluff and tables
ENCOUNTERS on the Monster’s page will give ideas of
One of the many challenges a GM faces is how to present them and their possible
retaining some measure of control over Actions outside of combat.
the mechanical difficulty the Characters
face. What follows are methods of STAT is the Attribute the Character
creating Creature encounters and the must Test in order to Defend against
logic behind using them. the effects of the Attack.
Targets, indicates who the Attack
can affect e.g. (1 Close).
Don’t worry about balance DMG is the amount of HP Damage
Accept that some Creatures encountered the Character loses if they fail to
will be too powerful for the Characters Defend against the Attack.
to overcome. Their Players should know Special powers! Any special
when to fight, and when to run. mechanics or notes are given here.
79.
‘EVERY’ HD X DAMAGE Y
MONSTER
These Monsters are pulled from a timeless
1 2 (d4)
2 3 (d6)
place of pure imagination - willed into
existence by great and unknowable 3 4 (2d4)
minds - They come in any shape or size,
4 5 (d10)
type or ability. Some can be individual
and unique, others being one of many 5 6 (d12)
in an uncounted horde of identical
Creatures. 6 7 (d6 + d8)
7 8 (2d8)
Every Monster - HD X 8 9 (3d6)
Melee - STR (1 Close) Y dmg 9 10 (2d10)
Ranged - DEX (1 Nearby) Y dmg
Morale! Test Morale when at ½ HP see 10+ 11 (d10 + d12)
(p.31).
Striker
Targets must make two Defence
Rolls that each only deal half of the
Monster’s normal damage.
Slippery
Once per battle, when a Character hits
the Monster, they are forced to re-roll the
Attack.
80.
Bloodthirsty THINGS YOU MIGHT
The Monster deals double damage against FIND ON EVERY
targets below ½ max HP.
MONSTER
Lowly Monster: Its HD in coins, soiled
Supportive footwear, slightly damp trade good,
Twice per battle, the Monster can heal a cumbersome trade tool, simple weapon
Nearby ally equal to its Level. & ammunition, heraldric device and
uniform, love token, cultural heritage
item, trophy of conflict.
Inspiring
Once per battle, a Nearby Character has
Disadvantage on a Defence roll. Important Monster: Its HD x5 in
coins, quality gloves and boots, symbol of
office, well-made and elaborate weapon
Armoured and ammunition, heraldry and medals,
The Monster has an AV equal to ½ its total orders and records, item of power and
HD (rounded down). magic.
Swarming ACTION ..
All Nearby swarming Monsters share their D6
HP equally as one communal ‘pool’. 1 Looking for/harvesting its food
2 Hunting 1d4 quarry
Frenzied
Every time the Monster misses, it gains 3 Patrolling its territory
an additional Attack in all subsequent 4 Recovering and resting
turns. All additional Attacks cease if it
deals damage. 5 Crafting valuable goods
6 Eating
Pack tactics
When Attacking roll a 1d4, if the result is
under the number of Nearby allies, deal D6 .. MOTIVATION
that value as damage to the target.
1 Displaced and lost
2 Under Attack and threat
Hidden
Gives Disadvantage to Attacks against it 3 Religious dogma and belief
made by Faraway Characters. 4 Routine and duty
5 The control of another
Sprightly
Twice per battle, the Monster may make 6 For fun and sport
two Movements per Moment.
81.
BANISHED Banished Elf Mother - HD 9
ELVES
A race of boneless, subterranean spider
Fang dagger - STR (1 Close) 14 dmg
Pain web - CON (1d4 Nearby) O dmg
Pain slave! When a Creature first
worshipping elves - long exiled to the Moves after being hit by the pain web
deep - their wickedness and malice govern they take Ongoing damage.
everything they do. Banished elves are
locked in an eternal, genocidal war with
every other race living in the Underearth, D6 THEY ARE ...
who they see as gifts of property given to
them by the eight-eyed god X’XIT. 1 Roasting and eating a tarantula
2 Skulking about without a light
Banished Elf Knight - HD 3 3 Climbing on vertical surfaces
Skittering strike - STR (1 Close) 6 dmg 4 Overseeing the digging of a grave
Swift! If the elf is hit by a melee Attack
5 Enacting a sacrificial ritual
it may Move immediately.
6 Paralysed by strong venom
Banished Elf Witch - HD 6
Venom blade - STR (1 Close) 9 dmg D6 ... WITH ...
Dead veins! If a Creature rolls 16+ to
Defend they take their Level in damage. 1 Obsidian spider statue
2 Barbed metal net
3 Lore inscribed spider husk
4 Spider silk hammock
5 A valuable albino slave
6 1d12 ragged human slaves
THINGS YOU
MIGHT FIND ON A
BANISHED ELF
A purse containing d6 coins per HD,
weaponised spider venom, obsidian
blade, mithril scales, cluster of spider
eggs, black diamond ring, spider
silk rope, ring of d6 slave
collars and keys.
