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This site presents the Open Game Content rules for the Black Hack rpg. The Black Hack is a super-streamlined roleplaying game that uses the Original 1970s Fantasy Roleplaying Game as a base, and could well be the most straightforward modern OSR compatible clone available. If speed of play and character creation, compatibility, and simple – yet elegant rules are what you yearn for.

It is a table top roleplaying game, played with pencils, paper and dice. This game looks back at the dungeon delving games of the 1970s, rebooting those experiences with modern rules for another generation of gamers.

The game has been designed to use a simple set of rules that are presented in a plain, conversational language.

How Does It Work?

The game is played in the joint imaginations of the people around the table. Players create Characters who explore an imaginary world, presented to them by the Gamemaster, going on daring and dangerous adventures.

What Should The Players Do?

The Players’ roles in the game are straightforward but not necessarily easy!

They will be presented with a scene in which they describe in turn what their Characters do, rolling dice to determine the outcome of their Actions.

Rolling The Dice

This game uses polyhedral dice to impartially run the game. If you see d4, d6, d8, d10, d12, and d20 written in the rules – this refers to a die of that size, so a d20 is a twenty-sided die and a d4 is four-sided.

What Should The Gamemaster Do?

The role of the Gamemaster (GM) is very different from the Players. They control the Movement and Actions of the Non- Player Characters (NPCs) and Monsters, presenting the world to the Players, helping them navigate it with fair rulings and dice rolls and describing the events that happen during play.

Playing A Game

You’ll need some Players who will each control a Character and one person to act as the GM who will control the Monsters, NPCs, and deliver some kind of preplanned or impromptu world to explore.

The Players should create some Characters or introduce ones they have already. The GM should start a session by setting the scene, explaining briefly where the Characters are and what they can see – it’s a good idea to quickly recap anything the Characters should know – then ask the question “What do you want to do next?”

The Players tell the GM what their Characters’ Actions are and then the GM adjudicates the outcomes, asking dice to be rolled if there is a chance of failure – or by making consistent rulings.

The Spirit of DIY (Do-It-Yourself) Tabletop RPGs

The thing this game encourages above all is the freedom to mould the rules, customising them to both suit the preferences and meet the needs of everyone playing. In other words – change the rules! – Hack it and make it yours.

Example of Play

GM: “I hope the cultists don’t find you and eat your hearts!” Laughs the mad sorcerer maniacally as he waves goodbye.

Warrior: Oh, this is going to go great.

Thief: I sarcastically shout back “Thanks!”

Wizard: Quick, let’s just get out of here!

Thief: Okay! Is the sewer cover Nearby?

GM: Yeah and it’s made of rusty iron bars

Thief: I’ll move to it and as my Action I’ll check it for traps.

Warrior: Assuming it’s safe, I want to bend the bars, so we can slip through.

Wizard: and I want to cast light on my staff so we can see Nearby.

GM: Okay, Thief, test your Wisdom by rolling a d20 under your WIS score – to check the portcullis for traps.

Thief: *rolls* Made it!

GM: You’re confident it’s free of anything designed to do you harm. Warrior, still want to bend the bars? If so test your Strength!

Warrior: *rolls* Piece of cake!

GM: Good stuff. Now Wizard, you cast Light on your staff – it glows. That’s a level 1 spell that you’ve memorised right?

Wizard: Yup.

GM: Okay, well test your Intelligence and add one to your d20 roll – because it’s a level one spell – if you fail you can’t cast that spell from memory anymore.

Wizard: *rolls* I need to roll under, not on it, right?

GM: That’s right.

Wizard: Damn, I failed.

GM: Unlucky! Beyond the bent iron bars is a long dark sewer tunnel heading deep down. What do you want to do next?

Warrior: Explore down the tunnel…?

Thief: Agreed! I’ll sneak ahead.

Wizard: and I’ll protect the rear!

GM: Okay Thief, you move down the sewer tunnel, still Nearby to your friends, please test your Dexterity to see how quiet you are – remember you get Advantage on tests when sneaking, roll two d20s and choose the result you like.

Thief: *rolls* despite rolling two dice I’ve got a 17 and 19. What are the odds?

GM: Ouch. You’re making so much noise being sneaky, a Ghoul hiding in the darkness Close to you leaps out and Attacks!

Thief: Bugger!

GM: Initiative time! Everyone test their Dexterity, passing means you act before the Ghoul, failing means you go after.

Thief you test with Disadvantage.

Warrior: I go before.

Wizard: I’m after.

GM: Thief?

Thief: How long was it to roll up a Character again? I go after.

Warrior: I want to run down the tunnel and hack the Ghoul with my broad sword.

GM: Okay Warrior, you move Close to the Ghoul. Test your Strength to see if you hit it, you should add +1 to the roll, as the Ghoul’s a Powerful Foe.

Warrior: *rolls* Rolled a 7! *rolls again* So that’s 8HP damage.

GM: Good hit! Now it’s the Ghoul’s turn. Thief, test your Strength to try and fight off the Ghoul’s paralysing claws and bite. Remember to add the +1 to your roll.

Thief: *rolls* Ugh! 18.

GM: Oh dear. You feel a painful numbing sensation run through your body. Test your Constitution, if you fail the Ghoul Paralyses you.

Thief: *rolls* Oh no, 20!

GM: Wizard, you see the Thief fall rigid to the floor, what do you do?

Wizard: I’ll start backing away slowly.

Thief: I’ll get you in the next life you git!

Rules For Everyone

Characters & NPCs

The imaginary world that the Players will explore is populated by a cast of Creatures, the rules define Creatures as being one of the two following types:

  • Characters controlled by the Players.
  • Non-player characters (NPCs) and Monsters that are created and controlled by the GM.

Taking Turns & Time

Every Creature has a turn, on which they can Move and interact with the world with an Action – the GM will present and track these turns, affecting what the Creatures can do in one of two ways:

  • Moments are used during combat and represent split seconds – when everyone is attempting to act at once, often against one another.
  • Minutes are used when exploring and adventuring. They represent a dozen or so real minutes – when time is not of the essence.

These abstract measures of time are written to be conversational in tone.

Moments (called ’rounds’ in other games) are fleeting, allowing enough time for quick and rapid Actions such as an Attack.

Minutes (called ’turns’ in other games) function the same way but are longer than the quick and tense Moments, giving the Creatures more time to move, think, and perform longer and more complicated Actions.

Relative Time

Time can scale up during periods of narrative play, instead of Minutes a GM may use Hours whilst in towns or areas of relative safety, or Days whilst resting or travelling large distances – a turn still lets you Move and perform an Action as per normal. However, the scope of what can be achieved in that time increases.

Quick Examples

If the Characters search for a hidden door, they each roll to see if they find it – perhaps taking them Minutes. If a Dragon attempts to tear them in two, they roll to Defend and evade its vicious jaws – happening in just Moments.

The Gm’s ’turn’

The GM will respond to each Character’s Actions by narrating the effects of each Action on the world, and then performing Actions and Movements in response by the appropriate NPCs and Monsters.

Resolving Actions

Simple Actions are automatically successful – the GM just narrates what happens in reaction. However, if it’s difficult or dangerous, with a chance of failure – the GM will ask the involved Player to roll an Attribute Test to determine the outcome of the Action.

Character Actions & Attribute Tests

Every Action involving a Character that might fail or make the situation worse for the Character is resolved by Testing one of their six Attributes.

Advantage & Disadvantage

A GM may decide that an Action or outcome isn’t straightforward; perhaps something is more or less likely to happen – perhaps having a greater or lesser effect – this is called having an Advantage or a Disadvantage.

Advantage and Disadvantage means when a roll is being made, it should be made twice as follows:

  • With Advantage the Player chooses which result to use.
  • Disadvantage means the GM chooses the result to use.

Don’t forget! This could apply to any die roll, such as damage, an item’s Usage Die or a random Encounter Roll.

Hit Dice & Hit points

Every Character, NPC, or Monster has something called a Hit Die (HD), accompanied by a number. This number represents their Level – for example a Level 6 Ogre has 6HD and a Character that has 3HD would be Level 3.

HD also indicate how many dice to roll to determine the number of Hit Points or HP a Creature begins the game with.

NPCs and Monsters roll d8s for HP.

Characters roll the dice given in their Character class for HP. Hit Points are used track how much damage something can take through physical and spiritual wear and tear. Bad things happen when a Creature runs out of Hit Points.

When a GM or Player first rolls to determine a Creature’s starting Hit Points, this is the maximum they can ever have.

No amount of healing, spells, or effects can take them beyond this amount. The only way for a Creature to increase their max HP is to gain a Level – when they do, a single Hit Die is rolled, the result is added to their maximum HP.

In order for their Character to succeed at an Action, a Player must roll below the Attribute on a d20.

Rolling on or above indicates things went poorly or that the Action did not go as planned. The GM will then narrate the outcome of the failed Action describing how the Characters are affected.

A GM never rolls dice to resolve NPC or Monster Actions, or negative elements of the environment such as traps – if they involve a Character, that Player will roll.

Otherwise the GM will make a swift and fair judgement call that moves the story forward and abides by the logic of the unfolding fiction, taking note if need be.

Movement & Distance

Abstract Distances

This game uses four range bands for measuring relative positions of Characters, Creatures, and things in the world. From nearest to farthest:

Close, Nearby, Faraway and Distant.

These ranges are designed to support the narrative ’theatre of the mind’ style of play, where a map and miniatures aren’t being used. Therefore, it is useful if everything in the world is tracked by its relative distance from the various points of interest around it.

For example, in play a GM might narrate a room to the players by saying, “You are Close to the northern doorway, which is Nearby the fountain. The torch on the southern wall is Faraway from you.”

Creature Movement

During their turn Creatures may normally Move somewhere Nearby. If a Creature is Nearby to something and decides to move towards it, they’re now Close to it. Moving shifts you one step along the range band, either closer to or further away from a Creature, object, or location.

Tokens Are Useful

Whilst a full range of miniatures isn’t necessary to play this game, tokens 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.

Exploring, Distance & Actions

Various interactions with the environment and the things in it will require Characters to be certain distances from the target. For example, to Attack someone with a sword a Character would need to be Close to them, to shoot them with a bow a Character should ideally be Faraway.

Relative Distances

These range bands scale up or down to any level, much like Fractal Time.

From adjacent rooms to towns and mountains, everything in the world can be defined by its relative distance to another point. During tense Moments it scales down significantly – Close being less than 5 ft. away and Nearby around 25 ft. away. While the Characters explore a location and they have Minutes at their disposal, a Nearby place could be the end of a path, over 250 ft. away.

Converting Measurements

Here are some approximate guides to converting real measurements or increments onto a battle mat – useful for miniatures and using adventures written for other games.

Close – roughly 5 ft. or 1 Square

Nearby – up to 30 ft. or 6 Squares

Faraway – up to 60 ft. or 12 Squares

Distant – beyond 60 ft. or 12 Squares

Mini Battlemap

Rear Front Useful for tracking the order of the Characters in corridors or when travelling on roads.

Marching Order

Attacking Defending & Damage

Initiative & The Order of Combat

When combat breaks out, everyone must be sorted into an order, so they may each act and react in turn. At the start of every Moment each Player rolls a DEX Test for their Character. Those that succeed, take their turn before their NPC opponents.

They must then discuss as a group to decide their own order for individual Character Actions. Those that fail their DEX Tests, act after their opponents.

Attacking & Defending

As an Action a Character might choose to deal damage to an opponent with an Attack. Their Player must succeed at an Attribute Test before they can roll their Attack Damage dice and subtract the result from their opponent’s HP.

Likewise, something will surely attempt to inflict damage in return and reduce a Character’s HP. To Defend and avoid this damage the Character must succeed at an Attribute test. The GM will determine what test to use for both Attacking and Defending using the guidelines below:

  • Melee – STR Attribute Tests for Attacking and Defending with swords and axes etc.
  • Ranged – DEX Attribute Tests for Attacking and Defending with bows and thrown weapons.

Armor

Each piece of armour a Character wears gives the Player a ‘pool’ of Armor Dice.

Each Armor Die is a d6 and the number of d6s in the pool is equal to the Armor Value (AV ) of the armour worn. For example, leather armour (AV 2), gives a Player two Armor Dice in their pool.

  • If a Character fails to Defend or would take damage they can take one Armor Die out of the pool, put it to one side and declare it ‘Broken’. In return, this allows all damage from that Attack or effect to be ignored.
  • Armor Dice that have been Broken and put to one side cannot be used to ignore any further damage. After a Rest, any Players with Broken Armor Dice can try to fix them by rolling them:
  • If they roll above the armour’s AV – the die is no-longer Broken.
  • If they roll on or below their armour’s AV, the die is Broken permanently until it’s repaired. If all the Armor Dice in a pool are permanently broken the armour is destroyed.

Armor Values do not stack. Only the armour with the highest AV counts.

Shields and helmets add +1 each to the pool size, they do not modify the Armor’s AV value in any way.

Armor AV
Cloth/Improvised 1
Leather 2
Chain Mail 3
Plate & Mail 4
Shield/Helmet +1 die

Damage & Hit Points

If an NPC or Monster takes damage from an Attack, or a Character fails to Defend, they subtract damage from their total Hit Points (HP).

When a Character or NPC is reduced to zero HP they are unconscious and taken Out of Action (OofA).

When a Monster is reduced to zero HP, it is removed from the game.

Large Weapons

When a Character wields a large or two-handed weapon such as a polearm or heavy crossbow, a d4 should be rolled and added to the Attribute Test to Attack, Defend, and to any Attack Damage rolls.

Critical Hits

When the result of a d20 roll to Attack is a natural 1 or a roll to Defend is a natural 20, the damage dealt to the Creature is doubled.

Hindrances

Certain abilities, magical effects and consequences of Actions will leave Creatures hindered until a successful Attribute Test of the GM’s choosing is made, sometimes needing an Action to complete.

Weakened – All Attribute Tests are rolled with Disadvantage.

Distracted – A Character cannot perform any Actions, but may still Move normally.

Stuck – A Character cannot Move, but they may take Actions as per normal.

Paralysed – A Character cannot Move or take any Actions.

Ongoing Damage

Some Attacks and spells deal damage to Creatures after their initial effects.

When a Creature takes Ongoing Damage it loses HP equal to its Level at the start of every turn. An Attribute Test of the GM’s choosing should be made by the Player at the end of the turn to see if the Ongoing Damage continues.

Out of Action (OofA)

When a Character is taken Out of Action they can no longer take Actions or Move.

When they receive aid, or the danger they were in passes, the Character must roll on the table below to see what happens to them.

If they survive (results 1-5) they regain 1d4 HP counting up from zero and are no longer OofA.

If the Character’s side loses the fight or are unable to recover the body of the OofA Character, they are lost forever – and presumed dead!

Out of Action
d8 Effect
1 KO’d – Just knocked out
2 Fat Head – Disadvantage on all tests for the next half hour of play
3 Cracked Bones – Disadvantage on all STR, DEX, and CON Tests for the remainder of the session
4 Disfigured – CHA reduced by 1d4
5 Badly maimed – either STR or DEX is permanently reduced by 2
6 Dead – The Character dies!
Head
1 Two black eyes
2 Smashed nose
3 Cool eyebrow scar
4 Shattered teeth
5 Jaw fractured
6 Ears ruined
7 Scalp missing
8 Most of nose gone
9 Develops lisp
10 Milky eyeball
11 Fractured skull
12 Brain damage
Legs
1 Broken toe
2 Twisted ankle
3 Cracked kneecap
4 Toes ripped off
5 Tendon snapped
6 Deep puncture
7 Foot fractured
8 Knee shattered
9 Messy break
10 Foot pulverised
11 Exposed bone
12 Bloody stump!
Arms
1 Shattered knuckles
2 Finger broken in a zig-zag
3 Splintered wrist
4 Split fingers
5 Big dirty gash
6 Busted arm
7 Dislocated shoulder
8 Pulverised hand
9 Biceps exploded
10 Hand wrenched off
11 Mangled stump
12 Red fountain!
Body
1 Winded
2 Oof! Crown jewels
3 Bruised rib
4 Long deep cut
5 Painful gut wound
6 Visible ribs
7 Pierced kidneys
8 Shredded liver
9 Snapped sternum
10 Popped lung
11 Disembowelled
12 Crushed heart!

Damage Location Drop Table

Should you need to know where a Creature has been hurt, roll the Attack Damage by dropping the dice on this page.

Levels & Experience

Gaining Experience

This game uses an abstract system of Experiences to measure a Character’s development as they adventure and grow in power. Unlike in many other games, Characters don’t earn points incrementally, all that matters is that a Character is able to Experience enough things that will change them as a person.

There are a number of potential ways a Character can be awarded an Experience by the GM.

  • Defeating a powerful ‘named’ enemy either in combat or by thwarting their schemes.
  • Discovering the entrance – or a newer, deeper level of a ’dungeon’ or lair and begin exploring it.
  • Rediscovering a magical artefact from a previous enlightened age.
  • Completing a quest for an NPC.
  • Overcoming, disabling, or surviving a deadly and powerful threat such as a magical trap or curse.
  • Failing so spectacularly and in such dramatic fashion that everyone around the table agrees it’s worth it.

Using Experience To Gain Levels & Power

Once a Character has acquired a number of Experiences equal to their current Level they may ’share’ them to gain a Level. Eg, a Level 2 Character would need to share 2 Experiences to advance to Level 3.

Each class gains something different when they go up a Level, see pages 18-25 for each class’ benefits.

Sharing Experience

In order for the Character to ‘share’ their Experiences – they must go carousing and regale their companions in revelry with stories of their exploits and growing renown. A Player who wishes their Character to share Experiences must:

  • Tell the other Players one very short story from their Character’s past – over a round of drinks and toasts – for each Experience they wish to share.
  • The Player should roll a d6 for each story told. This is the cost in coins that must be paid for the accompanying drinks and feasting – if they don’t have the coin – the GM will determine the amount of debt they owe and to whom.
  • Find the highest result rolled on any of the d6 and consult the Carousing table below.
Carousing
1 Drunk and Disorderly! Fined for bad behaviour – roll all the d6s again, adding to the cost
2 Drunken brawl: Lose a number of Max HP equal to the Character’s Level, regain them next session
3 Fame: CHA Tests have Advantage for the remainder of the session
4 Revelry!: Roll a d20, if it’s higher than CHA, gain 1 point of CHA
5 Real story: Alter a Background
6 Secrets revealed: Gain another entirely new Background

Rules For The Players

Character Turns

Every Character normally gets to do two things on their turn: Move somewhere Nearby, and perform an Action. Anything a Character does to interact with or impact the state of the world is considered an Action. They may alternatively forgo their Action and make an extra Move instead.

The length and complexity of the Action must match the amount of time the Character has to complete it. The GM determines the time, either Moments or Minutes. Often when there is no danger or intrigue involved, Hours and Days might be used to allow for longer or more complex actions.

Limited Resources and The Usage Die

When an item described has Ud and then a number after its name, it is considered to be a consumable, limited item. The ’Ud’ stands for Usage Die, the number indicating what size die it is. For example, oil (Ud6) has a Usage Die of d6.

When that item is used its Usage Die should be rolled. If the result is 1-2 then the Usage Die is downgraded to the next smallest die in the following chain:

Ud20 > Ud12 > Ud10 > Ud8 > Ud6 > Ud4

When you roll a 1-2 on a d4 – the lowest die in the chain – the item is expended, and the Character has no more of it left.

Usage Die & Ammunition

When tracking the Usage Die for ammunition such as arrows and bullets, roll the Ud after the combat is resolved.

Armor Proficiency

If a Character wears armour that is not listed in their class – they should add its Armor Value to the d20 result when making any Attribute Tests.

Resting

When Characters take an Hour to Rest, they may roll any Broken Armor Die to see if it is Broken permanently and needs repairing by an armourer, or can be used again as per normal.

After an Hour’s Rest a Player may roll one of the Character’s HD and regain that many HP.

For every Day of narrative story time spent resting – taking no Strength or Dexterity Attribute Tests, a Character may roll all of their HD and recover that many HP.

Healing

Characters can recover Hit Points from spells, potions, and abilities. Regardless of how many Hit Points are healed, the Character can never recover more than their maximum HP.

If a Character who is Out of Action recovers HP, but hasn’t rolled on the OofA table yet, start at zero and count up. That Character is now back on their feet and no longer OofA.

Using Backgrounds To Gain Advantage

Once per session, a Player may tell the GM that their Character is using a Background to aid them in making an Attribute Test. The Player should give a convincing narrative explanation as to how their Character’s Background relates to the current Action, and provide some kind of useful exposition about the Character’s story.

If the GM agrees – the Player may roll that Attribute Test with Advantage.

Inventory

A Character may happily carry a number of items up-to or equal to their STR.

Carrying more items than their STR means they are Encumbered and ALL Attribute Tests are taken with Disadvantage.

Characters simply cannot carry a number of items more than double their STR.

Banishing Undead

Clerics may attempt to banish Nearby undead Monsters as an Action. They must test their WIS adding the Creatures’ HD to the roll for each group of undead that they are attempting to Banish (groups are determined by the GM when unclear).

Undead Monsters that are Banished take damage equal to the Cleric’s Level and must spend all their future Movement (and convert Actions to Movement) so they are Distant from the Cleric that Banished them, a successful banishment lasts for d4 + the Banishing Cleric’s Level in Moments.

Magic & Spells

Wizards and Clerics – known as Spellcasters – have the ability to memorise and cast spells and prayers, chosen from their Class list.

Memorizing Spells

Once per day a Spellcaster may spend an hour memorising a number of spells or prayers equal to their Level, from scrolls and books. A Spellcaster can only memorise spells or prayers from levels up to and equal to their own Level.