82.
BLACK MAGIC Black Magic Wizard - HD X
WIZARDS
Channelling void and magic through a
Feeble weapon - STR (1 Close) HD dmg
Spellcaster! As an Action cast one of
the following spells - each spell has a
mortal mind is a recipe for disaster. The Usage Die to track its limited power:
extraneous otherworldly forces swiftly
tear a conscience to shreds and leaves the Level 1 - Magic missile (Ud8) -
heart hard and decayed. 4 dmg to a Nearby target.
Level 2 - Sleep (Ud8) - Roll a d8 for
THINGS YOU MIGHT each HD the Wizard has, Nearby
FIND ON A WIZARD Creatures with fewer HP hen the
A purse containing d10 coins per HD, sum are Paralysed.
pet void snail, slug pellets, mouldy tome
Level 3 - Dispel Magic (Ud6) -
of lore, pocketful of soil, 13 black nails, a
Removes a Nearby arcane spell.
mummified heart, indecipherable scrolls,
shrunken head, cursed glass eye. Level 4 - Fireball (Ud6) - 1d6
Nearby Creatures take 1d6 damage
per HD the Wizard has.
D6 THEY ARE ...
Level 5 - Polymorph (Ud6) -
1 Inhaling a great void cloud Transforms a humanoid giving
them the appearance of another.
2 Hovering around on a disc
Level 6 - Animate dead (Ud4) -
3 Sheltering under an umbrella Creates 2d4 skeletons or zombies
4 Arguing with their shadow with HD equal to half of the
Wizard’s Level.
5 Delegating to their d6 clones
Level 7 - Elemental (Ud4) - Create
6 Polymorphed into a cat a subservient elemental of any
type with 1d6 HD.
Level 8 - Anti-Magic Shell - (Ud4)
D6 ... WITH ...
Cancels all arcane magic in a
1 Bubbles of slo-motion Nearby area for ten minutes of
play.
2 Flail snail mount
Level 9 - Disintegration Ray (Ud4)
3 Storm giant’s spell book - A Nearby, non-organic object is
4 Reflective gold shield turned into a fine powder.
83.
DAEMONS VOID-SPAWN
CHANGELINGS
Forged from malice and wicked glee,
daemons are summoned from the ever- The nature of their reality-bending births
changing void, torn from their nefarious often mean daemons come with unusual
purposes to languish in temporary and mutations - roll on the table below.
horrific fleshy prisons.
D8 VOIDSPAWN
Lesser Horror - HD 1
1 Batwings - can clumsily fly
Minion! This creature only has 1HP
2 Bulky mass - +1HP per HD
Warping blade - DEX (1 Close) 2 dmg
3 Stag horns - extra Attack
4 Face of a crying baby!
Sludge Daemon - HD 3
Rumbling flesh - they explode
5
Rancid bite - STR (1 Close) 4 dmg when at half HP
Fester! Deals Ongoing Damage that Oozing - Move Close and be
requires a CON Test to end. 6
Paralyzed, DEX Test to avoid
7 Shiny like metal - ooh! rare!
Prismatic Horror - HD 4 8 Roll twice - or make one up
Chromatic blade - STR (1 Close) 8 dmg
Split! If reduced to 0HP, replace with
two lesser horrors.
Frenzy Daemon - HD 4
Pair of claws - STR (2 Close) 3 dmg
Rage! If it misses, its next Attack has
Advantage against the same target.
Toad Daemon - HD 5
Slam - STR (1 Close) 8 dmg
Pinned! Creatures hit are Stuck
until they make a STR Test as an
Action.
84.
THINGS YOU MIGHT
FIND ON A DAEMON
A purse containing d6 coins per HD,
pouch of writhing larvae, 13 black
candles, tome of maddening text,
large ruby that screams, small oil
painting with no subject, 1d8 rune
carved femurs, white hot chains,
demonic brand.
TRUE NAMES
Daemons have names, just as we do.
To speak its name aloud is to have an
Advantage over Tests to influence it.
Vrok - HD 6
D6 THEY ARE ...
Rending talons- STR (2 Close) 7 dmg w,
Screech! If an even number is rolled to 1 Taunting gleefully
Defend, make a Void Call Attack.
2 Whispering secrets
Void call - DEX (1 Close) 14 dmg
Weakness! Creatures hit are Stuck 3 Enacting a dark ceremony
until they make a WIS Test.
4 Carving deep, cosmic runes
5 Hiding inside themselves
Serpent Daemon - HD 8
6 Offering to the void
Eight blades- STR (1d8 Close) 7 dmg
Blade dancer! For every enemy Close
the Serpent Daemon deals +1 dmg. ... WITH ...
D6
Void call - DEX (1 Far) O dmg
Entranced! Creatures hit must Move 1 A soul trapped in a bottle
towards the Daemon next turn.
2 13 mirrored voidstones
85.
DIRE D6 THEY ARE ...
WILDLIFE
Through the course of some oddball
1 Consuming something alive
2 Marking their territory
evolution, either natural or altered,
certain animals have become monstrous, 3 Asleep and camouflaged
hideous parodies of their genealogical 4 Performing dog-like tricks
forebears. Beware the dire wildlife.
5 Super-intelligent discourse
6 Temporarily incapacitated
Dire Lizard - HD 2
Rend & chew - STR (1 Close) 4 dmg
Acid! Armour Dice cannot be used to D6 ... WITH ...
ignore damage from the lizard.
1 Massive nest
2 A child in a red cloak
Dire Wolf - HD 4
3 Source of knowledge
Vicious bite - STR (1 Nearby) 8 dmg.
4 Gnarly remains of its food
Alpha beast! Nearby allies deal 2 extra
damage to the dire wolf’s opponents. 5 Poop with coins in
6 Tracks of more dire animals
Dire Python - HD 6
Scything teeth - STR (1 Nearby) 6 dmg
Winding jaws! Characters who fail to
Defend Move Close to the python.
Crushing coils - DEX (1 Close) 14 dmg
Immense form! Creatures hit are
Stuck until they make a STR Test as
an Action - if they fail they’re taken
Out of Action.
86.
87.
DRAGONS
The great and ancient species of wyrms
are renowned for their intelligence,
power, greed, cunning, malevolence
and fury. Only the mightiest of
heroes can stand before them and be
treated as true equals.
88.
AURA OF TRUE FEAR
D6 UNIQUE POWER Any Character that starts their turn
Nearby a Dragon, must pass a WIS or
Quick - Players add 1d4 when CON Test (Player decides) - or suffer
1 they make DEX Tests for Disadvantage on any test they take this
Initiative round.
Aura of pain - Any Creature
starting its turn Close to the D6 THEY ARE ...
2
dragon takes damage equal 1 Hibernating, just waking up
to their Level
2 Gloating about its exploits
Engine of death - If reduced
3 to half HP, Defending against 3 Decrying its minions’ failures
the dragon has Disadvantage 4 Out, returning soon
Humanoid form - The 5 Hidden, stalking prey
4
dragon can shapeshift at will
6 Talking to a hostage artist
Strong - Players add 1d4
when they make STR Test
5
when Defending against the
dragon D6 ... WITH ...
WYRM FEAR
Any Characters that flee from a dragon
must make a WIS Test. If they fail, they
develop the disease Wyrm Fear p.38.
90.
ELEMENTAL
Forces from the elemental plane may
be called upon and harnessed via wild
magic - that only masterful or mad
Wizards pursue. A spellcaster can bind
elemental fire, earth, water or air into
valuable material reagents, creating a
mindless and utterly willing elemental
servant for them to command.
Lesser Elemental - HD 3
Elemental attack - STR (1 Close) 5 dmg
Destructive Attack! Armour Dice
cannot be broken to ignore the
elemental’s damage.
91.
ELVENKIND
The alien elves live haughtily in their
untraceable leafy groves, protected by the
forest and in turn acting as caretakers for
it - all ruled by a cold and beautiful queen
- holding a bizarre timeless court in the
heart of the woods.
UNNATURAL ACCURACY
Once per fight any elf can force an
opponent to re-roll an Attribute Test to
Elven Hunter - HD 3 Defend against their Attack.
92.
FLOATING D6 EYE RAYS
OCCULUS
The dread occuli are a race of wicked,
1 Vorpal ray - STR - 3dmg per
eye
narcissistic and utterly mad beings 2 Sleep ray - CON - target is
from the Realm of Change. Every
Paralysed for 1d4 turns
dread occulus has its own totalitarian
- and unhinged motivation for seeking 3 Telekinesis - STR - Force a
universal domination. No two creatures Nearby target to Move
made of change practice evil similarly. 4 Hold beam - DEX - Nearby
target is Stuck for 1d4 turns
Gazer Occuli - 1 HD per eye 5 Level drain - CON - The
Character loses a Level
Maw - STR (1 Close) 2 dmg per HD
Chaos! As an Action randomly choose Death ray - CON - Nearby
6
an eye ray and use that Attack. target is reduced to 0 HP
SUPREME POWER
An occulus may perform two Actions D6 THEY ARE ...
every Moment/Minute.
1 Laughing at its own plans
93.
GIANTKIND
Gaints believe they were created by
elemental primordials, long before
the current child gods existed. Their
emotions and whims are as gigantic
and exaggerated as they are physically,
unpredictably boiling with rage or
freezing with sorrow - much like the raw
elemental substances that make up their
huge bulking forms.
Giant Raider - HD 5
Huge sword - STR (1 Nearby) 7 dmg
Giant Elementalist - HD 7
Elemental rod - STR (2 Nearby) 6 dmg
Ringed fist - STR (1 Nearby) 15 dmg
Elemental lifesource! The giant takes
half damage from sources that aren’t
magical or elemental in nature.