Casting Spells

A Spellcaster can spend an Action on their turn to cast a spell or prayer from memory. Once the effects of the spell have been resolved, the Spellcaster should make an Attribute Test – adding the spell’s or prayer’s level to the roll. If they have already cast the spell this session, the Attribute Test is made with Disadvantage.

If they fail, the spell or prayer is no longer memorised.

When Turns are being tracked using Minutes a Spellcaster may spend an Action to attempt to cast a spell or prayer by reading it from a book or scroll. To do so they must make an Attribute Test – adding the spell’s or prayer’s level to the roll.

If they succeed, it is cast. If they fail, it misfires and the Player should roll on the Magical Side Effects table.

A Spellcaster can only cast spells up to and equal to their Level.

Arcane spells use Intelligence and prayers use Wisdom for all Attribute Tests.

Creating A Character

Rolling Dice and Finding A Concept

The first step to creating a memorable Character is coming up with an engaging ’concept’. In your mind, think of one sentence that summarises who the Character is, and what might make them interesting to play.

To figure out all the rules and mechanics, follow steps A, B, C, and D.

A Roll Dice For Their Attributes

Characters have six defining Attributes that are listed to the right, along with what each attribute is and what it relates to in the rules. They define everything about the Character – how strong, dexterous, resilient, intelligent, wise, and charismatic they are.

Take 3d6 and roll them, adding them together, do this for each of the Attributes to the right in order – writing the results in pencil, next to the Attributes on a Character sheet.

If you roll 14+, don’t roll dice for the next Attribute – instead it will be 7.

Roll again as per normal after this.

B Swap Two Attributes

Swap the values of two Attributes around if it suits the Character’s concept better.

Strength (STR)

Physical power and Melee Attacks

Dexterity (DEX)

Swiftness, agility and Ranged Attacks

Constitution (CON)

Resilience and physical well being

Wisdom (WIS)

Cunning, perception and Divine Prayers

Intelligence (INT)

Knowledge, judgement and Arcane Spells

Charisma (CHA)

Influence and power of personality.

C Choose A Class

Choose a Class from pages 18 to 25, this determines what sort of adventurer they are and what innate abilities they have.

The four choices are:

Warrior, Thief, Cleric and Wizard.

Each Class will also determine how much damage a starting Character can take – measured in Hit Points, also what armour they can use, damage they deal when they Attack, and what they gain as they advance in Levels.

D Make A Background

Use the information on the next page to create a unique piece of history that will aid the Character on their adventures, frame their story, and who they are.

Using A Character’s Background

Backgrounds are significant times in a Character’s past life that give them Advantages in their current exploits. They can represent all manner of experiences, skills and Moments in a Character’s past – helping define who they were before their current adventures, and what type of Actions they are good at now.

How To Make A Good Background

Decide on a short sentence that encapsulates an interesting time in the Character’s past – consider the following:

  • Backgrounds should ideally contain one piece of world-building fiction, allowing a Player to craft a narrative tie to the game world, and a story element unique to their Character.
  • It should also reveal one specific skill or narrow field of proficiency or knowledge, that they learned or relied upon during this time.

Here are some short example backgrounds and a table of inspiration to help get started:

“Once spent a summer in Yvesh hunting the Black Banner. Made a lot of enemies.

Tracked down most of them ‘n’ killed em.”

“I was raised as a sewer child of Sorrowset, pickpocketing and hiding in the shadows was my way of survival.”

“Being raised up to Brother Chaplain in the 11th Legion taught me all I need to know about tactical warfare and death.”

“I lived with the Black Hill tribes. I learned to live off the land. Learned to hate the Black Baron’s dog soldiers too.”

“I’m a Loremaster for the Magisteriat of Bulgator Craxis – the ONLY thing I don’t know is why the Council want me dead.”

“A hefty price is on my head from the Black Bank! They don’t take kindly to being conned out of large sums of money.”

“The Black Wind took me from the forest in my youth. Humans of Gloomhaven raised orphaned elves such as myself.”

“It’s been 100 years since I was young – but by my beard I know nothing of the surface – the deep mountain highways are like veins to my heart – a true dwarf.”

d12 Inspiration
1 Raised as a poor street child
2 Escaped being held prisoner
3 Won freedom through valour
4 Reputation ruined by vices
5 Fleeing a broken noble house
6 Sold to a Wizard as a child
7 Fought a distant, useless war
8 Smuggler of illegal goods
9 Chosen as a god’s instrument
10 Survived an arcane disaster
11 Child of political exiles
12 Lost heir to an old throne

Warrior Name

Starting Statistics

Starting HP: 1d4+6

Starting HD: 1d8

Usable Weapons & Armor: Any and all

Attack Damage: See ‘Dealer of Death’

d6 War Trophy
1 Scalp of an enemy chieftain
2 Vial of widow’s tears
3 My lord’s sundered shield
4 Ears from a goblin tribe
5 An enemy’s heraldic banner
6 A dragon-tooth pendant

Equipment

Every Warrior starts with a Decorative Shield displaying their heraldic device, which the Player should design. Also choose to start the game with either A or B:

  • A – Scale tunic (AV 2), A one-handed weapon, large shield (AV 2), 2d6 coins, unopened orders.
  • B – Thick hide (AV 2) tin helm (AV 1) two-handed weapon, 4d6 coins, war paint, book of grudges.

Self-Reliant

When rolling Broken Armor Die a Warrior may re-roll results of 1.

Shield Bash

When you are Attacked in melee combat whilst holding a shield – and your roll to Defend is 1-5, the attacker takes damage equal to your Level.

Dealer Of Death

A Warrior has a ‘pool’ of Damage Dice (d6s) equal to their HD.

  • When making an Attack distribute any number of these Damage Dice among any number of Nearby targets.
  • For each target the Player assigns the Damage Dice, the Player must come up with an exciting and bespoke narration for the Attack.
  • Make an Attribute Test for each target to see if they are hit, if so, roll the Damage Dice assigned to them and reduce their HP by that amount.
  • The pool of Damage Dice resets at the start of the Warrior’s turn.

When You Gain A New Level

Acquire and share a number of Experiences equal to your current HD to advance a Level. When you gain a Level:

  • Roll a d20 once for each Attribute – if you roll over, it goes up one point, make an extra roll for one attribute of your choice.
  • Gain 1HD – Roll a d8 with Advantage to gain that many additional maximum HP.
  • Gain a Damage Die.

Thief

Name

Starting Statistics

Starting HP: 1d6 + 2

Starting HD: 1d6

Usable Weapons & Armor: All one-handed swords, all bows, daggers, cloth, leather, small shield

Attack Damage: 1d6 or 1d4 if unarmed

d6 Lucky Charm
1 Oversized moon-shaped coin
2 Bag of knuckle bones
3 Locket with a portrait
4 Praying hand tattoo
5 Eyepatch (both eyes are fine)
6 Fishhook made of gold

Equipment

Every Thief starts with a Disguise of your choosing. Also choose to start the game with either A or B:

  • A – Black leather hood & vest (AV 2) 2 short swords, 2d8 counterfeit coins, stolen heart – still beating.
  • B – Cloth gambeson (AV 1), bow & arrows (Ud8), 3d6 coins, a small waxy jade statue of an octopus-man.

Roguish Talents

Roll Attribute Tests with Advantage when performing the following Actions:

  • Delicate tasks
  • Climbing
  • Listening and eavesdropping
  • Moving silently and unseen
  • Understanding written languages
  • Finding secret things

Nimble Expertise

Roll with Advantage when testing Dexterity to avoid damage or effects from traps and magical devices.

Sneak Attack

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 Attack that automatically hits and deals 2d6 + the Thief’s Level damage.

Deep & Murky Past

At the start of the gaming session roll a d10, if the result is below your current Level – you can customise or entirely change your Background.

A Dagger For Every Occasion

Regardless of what the Thief is carrying, they can produce a small throwing knife from somewhere about their person.

Gaining a New Level

Acquire and share a number of Experiences equal to your current HD to advance a Level. When you gain a Level:

  • Roll a d20 once for each Attribute – if you roll over, it goes up one point, make an extra roll for either Dexterity or Wisdom.
  • Gain 1HD – Roll a d6 – gain that many additional maximum HP.

Cleric

Starting Statistics

Starting HP: 1d6 + 4

Starting HD: 1d8

Usable Weapons & Armor: All blunt weapons, cloth, leather, metal, all shields

Attack Damage: 1d6 or 1d4 if unarmed

d6 Holy Symbol
1 Mummified pointing hand
2 Ornately engraved crescent
3 Small vial of divine blood
4 Flaming brass hammer
5 Face made of thorns
6 Thrice knotted cord

Equipment

Every Cleric starts with a Prayer Book containing 1d4+2 prayers of your choosing from levels 1 & 2. Also choose to start the game with either A or B:

  • A – Studded hide breastplate (AV 2), flail, shield (AV 1) 2d8 coins and purse, forbidden holy scriptures.
  • B – Thick cloth vestments (AV 1), two handed hammer, tiny stone box with a voice trapped in it.

Banish Undead

A Cleric may spend an Action to banish all Nearby undead by testing their WIS and adding the Creatures’ HD to the roll.

Divine Fortification

Roll with Advantage when making a CON Attribute Test to resist poisons or being paralysed or impeded.

Memorizing Prayers

Once per day, a Cleric may spend an Hour memorising a number of prayers equal to their Level, from scrolls and books.

A Cleric can only memorise prayers of levels up to and equal to their current Level.

Invoking Prayers

A Cleric can spend an Action on their turn to cast a prayer from memory.

Once the effects are resolved, the Cleric should make an Attribute test – adding the prayers level to the roll. If they have already cast the spell this session this Attribute Test is made with Disadvantage.

If they fail, the prayer is no longer memorised, and the Cleric cannot cast the prayer until they memorise it again.

Gaining a New Level

Acquire and share a number of Experiences equal to your current HD to advance a Level. When you gain a Level:

  • Roll a d20 once for each Attribute – if you roll over, it goes up one point, make an extra roll for either Strength or Wisdom.
  • Gain 1HD – Roll a d8 – gain that many additional maximum HP.

Wizard

Starting Statistics

Starting HP: 1d4

Starting HD: 1d4

Usable Weapons & Armor: Cloth, onehanded sword, staff, dagger

Attack Damage: 1d4 or 1 if unarmed

d6 Familiar
1 A 6-inch tall moon-faced man
2 Spellbook with legs and tail
3 Three eyed hummingbird
4 Small swarm of ladybugs
5 A toad with human legs
6 Luminescent crab

Equipment

Every Wizard starts with a Spellbook containing 1d4+2 spells of your choosing from spell levels 1 and 2. Also choose to start the game with either A or B:

  • A – Cloth robes (AV 1), bent oak staff, shorts sword, a void creature’s egg, 2d8 coins & purse.
  • B – Ceremonial headdress (AV 1), angry shrunken head, 4d6 coins & purse, sacrificial dagger.

Arcane Fortune

If you roll a 1 for starting Hit Points – generate a random magical item as part of either of the starting equipment choices.

Memorizing Spells

Once per day a Wizard can spend an Hour memorising a number of spells equal to their Level, from scrolls and books.

A Wizard can only memorise spells of levels up to and equal to their current Level.

Casting Spells

A Wizard may spend an Action on their turn to cast a spell from memory. Once the effects are resolved, the Wizard should make an Attribute Test – adding the spell’s level to the roll. If they have already cast the spell this session this Attribute Test is made with Disadvantage. If they fail, the spell is no longer memorised, and the Wizard cannot cast the spell until they memorise it again.

Gaining a New Level

Acquire and share a number of Experiences equal to your current HD to advance a Level. When you gain a Level:

  • Roll a d20 once for each Attribute – if you roll over, it goes up one point, make an extra roll for either Intelligence or Wisdom.
  • Gain 1HD – Roll a d4 – gain that many additional maximum HP.
Level Arcane Spells
1 Charm: A Nearby NPC or Monster obeys a simple command and will perform a simple Action.
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 (AV 2) – when each Armor Die is broken it’s gone for good.
2 Sleep: Roll the Wizard’s HD, Nearby Creatures with fewer HP than rolled fall asleep – lasts Ud6 Minutes.
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.
3 Darkness: Pure darkness covers a Nearby area and blocks all types of vision – lasts Ud6 Minutes.
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.
4 Invisibility: A Nearby Creature is made invisible until it Attacks or the spell is dispelled.
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.
5 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.
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.
6 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 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.
7 Elemental: Create an Elemental of any type with 1d6 HD. It is under the effect of Charm.
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.
8 Anti-Magic Shell: Cancels all Arcane magic Nearby to the caster – lasts Ud6 Moments.
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.
9 Meteor Swarm: Nearby Creatures take 8d6 damage.
Conjuration of Deamons: Summons a Deamon with 1d8 HD that is under the effect of a Charm spell – the caster must make a INT Attribute Test to maintain the Charm when used.
Disintegrate: A single Nearby Creature of lower Level than the Spellcaster turns into a fine powder.
10 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 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).
Level Divine Prayers
1 Cure Light Wounds: Heal a Nearby target 1d8 HP.
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.
2 Purify Food and Drink: Purifies all Nearby food and drink.
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.
3 Silence: Magical silence covering everything Nearby to a target – lasts Ud8 Minutes.
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.
4 Locate Object: Sense the direction of a known object – lasts Ud6 Minutes.
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.
5 Create Food/Water: Create enough food/water for all Nearby Creatures for one day.
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 (AV 2) – when each Armor Die is broken it’s gone for good.
6 Commune: The Cleric’s deity truthfully answers 3 questions.
Dispel Evil: Removes a Nearby evil spell.
Finger of Death: Choose a Nearby evil Monster and make a WIS test. If passed the target is OofA.
Plague: Test WIS for d12 Nearby targets. On a success, they lose 2d8 HP and take Ongoing Damage.
7 Quest: Force a Nearby Creature to obey a complex series of up to 2d4 orders or steps.
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.
8 Conjure Elemental: Create an elemental with HD equal to caster’s Level – lasts Ud12 Minutes.
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.
9 Astral Spell: Projects an avatar of the caster onto a chosen place – lasts Ud8 Minutes.
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.
10 Holy Word: Nearby Creatures with 5HD or less drop dead, those with 6-8HD are Paralysed and 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.

Rules For The GM

Players Turn Back

Beyond this point is all the rules, random tables and exciting stuff for the GM – don’t read any further if you intend on only playing!

Playing A Game Step By Step

The GM should use these steps to help structure and run the game, they work regardless of where the Characters are, or what they are doing, and create a Turn structure using Minutes for exploration or Moments for combat and danger.

1. Quickly recap the last Turn’s Actions.

2. If you’re using Minutes to track time – anyone with a light source should roll its Usage Die. Roll any other time sensitive Ud rolls now as well.

3. Figure out who can act right now, rolling Initiative if enemies or dangerous circumstances are involved. Ask those players “What do you want to do for the next few Minutes/Moments?” Then narrate those Actions and the outcomes of any Attribute Tests you call for.

4. Narrate the Actions of NPCs and the environment around the players.

5. Make sure everyone has acted who is able, make a Random Encounter Roll if necessary.

6. Go to Step 1 and repeat.

Choosing The Right Attribute To Test

Anything that a Character might do to interact with the world and has a legitimate chance of failure – requires an Attribute Test to determine the outcome.

Here are some guiding concepts behind what Actions each Attribute Test governs.

Strength (STR)

  • Physical harm which cannot be dodged.
  • Athletics and Actions such as running, lifting, and bearing weight.
  • Melee combat and any attempt to restrain or move an opponent through force.

Dexterity (DEX)

  • Physical harm which can be dodged.
  • Acrobatics and Actions such as jumping, accuracy, and balancing.
  • Remaining unnoticed.
  • Ranged combat and any attempt to hit or interact with a swift opponent.

Constitution (CON)

  • Poison, disease, or death magic.
  • Healing and endurance.
  • Actions that rely on physical resolve and longevity.

Wisdom (WIS)

  • Seeing through deception and illusions.
  • Searching and listening.
  • Knowing ‘when’ you’re supposed to do something.

Intelligence (INT)

  • Resisting spells and magic.
  • Recalling lore and languages.
  • Knowing ‘what’ you’re supposed to do.

Charisma (CHA)

  • Resisting Charm type magic effects.
  • Persuasion and performance.
  • Imposing your will onto another.

Backgrounds and Attribute Tests

If a player can provide a convincing narrative reason, they may use their background to give them Advantage on an Attribute Test of their choice. They may only do this once per session.

Dealing Damage To The Characters

Damage dealt to the Characters can be based on the HD of whatever is dealing it. A GM can roll the dice to determine the how much damage the Characters take – or use the average in brackets.

HD Damage
1 d4 (2)
2 d6 (3)
3 2d4 (4)
4 d10 (5)
5 d12 (6)
6 d6 + d8 (7)
7 2d8 (8)
8 3d6 (9)
9 2d10 (10)
10 d10 + d12 (11)

Powerful Foe

If an opponent’s HD is higher than the Character’s, the Player should add the difference between the two HD values to the d20 when making any Attribute Tests to Attack, Defend, influence, or otherwise interfere with their opponent.

Creature Reactions

Some Monsters and NPCs will have predetermined personalities and goals that will guide a GM when choosing their Actions and feelings towards the Characters. For those that do not, such as randomly encountered Creatures, a GM should roll 2d6 on the Reactions table:

2d6 Reaction
2 Surrender/offer allegiance
3 Give PCs an item/info/aid
4 A mutually beneficial trade
5 Mistake the PCs for allies
6 Wait for the PCs to act first
7 Withdraw to a safer location
8 Demand the PCs withdraw – If they don’t add 1d6 to this result
9 Call for d6 reinforcements – Then see result 6 on this table
10 Trick the PCs using result 2-4 (roll again for true intentions)
11 Capture the PCs
12+ Kill/eat the PCs

Creature Morale

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 must pass a Morale Test or use all further Actions and Movements to escape danger and combat.

The GM tests Morale by rolling on or under the highest Creature’s HD value with a d12.

Random Encounters

What and Why?

A Random Encounter could be anything from a Distant, suspenseful noise to a Nearby deadly Monster. They serve two major purposes; Firstly, they ensure that the ‘game’ will always offer unexpected situations for the Players to tackle.

Secondly, they reinforce the fact that the world the Characters belong to exists beyond their own Actions in it.

How To Make An Encounter Roll

The GM should make a secret Encounter Roll every 15 minutes of real time play in dangerous environments OR when the Characters linger in one place/perform Actions that would reveal themselves.

Secretly roll a d6 and apply the effects from the table below immediately:

d6 Encounter Roll
1 Roll on a Creature table
2 Introduce signs of Nearby life
3 Introduce signs of Faraway life
4 Reduce a light’s Usage Die 1 step
5 A randomly determined Character is overcome with stress and suffers Disadvantage on their next die roll
6 All Characters must consume food and water or lose HP equal to their Level through fatigue
d6 Nearby Life
1 Bloody, still wet footprints
2 Still warm abandoned camp
3 Irregular approaching footsteps
4 Rancid smell of body odour
5 Knocking from a closed door
6 Nearby yelp of pain
d6 Faraway Life
1 Quiet shouts and fighting
2 Delicate wisps of black smoke
3 Echoing bangs and clanking
4 Quiet drumming and chanting
5 Faint smell of burning flesh
6 Low muffled sounds of talking

Creature Tables

The tables on the following page produce random Creature encounters for when the result of an Encounter Roll is a 1. The GM should simply choose to do either:

  • A – Roll a d6 and add the lowest Character’s Level to the result, or…
  • B – Add the dungeon level to the lowest Character’s Level.

The GM should cross-reference the result against the most thematically appropriate table from the following page (or one of their own creation) to determine what Monsters/NPCs appear.

Roll (2d6) Undead Chaos Humanoid Draconic
2 1 wretched cadaver per PC 1 lesser horror per PC 1d4 confused rabble per PC 2 goblin snitches for every PC
3 1 dusty old bones per PC 1d4 round green slimes 2 dwarven miners per PC 1 goblin witchdoctor & d6 snitches
4 Black magic wizard (2HD) 1 gazer (1HD) & 1 lesser horror per PC Forest troll & d4 rabble d8 juvenile lizardfolk
5 1d6 pale ghoul 1d6 pig orc warriors 1d6 mercenary soldiers 2 dire lizards
6 d4 freshly risen per PC 2d4 lobotomised slaves 4 black elf knights d6 bugbear footpads
7 2 blood thrall 3 prismatic horrors Runepriest & d4 miners d8 lizardfolk warriors
8 1 emberfire construct per PC Toad deamon & d6 lesser horrors 1d6 giant raiders 3 harlequin assassins
9 Ravenous wight & d8 cadavers Gazer (6HD) & 1 prismatic horror per PC Black elf witch & d6 knights Juvenile dragon & d4 lizardfolk warrior
10 Cyclopean guardian Disguised cellular mimic River trolls 2d4 mercenaries Lizardfolk warpriest & d6 warriors
11 Master vampyre & 2 blood thrall Cephalopod wizard Giant battle smith & d4 raiders Adult dragon & 2d6 dire lizards
12 Black magic wizard (9 HD) 2 spawn of Shog’Na’Gosh Black elf matriarch & d6 witches Elven rune shepard & 2 harlequins
13+ Sorcerous liche & 3 wights Balor & d4 black magic wizard (6HD) Giant chieftain & 2d6 raiders Ancient dragon

Equipment & Economy

Coins and Money

This game simplifies realistic approaches to currency and uses a base unit of ‘coins’. A GM or group can easily introduce a more granular currency system if they wish.