Giant Battlesmith - HD 8
Big hammer - STR (1 Nearby) 11 dmg
Ground stomp - DEX (1 Nearby) 0 dmg
Unsure feet! Creatures that fail to
Defend fall over and must sacrifice
their next Movement to get up.
A GIANT’S HOME
Giants of all types keep houses and
homes in fantastic and unusual places.
94.
Giant Sailor - HD 9 THINGS YOU MIGHT
FIND ON A GIANT
Harpoon - DEX (1 Faraway) 12 dmg A purse containing d8 huge coins per
HD, belt made of shields, club crafted
from a tree, net of livestock, mammoth
Giant Chieftain - HD 12 tusk tankard, frozen lightning, massive
Giant blade - STR (1 Nearby) 16 dmg sandals, handful of squeezed helmets.
Perfect physique! Damage dice rolled
against the Giant are ignored if they roll a
natural 1 or 2. D6 THEY ARE ...
Spellcaster! As an Action the Spellcaster can 1 Roasting a dire creature
cast one of the following spells - each spell has a
Usage Die to track its limited power: 2 Hunting for game
3 Intimidating a peasant child
Elemental pillar (Ud4) - 8 dmg to
1d4 Nearby Creatures. 4 Singing a low dirge
Hurl elements (Ud4) - 15 dmg to one
5 Engaged in a three-shield duel
Nearby Creature.
6 Drunk and oblivious
ELEMENTAL BODY
Every giant gains certain benefits from
their elemental heritage. Roll or choose an D6 ... WITH ...
appropriate entry from the table below.
1 Perpetual black rainclouds
2 Elven slaves.
D6 ELEMENT
3 Engraved runic hammer
Fire: Deal Ongoing Damage with 4 Giants feasting table
1
successful Attacks
5 Incongruous golden object
Frost: Creatures that start their
2 turn Close to the giant take 6 Their heraldic clan totem
damage equal to its HD
Storm: Roll the giant’s Attack
3
damage with Advantage
4 Stone: The giant has AV2
Cloud: Ranged Attacks against
5
the giant have Disadvantage
Shadow: Odd Attack rolls against
6
the giant deal half damage
95.
GNOLLS Gnoll Warlord - HD 4
Ferocious, bipedal hyena-beastmen Savage spear- STR (1 Nearby) 5 dmg
known as gnolls live to raid and spill Bloodlust! If the warlord deals damage
blood for KORPUS KOSER - the god of to a Character, a Nearby gnoll ally
violence and war. Their hideous cackles must make an Attack against that
preclude a rampage of slaughter, torture Character next.
and degradation - where mercy is a
distant, unknown concept.
THINGS YOU MIGHT
FIND ON A GNOLL
Gnoll Beserker - HD 2 A purse containing d8 coins per HD,
severed hand and rings, bag of hearts, d6
Stained axe - STR (1 Close) 1 dmg scalps, bloodstained idol, pouch of eyes,
Pack animal! Deal 1 extra damage for horrifying horn, ragged bloodied flag.
every Nearby Gnoll.
96.
GOBLINKIND
Goblins grow from the deep sweat and
hate of the world - lightless rotten pools
beneath the mountains provide a perfect
ecosystem, allowing the evil of the world
to coalesce. Every goblin born is more
wicked and pathetic than the last.
Goblin Snitch - HD 1
Mucky shank- STR (1 Close) 2 dmg
Blackbow- DEX (1 Nearby) 2 dmg
Rapid feet! In their first turn a goblin THINGS YOU MIGHT
snitch may move twice. FIND ON A GOBLIN
A purse containing d4 coins per HD,
Goblin Witch Doctor - HD 1 padded boots, small shield (+1AV),
dead bird or spider totem, poison frog,
Foul hex - CON (2 Nearby) 3 dmg sharpening stone, squirrel claw.
Evil words! Creatures hit by foul hex
take 1d4 damage if they Move during
their next turn. D6 THEY ARE ...
1 Attempting to conceal
Bugbear Footpad - HD 2 2 Gleefully teasing
Garotte - DEX (1 Close) 4 dmg 3 Bickering over ownership
Strangle! Creatures hit by garotte are
4 Washing in foul water
Paralyzed until they make a successful
STR Test. 5 Cutting up with shears
6 Desperately searching for
Hobgoblin Bully - HD 3
Spear - STR (1 Nearby) 2 dmg
D6 ... WITH ...
Tall shield! The hobgoblin may ignore
the damage from one Attack per fight. 1 A basket of giant toads
2 A peach with a worm in it
SNEAKY BUGGERS
When determining Initiative involving 3 d4 horrible blight pigeons
goblins, the Player whose Character has 4 Piles of stolen clothes
the highest DEX rolls their Attribute Test
with Disadvantage. 5 A mouldy deck of tarot cards
6 Redcaps in a fungus garden
97.
HUMANS D6 THEY ARE ...
Humans are a violent, patriarchal, tribal
species of omni-theistic humanoids that 1 Laying out blanket and picnic
can survive in almost any environment, 2 Making rubbings of things
thanks to their stubbornness and tenacity.
They also have voracious appetites for 3 Setting up a tent
material resources, and bloody conflict. 4 Arguing for fun
5 Guarding a chest
Confused Rabble - HD 1
6 Catatonic (brain slug)
Club- STR (1 Close) 1 dmg
Minion! This Creature dies when it
takes any amount of damage. D6 ... WITH ...
1 A makeshift barricade
Fighter - HD 2
2 A pig in a dress
Halberd - STR (1 Nearby) 5 dmg
Hard! Once per fight the fighter takes 3 Leaflets of state-sanctioned law
half damage from an Attack. 4 A pig roast and a ruined dress
5 Game of imagination and dice
Magic user - HD 6
6 A smouldering campfire
Oak staff - STR (1 Close) 3 dmg
Spellcaster! As an Action cast one
of the following spells - each spell
has a Usage Die to track its
limited power:
99.
LONG DEAD FRIGID EXISTENCE
If a long dead future man is exposed to a
FUTURE MAN
Cold dead astronauts from an age ahead
warm environment longer than its HD in
Minutes it is reduced to 0 HP.
of time, scattered by the void winds.
Their mangled future suits - leaking THINGS YOU MIGHT
radioactive death into the Nearby FIND ON A LONG DEAD
atmosphere - imbue the black void-
scorched remains with a simplistic, FUTURE MAN
unfathomable intelligence. Keycard with 1d4 future creds per HD,
50ft plastic flex tube, disarmed photon
grenades (Ud6), large glowing crystal
Frozen Astronav - HD 2 (Ud4) broken electric handlamp, lazor
Icy fist - STR (1 Close) 4 dmg scalpel (Ud6), frozen flowers.
Toxic cloud! Nearby Creatures take 3
damage at the start of their turns.
D6 THEY ARE ...
100.
Fungal Hive Brain - HD 7
Psychic pain - WIS (1 Nearby) 4 dmg
Sense overload - CON (2 Close) 5 dmg
Regeneration! The hive brain regains
1d4 HP for every walking mushroom
Close to it at the end of its Turn.
THINGS YOU
MIGHT FIND ON A
MUSHROOM PERSON
A purse containing d4 coins per HD,
A pouch of tiny desiccated human
corpses, fungal skin infection, parasitic
caterpillars, dried woodchips, soil that
heals 1d4 HP when applied to wounds.
101.
OOZES & Grey Goo - HD 3
ORCMEN
An ancient race of savage, gluttonous,
1 Failing at starting a fire
2 Loudly running around after
bestial pig-men. Each orc’s perpetual
battle lust is fuelled by their devotion to 3 Drunkenly bickering over
the blood god KORPUS KOSER. It drives 4 Gorging themselves on
them to raid and pillage, killing, burning
and consuming anything they can - in 5 Cluelessly examining
any order they can do it in. 6 Smashing to pieces
103.
SHADES &
HORRORS
The vast legions of undead draw the
power needed to sustain their everlife
from Dur-Dhola-Ram, the child god of
death. Ancient sorcerer liches command
THINGS YOU MIGHT
powerful shades and horrors in the FIND ON SHADES &
service of this black eyed prince. HORRORS
A purse containing d8 coins per HD, the
Pale Ghoul - HD 3 original magical wand, an incomplete
necronomicon, oils and perfumes,
Frenzied claw - STR (2 Close) 2 dmg funeral gown, withered roses, jewelled
Deaths touch! Creatures damaged by headband, glass coffin, ornate hand
the ghoul must Test their CON or be bell, paper with indecipherable writing,
Paralysed. ancient lunar calendar.
104.
SKELETONS D6 THEY ARE ...
Animated bones given a horrific, frail
power - dark magic allows them to 1 Lying around, posed
eternally serve their masters. Skeletons 2 Home to a hermit crab
often feature as the soulless guardians of
black magic wizards or liches. 3 Standing in formation
4 Arranged in a pentagram
Dusty Old Bones - HD 1 5 Being ‘worn’ by a ghost
Rusty scimitar - STR (1 Close) 3 dmg 6 Scattered over a Nearby area
Cyclops Skeleton - HD 7
Giant stomp - CON (1d4 Close) 6 dmg
Many gaps! Cyclopean Guardians
reduce incoming ranged Attack
damage by half.
BRITTLE BY NATURE
Skeletons take double damage from
blunt weapons or crushing type effects.
105.
SPIDERLINGS D6 THEY ARE ...