Economy Based On Rarity & Value

It’s simpler for the GM to classify things by their rarity and roll to see how much that item would cost as-and-when it is sought out. If something is not on the following lists, it’s simply a case of the GM deciding how rare or how valuable it is.

Common/Cheap (d8 coins)

  • arrows/ammunition (Ud8)
  • backpacks/sacks
  • candles (Ud4)
  • canvas/cloth
  • 10 ft. chain
  • chalk (Ud6)
  • commoners garb
  • crowbar & labourers tools
  • flasks/wineskin
  • grappling hook
  • climbing gear
  • flint & steel
  • garlic/herbs (Ud6)
  • ink & quill (Ud6)
  • jug of oil (Ud6)
  • one-handed weapon
  • light bow
  • parchment
  • 10 ft. pole
  • pots/cooking utensils
  • 50 ft. rope
  • rations – dried (Ud8)
  • wax (Ud4)
  • whistle
  • iron spikes (Ud6)
  • small tent
  • torches (Ud6)
  • cloth armour (AV 1)
  • one broken cloth Armor Die
  • shield
  • helmet

Rare\Valuable (2d8 x 5 coins):

  • custom or exotic weapons
  • twohanded weapons
  • heavy bow
  • crossbow
  • caltrops (Ud6)
  • disguise
  • well-made clothing
  • holy symbol
  • holy water (Ud6)
  • lock
  • musical instrument
  • thieves’ toolkit
  • roll twice for leather armour (AV 2)
  • one broken leather Armor Die

Exotic\Expensive (4d8 x 10 coins)

  • fine jewellery
  • alchemical ingredients (Ud4)
  • poison (Ud6)
  • sextant & navigation tools
  • accurate map
  • materials for alchemy and magic
  • roll three times for chain mail (AV 3)
  • broken chain mail Armor Dice
  • roll four times for plate armour (AV 4)
  • one broken plate Armor Die

The Usage Die

Consumable items use a die to track their quantity and inject a little drama into otherwise boring bookeeping. Here are the average rolls or ‘Uses’ for each Ud before it is consumed.

UD Uses
d4 2
d6 5
d8 9
d10 14
d12 20
d20 30

Haggling

It is not uncommon for a player to want to haggle with a merchant over the cost of an item. If they roleplay the encounter well, or if the GM chooses, succeed at a CHA Test – they may roll the cost of the item with Advantage. If they fail either however, the item’s cost is determined with Disadvantage.

Equipment List

Players might find themselves disgruntled at the idea that item prices fluctuate everytime they are bought, especially with common items. To offset this, record the cost of items bought on the following ledger, only re-rolling their cost when the Characters are in a new locale.

Rarity & Availability

It’s very easy for a GM to make a ruling about what would be available in any given place based on the established fiction of the setting. An easy assumption or rule of thumb to use is that Common items are available everywhere, Rare items only in towns, and Exotic items are only found in cities and adventuring sites.

Hirelings & Retainers

Getting People To Do Your Dirty Work

Often players will look to hire NPCs in towns and civilised places, to help them achieve their Characters’ aims, and support them on their adventures. The rules to do so are designed to be simple and flexible.

The Retainers Role

The mechanics for hirelings are simplified down to their one unique skill or Talent, providing the Characters an Advantage on an Attribute Test or enabling them to do something useful under specific circumstances – the hireling must be Nearby to the Character in order to do so.

Paying Wages

As soon as a Character takes on a hireling they must be paid for the task that they are expected to undertake. Typically, the task will relate to the adventure or quest the Character is on. The hireling’s Talent will have a rarity, determining the number of dice to roll to establish their wages. The GM may give Advantage or Disadvantage to this roll based on the risks and effort required to complete the proposed task.

Common: d8 coins, Rare: 2d8 x 5 coins, Exotic: 4d8 x 10 coins.

Who Controls Them

When needed the GM should control each hireling as if they were a normal NPC. Players will often ask a hireling to perform unforeseen or risky Actions.

Ultimately, it’s up to the GM to determine if the hireling will do so, sometimes a CHA Test is required, or an additional payment might help persuade them.

If needed hirelings have an HD of 1 and are subject to all the normal NPC related rules, such as Morale.

Talents
Alchemist (Exotic) Identify and create poisons and potions if supplied with the right materials
Armorer (Rare) Roll d8s instead of d6s for Armor Dice
Hunter (Common) Gives Advantage to tracking and provides rations Ud4
Local guide (Common) Gives Advantage to exploring and finding Nearby locations
Mystic (Rare) Gives Advantage when understanding arcane spells and texts
Porter (Common) May carry up to 12 items
Rogue (Rare) Gives Advantage to looking for Nearby secrets and traps
Sailor (Common) Gives Advantage to navigation and maritime Actions
Scholar (Exotic) Gives Advantage to reading languages and recalling history
Torchbearer (Common) Provides dim light to everything Close and Nearby
Tradesman (Common/Rare) Can create material goods if given the required resources and tools
Mercenary (Rare) Re-roll one Attack OR Defend roll per combat

Panic & Light

Ending Up In The Pitch Black

When the Characters explore deep subterranean places – with unknown horrors lurking behind every shadow – light is vital to their survival.

If a Character ends their turn in a place without a source of light they must immediately make a WIS Test.

If they succeed they may continue to act as normal but if they fail, they Panic!

At the start of every turn whilst Character is panicked the Player must roll on the Panic! table. At the end of the turn they must make a WIS Test – if successful they overcome the Panic!

Madness & Horror

It’s not just the things that the Characters cannot see that could induce terror and Panic! A GM might ask a Player to pass an Attribute Test else panic if they are confronted with something so horrific it has the potential to damage their mind.

Tracking Daylight

A GM can track daylight or the passage of time using the Usage Die. When using Minutes the Ud should be rolled once all the Players have done what they want to do with their turn. Start with a d10 in the morning, d8 for the afternoon, d6 for the evening and d4 for dusk.

d6 Panic
1 Gritted teeth – Make a free WIS Test in order to end the Panic!
2 Frozen solid – The Character is Stuck
3 Shock – Cannot perform any Actions that would involve the use of the hands
4 Fumble – The Player must perform everything this turn with their eyes closed
5 Life before the eyes – CON Test or WIS reduced by 2
6 Heart Attack – The Character is taken Out of Action

Ranges Of Light Sources and Sight

Typical light sources such as lanterns and torches provide enough illumination to for all Creatures that are Nearby to see by.

Should the GM need to make a ruling, it’s a fair call to say that any source of light can been seen by someone else in the darkness – even if it is Distant.

Dim and Low Light

Some sources of light – such as candles or a distant beam of sunlight – offer enough illumination to stave off the effects of Panic! However, they don’t provide enough light for Characters to adequately perform Actions that require their sight.

In these cases, the GM should rule that any Actions that require an Attribute Test are done so with Disadvantage.

Diseases, Narcotics, & Poisons

Universal Rules For Afflictions & Toxins

  • When a drug is taken, poison administered, or disease caught – a Character should immediately Test their CON.
  • The drug/poison/disease’s Ud should be rolled at the same time and added to the CON Test’s result.
  • Each drug/poison/disease indicates the penalty for failing the CON Test.

Diseases and drugs each have their own unique exceptions to the standard rules.

Diseases

There are many ways a careless adventurer might meet their untimely end. However by a spending a significant amount of time around dungeons and death – a nasty disease might be he thing that ultimately gets them.

  • When a disease is caught, failing the CON Test means the Character falls ill, and suffers the effects of the disease.
  • Characters who already have diseases should make a CON Test with the Usage Die at the start of the session, applying the effects if they fail.
  • The Usage Die controls the life of the Disease – when the Ud expires the Character is free of the Disease.

The Black Lung – Ud4

A spluttering, wheezing cough that peculiarly produces no echo, causing the infected to spray black phlegm on anything (and anyone) Close to them

If you fail the CON Test – reduce CHA permanently by the amount shown on the Usage Die due to the horrible cough

Creeping Basilism – Ud6

Thick, hard grey stone erupts all over the skin – locking joints and slowly immobilising the afflicted as a living statue

If you fail the CON Test – all DEX Tests are made with Disadvantage until a cure is found or a CON Test is passed.

Void Cackle – Ud8

Violent streams of psychic void energy lash and buffet the Creature, time echoes are drawn to the raw void in the sufferer’s mind

If you fail the CON Test – the Player must roleplay a random ‘wicked laughing tick’ or reduce a random Attribute to 4 until another CON Test is passed.

Sloughing Dread – Ud6

Lumps of flesh swell up, emitting a horrible sickly stench, eventually dropping off

If you fail the CON Test – the Character takes their level in damage every time they attempt to make a STR Test.

Soul Mould – Ud12

Threads and visions of other realities sweep over and assail the afflicted – a child of change and void incubates within their soul

If you fail the CON Test – Reduce WIS by 2, when WIS cannot be reduced any further the afflicted dies and a prismatic horror bursts from their corpse.

Blinding Night Fever – Ud6

A burning sweating fever causes the afflicted’s eyes to engorge, burn and swell If you fail the CON Test – every action that requires vision is tested as if the Attribute is 4 OR a Player can play the game with their eyes closed for a 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.

d12 Caught From… …It Can Be Cured By
1 Mites living on giant slugs Bathing in the light of a full moon
2 A tacky sickly-coloured coin Drinking a tonic of ghoul ash and lemon
3 Long rusty spikes Cutting off a hand or foot
4 Pungent dripping fluid Submerging oneself in a holy river
5 An ancient latrine Packing garlic into every orifice
6 The pitch blackness of a dungeon 1d4 days bedrest, preferably with a little bell and someone to wait on you
7 Giant rats = giant fleas Bathing in milk under a full moon
8 Wizard with an astral cough Coughing on the person you caught it off
9 Slightly sticky door handles Wrapping dirty socks around the throat
10 The tiniest papercut Stuff ears with pipe-weed and light
11 A cloud of sentient bacteria Drink fresh snake poison and whiskey
12 Sound of maniacal laughter Burying your pillow with a corpse
d12 Ingredient Doses Failed CON Test
1 Evergreen hazlewurt Ud4 Lose 1d4 HP per Character level
2 Vampyre teeth Ud6 Roll all future CON tests with +d4
3 Corpse slugs Ud8 Daylight causes Panic!
4 Rusted coffin nails Ud12 Immediately taken Out of Action
5 Moon flower petals Ud4 Teeth turn grey and fall out -d6 CHA
6 Fire beetle glands Ud6 Lose voice to the creator of the poison
7 Ghoul liver extract Ud8 Max HP reduced by Character’s Level
8 Domesticated choker vine Ud12 Take Character’s Level x 4 damage
9 Medusa tears Ud4 Reduce either STR or DEX by 1d8
10 Psychic giant ant honey Ud6 Next OofA roll has Disadvantage
11 Goblin warts Ud8 Reduce a random stat by 6
12 Graveroot Ud12 -2 DEX, grow scales with AV1

Poison

Name Prefix

  • Black
  • White
  • Deadly
  • The sorrowful
  • The long
  • The sleeping
  • Mind
  • The crippling
  • Burning
  • Sweating
  • Vomiting
  • Cutting
  • Lady’s
  • Lord’s
  • Ferryman’s
  • Bleak

Name Suffix

  • end
  • wither
  • watcher
  • goodbye
  • widow’s kiss
  • scale
  • choker
  • fire
  • drowner
  • knife
  • curse
  • cackle
  • silencer
  • best friend
  • last moments

Preparation

  • Ground finely between basilisk teeth
  • Boiled in gold
  • Decanted in pitch darkness
  • Extracted through gravesoil
  • Frozen in elemental ice
d12 Antidote
1 A banshee’s kiss
2 The exact dosage again
3 A rare dungeon plant
4 The healing tears of a sphinx
5 Tonic only delays inevitable
6 Must be buried alive
7 Bathing in an elven river
8 Brew from a dwarven beard
9 Be magically frozen
10 Pollen from another plane
11 A swim in the holiest river
12 Burn out the poison

Drugs

Deep within the dark and lawless corners of any city, the trade in Exotic and illicit substances is booming. Alchemical reagents, rare extracts and unnatural by-products all serve as effective and inordinately dangerous ways to relieve oneself of reality.

When a dose of a drug is taken, failing a CON Test means that the Character has overdosed, each drug describes what happens if the Test is failed.

The drug’s effects, given in grey, are always applied immediately.

The Usage Die also works normally, when it runs out the drug has been used up and is gone.

Cackle Beans – Ud4
Large round compressed tablets

Ignore pain and gain AV equal to the Ud roll for the next 15 minutes of play

If you fail the CON Test – all tests have Disadvantage unless cackle beans are taken again immediately.

Basilisk Stones – Ud6

Hard cream-coloured rocks

STR is temporarily increased by the Ud roll for the remainder of the session

If you fail the CON Test – the Character takes their HD in damage every time they attempt to make a STR Test.

Somewhere Drops – Ud6
Small droplets of milky liquid

Project your consciousness (seeing and hearing) into a Nearby place for a number of Moments equal to the Ud roll

If you fail the CON Test – user is OofA, using the Ud roll on the OofA table.

Violet Wine – Ud6
Thick, noxious smelling resin

Heal all lost HP back to maximum.

If you fail the CON Test – Max HP are permanently reduced by the Ud roll.

Ghat – Ud6
Long, teeth-staining reeds

Ignore the effects of Panic! for the remainder of the session

If you fail the CON Test – the Character must make a WIS Test everytime they enter a place they have not been before – if they fail they immediately Panic!

Black Lotus Powder – Ud4
Fine, shimmering black powder

INT and WIS Tests have Advantage for a number of turns equal to the Ud roll

If you fail the CON Test – When an INT or WIS Test is made a d4 should be rolled in addition to the d20, for the remainder of the session.

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.

Kept In The Possession Of
1 Tattooed on a prisoner The mad monks of Dar-Dhola-Ram
2 A psychic labyrinth A charming, slumbering prince
3 A giant sticky bubble A shoal of invisible fish
4 In the notes of birdsong All the flowers in the forest
5 A transmission of light A star cult of Ohm
6 A rune marked crystal skull Yex, petty god of trickery
7 A page from the first spellbook A cabal of mad cephalopod wizards
8 Piloting the body of an NPC A champion of war god Korpus Koser
9 Burnt into the belly of a dragon A roving band of astral pirates from Pleth
10 The collar of a black cat The forgotten and buried library of Kush
11 The facets of a perfect gem The 13 children of the full moon
12 A chest that opens to the void The elder time council

Wizards

Names

  • Morrovolol
  • Vebb
  • Varn
  • Xomor
  • Krustus
  • Peng
  • Joop
  • Fhorox
  • Blem
  • Zarnos
  • Yollo
  • Arkle
  • Bunt
  • Ahma
  • Ranit
  • Viz
  • Horonos
  • Gammyr
  • Ekstess
  • Mongallous

Titles

  • of Peng
  • the Jaundiced
  • the Black
  • the Bog King
  • the Banished
  • the Duke of Naught of the Present
  • the Dench
  • the Lacking
  • the Clamouring
  • the Obese
  • the Fleshless
  • River Witch
  • the Slaverous
  • Void-Touched

Familiar

Earthly appearance

  • Laughing cat
  • Moon-headed child
  • Angry parrot
  • Three ravens
  • White stag
  • Black wolf
  • Giant snake
  • Thousands of small spiders
  • Spell book with legs
  • Disembodied hand
  • Firefly
  • Floating eyeball
  • Shadow

Peculiar talent

  • Throw voice
  • Read emotions
  • Understand any language – speak none
  • Transform into small jewellery
  • Live inside a reflective surface
  • Appear translucent like a ghost
d% Magic Side-Effects
1-2 Age 2d10 years
3-4 Stone skin, gain AV2
5-6 Gain a physical trait from other the opposite gender
7-8 Randomly ignores gravity
9-10 Greedy for the next thing seen
11-12 Stuck until successful CON Test
13-14 Target finds 1d4 coins in ear
15-16 Target flinches at the word ‘yes’
17-18 Wail and sob for 1d6 Minutes
19-20 Two sides of the brain switch
21-22 Perceive everyone’s faces as demonic and warped
23-24 Hear faint music constantly
25-26 All clothes now on backwards
27-28 1d4 Void tadpoles swim Nearby
29-30 A small futuristic and sentient, geometric drone appears, scanning the Creature with light before vanishing
31-32 Grows 2d6 inches
33-34 All hair grows 2d12 inches
35-36 Natural perspiration is grease
37-38 Skin turns jet black
39-40 Eye appears in centre of head
41-42 Everyone’s brain slugs are visible!
43-44 Anything made of paper screams at you for 1d6 Minutes
45-46 Hover 1″ off the floor 47-48 Examined by a divine light, it leaves unimpressed
49-50 All teeth fall out
51-52 Sloshing sounds when walking 53-54 Gain 1d4 maximum HP
55-56 Everything tastes like cheese
57-58 Tiny head grows from neck
59-60 Blows bubbles when whistling
61-62 One arm turns into a crab claw 63-64 Stomach becomes a big mouth
65-66 Gains perfect vision in darkness 67-68 Skin becomes hard like leather 69-70 Talking releases clouds of flies
71-72 All speech is heard in reverse
73-74 Face constantly shifts subtly
75-76 Transformed into an albino
77-78 Eyes become huge and gross 79-80 Body is turned into living ooze
81-82 Eyes can shoot mild lasers 83-84 Skin develops weak magnetism
85-86 Arms become like a T-rex’s
87-88 Grows functional gills
89-90 Reads minds of Nearby cats 91-92 Always knows where east is
93-94 Grows an extra heart (+4 maximum HP)
95-96 Inner organs become clockwork
97-98 Swap two Attributes
99-100 Roll twice on this table, re-roll any duplicate results

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.

d12 Inciting Incident
1 Locked inside a burning inn & chained to a huge granite keystone
2 Lost in the city sewers & they’re in debt to the thieves guild
3 In an unnatural snowstorm & a lying wind whispers the way out
4 Unconscious in an oubliette & dopplegangers have a key to freedom
5 Waking up in a cryo-tube & all their memories have been stolen
6 In the belly of a Kraken & cursed ghost pirates seek revenge
7 Inside a goblin labyrinth & violent insects know the way out
8 At the mad wizard’s funeral & they’re locked inside various coffins
9 Part of a fey queen’s dream & they’ll fade away at midnight
10 A hole where the town was & a ransom note is staked to the floor
11 Locked in an alchemist’s lab & they’ve been shrunk to 54mm scale
12 On a plummeting airship & local gravity has been turned off

Starting The First Game

Gaming In The Old School Fashion

This game’s focus is weird fantasy swords and sorcery. If you’re playing in its assumed old school pulp fantasy setting, keep the following in mind:

Adventure must be found

Characters should explore and seek out Experiences, new spells, treasure and magic items. In a ’real’ world like the one we live in, fortune and skill must be sought out, the same should apply for the fantasy world the Characters live in.

The world is cruel & weird

The assumed fantasy setting of this game is uncaring and gritty. If the Characters are not shrewd, the world will defy their expectations and act against them – when it does it should be deadly.

The world is persistent

The world should react to the Characters Actions and the effects of those Actions should change and shape the world.

The very first session

Generate an inciting incident to resolve and then an urban environment, dungeon, or wilderness to start the Characters in. Use the tables to fill in any blank areas as you play.

Tools Quick Reference

How To Prepare and Improvise

This is a quick reference page to the most commonly used tables and rules, grouped by purpose and function.

For pre-planned games: Sit down with the book and prepare all the elements you think you will need for the next session – keep the book on hand to fill in any blank areas that arise during play.

For improvised games: Bookmark this page and use the following tables during play – if you need something to riff off, or if something unexpected happens.

Commonly Used Tables & Rules

Step-by-Step Play Guide

How to structure every turn so that each Player gets to do something interesting.

Non-Player Characters

Refer to the following pages to produce a cast of supporting NPCs.

  • NPC concepts and appearances
  • NPC activities
  • Quest generator
  • Rival adventurer tables
  • What’s on the corpse
  • Combat abilities and stats

Towns & Civilisation

Refer to the following pages to create a ’civilised place’ – useful as a location to start your first game in or when the Characters explore urban environments.

  • Random settlements and maps
  • Hireling and retainers
  • Random taverns and maps
  • Equipment and economy
  • What’s on the corpse
  • Diseases narcotics and poisons

Dungeons & Adventures

See the references for dungeon adventure tools.

Wilderness & Travel

See the references for wilderness adventure tools.

Treasure & Rewards

Reference the following pages to reward the Characters for their adventures.

  • Treasure hoard drop table
  • Magic items
  • Equipment and economy
  • What’s on the corpse

Common Rules Reference

  • Taking turns and time
  • Combat and Hit Points
  • Movement and distances
  • GM specific rules
  • Character classes
  • Player specific rules
  • Experience and levelling up
  • Magic and spellcasting
  • Spells and prayers

NPC Concept Generator

Roll one of each – d4, d6, d8, d10, d12.

d4 Social Position
1 Low born
2 Working class
3 Merchant class
4 High born
d6 Heritage
1 Young human male
2 Young human female
3 Old human male
4 Old human female
5 Ageless forest elf
6 Bearded mountain dwarf
d8 Visual Thing
1 Wears unusually large hats
2 Thinning lank hair
3 Fake and wooden body part
4 Dressed indecently
5 Covered in giant warts
6 Gold dentures
7 Has a hook hand/peg leg
8 Stunningly good looking
d10 Quirk To Play
1 Pronounces ‘R’ as ‘W’
2 Infectious and dirty laugh
3 Uses one phrase over and over
4 Strong regional accent
5 Selective comedic hearing
6 Keeps losing, err … focus
7 Talks with an inflection?
8 Obvious and implausible liar
9 Profusely sweaty all the time
10 Talks like a cartoon character
d12 Reputation For
1 Expert sword for hire
2 Connected to gangsters
3 Spy pretending to be a sailor
4 Able to talk with the birds
5 Deciphering arcane tomes
6 Playing practical jokes
7 Connected to state authority
8 Hunting the rarest game
9 Learning obscure facts
10 Harbouring a grudge (create another NPC to hate!)
11 Commanding a tight knit group of warriors
12 Being able to get hold of anything for a price

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.

d12 Clothing/attire Unique Feature
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

Name

Elf

  • Aeval
  • Aanis
  • Bean
  • Barg
  • Curpur
  • Cannad
  • Fach
  • Feeor
  • Golm
  • Gwyll
  • Hesk
  • Hyst
  • Klepp
  • Kubura
  • Lyffe
  • Lolp
  • Pickt

Human

  • Ranulph
  • Keern
  • Ghall
  • Murut
  • Abwall
  • Weland
  • Rayce
  • Kibir
  • Utet
  • Istwel
  • Vesh
  • Ellery
  • Enan
  • Lellani
  • Aquey
  • Gorem
  • Knowel
  • Elenna
  • Shyren
  • Lelleth

Dwarf

  • Dainir
  • Brokkr
  • Eitri
  • Fjala
  • Litr
  • Otr
  • Regin
  • Sindri
  • Gormel
  • Agrand
  • Uthag
  • Valmr
  • Ygwyn
  • Dwylr
  • Billingr
  • Galar
  • Voor
  • Prok
  • Wolda
  • Onna

Story Hook

  • Wanted pirate
  • Comically bickering with partner over work
  • Searching for their missing eye
  • Struggling to get their golem to work
  • Looking for a cure for a supernatural curse
  • Deliver a message before they die
  • Let everyone know about the conspiracy (that’s actually true)
  • Spread their extreme religious ideology
  • Recover their honour and noble rights
  • Spread false rumours for trade purposes
  • Forget and hide from their past warcrimes
  • Sell illegal goods
  • Hire artists to work on a royal project
  • Proselytize their doom cult

How NPCs Are Related

Roll one of each – d4, d6, d8, d10, d12.

When you use an entry on the table, cross it out and replace it with one of your own.

d4 Type
1 Social scene acquaintances
2 Belong to the same house
3 Childhood friends
4 Business associates
d6 Status
1 Bitter enemy
2 Obvious contempt and disgust
3 Estranged and bitter
4 Warm, polite and cordial
5 Great open admiration
6 Hopelessly in love
d8 Joint Activity
1 Adventuring company
2 Members of the same guild
3 Student of the same master
4 Rival potential suitors
5 Political adversaries
6 Sporting team members
7 Taking an extended holiday
8 Literary competition
d10 Intentions
1 Never speak to them again
2 Ruin their plans and dreams
3 Take advantage financially
4 Steal a treasured possession
5 Demand a public apology
6 Discredit their work
7 Give them a magical item
8 Repay an old blood oath
9 Write a letter of support
10 Confess their feelings
d12 History
1 Owes a large sum of money
2 Made them lose their honour
3 Overshadowed their work
4 Conspirators in a kidnap
5 Escaped prison together
6 Foes in a forgotten war
7 Rivals for a powerful job
8 Former famous adventurers
9 Survivors of shipwreck
10 Allies in a doomed army
11 Numerous illegal trade deals
12 Is a long time benefactor
d% NPC Activities
1-2 Recruiting for a fake quest
3-4 Giving life to art via rituals
5-6 Buying experimental reagents
7-8 On an alchemical drug trip
9-10 Magic induced split personality
11-12 Hiding from a secret crime guild
13-14 Fast asleep in a very odd and uncomfortable position
15-16 Rapidly shedding all their hair
17-18 Painting their body jet black
19-20 Gossiping about the Characters
21-22 Being lowered into a well
23-24 Shouting soap box politics
25-26 Searching for their lost novel
27-28 Arguing with a dog about class
29-30 Drawing arcane chalk runes
31-32 Paramilitary reconnaissance
33-34 Incognito deity playing tricks
35-36 Daubing swine blue
37-38 Wandering around headless
39-40 Passed out in the open
41-42 Scavenging for basilisk stones
43-44 Stealing a merchant’s goods with an overly complex plan
45-46 Hiding yet another body
47-48 Urinating a corrosive liquid
49-50 Clandestinely smoking a pipe
51-52 Posing for a smutty painting
53-54 Yodelling aggressively
55-56 Selling old rope to simpletons
57-58 Returning from a useless war
59-60 Being hunted by void bats
61-62 Summoning a Deamon
63-64 Enjoying a raucous street play
65-66 Mumbling loudly about circles
67-68 Entertaining foreign guests
69-70 Drunk axe juggling
71-72 Surreptitious carnal activity
73-74 Selling counterfeit goods
75-76 Receiving a thrashing from a gang of feral street kids
77-78 Writing hilarious, but outrageously rude graffiti
79-80 Washing their clothes in oil
81-82 Stuck in a street oubliette
83-84 Haunting their fresh corpse
85-86 Plaiting their hair with noxious plants and roots
87-88 Bleeding profusely from accidental belly wound
89-90 Hanging in a mouldy gibbet
91-92 Counting their meagre wages
93-94 Throwing their lover’s clothes from a balcony window
95-96 Taking a tour on a slave litter
97-98 Filling jugs full of booze that flows from a natural spring
99-100 Doing exactly what the Characters are doing

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.

5 Tin of rare stamps
6 Silver whistle
5 Empty velvet purse
6 Town map & notes
5 Poisoned crackers
6 Sentient tattoo
5 Valuable nuts
6 Deed to toxic land
5 Well-made dagger
6 Rare scotch egg
5 Poster of a Prince
6 Turkish delight
5 Vial of grey liquid
6 Tickets to a play
5 Dank washcloth
6 Torn dungeon map
5 Miniature octopus
6 Brass knuckles
5 Huge monocle
6 d4 fingers & rings 5 -Golden goose egg
6 List of names
5 Small pouch of dust
6 Soggy journal
5 Letter of apology
6 Improvised bomb
5 Odd shaped key
6 Large I.O.U.
5 Lazy glass eye
6 Treasure map
5 Half burnt book
6 A gangster’s keys
5 Warped glasses
6 Sinister music box
5 Illuminati invite
6 Cursed dentures
5 Ghost rabbit foot
6 Bloody fork 5 – Screaming skull
6 Hipflask of tears
5 Infernal egg
6 Banned poem book
5 Rotten ham
6 Blurred portrait
5 Ear necklace
6 Royal ball invite
5 Pouch of beans
6 Two left shoes

Overland Adventures

GM Tips For Games In The World Above

What is a Hex Map?: Overland games use a different type of map – instead of a grid, it is divided into hexagons or ‘hexes’ – used to track the Characters’ location as they explore the world.

Distances: The range bands Close, Nearby, Faraway expand in abstract nature to cover far greater areas. For example, ‘The cackling body in the gibbet’ is Close to the ’Rotten Town’ which might be Nearby to the ‘Foul River Nyne’ and ‘Black Spindle Mountain’ is Faraway from that.

Time & turns: Because of the increase in geographical scale, Minutes are renamed to Hours, but are otherwise handled normally.

Travelling: Characters still get turns as they explore the world above and still get to Move somewhere Nearby and perform an Action.

Transportation: For simplicity’s sake transport such as mounts and boats double movement speed.

What’s on the horizon: Tell the Players freely what features and terrain types are Nearby to their current location.

Rations: Players should roll their Characters’ rations Ud every time they move into another hex. If they cannot, or decide not to, they take damage equal to their Level.

Tools For Planning or Improvising

Here are a few tools that will help create and manage wilderness adventures.

Hex terrain generator

Determine the terrain, weather and if any features exist in a blank hex

Hex feature generator

Stock a hex randomly with unusual features, monsters and dungeons

Hex maps

An example map plus blank and prekeyed hex maps, with space for some notes

Settlement generator

Create random urban environments and details for rest or adventure

Urban drop table

Generates a map of a town or city district, useful for urban adventures

Tavern generator

Where all good adventures start

Quest generator

Produce random adventure threads with varying goals and destinations

Hex Terrain Generator

The d4 and d6 are required – the d8, d10, d12 are optional to add flavour.

d4 Habitation
1 Unnaturally uninhabited
2 Incidental and natural wildlife
3 Roll on an enounter table
4 Generate a hex feature
d6 Terrain
1-3 Establish a type of common terrain, such a ’grasslands’ for future 1-3 results
4-5 As 1-3, but an uncommon terrain, such a ’deep woods’
6 As 1-3, but a rare terrain type, such a ’rocky hills’
d8 Weather
1 Bright and pleasantly warm
2 Overcast, chilly and grey
3 Driving rain showers
4 Damp and creeping fog
5 Bitterly cold and snowing
6-8 +1 to previous roll. Start at entry 1 if this is the first roll you’ve made on this table
d10 Things To See
1 Deep round pools of water
2 Infrequent skulls on spikes
3 All animal sounds are gone
4 Remains of a bitter skirmish
5 Convoy of foreign wagons
6 Herds of grazing animals
7 Evidence of an ambush
8 Inhabitants are spirits
9 A massive excavation site
10 Fire on a velvet horizon

When you use an entry on the d12 table, cross it out and replace it with one of your own.

d12 Flora & Fauna
1 Thick black vines
2 All dying, sickly and sparse
3 Overgrown and angry
4 Foreign summer berries
5 Tainted medicinal herbs
6 Man-sized and carnivorous
7 Bright purple razor grass
8 Giant floating pollen
9 Quietly bickering flowers
10 Wandering trees and bushes
11 Flowers ooze red goo
12 All burned to a crisp

Hex Feature Generator

Roll one of each – d4, d6, d8, d10, d12.

d4 Visibility
1 Buried underground
2 Overgrown and hidden
3 Obscured by odd geography
4 Out in the open
d6 Feature
1 Dungeon entrance
2 Natural hazard/crossing
3 Lone reclusive NPC
4 Ruin from another age
5 Lair of a Monster
6 Generate a settlement
d8 Denizens…
1 Pre-historic humanoids
2 Sickly and savage warband
3 Hedonistic pleasure cult
4 Nocturnal changelings
5 Reclusive ground dwellers
6 Puritanical religious sect
7 Dormant evil doomsday cult
8 Future society lost in time
d10 …Seeking
1 Part of a clockwork map
2 Void iron skeleton key
3 Runemarked dragon egg
4 Shattered magic mirror
5 Bottle of whispered secrets
6 Doorway to another time
7 Broken flying pirate ship
8 An immortal servant
9 A lost larval star
10 A piece of golden fate thread
d12 Odd Twist
1 Waterfall flows upwards
2 Huge floating rock
3 Cave in the shape of a skull
4 Destroyed convoy of wagons
5 Aggressive sentient plant life
6 Unnatural winding maze
7 Abandoned doomsday lab
8 Forgotten ancient library
9 Site of lost expedition
10 Overrun gem mine
11 Functional void well
12 Domain of petty minor god

After using the d10 or d12 table, cross the entry out and replace it with one of your own.

Settlement Generator

Roll one of each – d4, d6, d8, d10, d12.

d4 Size
1 Forgotten hamlet (1 district)
2 Lonely village (2 districts)
3 Suburban town (d4 districts)
4 Urban city (2 + d4 districts)
d6 Disposition
1 Hostile and unwelcoming
2 Rude and obnoxious
3 Uncaring and dismissive
4 Indifferent and haughty
5 Polite and courteous
6 Friendly and welcoming
d8 Buildings
1 Tall, leaning, brick terraces
2 Slender, sandstone villas
3 Meandering, stone towers
4 2 Story basement buildings
5 Long, wooden, thatched halls
6 Squat, thatched yurts
7 Treetop walkways and houses
8 Carved into natural stone
d10 Government
1 2d6 elected councillors
2 Reclusive, man-child despot
3 Utterly mad warrior king
4 Kind and caring blood cult
5 Nameless sea of bureaucrats
6 Complete utopian anarchy
7 Collapsed, might is right
8 Mercenary martial law
9 Violent street judges
10 Psychic thought police
d12 Preoccupation
1 Cannibalistic feast day
2 Mock election of pig
3 Purging the place of all flies
4 Painting red ‘X’s on doors
5 Mass building operation
6 Open air carnival
7 Snail racing tournament
8 Running of the monster
9 Large, public, legal duel
10 A peculiar food/drink festival
11 Campaigning for an election
12 Rounding up all the elves

When you use an entry on the d12 table, cross it out and replace it with one of your own.

Drop Table Map

Create an urban space by dropping a handful of d4s on the map above:

If a d4 lands on a building it is present in that village, town, or city district.

Buildings with no dice on can be considered residential or abandoned.

Jeweller Theater Guild Town Hall Market Tavern Farmer Tap Rooms Library Trader Temple Gambling Den Court House Tailor Brothel Baker Bank Barracks Gate House Blacksmith Alchemist Club Docks Noble Manor
d4 Standard
1 Avoided and old fashioned
2 Struggling and dilapidated
3 Thriving and well kept
4 Exclusive and fashionable

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.

d12 Prefix Suffix Known For
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

  • Lewd and ornate braziers
  • A stuffed four-dimensional moose head
  • No doors or windows
  • Large glass cage containing withered deamon
  • Permanently submerged under d4 feet of water
  • Mounted heads of barred patrons
  • Furniture made from bones
  • Arcane symbols painted in blood on the floor and walls
  • Giants’ skulls hold massive barrels of whiskey
  • Chairs are made of bent and melted giants’ daggers
  • Unusual alchemical apparatus
  • Wallto- wall books of all varieties
  • Hundreds of impaled daggers all over the floor

Entertainment

  • Boxing match between a giantess and six bare-chested barbarians
  • Ghost choir
  • Three-fingered knife juggler
  • Accomplished doppleganger impersonator
  • Mandatory laughter and executioner comedian
  • Giant slug fighting matches
  • Spectral burlesque
  • Giant talking snake
  • Indoor fireworks
  • Musician who can influence rodents
  • Anatomically correct puppet show
  • Patron arguing with a statue
  • Three competing playwrites performing simultaneous read throughs
  • Baby cockatrice fight
  • Astral portal fishing

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

Quest Hook Generator

Roll one of each – d4, d6, d8, d10, d12.

d4 Acquired
1 Commonly known rumour
2 Secret to be bought and traded
3 Through dreams or prophecy
4 From an NPC seeking aid
d6 Activity…
1 Fix the broken form of…
2 Retrieve all or part of…
3 Destroy or kill…
4 Escort to a safe place…
5 Discover the true nature of…
6 Steal away or take by force…
d8 …Target
1 A lost magical artefact
2 An oddly made map or key
3 Body parts of a rare monster
4 A famous NPC or Creature
5 A unique scroll/tome of lore
6 A forgotten or mythical spell
7 The entrance to a dungeon
8 Location of a magical vault
d10 Obstacles
1 Geographically hard to reach
2 Guarded by a large monster
3 Has been split into d4 parts
4 Entirely forgotten about
5 Behind untold deathtraps
6 The belly of a giant Creature
7 Guarded by evil hordes
8 Disguised as something else
9 Doesn’t exist on this plane
10 Protected by spells and curses

When you use an entry on the d12 table, cross it out and replace it with one of your own.

d12 Incentives
1 Knowledge that will help you
2 Password or key to vault
3 Bring peace to a kingdom
4 Reveal an evil’s true nature
5 Secure a noble’s birthright
6 Gain unnaturally long life
7 Take control of an army
8 Reveal an opponent’s weakness
9 Map to long lost valuables
10 Stop a rampaging monster
11 Secure freedom for an ally
12 Significant amount of money

Rival Hero Generator

Roll one of each – d4, d6, d8, d10, d12

d4 Class
1 Warrior
2 Thief
3 Cleric
4 Wizard
d6 Race
1 Epicene banished elf
2 Young human
3 Middle-aged human
4 Old human
5 Ever-young elf
6 Ageless dwarf
d8 They Want To
1 Take your valuables
2 Steal or learn your spells
3 Use you as monster bait
4 Aid you in your adventure
5 Achieve your goal before you
6 Give you a false reputation
7 Follow you as a henchman
8 Kill you for sport
d10 Possession
1 Promise of inherited wealth
2 Expert on rare creatures
3 Key or password
4 Truly accurate map
5 Trust of a powerful creature
6 A random spell of their level
7 Location of a dungeon
8 Scandal to blackmail an NPC
9 Location of forgotten NPC
10 Magic item

When you use an entry on the d12 table, cross it out and replace it with one of your own.

d12 Fame
1 Has been killed 13 times
2 Can bend the bars of any cage
3 Doesn’t have footsteps
4 Two shadows
5 Remembers everything
6 Can see their own death
7 Criminal prince
8 Seduced a goddess of love
9 Can change their face
10 Renowned war hero
11 Retired, now a politician
12 Can’t remember their face

Underworld Adventures

Some Tips For Running ’Dungeons’

Grid maps: Dungeon focused adventures often use a type of map divided into a grid, on which adjacent squares are Close to one another.

Setting the scene: Be as concise and evocative as possible – Too much information makes things confusing, not enough can leave Players at a loss as to what to do.

Searching for secrets: Looking for clues to traps and secrets is an Action which takes one Moment and covers a Nearby area, resolved by Testing WIS.

Hidden things: If the Characters enter an area where something is hidden, such as a trap or door – secretly roll a d6. If the result is a 1 give them a clue that there is something hidden Nearby.

Stuck doors: Every time the Characters take an Action to open a new door, secretly roll a d6. If the result is 1 the door is Stuck or locked.

Random encounters: Make a hidden Encounter Roll every 15 minutes or if the Characters linger in an area/make a lot of noise. Use a timer or smartphone alarm to help track this.

Tools For Planning or Improvising

A few tools that can be used to help the GM create dungeon based adventures.

Dungeon generator

Randomly determine the grand scheme or idea behind the dungeon.

Inhabitants generator

Create factions and groups of Creatures to inhabit the dungeon.

Entrance generator

Produce an engaging and interesting entrance to the dungeon.

Room & area generator

Stock a dungeon room or area randomly with unusual features, monsters, treasure, and traps.

Empty areas & rooms

Make mundane elements of the dungeon a little more interesting.

Dungeon ambience

Random sights, sounds and smells from the dungeon and its denizen.

Trick & hazard tables

Generates random tricks suitable for dungeon environments.

Trap tables

Generates random traps suitable for a dungeon environment.

Secret door generator

Rules for discovering new doors and generating secret doors.

Blank & random maps

Pre-keyed dungeons grid maps, procedural dungeon maps.