Eons have passed since the first spiders
journeyed through the stars to our earth. 1 Arguing/fighting over food
Since then, their descendants have 2 Testing their webbed traps
spread across the world and evolved into
a thousand different deadly and clever 3 Hanging from a single thread
forms. 4 Singing a shrill shanty
Gibbering Swarm - HD 1 5 Weaving a pentagram web
D6 VENOM
1 Roll on the Panic! table (p.37)
STR Tests are Disadvantaged
2
for the rest of the session
3 Additional d6 damage
4 Take Ongoing Damage
5 Reduce DEX by 2
6 Taken Out of Action
106.
TELEPATHIC
GASTROPOID
An ancient race of space-faring, psionic,
octopus-headed humanoid wizards - that
have a genetic craving to the consume of
all the cerebral matter in the galaxy. Their
goals are simple. Enslave anything with a
brain, then eat that brain.
107.
TOADMEN D4 VENOMSKIN
Sickly and belligerent toadmen are most
frequently found in squalid swamps and Venom: Pass a CON Test or
1
filthy mires. Their flabby and hunched Attacks deal Ongoing damage
frames support a gross lolling toad-head, Slimy: On even rolls to Defend a
wearing a perpetual expression of either 2
Character drops a weapon
intellectual decline or confused rage.
3 Leathery: Toadman has AV2
Healing: Gains HP equal to
Hopping stilt walker - HD 2 4
its HD at the start of its turn
Slick spear- DEX (1 Nearby) 3 dmg
Giant leap! Once per fight a stilt THINGS YOU MIGHT
walker can move to a Distant place.
FIND ON A TOADMAN
A purse containing d4 coins per HD,
Rancid muck raker - HD 4 rotten meat Ud6, net with hole in it,
skulls on a string, greasy jar of fireflies,
Greasy hatchet- DEX (1 Close) 6 dmg stinking swamp lilies, bag of eyeballs.
Dirt wound! Rolling 16-20 for an
Attribute Test to Defend against
a greasy hatchet Attack deals an D6 THEY ARE ...
additional 4 points of damage.
1 Devouring heaps of mud
2 Arguing over broken stilts
3 Building a hut made of skulls
4 Croaking into the distance
5 Belching clouds of rancid air
6 Submerged entirely in mud
108.
TROLLES THINGS YOU MIGHT
FIND ON A TROLLE
Coming in uncountable shapes and
sizes - trolles are hideously deformed A purse containing d8 coins per HD,
and aggressive giant-kin, who use their a blackened skull, rare medicinal moss,
extra-sensory abilities to seek out their an unpolished gem, a leg/pelvis bone
cruel and exotic culinary fetishes. They necklace, a large brass key, recipe book
lurk on the fringes of the forgotten for cooking children, broken glasses.
wilderness waiting for travelling
ingredients to present themselves.
D6 THEY ARE ...
1 Smashing large rocks
Stone Trolle - HD 3
2 Sniffing everything
Boulder - DEX (1 Nearby) 7 dmg
Rapid claws - DEX (2 Close) 4 dmg 3 Buried in the floor
Shatter! When the trolle is reduced to 4 Eating big bundles of paper
0hp 1d4 Creatures that are Close take
2 damage. 5 Transparent in patches
6 Turned to stone
Forest Trolle - HD 4
Uprooted trunk - STR (1 Close) 9 dmg D6 ... WITH ...
Rageful! When reduced to ½HP the
trolle immediately makes an Attack 1 A ring of stone monoliths
against whoever dealt it damage last. 2 1d6 giant moths
3 A scared trussed up wizard
River Trolle - HD 7
4 Adventurers’ old possessions
Acid vomit - DEX (1d4 Nearby) 6 dmg
5 A spectral goldfish
It burns! Acid vomit deals Ongoing
Damage, needing a CON Test to stop. 6 Silver plated dentures
BODY REGENERATION
A Trolle regains HP equal to its HD at the
start of its turn provided that it hasn’t
suffered fire damage last turn.
109.
REGENERATION
Vampyres regain HP equal to their HD at the
start of their turn unless they are exposed to
a Nearby Holy Symbol or Banished.
IMMORTAL BLOOD
If reduced to 0HP - and not in a manner
appropriate for truly killing vampyres in the
campaign - a vampyre turns into a cloud of
red mist, escaping to fight another day.
110.
VOID SPAWN Spawn of Shag’Na’Gash - HD 10
The void is an unfathomable in-between Void touch - CON (1 Close) 18 dmg
place where anything that might - could Void scream - WIS (All Nearby) 8 dmg
never happen. The abject and utter chaos Cosmic calling! Characters that take
of it strains the sides of reality and leaks damage from the spawn’s void scream
into the world of life. These leakings are must roll a d12 at the end of every
called void spawn by the people who session from now on - if they roll a 12
survive an encounter with them. they are taken Out of Action as they
scream back. Once this has happened
they no longer need to roll the d12.