Dungeon Generator

Roll one of each – d4, d6, d8, d10, d12.

d4 Entrance
1 Is hidden by nature or design
2 Has a local or exotic guardian
3 Accessibility is sporadic
4 Is a puzzle to find or open
d6 Construction
1 Precisely chiselled obsidian
2 Twisting fungal growths
3 Body of a huge automaton
4 Psychic dream of fey queen
5 Stone heart of a dead god
6 Timelocked otherworld
d8 Built By
1 Army of slaves and king
2 Long dead mad wizard
3 Subterranean molemen
4 A coalescence of negativity
5 A void-faring race of ooze
6 Living, super-intelligent spell
7 World’s most powerful guild
8 It built itself
d10 Original Use
1 Valuable quarry or mine
2 Refinery for gems or metals
3 Arcane engine or factory
4 Prison or massive trap
5 Monster breeding grounds
6 Vault for a doomsday device
7 Link to another universe
8 Battery or store of resources
9 Place of learning or religion
10 Home to an outer being

When you use an entry on any of the tables, cross it out and replace it with your own entry.

d12 Feature
1 Time bubbles
2 Gravity is intermittent
3 Size isn’t always logical
4 Atmosphere deals Ongoing Damage
5 It is infinite and unending
6 Classic dungeon under castle
7 Doors must be drawn to exist
8 It’s raining inside
9 Made of reflective crystals
10 Carnivorous jungle flora
11 Partially underwater
12 Telepathic atmosphere

Inhabitants Generator

Roll one of each – d4, d6, d8, d10, d12.

d4 Minions
1 Humanoid guild
2 Undead horde
3 Demonic cult
4 Draconic sect
d6 Equipment
1 No tools and DIY weapons
2 Failing and dilapidated gear
3 Well-maintained and mundane
4 One powerful magic item
5 Several minor magic items
6 Far future technology
d8 Resources
1 Lots of disposable troops
2 Good knowledge of the area
3 Well-trained war veterans
4 Wide range of arcane spells
5 Advanced defences and tactics
6 Unusual physical resistance
7 Divine precognition
8 One off cataclysmic power
d10 Evil Goals
1 Astral pirating for reputation
2 Raid and pillage for slaves
3 Forging and thieving for gold
4 Clone politicians and royalty
5 Create a ‘perfect’ race
6 Violently conquer a regime
7 Infiltrate and replace society
8 Open a huge rift to the void
9 Set off a doomsday device
10 Awaken a cruel elder god

When you use an entry on any of the tables, cross it out and replace it with your own entry.

d12 Leader
1 Avatar of Korpus Koser
2 Psychic ghost chieftain
3 Fanatical, blind cleric
4 Demon prince in a mirror
5 Ancient, possessed ring
6 Brutal, cannibal warlord
7 Sentient thinking machine
8 Unhinged void witch
9 Council of giant lords
10 Undead child prince
11 Mutated champion warrior
12 Whisper from the void

Entrance Generator

Roll one of each – d4, d6, d8, d10, d12.

d4 Security
1 Magical lock or barrier
2 Common, mundane lock
3 Closed and unlocked
4 Closed and stuck
d6 Complication
1 Random encounter
2 Hidden by a magic trick
3 Potentially fatal trap
4 Opens and closes in a pattern
5 Magical side effect
6 No complications
d8 On Entering
1 Inhabitants are alerted
2 A deeper trap is made ’live’
3 A disease is released
4 Teleported somewhere
5 Attribute Test or take damage
6 An item is taken away
7 Appearance has changed
8 Nothing
d10 Construction
1 Giant, ruined castle door
2 Massive, ornate drawbridge
3 Titan skull’s mouth
4 Shimmering mirror portal
5 Gently humming black hole
6 Long, deep stone well
7 Huge, perfect chrome sphere
8 Rickety, steampunk elevator
9 In a standing stone’s shadow
10 Waterfall that flows upwards

When you use an entry on the d8, d10 or d12 table, cross it out and replace it with your own entry.

d12 Tone Setting
1 Foggy and chilled atmosphere
2 Faint, eerie glow creeps out
3 Wails heard from within
4 1000s of scuttling bugs
5 Skulls on really tall pikes
6 No sound escapes
7 Time seems to slow within
8 Several aghast heads on pikes
9 Objects weightlessly float
10 Precognitive sign of doom
11 Decaying nature Nearby
12 Distant, tribal drumming

Room/area Generator

Roll one of each – d4, d6, d8, d10, d12.

d4 Treasure
1 None
2 Yes, if there’s a trick or trap
3 Yes, if there’s a monster
4 Yes! (drop table)
d6 Contents
1 Empty area or room
2 Dungeon ambience
3 Trick
4 Trap
5 Secret door
6 Roll on a Creature table
d8 Lighting
1 Completely pitch black
2 Weak, guttering candles
3 Dim light from room exterior
4 Wall-mounted torches (unlit)
5 Wall-mounted torches (lit)
6 Tall, brass brazier in corner
7 Oil lamps hanging from roof
8 Large fire pit in the centre
d10 Room Type
1 Level transition
2 Corridor or transition area
3 A large hall to socialise
4 A small, domestic space
5 Room to detain prisoners
6 Place to prepare sustenance
7 Animal pens or food farm
8 Store for perishable goods
9 Place of power or magic
10 Place of divine purpose

When you use an entry on the d8, d10 or d12 table, cross it out and replace it with your own entry.

d12 Empty Feature
1 Grubby, oddly-sized furniture
2 Huge columns and manacles
3 Boarded up windows/doors
4 Large, badly stained rugs
5 Innumerable, smelly candles
6 Deep cracks and fissures
7 Fast running water feature
8 Walls decorated with bugs
9 Localised aurora borealis
10 Room shrouded in deep mist
11 Piles of sacrificed heads
12 Fighting pit in centre

Empty Areas & Rooms

When you use an entry on a table, cross it out and replace it with one of your own.

d12 Room Details
1 Large twisting columns
2 Tiered steps leading to exit
3 Smashed masonry and tiles
4 Scaffolding covers the walls
5 Broken mirrors everywhere
6 Gigantic empty fireplace
7 Deep murky pool
8 Braziers with purple flames
9 Perfect stone ‘bowl’ in centre
10 Seemingly infinite ceiling
11 Ornately, carved gargoyles
12 Large pool of tacky resin
d12 Wall Details
1 Big, arcane symbol in blood
2 Nest of big angry insects
3 Trail of liquid leads to wall
4 Innumerable mouse holes
5 Masterwork x-rated fresco
6 Corners thick with mould
7 Broken and sprung spear trap
8 Walls have glowing stones
9 Floor-to-ceiling alien symbols
10 Magically animated war scene
11 Magical daylight ‘windows’
12 Big bowls of incense
d12 Odd Corridors
1 See through to a lower level
2 Obviously being monitored
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
12 Wobble and twist about

Dungeon Ambience

When you use an entry on a table, cross it out and replace it with one of your own.

d12 Noises
1 Deep creaking and crunching
2 Echoed shouting
3 Ringing of giant bells
4 A lone Nearby sneeze
5 Raucous muffled music
6 Splashing of water
7 High-pitched whistling
8 Long irritating sobbing
9 Mechanical thumping
10 Faint childlike giggling
11 Raucous guttural laughter
12 Marching footsteps
d12 Sights
1 Crate with huge claw marks
2 Big, furry mound
3 Thick, unnatural cobwebs
4 Arrows and sundered shield
5 Deep pools of green blood
6 Split helmet and ghost head
7 Black stones in a ring
8 Ruined and torn backpack
9 Oddly bent door spike
10 Dripping damp scenery
11 Shards of rude ceramic urns
12 Large, rusty chain
d12 Odors
1 Overpowering ammonia
2 Suffocating smoke
3 Earthy and dank
4 Metallic taste in the throat
5 Bleach like chemical
6 Honey like sweetness
7 Rotten vegetation
8 Sulphurous and eggy
9 Salty and damp
10 Putrid trash
11 Fresh air
12 Like petrol
d12 Written 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
d12 Architectural Tricks
1 Visible crank and pulley operated Alcove slides to the side
2 By speaking a magical command word Illusory balcony revealed
3 Giant circuit needs completing Ceiling drops to block path
4 Give an offering of blood Deep chasm in the floor closes
5 Turn d6 lost keys in order Idol mouth reveals doorway
6 Tilt a light fitting d100 degrees Chute delivers part of key
7 Pull a specific book from bookshelf Portal opens to Nearby room
8 Pull on a delicate tripwire Reveals compartment in floor
9 Pry out metal ball blocking exposed gears Floor jerkily tilts 3d10 degrees
10 Apply equal weight to d4 pressure plates Fire pit reveals staircase
11 Stand in a precise point Nearby Floor falls exposing Creatures
12 Move Close to a particular Nearby object Pillar shifts, revealing doorway
d12 Natural Hazards
1 Bridge on toxic river crossed Crumbles away after Ud4 Moments
2 Ravine edge walked on Test DEX or fall for HD damage
3 Mould patch disturbed Test CON or choke for HD damage
4 Erupting geyser approached Character takes Ongoing damage
5 Thick, sticky amber is touched Stuck until a STR Test is made
6 Invisible natural gas inhaled Weakened until a CON Test is made
7 Hastily filled in ditch crossed Creature trips and loses their next Move
8 Quicksand gravel entered Creature must make a CON Test or be OofA
9 Steep, natural staircase used A randomly selected item is dropped
10 Enveloped by thick smoke All Creatures’ CON reduced by 2
11 Black, spotty fungi disturbed Creature immediately Panics!
12 Noxious poison cloud inhaled Creature is taken Out of Action
d12 Magical Hazards
1 Horrific tome is read aloud Ages the reader 2d10 years
2 Giant cyclopean skull is moved Shrinks a Creature to size of 2d6 year old
3 Light source is extinguished Grants a Character a limited wish
4 Alchemical reagents are mixed Removes the Creature’s voice
5 Handle is turned wrong way Randomly swaps 2 of a Character’s Attributes
6 Bust is rotated 180 degrees Turns the Character into a Monster
7 Basin of water is drank from Cries loudly like a baby, effect has Ud4
8 Grotesque tapestry is burned Swaps 2 random Characters’ minds
9 Elaborate armour is worn Character acts as a biological skeleton key
10 Giant mushroom is touched Changes Creature into solid gold statue
11 Pentagram has blood added Changes the Character’s limb into a tentacle
12 Onyx sphere is examined Turns a Character’s skin pitch black

Traps

This game treats each trap like a mystery that must be figured out. Every trap has three clues, each giving away its:

  • Location (L) – Where the trap is.
  • Trigger (T) – What will set the trap off.
  • Action (A) – What the trap does.

The GM should secretly roll 1d6 the first time a Character moves Nearby to a trap. If a 1 is rolled, give them a clue.

A successful Attribute Test to resolve a targeted search will also reveal a clue.

Characters should make Attribute Tests to avoid taking damage – based on the trap’s assigned HD (often the dungeon level) refer to the damage table.

d12 Location Trigger Action
1 Flagstones in floor Pressure plates touched False floor reveals pit
2 Doorway or portal Magical seal broken Ceiling slowly lowers
3 Along passage walls Thin, silver wire tripped Darts shoot from holes
4 Beneath floor tiles Change in temperature Surface is magnetised
5 Retractable inside wall Password not spoken Sawblade strikes area
6 Grilles in the ceiling All doors are closed Sucks air from room
7 Angry gargoyle faces Weight change noticed Thick gas pours out
8 Rotten wooden door Touched by bare skin Brain slug Attacks face
9 Large chemistry set Arrangement disturbed Acid cloud seeps in
10 Statue of wizard Clever greeting ignored WIS reduced by d4
11 Mosaic in floor Treasure is taken Massive cave-in
12 Large circle on wall Touched by anything Annihilates target
d12 Clues
1 Broken revealing workings
2 Badly-made and obvious
3 Weathered and discoloured
4 Covered in warning graffiti
5 Visible repairs to its structure
6 Hasn’t reset properly
7 Is made from odd materials
8 Cautious footprints around it
9 Excessive wear and tear
10 Produces an unusual echo
11 Hastily constructed
12 Crackles with arcane energy

Secrets Doors

The way this game treats secret doors is much the same as traps. They are mysteries that must be figured out by searching for clues. Every secret door has three clues, each giving away its:

  • Location (L) – Where the door is.
  • Trigger (T) – What circumstances need to be met for the door to open.
  • Action (A) – How the door operates.

The GM should secretly roll 1d6 the first time a Character moves Nearby to a secret door. If a 1 is rolled, give them a clue. A successful Attribute Test to resolve a targeted search will also reveal a clue.

d12 Location Trigger Action
1 Hidden behind curtain Simply Move through Move rooms unnoticed
2 Ornate mosaic Tiles rearranged Floor rapidly lowers
3 Summoning circle Arcane runes altered Teleports a Creature
4 Back of a wardrobe Put on a special coat Passage to the surface
5 Large mounted mirror Visible in reflection Door appears in reflection
6 Fake wall section Sconce’s angle tilted Wall opens like a door
7 False bookcase Mundane item moved Wall rotates around 90°
8 Via animated statue Elven word for passage Decoration reveals door
9 Behind an illusion Believe it exists Fades to reveal door
10 Inside a painting Fix untidy arrangement Distant place is connected
11 Ornate fireplace Fire extinguished Iron spiral steps appear
12 Behind a huge rock Knock d6 times Floor disintegrates

Mundane Doors

The GM should roll a d6 for every mundane dungeon door the Characters encounter, a 6 indicates it’s Stuck and won’t open easily. Consult the table below to determine how it is Stuck:

d6 Stuck Doors
1 Magically locked and sealed
2 Secured with a unique lock
3 Covered in rubble from a cave in
4 Boarded and nailed shut
5 Swollen from damp
6 Hinges are melted and fused

Random Map Maker

Roll two d6 to determine the room shape. The symbols and features should be interpreted to suit.

d6 Construction
1 Natural rock cavern
2 Masoned granite blocks
3 Organically burrowed tunnel
4 Impossible material (crystal)
5 Underground body of water
6 Vibrant fungal forest
d6 Doors
1 One mundane door
2 Two mundane doors
3 Up to four mundane doors
4 No further exits
5 One magical or unusual exit
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.

Monsters & Opponents

A Guide To Creature Encounters

One of the many challenges a GM faces is retaining some measure of control over the mechanical difficulty the Characters face. What follows are methods of creating Creature encounters and the logic behind using them.

Don’t worry about balance Accept that some Creatures encountered will be too powerful for the Characters to overcome. Their Players should know when to fight, and when to run.

Always provide an out If Characters bite off more than they can chew, always provide a means – even a slim one – of escape.

Creature behaviour At the beginning of an encounter, summarise in your head a quick sentence describing the Creatures’ intentions and what they want to gain from the interaction. Make roleplaying choices stemming from that.

Using a HD budget Total the Characters HD and use this as a budget to ‘spend’ on Creatures – their HD being the cost for them to appear in the encounter. The GM should be wary of ‘buying’ Creatures more than 2HD above the Characters’ average Level, as they have the potential to turn lethal very quickly.

The Creature Stats & Powers Block

All the mechanical information the GM needs to run the Monster in a combat encounter is here. The fluff and tables on the Monster’s page will give ideas of how to present them and their possible Actions outside of combat.

  • STAT is the Attribute the Character must Test in order to Defend against the effects of the Attack.
  • Targets, indicates who the Attack can affect e.g. (1 Close).
  • DMG is the amount of HP Damage the Character loses if they fail to Defend against the Attack.
  • Special powers! Any special mechanics or notes are given here.

Creatures Name – HD X

Name of AttackSTAT (Targets) DMG

  • Special Power! Explanation of how it is triggered and how it works.

Attacks & Actions

If a Creature has multiple Attacks in their stat block, they may use only one as an Action.

Creating Monsters

The GM is encouraged to create their own Monsters and stories. This can be as deep as planning pages of detailed notes on their fiction, powers and much more – or as light as choosing an interesting name and giving it an HD value, then using the tables for damage.

The ‘Every’ Monster on the following page provides a framework to underpin many Monster concepts mechanically.

‘Every’ Monster

These Monsters are pulled from a timeless place of pure imagination – willed into existence by great and unknowable minds – They come in any shape or size, type or ability. Some can be individual and unique, others being one of many in an uncounted horde of identical Creatures.

Every Monster – HD X

Melee – STR (1 Close) Y dmg

Ranged – DEX (1 Nearby) Y dmg

  • Morale! Test Morale when at ½ HP.

Special Abilities

The GM can give each Monster powers and abilities to help distinguish them in the story and the action.

  • Choose or create two power/abilities for strong Monsters with names; and just one for weaker Creatures and minions.
HD X Damage Y
1 2 (d4)
2 3 (d6)
3 4 (2d4)
4 5 (d10)
5 6 (d12)
6 7 (d6 + d8)
7 8 (2d8)
8 9 (3d6)
9
10 (2d10) 10+
11 (d10 + d12)

Spiteful

Deal Ongoing Damage to a target that makes an even Defence Roll.

Graceful

Roll a d6 at the start of each turn, on a 1 or 2 the Monster gains an extra Action.

Stubborn

If hit by an Attack with an odd die roll, the Monster takes half damage.

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.

Bloodthirsty

The Monster deals double damage against targets below ½ max HP.

Supportive

Twice per battle, the Monster can heal a Nearby ally equal to its Level.

Inspiring

Once per battle, a Nearby Character has Disadvantage on a Defence roll.

Armored

The Monster has an AV equal to ½ its total HD (rounded down).

Swarming

All Nearby swarming Monsters share their HP equally as one communal ‘pool’.

Frenzied

Every time the Monster misses, it gains an additional Attack in all subsequent turns. All additional Attacks cease if it deals damage.

Pack tactics

When Attacking roll a 1d4, if the result is under the number of Nearby allies, deal that value as damage to the target.

Hidden

Gives Disadvantage to Attacks against it made by Faraway Characters.

Sprightly

Twice per battle, the Monster may make two Movements per Moment.

Things You Might Find On Every Monster

Lowly Monster: Its HD in coins, soiled footwear, slightly damp trade good, cumbersome trade tool, simple weapon & ammunition, heraldric device and uniform, love token, cultural heritage item, trophy of conflict.

Important Monster: Its HD x5 in coins, quality gloves and boots, symbol of office, well-made and elaborate weapon and ammunition, heraldry and medals, orders and records, item of power and magic.

d6 Action…
1 Looking for/harvesting its food
2 Hunting 1d4 quarry
3 Patrolling its territory
4 Recovering and resting
5 Crafting valuable goods
6 Eating
d6 …Motivation
1 Displaced and lost
2 Under Attack and threat
3 Religious dogma and belief
4 Routine and duty
5 The control of another
6 For fun and sport

Banished Elves

A race of boneless, subterranean spider worshipping elves – long exiled to the deep – their wickedness and malice govern everything they do. Banished elves are locked in an eternal, genocidal war with every other race living in the Underearth, who they see as gifts of property given to them by the eight-eyed god X’XIT.

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.

Banished Elf Knight – HD 3

Skittering strike – STR (1 Close) 6 dmg

  • Swift! If the elf is hit by a melee Attack it may Move immediately.

    Banished Elf Witch – HD 6

    Venom blade – STR (1 Close) 9 dmg

    • Dead veins! If a Creature rolls 16+ to Defend they take their Level in damage.

      Banished Elf Mother – HD 9

      Fang dagger – STR (1 Close) 14 dmg

      Pain web – CON (1d4 Nearby) O dmg

      • Pain slave! When a Creature first Moves after being hit by the pain web they take Ongoing damage.

        d6 They Are…
        1 Roasting and eating a tarantula
        2 Skulking about without a light
        3 Climbing on vertical surfaces
        4 Overseeing the digging of a grave
        5 Enacting a sacrificial ritual
        6 Paralysed by strong venom
        d6 …With…
        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

        Black Magic Wizards

        Channelling void and magic through a mortal mind is a recipe for disaster. The extraneous otherworldly forces swiftly tear a conscience to shreds and leaves the heart hard and decayed.

        Things You Might Find on a Wizard

        A purse containing d10 coins per HD, pet void snail, slug pellets, mouldy tome of lore, pocketful of soil, 13 black nails, a mummified heart, indecipherable scrolls, shrunken head, cursed glass eye.

        d6 They Are…
        1 Inhaling a great void cloud
        2 Hovering around on a disc
        3 Sheltering under an umbrella
        4 Arguing with their shadow
        5 Delegating to their d6 clones
        6 Polymorphed into a cat
        d6 …With…
        1 Bubbles of slo-motion
        2 Flail snail mount
        3 Storm giant’s spell book
        4 Reflective gold shield
        5 Black sunflower in a pot
        6 Stacks of floating books

        Black Magic Wizard – HD X

        Feeble weapon – STR (1 Close) HD dmg

        • Spellcaster! As an Action cast one of the following spells – each spell has a Usage Die to track its limited power:
          • Level 1 – Magic missile (Ud8) – 4 dmg to a Nearby target.
          • Level 2 – Sleep (Ud8) – Roll a d8 for each HD the Wizard has, Nearby Creatures with fewer HP hen the sum are Paralysed.
          • Level 3 – Dispel Magic (Ud6) – Removes a Nearby arcane spell.
          • Level 4 – Fireball (Ud6) – 1d6 Nearby Creatures take 1d6 damage per HD the Wizard has.
          • Level 5 – Polymorph (Ud6) – Transforms a humanoid giving them the appearance of another.
          • Level 6 – Animate dead (Ud4) – Creates 2d4 skeletons or zombies with HD equal to half of the Wizard’s Level.
          • Level 7 – Elemental (Ud4) – Create a subservient elemental of any type with 1d6 HD.
          • Level 8 – Anti-Magic Shell – (Ud4) Cancels all arcane magic in a Nearby area for ten minutes of play.
          • Level 9 – Disintegration Ray (Ud4) – A Nearby, non-organic object is turned into a fine powder.
          • Level 10 – Death Ray (Ud4) – A Nearby target with 50HP or fewer dies and cannot be resurrected.

        Daemons

        Forged from malice and wicked glee, daemons are summoned from the everchanging void, torn from their nefarious purposes to languish in temporary and horrific fleshy prisons.

        Lesser Horror – HD 1

        Warping blade – DEX (1 Close) 2 dmg

        • Minion! This creature only has 1 HP

        Sludge Daemon – HD 3

        Rancid bite – STR (1 Close) 4 dmg

        • Fester! Deals Ongoing Damage that requires a CON Test to end.

        Prismatic Horror – HD 4

        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.

        Vrok – HD 6

        Rending talons- STR (2 Close) 7 dmg

        • Screech! If an even number is rolled to Defend, make a Void Call Attack.

        Void call – DEX (1 Close) 14 dmg

        • Weakness! Creatures hit are Stuck until they make a WIS Test.

        Serpent Daemon – HD 8

        Eight blades- STR (1d8 Close) 7 dmg

        • Blade dancer! For every enemy Close the Serpent Daemon deals +1 dmg.

        Void call – DEX (1 Far) O dmg

        • Entranced! Creatures hit must Move towards the Daemon next turn.

        Balor – HD 10

        Abyssal Blade – STR (1 Close) 13 dmg

        Fiery Whip – DEX (1 Nearby) 9 dmg

        • No Escape! Creatures hit Move so they are Close to the Balor.

        Void-Spawn Changelings

        The nature of their reality-bending births often mean daemons come with unusual mutations – roll on the table below.

        d8 Voidspawn
        1 Batwings – can clumsily fly
        2 Bulky mass – +1 HP per HD
        3 Stag horns – extra Attack
        4 Face of a crying baby!
        5 Rumbling flesh – they explode when at half HP
        6 Oozing – Move Close and be Paralyzed, DEX Test to avoid
        7 Shiny like metal – ooh! rare!
        8 Roll twice – or make one up

        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.

        Vosh, Mall’ach, Porr, Vixwizzle, Houwe, Saache, Vrack, Tzitch, Zarkak, Shlep, Grell, Hanurr, C’thulor, Xsetti, Korl, Meeck

        d6 They Are…
        1 Taunting gleefully
        2 Whispering secrets
        3 Enacting a dark ceremony
        4 Carving deep, cosmic runes
        5 Hiding inside themselves
        6 Offering to the void
        d6 …With…
        1 A soul trapped in a bottle
        2 13 mirrored voidstones
        3 2d6 wretched prisoners
        4 A writhing brass key
        5 A dagger that weeps black oil
        6 A three-eyed hummingbird

        Dire Wildlife

        Through the course of some oddball evolution, either natural or altered, certain animals have become monstrous, hideous parodies of their genealogical forebears. Beware the dire wildlife.

        d6 They Are…
        1 Consuming something alive
        2 Marking their territory
        3 Asleep and camouflaged
        4 Performing dog-like tricks
        5 Super-intelligent discourse
        6 Temporarily incapacitated
        d6 …With… 1 Massive nest 2 A child in a red cloak 3 Source of knowledge 4 Gnarly remains of its food 5 Poop with coins in 6 Tracks of more dire animals

        Things You Might Find On A Dire Animal

        1d4 loose coins per HD, severed arm, pile of skulls, undigested coins and gems, ragged clothing, carcass of its last kill, embedded jewelled dagger.

        Dire Lizard – HD 2

        Rend & chew – STR (1 Close) 4 dmg

        • Acid! Armor Dice cannot be used to ignore damage from the lizard.

          Dire Wolf – HD 4

          Vicious bite – STR (1 Nearby) 8 dmg.

        • Alpha beast! Nearby allies deal 2 extra damage to the dire wolf’s opponents.

          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.

              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.

              Dragon Titles & Unique Powers

              Formidable wyrms will be known in Faraway lands, their fearsome deeds foretold by the titles and names bestowed upon them. All dragons should have one unique power.

              Agrax the Immolator, Belhuan the Merciful, Dread Xarl, Norrox Coldfire, Wyrmprince, Black Neer, Gorgoros the Wicked, Phwor the Awful, Khlorox the Terrible, Wickedwing, Virex the Petulant, Zephyx, Loci the Bleak, Aggrarios, Xotton Dwarfbane

              Hoards & Treasure

              Roll 2d6 and multiply the result by the dragon’s HD. It will have collected this many hundred coins in a number of piles equal to its HD around its lair. Generate one item for each HD the dragon has, using the drop table and distribute them amongst these piles and a few suitable containers as well.

              All Dragons Have Heartfire – DEX (4 Nearby) HD dmg.

            • Armor Dice cannot be used to negate damage dealt by this Attack.

              Juvenile Red Wyrm – HD 6

              Sharp claws – DEX (2 Close) 7 dmg

              • Hot breath! Take 4 extra damage if 16-20 is rolled to Defend.

                Adult Blue Wyrm – HD 8

                Razor tail – STR (2 Nearby) 10 dmg

                Shock nova – DEX (d4 Close) 4 dmg

                • Arc! Targets take 1 extra damage for every Creature Close to the dragon.

                Ancient Black Wyrm – HD 12

                Onslaught – STR (3 Close) 15 dmg

                • Enraged! Targets take damage equal to their Level if they roll even to Defend

                Blight Horns – DEX (1 Nearby) 10 dmg

                • Ferocious charge! +15 damage to targets below half their HP.

                Aura of True Fear

                Any Character that starts their turn Nearby a Dragon, must pass a WIS or CON Test (Player decides) – or suffer Disadvantage on any test they take this round.

                d6 Unique Power
                1 Quick – Players add 1d4 when they make DEX Tests for Initiative
                2 Aura of pain – Any Creature starting its turn Close to the dragon takes damage equal to their Level
                3 Engine of death – If reduced to half HP, Defending against the dragon has Disadvantage
                4 Humanoid form – The dragon can shapeshift at will
                5 Strong – Players add 1d4 when they make STR Test when Defending against the dragon
                6 Staggered – When the dragon is reduced to 50% HP it uses its breath Attack immediately, regardless of whose turn it is
                d6 …With…
                1 A ruined treasure horde
                2 Newly broken giant mirror
                3 Captive noble heir/ess
                4 2d4 scorched corpses
                5 Structurally damaged lair
                6 1d8 expensive portraits
                d6 They Are…
                1 Hibernating, just waking up
                2 Gloating about its exploits
                3 Decrying its minions’ failures
                4 Out, returning soon
                5 Hidden, stalking prey
                6 Talking to a hostage artist Wyrm

                Fear – Ud6

                Haunted with terrifying visions of dragons If you fail the CON Test – only heal half the amount of HP when rolling any dice to heal this session.

                Wyrm Fear

                Any Characters that flee from a dragon must make a WIS Test. If they fail, they develop the disease Wyrm Fear.

                Dwarves

                The dwarven race is an ancient, stoic stonefaring species of demihumans.

                Most begin their curmudgeonly long and bearded lives in the depths of a mountain in service of the dwarven King and only the unhinged or dispossessed defy his law and venture up to the overworld and into the sun.

                Things You Might Find on a Dwarf

                A purse containing d8 coins per HD, ivory beard comb, small golden hammer, stone map, brass key, uncut fist sized gem, impossibly heavy hammer.

                d6 They Are…
                1 Eating rocks out of a basket
                2 Excavating with delicacy
                3 Cracking stonebread loaves
                4 Smashing with hammers
                5 Looking to trade
                6 Sleeping whilst standing
                d6 …With…
                1 Giant neon crystal
                2 Dead banished elf witch
                3 Talking enchanted wall
                4 Steam powered minecart
                5 Ancient mining laser
                6 Statue of dwarf hammer god

                Dwarven Miner – HD 2

                Swift pickaxe – STR (1 Close) 2 dmg

                • Hardy! Any damage dice that are rolled even against the dwarf are halved.

                Dwarven Runepriest – HD 3

                Rune hammer – STR (1 Close) 6 dmg

                • Shockwave! Two Nearby Creatures also take 3 damage if the rune hammer hits.

                Dwarven Forgelord – HD 6

                White-hot stave – STR (3 Close) 8 dmg

                • Growing Grudge! Add the number of Moments since Initiative was first rolled to all damage the forgelord deals.

                Dwarven Grudgekeeper – HD 5

                Warpole – STR (3 Close) 4 dmg

                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.

                Things You Might Find on a Elemental

                Reagents worth d8 coins per HD, amber, pile of ashes/mound of dirt/ puddle of water/light breeze, rune inscribed gem, wizard bones.

                d6 They Are…
                1 Chained with crystal bonds
                2 Condensed into a gem
                3 Hypnotically dancing
                4 Rapidly changing colour
                5 Posing like a statue
                6 Spread thinly across the floor
                d6 …With…
                1 Ornate stoppered bottle
                2 Gently floating stasis bubble
                3 Appropriate and intense weather effect
                4 Fuel tank and rumbling engine
                5 An arcane circle and runes
                6 Pool of elemental energy

                Lesser Elemental – HD 3

                Elemental attack – STR (1 Close) 5 dmg

                • Destructive Attack! Armor Dice cannot be broken to ignore the elemental’s damage.

                Elemental – HD 5

                Elemental attack – STR (2 Close) 8 dmg

                • Lasting Attack! When a Creature takes damage from the elemental, they take Ongoing Damage until a successful CON Test is made.

                Greater Elemental – HD 7

                Primal attack – STR (2 Nearby) 10 dmg

                • Damaging presence! Creatures that start their turn Close to the elemental take extra damage equal to their Level.
                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 Defend against their Attack.

                Things You Might Find On An Elf

                A purse containing d6 coins per HD, bitter acorns Ud6, elven silver broach, forest bread Ud12, pennywhistle, d6 juggling balls, cards, opal bird figurine.

                d6 They Are…
                1 Gutting a freshly hunted kill
                2 Waiting in ambush
                3 Perched impossibly high
                4 Carefully planting seeds
                5 Performing a sacrifice
                6 In a psychic fever dream
                d6 …With…
                1 Soft floating orbs of light
                2 Prince of the Goblinkind
                3 Talking raven
                4 Giant runic standing stone
                5 Buried giant stone golem
                6 A black stag

                Harlequin Assassin – HD 7

                Psionic blade – DEX (1 Nearby) 12 dmg

                • Turbulent! Harlequin elves ignore all damage from even damage die rolls.

                Elven War Dervish – HD 5

                Wild blades – STR (All Close) 5 dmg

                Elven Hunter – HD 3

                Longbow – DEX (1 Faraway) 7 dmg

                • Vantage! If the Elf Moves, then Attacks the roll to Defend has Disadvantage.

                Elven Runeshepard – HD 9

                Thorned blade – DEX (1 Close) 18 dmg

                • Spellcaster! As an Action the Spellcaster can cast one of the following spells – each spell has a Usage Die to track its limited power:
                  • Blinding light (Ud6) – 1d4 Nearby Creatures make all Tests to Defend with Disadvantage until they pass a CON Test as an Action.
                  • Gladewalk (Ud4) – One Nearby elf can Move to somewhere Nearby immediately.

                Floating Occulus

                The dread occuli are a race of wicked, narcissistic and utterly mad beings from the Realm of Change. Every dread occulus has its own totalitarian – and unhinged motivation for seeking universal domination. No two creatures made of change practice evil similarly.

                Supreme Power

                An occulus may perform two Actions every Moment/Minute.

                Things You Might Find On An Occuli

                A chest containing d10 coins per HD, doomsday component, astral key, ancient amulet, cycloptic crown, psychic vessel, meteorite, world gem, elemental fire, void gas cannister, a chaos engine.

                d6 Eye Rays
                1 Vorpal ray – STR – 3dmg per eye
                2 Sleep ray – CON – target is Paralysed for 1d4 turns
                3 Telekinesis – STR – Force a Nearby target to Move
                4 Hold beam – DEX – Nearby target is Stuck for 1d4 turns
                5 Level drain – CON – The Character loses a Level
                6 Death ray – CON – Nearby target is reduced to 0 HP
                d6 They Are…
                1 Laughing at its own plans
                2 Eyballs off exploring
                3 Covered in a purple cloud
                4 Flying in a fast circle
                5 Casting eye rays randomly
                6 Gently bobbing about
                d6 …With…
                1 Pools of deep green fog
                2 A pile of eyeballs
                3 Repository of knowledge
                4 Whole room on fire (green)
                5 A black kitten
                6 100s of floating mini-eyes

                Gazer Occuli – 1 HD per eye

                Maw – STR (1 Close) 2 dmg per HD

                • Chaos! As an Action randomly choose an eye ray and use that Attack.
                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.

                • A colossal stone boot
                • a floating castle
                • beneath an ancient bridge
                • inside a titan’s skull
                • through a polished mirror
                • a lost mountain fortress
                • behind a waterfall of light
                • beneath the stage of a theatre
                • at the end of the rainbow

                Things You Might Find on a Giant

                A purse containing d8 huge coins per HD, belt made of shields, club crafted from a tree, net of livestock, mammoth tusk tankard, frozen lightning, massive sandals, handful of squeezed helmets.

                d6 They Are…
                1 Roasting a dire creature
                2 Hunting for game
                3 Intimidating a peasant child
                4 Singing a low dirge
                5 Engaged in a three-shield duel
                6 Drunk and oblivious
                d6 …With…
                1 Perpetual black rainclouds
                2 Elven slaves.
                3 Engraved runic hammer
                4 Giants feasting table
                5 Incongruous golden object
                6 Their heraldic clan totem

                Elemental Body

                Every giant gains certain benefits from their elemental heritage. Roll or choose an appropriate entry from the table below.

                d6 Element
                1 Fire: Deal Ongoing Damage with successful Attacks 2
                Frost: Creatures that start their turn Close to the giant take damage equal to its HD
                3 Storm: Roll the giant’s Attack damage with Advantage
                4 Stone: The giant has AV2
                5 Cloud: Ranged Attacks against the giant have Disadvantage
                6 Shadow: Odd Attack rolls against the giant deal half damage

                Giant Chieftain – HD 12

                Giant blade – STR (1 Nearby) 16 dmg

                • Perfect physique! Damage dice rolled against the Giant are ignored if they roll a natural 1 or 2.
                • Spellcaster! As an Action the Spellcaster can cast one of the following spells – each spell has a Usage Die to track its limited power:
                  • Elemental pillar (Ud4) – 8 dmg to 1d4 Nearby Creatures.
                  • Hurl elements (Ud4) – 15 dmg to one Nearby Creature.

                Giant Sailor – HD 9

                Harpoon – DEX (1 Faraway) 12 dmg

                Gnolls

                Ferocious, bipedal hyena-beastmen known as gnolls live to raid and spill blood for KORPUS KOSER – the god of violence and war. Their hideous cackles preclude a rampage of slaughter, torture and degradation – where mercy is a distant, unknown concept.

                Things You Might Find On A Gnoll

                A purse containing d8 coins per HD, severed hand and rings, bag of hearts, d6 scalps, bloodstained idol, pouch of eyes, horrifying horn, ragged bloodied flag.

                d6 They Are…
                1 Cackling and laughing loudly
                2 Chasing their tails
                3 Cracking open giant bones
                4 Burning a pile of shoes
                5 Snarling and scrapping
                6 Torturing a monk
                d6 …With…
                1 Roasting spit and burned body
                2 Cage of emaciated prisoners
                3 Numerous buckets of blood
                4 Pile of rotting heads
                5 Child in a hessian sack
                6 Visible ‘cloud’ of fleas

                Gnoll Beserker – HD 2

                Stained axe – STR (1 Close) 1 dmg

                • Pack animal! Deal 1 extra damage for every Nearby Gnoll.

                Gnoll Warlord – HD 4

                Savage spear- STR (1 Nearby) 5 dmg

                • Bloodlust! If the warlord deals damage to a Character, a Nearby gnoll ally must make an Attack against that Character next.

                Gnoll Pack Torturer – HD 3

                Razor claws – STR (1 Close) 5 dmg

                • Cruel master! Once per fight the pack torturer may give every Nearby gnoll a free Move that they must use immediately.
                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.

                Things You Might Find on a Goblin

                A purse containing d4 coins per HD, padded boots, small shield (+1AV), dead bird or spider totem, poison frog, sharpening stone, squirrel claw.

                d6 They Are…
                1 Attempting to conceal
                2 Gleefully teasing
                3 Bickering over ownership
                4 Washing in foul water
                5 Cutting up with shears
                6 Desperately searching for
                d6 …With…
                1 A basket of giant toads
                2 A peach with a worm in it
                3 d4 horrible blight pigeons
                4 Piles of stolen clothes
                5 A mouldy deck of tarot cards
                6 Redcaps in a fungus garden

                Sneaky Buggers

                When determining Initiative involving goblins, the Player whose Character has the highest DEX rolls their Attribute Test with Disadvantage.

                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 snitch may move twice.

                Goblin Witch Doctor – HD 1

                Foul hex – CON (2 Nearby) 3 dmg

                • Evil words! Creatures hit by foul hex take 1d4 damage if they Move during their next turn.

                Bugbear Footpad – HD 2

                Garotte – DEX (1 Close) 4 dmg

                • Strangle! Creatures hit by garotte are Paralyzed until they make a successful STR Test.

                Hobgoblin Bully – HD 3

                Spear – STR (1 Nearby) 2 dmg

                • Tall shield! The hobgoblin may ignore the damage from one Attack per fight.
                Humans

                Humans are a violent, patriarchal, tribal species of omni-theistic humanoids that can survive in almost any environment, thanks to their stubbornness and tenacity.

                They also have voracious appetites for material resources, and bloody conflict.

                d6 They Are…
                1 Laying out blanket and picnic
                2 Making rubbings of things
                3 Setting up a tent
                4 Arguing for fun
                5 Guarding a chest
                6 Catatonic (brain slug)
                d6 …With…
                1 A makeshift barricade
                2 A pig in a dress
                3 Leaflets of state-sanctioned law
                4 A pig roast and a ruined dress
                5 Game of imagination and dice
                6 A smouldering campfire

                Confused Rabble – HD 1

                Club- STR (1 Close) 1 dmg

                • Minion! This Creature dies when it takes any amount of damage.

                Fighter – HD 2

                Halberd – STR (1 Nearby) 5 dmg

                • Hard! Once per fight the fighter takes half damage from an Attack.

                Magic user – HD 6

                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:

                • Hex (Ud6) – 6 dmg to a Nearby target.
                • Clouded vision (Ud4) – A Nearby Creature has Disadvantage on their next Action.

                Things You Might Find on a Human

                A purse containing d6 coins per HD, big bunch of keys on a ring, ham sandwich, half a map, comb, big bottle of gin Ud6, hides (1AV), punctured helmet, tome of irrelevant lore, I.O.U.

                Lizardfolk

                Clans of aggressive and savage humanoid reptiles known as lizardfolk inhabit the black swamps and rotten fens of the old world. They are feared for their vicious tribal warriors who launch swift and brutal raids claiming slaves, food, and treasure – or worse – sacrifices to their poisonous and unfathomable old gods.

                Things You Might Find On Lizardfolk

                A purse containing d6 coins per HD, shrunken head, necklace of ears, tribal totem, blowpipe, savage scaled axe, slave collar, crystal skull, golden claw, coral necklace.

                d6 They Are…
                1 Manhandling slaves
                2 Erecting a hideous idol
                3 Hidden in Nearby terrain
                4 Performing a vivid tribal dance
                5 Sacrificing and burning hearts
                6 Prostrate in worship
                d6 …With…
                1 An illusory solar eclipse
                2 A rival tribe’s warrior
                3 Skulls with crude glyphs
                4 A sacrificial totem
                5 A dragon skull altar
                6 Large bamboo cages

                Lizardfolk Warrior – HD 1

                Crude atatl – DEX (1 Nearby) 2 dmg

                • Cold blooded! Roll starting HP (1d8) with Advantage.

                Lizardfolk Champion – HD 4

                Obsidian sword – DEX (2 Close) 8 dmg

                • Bleeding wounds! Characters who take damage from the champion roll all dice to gain HP with Disadvantage this session.

                Lizardfolk Warpriest – HD 7

                Sacrificial blade – STR (1 Close) 12 dmg

                • Heart strike! If a Character rolls 16+ when Defending against the warpriest they take double damage.
                Long Dead Future Man

                Cold dead astronauts from an age ahead of time, scattered by the void winds.

                Their mangled future suits – leaking radioactive death into the Nearby atmosphere – imbue the black voidscorched remains with a simplistic, unfathomable intelligence.

                Frigid Existence

                If a long dead future man is exposed to a warm environment longer than its HD in Minutes it is reduced to 0 HP.

                Things You Might Find on a Long Dead Future Man

                Keycard with 1d4 future creds per HD, 50ft. plastic flex tube, disarmed photon grenades (Ud6), large glowing crystal (Ud4) broken electric handlamp, lazor scalpel (Ud6), frozen flowers.

                d6 They Are…
                1 Moving listlessly
                2 Standing eerily still
                3 Collecting fluid samples
                4 Tied to the dungeon
                5 Floating close to the ceiling
                6 A vocoder voice yells ‘WARM!’
                d6 …With…
                1 In localised zero gravity
                2 4 empty Future Suits
                3 A broken blinking future box
                4 Assorted floating black bones
                5 A cloud of suit coolant
                6 A huge spherical magnet

                Frozen Astronav – HD 2

                Icy fist – STR (1 Close) 4 dmg

                • Toxic cloud! Nearby Creatures take 3 damage at the start of their turns.

                Timelocked Marine – HD 3

                Future rifle – DEX (1 Nearby) 6 dmg

                • Depleted cells! Roll a Usage Die of 1d4 to deal 3 extra damage. When the Ud expires the marine explodes and deals 10 damage to every Nearby Creature.
                Mushroom People

                Despite being wiped out to extinction many times, the mushroom peoples’ refusal to be eradicated is a feat that rests largely with their genetic memory and reproduction through spores. If there is warmth and moisture, they will return – and in greater numbers.

                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.

                d6 They Are…
                1 Drooling streams of mucous
                2 Exhaling spores through gills
                3 Perfectly motionless
                4 Singing a shrill droning song
                5 In a psychic trance with hive
                6 Completely desiccated
                d6 …With…
                1 Long glowing tubular fungi
                2 A dog shaped mushroom
                3 Genetic memory spore
                4 Acid drooling fungal wall
                5 A half-dissolved humanoid body
                6 A massive glass jar

                Toxic Spore Swarm – HD 3

                Choking gas – CON (All Close) 2 dmg

                • Vulnerable! toxic spore take double damage from fire-based sources.

                Walking Mushroom – HD 5

                Echo-slam – CON (1 Close) 7 dmg

                • Weak hearing! Characters with DEX higher than 12 roll Tests to Defend against the walking mushroom with Advantage.

                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.
                Oozes & Slimes

                The arcane run-off, by-products of a thousand years of spellcasting have left a peculiar mark on the environment.

                Sentient alluvium live secluded beneath the overworld, ambushing and dissolving those unwary or foolish enough to poke around in the deep black.

                d6 They Are…
                1 Bleaching numerous bones
                2 Seeping through pipework
                3 A motionless puddle
                4 In the form of an icosahedron
                5 In humanoid form
                6 Frozen into large ingots
                d6 …With…
                1 A large stone well and bucket
                2 A half dissolved adventurer
                3 An engraved stone tablet
                4 A large lead pan and ladle
                5 An intricate metal skeleton
                6 A giant pool of protoplasm

                Round Green Slime – HD 1

                Oozing attack – DEX (1 Close) 2 dmg

                • Split! When the green slime takes damage it splits into two, sharing HP.

                Black Jelly – HD 2

                Burning splash – DEX (2 Close) 4 dmg

                • Searing bath! Creatures who took damage last turn from the black jelly take double this turn from any of its Attacks that hit.

                Grey Goo – HD 3

                DNA damage – CON (1 Close) 5 dmg

                • Spread! If a Character takes damage from the grey goo any Nearby Creatures take 3 damage.

                Gelatinous Cuboid – HD 4

                Engulf prey – WIS (All Close) 0 dmg

                • Dissolved! Creatures hit by Engulf begin to take Ongoing Damage.

                Things You Might Find In An Ooze

                A purse containing d6 coins per HD, A bubbling key, d8 Iron teeth fillings, a fizzing short sword, a boot with a foot in it, clumps of sticky hair.