Quivering Amoeba - HD 5
Pseudopod- STR (1 Close) 6 dmg THINGS YOU MIGHT
Split! The amoeba splits in half
whenever it deals damage to a
FIND ON VOID SPAWN
Black shards of void crystal, A jade
Creature - sharing a pool of HP
statuette of a Cyclopean god, Fused &
between all ‘split’ amoeba.
melted coins, Nervous looking eyeball,
Black iron chain, Smouldering tome.
Cellular Mimic - HD 7
Mirrored attack- STR (1 Close) ? dmg D6 THEY ARE ...
Cellular mirror! Creatures hit by the
1 Gruesomely devouring
mimic are dealt the same amount of
damage that the mimic received last. 2 Lurking in the shadows
3 Polymorphed into a dog
Climbing on the walls and
4
ceilings
5 An amoebic reproduction
6 Imprisoned in ritual circle
111.
REANIMATED
ZOMBIES
A creeping stink alerts all those Nearby
to the presence of these hapless undead.
Zombies shuffle and groan towards
anything living, any vestige of their
former selves gone - they exist only to
tear, rend, and consume flesh.
Wretched Cadaver - HD 1
Rotting fist- STR (1 Close) 2 dmg
Deadly?! Rolling 16+ to Defend deals
1d4 damage to both the target and the
cadaver.
Freshly Risen - HD 3
Putrid fist- STR (1 Close) 3 dmg D6 THEY ARE ...
Dirty wound! Target takes Ongoing
Damage - CON Test to end. 1 Laying down, immobile
2 Motionless and saluting
Shambling Hulk - HD 5 3 Performing a play (badly)
112.
WEIRDO 2D10 MORE ODDNESS
MONSTER 2 Quotes Shakespeare
113.
TREASURE & 6- Erno’s Earhorn
Winding ram’s horn: A user can hear any
MAGIC ITEMS sounds coming from any point they can see
and point the horn at.
TREASURE & COIN
An easy and quick ruling a GM can make 7 - Black Portal Chalk Ud6
is to declare for every HD an NPC has, Carrot-sized stick: Drawing the shape of
they have d6 coins on their person. The a door will create one. If there is solid earth
Players should roll the dice to determine behind the surface its drawn on - the door
the exact amount. It’s often fun to get leads to the grey void.
a bunch of gold coloured d6s and hand
them to the Players to let them ‘count’ the 8 - Tonic of Power
loot they find. Vial of buttery liquid: When drunk or eaten
with toast - add 1d4 to a random Attribute
for the rest of this session. Then reduce
2D12 MAGIC ITEMS the Attribute by the same amount for the
Coins and jewels often pale in
following session.
comparison to the unusual and bizarre
trinkets found deep inside dungeons and
other forbidden places.
9 - Relentless Ammo Ud4
Thin & delicately made: This ammunition
rolls its Usage Die with Advantage.
2 - Bag of Edda Stones Ud12
Black velvet bag: Small marble-sized stones
that glow with vibrant and shocking colours
10 - Wax Seal of Holding Ud6
Black wax candle & horned hand seal:
for a Moment after being bounced.
When a door or window is sealed with it, it is
as if a Lock spell has been cast upon it (p.26).
3 - Bronze Ring Ud6
Slender bronze ring: As an Action blow
through the ring to create a bubble. If worn
11 - Chromatic Feather Ud8
Shimmering peacock feather: Whoever
like a helmet, the bubble provides enough
holds this feather hovers a few inches off the
oxygen to breathe for the rest of the session. It
ground, its Ud should be rolled every time they
pops if 16+ is rolled on a Defend Roll.
Move.
4 - Breadcrumb Boots 12 - Tonic of Watery Absolve
Warm leather boots: When worn fills Tub of pink milk liquid: Turns any water it
the Nearby area with the smell of freshly comes into contact with to stone. It also turns
baked bread and the wearer leaves a trail of any stone into water - single use.
breadcrumbs as they Move.
13 - Acorn of Stoning Ud4
5 - Salve of Resistance Ud6 A small grey acorn: Thrown as a ranged
Silver tin of thick paste: When applied Attack. It doesn’t do damage - instead the
to the skin it provides Advantage when target is Paralysed.
Defending against an elemental source of
damage for the remainder of the session.
114.
14 - Sun Drill 21 - Mithril Shirt
A small hand turned masonry drill: Incredibly light silver chain shirt:
Any hole made with the drill lets a beam of Counts as cloth armour for the purposes of
sunlight through. class armour restrictions, it has AV4.
115.
TREASURE HOARD
Drop a d6 on the table below for every HD a Creature has, as well as the items the dice land on, the
sum of the dice x 10 is the amount of coins included in the hoard.
116.
SAMPLE out cellars and passageways, looking for
lost treasures amongst the buried ruins
117.
G W
N
E
F
S
D
A B
E C
F E D
G C
121.
APPENDIX Character - p.14 - The Players each control
one Character in the game. Also referred to as
Player Chatacters (PCs).
Actions - p.6 - Every Creature has an Action on
their Turn which they can use to interact with CHA / Charisma - p.30 - Influence and power
the world and its contents. of personality.