                Pig-Faced Orcmen

                An ancient race of savage, gluttonous, bestial pig-men. Each orc’s perpetual battle lust is fuelled by their devotion to the blood god Korpus Koser. It drives them to raid and pillage, killing, burning and consuming anything they can – in any order they can do it in.

                d6 They Are…
                1 Failing at starting a fire
                2 Loudly running around after
                3 Drunkenly bickering over
                4 Gorging themselves on
                5 Cluelessly examining
                6 Smashing to pieces
                d6 …With…
                1 A bound and bloody goblin
                2 A half dead pig orc shaman
                3 2d4 barrels of rotten fruit
                4 An angry cow – with bell
                5 1d12 left footed boots
                6 A sack of mouldy grain

                Things You Might Find On A Pig Orc

                A purse containing d6 coins per HD, 1d6 teeth, oversized septum ring, rotten mail (AV 1), collection of bent spoons, broken war mallet, a dirty war-totem, rusty ball and chain, 1d4 iron spikes, 1d3 skulls filled with 1d6 coins.

                Pig Orc Warrior – HD 2

                Vicious blade – STR (1 Close) 2 dmg

                • Wild! If the Defence Roll against vicious blade is 17-20 it deals double damage.

                Pig Orc Beserker – HD 3

                Sharp polearm – STR (1 Nearby) 2 dmg

                • Unstoppable! When reduced to 0HP, instead of removing the pig orc beserker – keep them for 1 more Moment.

                Pig Orc Champion – HD 4

                Long spear – STR (1 Nearby) 5 dmg

                Warscream – WIS (3 Nearby) 2 dmg

                • Easy target! Choose one Character – all orcs deal +1 damage against them.
                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 powerful shades and horrors in the service of this black eyed prince.

                Things You Might Find On Shades & Horrors

                A purse containing d8 coins per HD, the original magical wand, an incomplete necronomicon, oils and perfumes, funeral gown, withered roses, jewelled headband, glass coffin, ornate hand bell, paper with indecipherable writing, ancient lunar calendar.

                d6 They Are…
                1 Holding a severed hand
                2 Phasing through walls
                3 Lying immobile
                4 Arguing with firesmoke
                5 Becoming corporeal
                6 Just a floating life mote
                d6 …With…
                1 A fragile clay jar prison
                2 An adventurer’s ghost
                3 An ancient religious fresco
                4 2d4 fresh graves
                5 A talking golden skull
                6 A mindwarping ritual assembly

                Pale Ghoul – HD 3

                Frenzied claw – STR (2 Close) 2 dmg

                • Deaths touch! Creatures damaged by the ghoul must Test their CON or be Paralysed.

                Ravenous Wight – HD 6

                Ravaging claws – DEX (1 Close) 5 dmg

                • Withering touch! Creatures damaged by the wight lose 1d4 maximum HP.

                Sorcerous Liche – HD 10

                Soulburn – DEX (1 Close) 13 dmg

                Spellcaster! As an Action cast one of the following spells – each spell has a Usage Die to track its limited power:

                • Soulfire (Ud6) – 13 dmg to 1d4 Nearby Creatures who fail CON Tests.
                • Mangle flesh (Ud4) – One Nearby Creature must choose to reduce its STR, DEX or CHA by 1d4.
                • Ray of death (Ud4) – A Nearby Creature must Test its CON or be reduced to 0HP.
                • Level Drain (Ud4) – The Character loses a Level and its related benefits.
                Skeletons

                Animated bones given a horrific, frail power – dark magic allows them to eternally serve their masters. Skeletons often feature as the soulless guardians of black magic wizards or liches.

                d6 They Are…
                1 Lying around, posed
                2 Home to a hermit crab
                3 Standing in formation
                4 Arranged in a pentagram
                5 Being ‘worn’ by a ghost
                6 Scattered over a Nearby area
                d6 …With…
                1 A well full of bones
                2 A zombie on a surgery slab
                3 Engraved spells on skulls
                4 A large bucket of acid Ud6
                5 d8 pools of liquid metal
                6 Two large sarcophagi

                Dusty Old Bones – HD 1

                Rusty scimitar – STR (1 Close) 3 dmg

                Ragged Militia – HD 3

                Busted pike – STR (1 Close) 2 dmg

                • Rank & file! Deals 1 extra damage for each Nearby Skeleton.

                Flaming Skeleton – HD 3

                Searing claws – STR (2 Close) 4 dmg

                • Spitting flames! Creatures starting their turns Close take 4 damage.

                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.

                Things You Might Find on a Skeleton

                A purse containing d6 coins per HD, rusted metal armour (AV 1), 1d6 gold teeth, daggers and knives wedged in skulls, a snake, part of a key, gems for eyes, ancient heraldry, ragged tabard.

                Spiderlings

                Eons have passed since the first spiders journeyed through the stars to our earth.

                Since then, their descendants have spread across the world and evolved into a thousand different deadly and clever forms.

                d6 Venom
                1 Roll on the Panic! table
                2 STR Tests are Disadvantaged for the rest of the session 3 Additional d6 damage
                4 Take Ongoing Damage
                5 Reduce DEX by 2
                6 Taken Out of Action

                Gibbering Swarm – HD 1

                Thousand cuts – CON (1 Close) 2 dmg

                • Puny! Takes double damage from Attacks that affect multiple targets.

                Dog-sized Spider – HD 3

                Leaping strike – DEX (1 Close) 4 dmg

                • Venom! Characters hurt by the spider must pass a CON Test or roll on the Venom table and apply its effects.

                Mature Deathweb – HD 5

                Leaping strike – STR (1 Close) 6 dmg

                • Venom! Characters hurt by the spider must roll on the Venom table and apply its effects.
                d6 They Are…
                1 Arguing/fighting over food
                2 Testing their webbed traps
                3 Hanging from a single thread
                4 Singing a shrill shanty
                5 Weaving a pentagram web
                6 Blinded and confused by light
                d6 …With…
                1 Whispering spider webs
                2 A mummified humanoid
                3 Divine wall paintings
                4 Huge clusters of eggs
                5 Ages old corpses everywhere
                6 Discarded giant spider husks
                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.

                Things You Might Find on a Octopoid

                A purse containing d6 coins per HD, brain slug pellets, jar of amniotic fluid, bone saw, silver ritual dagger, volume of esoteric arcane scripture, pickled brain.

                d6 They Are…
                1 In a one-sided conversation
                2 Pouring through arcane tome
                3 Rehearsing a monologue
                4 Powering a ritual
                5 Constructing a monolith
                6 Phasing into the void
                d6 …With…
                1 A swarm of flying brains
                2 Mirroring its image
                3 d6 goblin test subjects
                4 A mechanically propelled brain
                5 Tubes of half-grown clones
                6 An incomplete void bomb

                Cephalopod Wizard- HD 8

                Keen claws – STR (2 Nearby) 12 dmg

                Spellcaster! As an Action cast one of the following spells – each spell has a Usage Die to track its limited power:

                • Psionic blast (Ud6) – 1d4 Nearby Creatures must make a successful INT Test or take 7 dmg.
                • Mind wipe (Ud4) – One Nearby Creature must roll 2d6 and replace their INT with the result.
                • Ray of harm (Ud4) – A Nearby Creature must Test its CON or take 13 damage.

                Lobotomised Slave – HD 3

                Senseless strike – STR (1 Close) 6 dmg

                • Senseless courage! The slave does not make Morale checks.
                Toadmen

                Sickly and belligerent toadmen are most frequently found in squalid swamps and filthy mires. Their flabby and hunched frames support a gross lolling toad-head, wearing a perpetual expression of either intellectual decline or confused rage.

                d4 Venomskin
                1 Venom: Pass a CON Test or Attacks deal Ongoing damage
                2 Slimy: On even rolls to Defend a Character drops a weapon
                3 Leathery: Toadman has AV2
                4 Healing: Gains HP equal to its HD at the start of its turn

                Things You Might Find On A Toadman

                A purse containing d4 coins per HD, rotten meat Ud6, net with hole in it, skulls on a string, greasy jar of fireflies, stinking swamp lilies, bag of eyeballs.

                d6 They Are…
                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
                d6 …With…
                1 a swamp bubbling with voices
                2 A gigantic bluebottle fly
                3 A map carved into skin
                4 Pools of thick mud and crap
                5 A perfect white linen blouse
                6 Long poisoned javelins

                Rancid muck raker – HD 4

                Greasy hatchet- DEX (1 Close) 6 dmg

                • Dirt wound! Rolling 16-20 for an Attribute Test to Defend against a greasy hatchet Attack deals an additional 4 points of damage.

                Hopping stilt walker – HD 2

                Slick spear- DEX (1 Nearby) 3 dmg

                • Giant leap! Once per fight a stilt walker can move to a Distant place.
                Trolls

                Coming in uncountable shapes and sizes – trolls are hideously deformed and aggressive giant-kin, who use their extra-sensory abilities to seek out their cruel and exotic culinary fetishes. They lurk on the fringes of the forgotten wilderness waiting for travelling ingredients to present themselves.

                Things You Might Find on a Troll

                A purse containing d8 coins per HD, a blackened skull, rare medicinal moss, an unpolished gem, a leg/pelvis bone necklace, a large brass key, recipe book for cooking children, broken glasses.

                d6 They Are…
                1 Smashing large rocks
                2 Sniffing everything
                3 Buried in the floor
                4 Eating big bundles of paper
                5 Transparent in patches
                6 Turned to stone
                d6 …With…
                1 A ring of stone monoliths
                2 1d6 giant moths
                3 A scared trussed up wizard
                4 Adventurers’ old possessions
                5 A spectral goldfish
                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.

                Stone Trolle – HD 3

                Boulder – DEX (1 Nearby) 7 dmg

                Rapid claws – DEX (2 Close) 4 dmg

                • Shatter! When the troll is reduced to 0hp 1d4 Creatures that are Close take 2 damage.

                Forest Trolle – HD 4

                Uprooted trunk – STR (1 Close) 9 dmg

                • Rageful! When reduced to ½HP the troll immediately makes an Attack against whoever dealt it damage last.

                River Trolle – HD 7

                Acid vomit – DEX (1d4 Nearby) 6 dmg

                • It burns! Acid vomit deals Ongoing Damage, needing a CON Test to stop.
                Vampyres

                Immortal and timeless descendants of an eon old blood curse, vampyres are driven by an insatiable hunger for living blood. Their last shreds of humanity hold back a feral beast tearing and clawing from within, fighting to take control – pushing them to feed and slay with hedonistic abandon.

                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.

                Things You Might Find on a Vampyre

                A purse containing d8 coins per HD, a desecrated holy symbol, a locket (including portrait), a black rose, book of ancient prophecy, grave earth.

                d6 They Are…
                1 Hanging upside down
                2 Kneeling at an altar praying
                3 ‘Sleeping’ – arms crossed
                4 Holding a burning cross
                5 Laughing and cursing the dark
                6 Returning from feeding
                d6 …With…
                1 3 beautiful vampyre thralls
                2 A flock of giant bats
                3 An open velvet-lined coffin
                4 d6 petrified peasants
                5 A hideously deformed servant
                6 A hypnotised blood donor

                Blood Thrall – HD 4

                Tooth & nail- STR (2 Close) 4 dmg

                • Broken bloodline! If the thrall’s master vampyre is killed it is reduced to 0HP also.

                Master Vampyre – HD 8

                Claw & fang – DEX (All Close) 11 dmg

                • Draining! Creatures hit are Paralysed until they pass a CON Test.
                Void Spawn

                The void is an unfathomable in-between place where anything that might – could never happen. The abject and utter chaos of it strains the sides of reality and leaks into the world of life. These leakings are called void spawn by the people who survive an encounter with them.

                Things You Might Find On Void Spawn

                Black shards of void crystal, A jade statuette of a Cyclopean god, Fused & melted coins, Nervous looking eyeball, Black iron chain, Smouldering tome.

                d6 They Are…
                1 Gruesomely devouring
                2 Lurking in the shadows
                3 Polymorphed into a dog
                4 Climbing on the walls and ceilings
                5 An amoebic reproduction
                6 Imprisoned in ritual circle
                d6 …With…
                1 A large crack into space
                2 A brutally savaged humanoid
                3 A floating monolith
                4 A seeping thick black oil
                5 A black devil-horned hand
                6 Countless blinking eyes

                Quivering Amoeba – HD 5

                Pseudopod- STR (1 Close) 6 dmg

                • Split! The amoeba splits in half whenever it deals damage to a Creature – sharing a pool of HP between all ‘split’ amoeba.

                Cellular Mimic – HD 7

                Mirrored attack- STR (1 Close) dmg

                • Cellular mirror! Creatures hit by the mimic are dealt the same amount of damage that the mimic received last.

                Spawn of Shag’Na’Gash – HD 10

                Void touch – CON (1 Close) 18 dmg

                Void scream – WIS (All Nearby) 8 dmg

                • Cosmic calling! Characters that take damage from the spawn’s void scream must roll a d12 at the end of every session from now on – if they roll a 12 they are taken Out of Action as they scream back. Once this has happened they no longer need to roll the d12.

                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.

                Aim For The Head

                If a zombie suffers a critical hit, don’t roll damage – it is reduced to 0 HP.

                Things You Might Find on a Zombie

                A ruined funeral dress, an embedded axe, false teeth, wilted grave flowers, two coins, prayer book, locket & picture, walking stick, dagger in back, perfume, burst football, wedding ring.

                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

                • Dirty wound! Target takes Ongoing Damage – CON Test to end.

                Shambling Hulk – HD 5

                Corpulent slam- STR (1 Close) 6 dmg

                • Surprising speed! Make an additional move Nearby on an even-numbered Moment.
                d6 They Are…
                1 Laying down, immobile
                2 Motionless and saluting
                3 Performing a play (badly)
                4 Shackled with rusty chains
                5 Arranged in various glass jars
                6 Covered in flammable oil
                d6 …With…
                1 A long dead Necromancer
                2 Large wooden caskets
                3 A podium with an open grimoire
                4 Various types of torture racks
                5 2d6 non-animate corpses
                6 Beds of sweet-smelling herbs

                Weirdo Monster Generator

                These tables will help you create some super weird monsters that your Players will have never heard of before – keeping them on their toes!

                d8 Part
                1 Astral-projected
                2 Albino
                3 Hyper-intelligent
                4 Power armoured
                5 Void-born
                6 Ghost
                7 Vat grown
                8 Telepathic
                d8
                1 Four-armed gorilla
                2 Hypnosaurus
                3 Time travelling caveman
                4 Man sized amoeba
                5 Man o’ war jellyfish
                6 Battle snail
                7 Mosquito swarm
                8 Vapor cloud
                2d10 More Oddness
                2 Quotes Shakespeare
                3 Polymorphed wizard
                4 Masterplan: genocide!
                5 Has an aura of calm
                6 Generates massive heat
                7 Insatiable hunger for love
                8 Phases in/out of existence
                9 Apologetic and super evil
                10 Only Knows Rage!!!
                11 Made of futuristic tech
                12 Fresh out of time stasis
                13 Yellow mould grows on it
                14 Bio-luminescent
                15 Talks with two voices
                16 Lonely and one of a kind
                17 Calculates probabilities
                18 Is actually a robot suit
                19 Missing its brain
                20 Host to a living spell

                Give the Creature a Hit Die value based on the story that’s happening around the table – or just roll a d10. Select some mechanical powers from the ‘Every’ Creature section, and consider giving it something from the Magic Items section also.

                Treasure & Magic Items

                Treasure & Coin

                An easy and quick ruling a GM can make is to declare for every HD an NPC has, they have d6 coins on their person. The Players should roll the dice to determine the exact amount. It’s often fun to get a bunch of gold coloured d6s and hand them to the Players to let them ‘count’ the loot they find.

                2d12 Magic Items

                Coins and jewels often pale in comparison to the unusual and bizarre trinkets found deep inside dungeons and other forbidden places.

                2d12 Magic Items
                2

                Bag of Edda Stones Ud12

                Black velvet bag: Small marble-sized stones that glow with vibrant and shocking colours for a Moment after being bounced.

                3

                Bronze Ring Ud6

                Slender bronze ring: As an Action blow through the ring to create a bubble. If worn like a helmet, the bubble provides enough oxygen to breathe for the rest of the session. It pops if 16+ is rolled on a Defend Roll.

                4

                Breadcrumb Boots

                Warm leather boots: When worn fills the Nearby area with the smell of freshly baked bread and the wearer leaves a trail of breadcrumbs as they Move.

                5

                Salve of Resistance Ud6

                Silver tin of thick paste: When applied to the skin it provides Advantage when Defending against an elemental source of damage for the remainder of the session.

                6

                Erno’s Earhorn

                Winding ram’s horn: A user can hear any sounds coming from any point they can see and point the horn at.

                7

                Black Portal Chalk Ud6

                Carrot-sized stick: Drawing the shape of a door will create one. If there is solid earth behind the surface its drawn on the door leads to the grey void.

                8

                Tonic of Power

                Vial of buttery liquid: When drunk or eaten with toast – add 1d4 to a random Attribute for the rest of this session. Then reduce the Attribute by the same amount for the following session.

                9

                Relentless Ammo Ud4

                Thin & delicately made: This ammunition rolls its Usage Die with Advantage.

                10

                Wax Seal of Holding Ud6

                Black wax candle & horned hand seal: When a door or window is sealed with it, it is as if a Lock spell has been cast upon it.

                11

                Chromatic Feather Ud8

                Shimmering peacock feather: Whoever holds this feather hovers a few inches off the ground, its Ud should be rolled every time they Move.

                12

                Tonic of Watery Absolve

                Tub of pink milk liquid: Turns any water it comes into contact with to stone. It also turns any stone into water – single use.

                13

                Acorn of Stoning Ud4

                A small grey acorn: Thrown as a ranged Attack. It doesn’t do damage – instead the target is Paralysed.

                14

                Sun Drill

                A small hand turned masonry drill:

                Any hole made with the drill lets a beam of sunlight through.

                15

                Cup of Ending Ud4

                A modest silver tankard: Anyone drinking from the cup who is not the owner takes 1d8 damage and Ongoing Damage until they pass a CON Test. The cup considers the last person to fill it to be its owner.

                16

                Elixir of Vitality Ud6

                Wineskin of peppery draught: Drinking the elixir restores the drinker to max HP, but when they next roll on the Out of Action table they do so with Disadvantage.

                17

                Chain of Binding

                Small length of tangled rusted chain:

                Thrown as a ranged Attack, the Creature it hits is bound and is Paralysed for 1d6 Moments.

                18

                Phantom Limb

                Spectral glowing appendage: Replaces a lost limb and allows the wielder to re-roll one Attribute Test every session if the Phantom limb is involved in performing it somehow.

                19

                Frenzy Dust Ud4

                A black leather pouch: Containing a stinging, vibrant red powder. If a handful is thrown into the air Nearby Creatures gain Advantage on Attribute Tests to deal damage, but also Disadvantage on tests to avoid damage.

                20

                Black Candle Ud6

                Thick two-pronged black wax candle: Removes all Nearby shadows when lit.

                21

                Mithril Shirt

                Incredibly light silver chain shirt: Counts as cloth armour for the purposes of class armour restrictions, it has AV4.

                22

                List of True Names

                Never-ending musty scroll: If the scroll is read for a number of Minutes equal to the HD of a Creature, its true name will be learned and by speaking it, the reader will gain control over the Creature for a Day.

                23

                Golden Toad

                Small gold statue: Whilst holding this item a Creature can talk with amphibians.

                24

                Wand Ud6

                Simple metallic rod: Roll a d8 when found this wand is able to cast a randomly selected spell of that level when appropriately waved as an Action.

                Vanilla Magic Items

                If you are looking for boilerplate magical item mechanics that may be used for any situation – consider the following:

                • Advantage on a die roll.
                • Add 1d4 points to an Attribute whilst the item is being used.
                • Cast a spell with a Ud6.
                • Increase an Armor Die to d8.

                Better Magic Items

                The best magical items don’t provide flat bonuses or improved Character abilities, instead they offer the Players new and interesting ways of interacting with the world – weird and unusual options ensure that the item will be used again and again in different and surprising ways.

                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.

                Dungeon delver’s backpack (Common) Brilliant ruby (Exotic) Ornate silk robes (Rare) Famous lost painting (Exotic) Silver bracelet (Common) Oval amethyst (Rare) Designer made shoes (Rare) Pile of elven coins (Rare)
                Delicate gold torque (Rare) 3d12 ancient coins (Rare) Pile of sticky coins (Common) Ivory dinner set (Rare) Gold sweetheart locket (Common) Desiccated saint’s hand (Rare) Large jewelled key (Exotic) Wreathed wedding band (Common)
                Grand wyrm horn (Exotic) 1d6 golden dragon’s scales (Exotic) Bottle of velvet fire (Rare) Elven life bread (Common) Damaged holy symbol (Common) Spyglass (Rare) Golden prosthesis (Rare) Vial of blessed soil (Common)
                Dwarven forge hammer (Rare) Deed of sacred land ownership (Exotic) Fragment of treasure map (Rare) Pile of dwarven coins (Rare) Lump of amber (Rare) Ragged golden cloak (Common) Saints knuckle bones (Rare) Accurate sextant (Rare)
                Pile of bent coins (Common) Round polished mirror (Rare) Scuffed malachite hammer (Rare) Tacky silver medallion (Common) Gold plated jawbone (Rare) Bloodied septum ring (Common) Scratched diorite bust (Rare) Pile of tiny coins (Rare)
                Sapling from the life tree (Exotic) Ornate holy symbol (Rare) Pile of forged coins (Common) Palladium thimble (Exotic) Handful of shiny buttons (Rare) Patinaed axe head (Exotic) Necklace of silver ears (Rare) Square sapphire (Exotic)
                Stunning crystal helm (Exotic) Rare outof- print book (Rare) Round moonstone (Exotic) Slippery quartz cup (Rare) Pile of defaced coins (Common) Well-made bamboo shield (Common) Ancient noble crest (Exotic) Bejewelled boardgame (Rare)
                Uncut opal (Rare) Eye studded crown (Exotic) Dragon statuette (Rare) Giant’s butter churn (Rare) Clockwork music box (Rare) Gem encrusted cup (Exotic) Heart shaped topaz (Exotic) Golden false teeth (Rare)
                Scary ivory mask (Rare) Pile of melted coins (Rare) 1d4 Phoenix feathers (Exotic) One golden cufflink (Rare) An I.O.U. (Exotic) Melted holy symbol (Rare) Ornate beer stein (Common) Pile of giant coins (Rare)

                Glossary

                Actions – Every Creature has an Action on their Turn which they can use to interact with the world and its contents.