Advantage - p.7 - When you would roll one Close - p.8 - A measure of relative distance in
die, roll two of the same type and the Player the world.
chooses the result to use.
CON / Constitution - p.30 - Resilience and
Armour Die - p.10 - A Player can declare an physical wellbeing.
Amour Die Broken to ignore all damage from
one source. Creature - p.6 - Refers to all beings in
the game including NPCs, Monsters, and
AV / Armour Value - p.10 - Grants the wearer Characters.
an Armour Die for each point of AV the
armour or shield possesses. Damage Dice - p.19 - Warriors have a pool
of d6s, when they make an Attack they can
Attack - p.10 - If a Character makes an Attack, assign each Damage Die to a Nearby Creature,
their Player must roll below an Attribute The warrior’s Player must make a successful
determined by the GM in order to deal Attribute Test for each target to see if they
damage to a Creature. If a Monster makes an are hit. For each successful hit the Damage
Attack against a Character, then their Player Dice assigned to that target are rolled and the
will need to Defend against it. target’s HP are reduced by the total.
Attack Damage - p.10 - How much HP Day - p.6 - Long periods of narrative time
damage is dealt when a successful Attack is outside combat may be measured in Days
made. instead of Minutes.
Attribute - p.30 - The six Attributes determine Defend - p.10 - To Defend and avoid damage a
the success of a Character’s Actions, by rolling Character must succeed at an Attribute test.
below them on a d20.
DEX / Dexterity - p.30 - Accuracy, swiftness
Background - p.17 - Elements of a Character’s and agility.
back-story that can be used to gain Advantage
on an Actions - once per session. Disadvantage - p.11 - When you would roll
one die, roll two of the same type and the GM
Banish - p.15 - A cleric Character may spend chooses the result to use.
an Action to Banish all Nearby undead
Creatures, forcing them to Move Faraway on Distant - p.8 - A measure of relative distance
their next Turn. in the world equal to three Moves.
122.
Encumbered - p.15 - A Character is Light - p.37 - If the Characters find themselves
encumbered if they are carrying more in pitch black with danger present, there is a
items than their Strength Attribute, while chance they might Panic!.
Encumbered they have Disadvantage with all
Tests. Minutes - p.6 - Turns outside combat are a
purposefully abstract measure of roughly a
XP / Experience - p.13 - Characters can gain dozen Minutes.
any number of Experiences by doing notable
things determined by the GM. When they Moments - p.6 - Turns inside combat are a
have a number of Experiences equal to their purposefully abstract measure of roughly half
Level, they may share them to advance a Level. a dozen Moments.
123.
Panic! - p.37 -If a Character ends their turn STR / Strength - p30 - A measure of might
in complete darkness, whilst in potential and physical power.
danger - such as a dungeon - they must make
a successful Test of their CON or Panic!. At the Stuck - p.11 - A Stuck Character cannot Move,
start of their Turn a Character in a panicked but may take Actions as per normal - they may
state should roll a d6 and consult the table on end this hindrance by making a successful
p.37. Attribute Test of the GM’s choosing.
Paralysed - p.11- A Paralysed Character Every time the Characters discover a new
cannot Move or make any Actions. door, the GM should roll a d6, if the result is a
1 the door will not easily open (p.73).
Player - p.4 - One of the people playing the
game, controlling a Character or PC. Stunned - p.11 - A Stunned Character cannot
Move or make any Actions.
Powerful Foe - p.31 - Add the difference
in HD values to any Attribute Test to Attack, Talent - p.36 - A Henchmen or NPC’s special
Defend or interfere with any Creatures with a ability.
higher HD than the Character.
Test - p.6 - An Attribute Test, attempting to
roll below a Character’s Attribute score on a
Random Encounter Roll - p.32 - Roll a d6 d20 to determine the outcome of an Action or
every 15 minutes of play, or when Characters situation.
draw attention to themselves and consult the
table on page 32 to determines what happens. Turn - p.6 - Every Creature has a Turn during
which they may Move somewhere Nearby and
Reaction Roll - p.31 - If a GM is uncertain perform an Action.
about how an NPC or Monster will treat the
Characters, they can determine their attitude Ud / Usage Die - p.14 - Every time a
consumable resource is used its Usage Die
by rolling on the Reactions table.
should be rolled. On a roll or 1-2 the die is
downgraded to the next lowest die in the
Rest - p.14 - After an Hour of Rest, Players chain.
may roll any Broken Armour Dice to see if they
are Broken permanently. After an Hour’s Rest WIS / Wisdom - p.30 - How cunning and
a Player may roll one of their Character’s HD aware a Character is.
and regain that many HP.
Weakened - p.11 - If a Character is Weakened
For every Day of narrative story time spent all their Attribute Tests are rolled with
resting - a Player may roll all of a Character’s Disadvantage.
HD and recover that many HP.
124.
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