                Advantage – When you would roll one die, roll two of the same type and the Player chooses the result to use.

                Armor Die – A Player can declare an Amour Die Broken to ignore all damage from one source.

                AV/Armor Value – Grants the wearer an Armor Die for each point of AV the armour or shield possesses.

                Attack – If a Character makes an Attack, their Player must roll below an Attribute determined by the GM in order to deal damage to a Creature. If a Monster makes an Attack against a Character, then their Player will need to Defend against it.

                Attack Damage – How much HP damage is dealt when a successful Attack is made.

                Attribute – The six Attributes determine the success of a Character’s Actions, by rolling below them on a d20.

                Background – Elements of a Character’s back-story that can be used to gain Advantage on an Actions – once per session.

                Banish – A cleric Character may spend an Action to Banish all Nearby undead Creatures, forcing them to Move Faraway on their next Turn.

                Broken – A Character may declare an Armor Die to be Broken and ignore all damage from an Attack, once an Armor Die is Broken – it cannot be used to ignore any damage. A Character can recover Broken Amour Die after a Rest.

                Character – The Players each control one Character in the game. Also referred to as Player Chatacters (PCs).

                CHA/Charisma – Influence and power of personality.

                Close – A measure of relative distance in the world.

                CON/Constitution – Resilience and physical wellbeing.

                Creature – Refers to all beings in the game including NPCs, Monsters, and Characters.

                Damage Dice – Warriors have a pool of d6s, when they make an Attack they can assign each Damage Die to a Nearby Creature, The warrior’s Player must make a successful Attribute Test for each target to see if they are hit. For each successful hit the Damage Dice assigned to that target are rolled and the target’s HP are reduced by the total.

                Day – Long periods of narrative time outside combat may be measured in Days instead of Minutes.

                Defend – To Defend and avoid damage a Character must succeed at an Attribute test.

                DEX/Dexterity – Accuracy, swiftness and agility.

                Disadvantage – When you would roll one die, roll two of the same type and the GM chooses the result to use.

                Distant – A measure of relative distance in the world equal to three Moves.

                Distracted – A Distracted Character cannot perform any Actions, but may still Move normally.

                Encumbered – A Character is encumbered if they are carrying more items than their Strength Attribute, while Encumbered they have Disadvantage with all Tests.

                XP/Experience – Characters can gain any number of Experiences by doing notable things determined by the GM. When they have a number of Experiences equal to their Level, they may share them to advance a Level.

                Faraway – A measure of relative distance in the world equal to two Moves.

                GM/Game Master – One person takes the role of GM and impartially adjudicates the story, outcome of Actions and facilitates ‘the game’.

                HD/Hit Die/Hit Dice – The dice rolled to determine the maximum. Hit Points a Creature has, NPCs roll d8s, while a Character’s HD is determined by their class.

                HP/Hit Points – The amount of damage a Character can sustain before they are taken Out of Action. For Monsters and NPCs the amount of damage they can sustain before dying.

                Hours – Turns outside combat whilst travelling and in relative safety may be measured in Hours instead of Minutes.

                Initiative – The order in which Creatures act in combat. Characters should test their Dexterity. If they succeed they act before their opponents.

                INT/Intelligence – A measure of knowledge and smarts.

                Level – Every Creature has a Level which determines its HD. Spells also have Levels which correspond with the levels of Spellcasters that may cast them.

                Light – If the Characters find themselves in pitch black with danger present, there is a chance they might Panic!.

                Minutes – Turns outside combat are a purposefully abstract measure of roughly a dozen Minutes.

                Moments – Turns inside combat are a purposefully abstract measure of roughly half a dozen Moments.

                Monsters – GM controlled Creatures.

                Morale – When a Creature loses half its Hit Points the GM should roll a d12, if they roll above the Creature’s HD the Creature will disengage and flee the combat or danger.

                Moves – Every Creature under normal circumstances can Move somewhere Nearby on its Turn.

                Nearby – A measure of relative distance in the world equal to one Move.

                NPC – A Creature controlled by the GM in the game.

                Ongoing Damage – When a Creature takes Ongoing Damage it loses HP equal to its Level at the start of every Turn. An Attribute Test of the GM’s choosing should be made by the Player at the end of the their Turn to see if the Ongoing Damage continues.

                OofA/Out of Action – When a Character loses all their Hit Points the Player should roll a d6, referring to the table to see what happens.

                Panic! – If a Character ends their turn in complete darkness, whilst in potential danger – such as a dungeon – they must make a successful Test of their CON or Panic!. At the start of their Turn a Character in a panicked state should roll a d6 and consult the table.

                Paralysed – A Paralysed Character cannot Move or make any Actions.

                Player – One of the people playing the game, controlling a Character or PC.

                Powerful Foe – Add the difference in HD values to any Attribute Test to Attack, Defend or interfere with any Creatures with a higher HD than the Character.

                Random Encounter Roll – Roll a d6 every 15 minutes of play, or when Characters draw attention to themselves and consult the table on page 32 to determines what happens.

                Reaction Roll – If a GM is uncertain about how an NPC or Monster will treat the Characters, they can determine their attitude by rolling on the Reactions table.

                Rest – After an Hour of Rest, Players may roll any Broken Armor Dice to see if they are Broken permanently. After an Hour’s Rest a Player may roll one of their Character’s HD and regain that many HP.

                For every Day of narrative story time spent resting – a Player may roll all of a Character’s HD and recover that many HP.

                Spellcaster – Wizards and clerics are Spellcasters. As an Action they can cast a spell from memory or from a scroll or book. Some Monsters can cast spells from the lists on pages 26-27.

                The Black Hack, Copyright 2016, Gold Piece Publications; Authors: David Black.

                The Black Hack Second Edition, Copyright 2018, Gold Piece Publications; Authors: David Black.

                +++ Acrobat

                Starting Statistics

                Starting HP: 1d6 + 2

                Starting HD: 1d6

                Usable Weapons & Armor: All onehanded swords, daggers, polearms, leather

                Attack Damage: 1d6 including improvised weapons or 1d4 if Unarmed

                d6 Lucky Charm
                1 Peacock tattoo
                2 Jackalope’s foot
                3 Silk scarf from a hottie
                4 A two-fingered ring
                5 A mithril tooth
                6 A missing finger

                Equipment

                Every Acrobat starts with a Quarterstaff. Also, choose to start the game with either A or B:

                • A – Colorful tights (AV 1), 2 daggers, 1d8 coins, lipstick kiss on the cheek – face or rump, your choice.
                • B – Sleek leather outfit (AV 2), a club, 1d6 coins, a little black book.

                Acrobatics

                Roll Attribute Tests with Advantage performing the following actions:

                • Acrobatic feats
                • Balancing
                • Climbing
                • Jumping
                • Listening and eavesdropping
                • Moving silently and unseen
                • Pole vaulting

                Acrobatic Expertise

                Roll with Advantage when testing Dexterity to avoid damage or effects from falling, traps, and magical devices.

                Sneak Attack

                If an Acrobat has Moved silently to get behind or above a Creature, and they are unaware of the Acrobat ’s presence, the Acrobat may make an Attack that automatically hits and deals 2d6 + the Acrobat ’s Level damage.

                Friends Like These

                At the start of the gaming session roll a d10, if the result is below your current Level – you make contact with someone who is familiar with you.

                Tools of the Trade

                Regardless of what the Acrobat is carrying, they can always find a balanced stick or staff to use as a quarterstaff, somewhere close by.

                Gaining a New Level

                Acquire and share a number of Experiences equal to your current HD to advance a Level. When you gain a Level:

                • Roll a d20 once for each Attribute – if you roll over, it goes up one point, make an extra roll either Dexterity or Strength
                • Gain 1 HD – roll a d6 – gain that many additional maximum HP.
                Assassin

                Starting Statistics

                Starting HP: 1d6 + 4

                Starting HD: 1d6

                Usable Weapons & Armor: Any, gambeson, leather, all shields

                Attack Damage: 1d6+1 or 1d4+1 if Unarmed

                d6 Reputation
                1 Slew the royal family of Brague
                2 Killed the Yellow Warlock
                3 Refused a contract from the Boss
                4 Is Made
                5 Left the Assassin’s Guild
                6 Has a third nipple

                Equipment

                Every Assassin starts with a Disguise of your choosing. Also, choose to start the game with either A or B:

                • A – Studded Leather (AV 2), axe, shield (AV 1), 4d8 coins, blood on your hands.
                • B – Black leather hood & vest (AV 2), sword, a crossbow, 4d6 coins, a contract to fulfill.

                Deadly Talents

                Roll Attribute Tests with Advantage performing the following actions:

                • Delicate Tasks
                • Climbing
                • Hiding
                • Listening and eavesdropping
                • Moving silently and unseen

                Sneak Attack

                If an Assassin is hidden or has Moved silently to get behind a Creature, the Creature is within the weapon’s range, and they are unaware of the Assassin ’s presence, the Assassin may make an Attack that automatically hits and deals 2d6 + the Assassin ’s Level damage.

                Master Of Disguise

                At the start of the gaming session roll a d10, if the result is below your current Level – you can customise or entirely change your Disguise.

                A Dagger For Every Occasion

                Regardless of what the Assassin is carrying, they can produce a small throwing knife from somewhere about their person.

                Gaining a New Level

                Acquire and share a number of Experiences equal to your current HD to advance a Level. When you gain a Level:

                • Roll a d20 once for each Attribute – if you roll over, it goes up one point, make an extra roll for either Dexterity or Wisdom
                • Gain 1 HD – roll a d6 – gain that many additional maximum HP.
                Barbarian

                Starting Statistics

                Starting HP: 1d4+8

                Starting HD: 1d10

                Usable Weapons & Armor: Any and all

                Attack Damage: See ‘Berserker’

                d6 War Trophy
                1 Yeti pelt
                2 A enemy’s prized axe
                3 A wyvern’s tooth
                4 A necklace of orc ears
                5 A collection of scalps
                6 A traitor’s helm

                Equipment

                Every Barbarian starts with a Weapon of their choice. Also, choose to start the game with either A or B:

                • A – Hide armor (AV 2), A one-handed weapon, horned helm (AV 1), 2d6 coins, a slight hangover.
                • B – Scale mail (AV 3) two-handed weapon, 2d6 coins, war paint, a tin mug.

                Self-Reliant

                When rolling Broken Armor Die a Barbarian may re-roll results of 1.

                Berserker

                A Barbarian has a ‘pool’ of Damage Dice (d6s) equal to their HD.

                When making an Attack distribute any number of these Damage Dice among any number of Nearby targets. If any targets are Close the Barbarian rolls the Attack with Advantage:

                • Make an Attribute Test for each
                • target to see if they are hit, if so, roll the Damage Dice assigned to them and reduce their HP by that amount.
                • The pool of Damage Dice resets at the start of the Barbarian’s turn.

                Gaining a New Level

                Acquire and share a number of Experiences equal to your current HD to advance a Level. When you gain a Level:

                • Roll a d20 once for each Attribute – if you roll over, it goes up one point, make an extra roll for either Constitution or Strength
                • Gain 1 HD – roll a d10 – gain that many additional maximum HP.
                Bard

                Starting Statistics

                Starting HP: 1d6 + 2

                Starting HD: 1d6

                Usable Weapons & Armor: Any, leather, chain mail

                Attack Damage: 1d6 or 1d4 if Unarmed

                d6 Instrument of Choice
                1 Fiddle
                2 Bugle
                3 Banjo
                4 Drum
                5 Harp
                6 Acapella

                Equipment

                Every Bard starts with a Lorebook containing 1d4 spells of your choosing from spell level 1. Also, choose to start the game with either A or B:

                • A – Studded leather (AV 2), sword, shield (AV 1) 2d8 coins and purse, an admirer’s skivvies.
                • B – Chain shirt (AV 3), a bow, a dagger, 3d6 coins, an awesome helmet.

                Bardic Talents

                Roll Attribute Tests with Advantage performing the following actions:

                • Being charming
                • Delicate Tasks
                • Climbing
                • Listening and eavesdropping
                • Making Music
                • Moving silently and unseen
                • Telling stories
                • Understanding written languages

                Nimble Expertise

                Roll with Advantage when testing Dexterity to avoid damage or effects from traps and magical devices.

                Memorizing Spells

                Once per day a Bard can spend an Hour memorising a number of spells equal to 1/2 their Level (minimum of 1), from scrolls and books.

                A Bard can only memorise spells of levels up to and equal to their current Level.

                Casting Spells

                A Bard may spend an Action on their turn to cast a spell from memory. Once the effects are resolved, the Bard should make an Attribute Test – adding the spell’s level to the roll. If they have already cast the spell this session this Attribute Test is made with Disadvantage. If they fail, the spell is no longer memorised, and the Bard cannot cast the spell until they memorise it again.

                Gaining a New Level

                Acquire and share a number of Experiences equal to your current HD to advance a Level. When you gain a Level:

                • Roll a d20 once for each Attribute – if you roll over, it goes up one point, make an extra roll for either Charisma or Dexterity
                • Gain 1 HD – roll a d6 – gain that many additional maximum HP.
                Cavalier

                Starting Statistics

                Starting HP: 1d4+ 6

                Starting HD: 1d8

                Usable Weapons & Armor: Any and all

                Attack Damage: See ‘On A Pale Horse’

                d6 Trophy
                1 Handkerchief of an admirer
                2 A crimson cape
                3 An iron wood lance
                4 Your father’s sword
                5 Your mother’s horse
                6 A winged helm

                Equipment

                Every Cavalier starts with a Horse.

                Also, choose to start the game with either A or B:

                • A – Plate & mail (AV 4), sword, shield (AV 1), 4d6 coins, a fondness for the meek.
                • B – Chain mail (AV 3) full helm (AV 1), shield (AV 1), lance, axe, 4d6 coins, nobles oblige out the wazoo.

                Shield Bash

                When you are Attacked in melee combat whilst holding a shield – and your roll to Defend is 1-6, the attacker takes damage equal to your Level .

                On A Pale Horse

                A Cavalier has a ‘pool’ of Damage Dice (d6s) equal to their HD. If a Cavalier is on horseback, their HD is considered 1 higher.

              • When making an Attack distribute any number of these Damage Dice among any number of Nearby targets.
              • For each target the Player assigns the Damage Dice, the Player must come up with an exciting and bespoke narration for the Attack.
              • Make an Attribute Test for each target to see if they are hit, if so, roll the Damage Dice assigned to them and reduce their HP by that amount.
              • The pool of Damage Dice resets at the start of the Cavalier’s turn.

              Gaining a New Level

              Acquire and share a number of Experiences equal to your current HD to advance a Level. When you gain a Level:

              • Roll a d20 once for each Attribute – if you roll over, it goes up one point, make an extra roll for either Charisma or Strength
              • Gain 1 HD – roll a d8 – gain that many additional maximum HP.
              Dragonborn

              Starting Statistics

              Starting HP: 1d4+8

              Starting HD: 1d8

              Usable Weapons & Armor: Any and all

              Attack Damage: See ‘Death and Dragon’s fire’

              d6 Draconic Heritage
              1 Red scales and fin on head
              2 Green scales and yellow eyes
              3 Black and bumpy scales
              4 Blue scales with two horns on head
              5 Gold and smooth scales
              6 Silver scales and one horn on head

              Equipment

              Every Dragonborn starts with a Decorative Shield displaying their heraldic device. Also, choose to start the game with either A or B:

              • A – Plate & mail (AV 4), A one-handed weapon, shield (AV 1), 4d6 coins, a shiny bauble they love more than anything.
              • B – Chain mail (AV 3) full helm (AV 1), sword, two-handed weapon, 3d6 coins, a treasure map.

              Self-Reliant

              When rolling Broken Armor Die a Dragonborn may re-roll results of 1.

              Draconic Endurance

              Roll with Advantage when making a CON Attribute Test to resist poisons or being paralysed or impeded.

              Death and Dragon’s Fire

              A Dragonborn has a ‘pool’ of Damage Dice (d6s) equal to their HD. When making an Attack distribute any number of these Damage Dice among any number of Nearby targets and up to 1 Faraway target for their breath attack:

              • Make an Attribute Test for each
              • target to see if they are hit, if so, roll the Damage Dice assigned to them and reduce their HP by that amount.
              • The pool of Damage Dice resets at the start of the Dragonborn’s turn.

              Gaining a New Level

              Acquire and share a number of Experiences equal to your current HD to advance a Level. When you gain a Level:

              • Roll a d20 once for each Attribute – if you roll over, it goes up one point, make an extra roll for either Constituion or Strength
              • Gain 1 HD – roll a d8 – gain that many additional maximum HP.
              Druid

              Starting Statistics

              Starting HP: 1d6 + 4

              Starting HD: 1d8

              Usable Weapons & Armor: All blunt weapons, sickle, cloth, hide, leather, wooden shields

              Attack Damage: 1d6 or 1d4 if Unarmed

              d6 Connection To Nature
              1 Eyes the color of sunset
              2 Green skin
              3 Bark instead of hair on your head
              4 A snake’s tongue
              5 Fangs
              6 Smells like the sea

              Equipment

              Every Druid starts with a Scroll containing 1d4+2 spells of your choosing from spell levels 1 and 2. Also choose to start the game with either A or B:

              • A – hide armor (AV 2), staff, cudgel,1d8 coins worth of gems, a jade tiger figurine
              • B – Leather armor (AV 1), a short bow, wooden shield (AV 1), 1d8 coins worth of gold, a sabertooth’s pelt.

              Druidic Lore

              Roll Attribute Tests with Advantage performing the following actions:

              • Handling animals
              • Lore about Nature

              Shapeshifter

              A Druid may use an Action to change into a small or large animal of their choice. While shapeshifted their armor and weapons disappear and they cannot cast spells:

              • Small animals do 1d4 damage and you roll to Defend with Advantage.
              • Large animals do 1d8 damage and you gain a thick hide (AV 3)

              Memorizing Prayers

              Once per day a Druid can spend an Hour memorising a number of prayers equal to their their Level (minimum of 1), from scrolls and books.

              A Druid can only memorise prayers of levels up to and equal to their current Level.

              Invoking Prayers

              A Druid may spend an Action on their turn to cast a spell from memory. Once the effects are resolved, the Druid should make an Attribute Test – adding the spell’s level to the roll. If they have already cast the spell this session this Attribute Test is made with Disadvantage. If they fail, the spell is no longer memorised, and the Druid cannot cast the spell until they memorise it again.

              Gaining a New Level

              Acquire and share a number of Experiences equal to your current HD to advance a Level. When you gain a Level:

              • Roll a d20 once for each Attribute – if you roll over, it goes up one point, make an extra roll for either Intelligence or Wisdom.
              • Gain 1 HD – roll a d8 – gain that many additional maximum HP.
              Dwarf

              Starting Statistics

              Starting HP: 1d6 + 8

              Starting HD: 1d10

              Usable Weapons & Armor: Any and all

              Attack Damage: See ‘Dealer of Death’

              d6 Scars
              1 Milky eye
              2 Missing nose
              3 Lopsided grin
              4 Missing ear
              5 Missing hand
              6 Peg leg

              Equipment

              Every Dwarf starts with a Magnificent Beard. Also, choose to start the game with either A or B:

              • A – Hide armor (AV 2), axe, shield (AV 1), helm (AV 1), 3d6 coins, a keg of ale.
              • B – Chain mail (AV 2) full helm (AV 1), axe, great axe, 3d8 coins, a mule.

              Dwarven Endurance

              Roll with Advantage when making a CON Attribute Test to resist poisons or being paralysed or impeded.

              Darksight

              Can see in the dark out to a distance of Faraway.

              Make ‘em Pay

              When you are Attacked in melee combat – and your roll to Defend is 1-2, the attacker takes damage equal to your Level .

              Dealer of Death

              A Dwarf has a ‘pool’ of Damage Dice (d6s) equal to their HD.When making an Attack distribute any number of these Damage Dice among any number of Nearby targets.

              • Make an Attribute Test for each
              • target to see if they are hit, if so, roll the Damage Dice assigned to them and reduce their HP by that amount.
              • The pool of Damage Dice resets at the start of the Dwarf’s turn.

              Gaining a New Level

              Acquire and share a number of Experiences equal to your current HD to advance a Level. When you gain a Level:

              • Roll a d20 once for each Attribute – if you roll over, it goes up one point, make an extra roll for either Strength or Constitution
              • Gain 1 HD – roll a d10 – gain that many additional maximum HP.
              Elf

              Starting Statistics

              Starting HP: 1d6

              Starting HD: 1d6

              Usable Weapons & Armor: Any and all

              Attack Damage: 1 See ‘Bladedancer’

              d6 Elven Features
              1 Fine cheekbones
              2 Wicked grin
              3 Large eyes
              4 Silver tongue (literally)
              5 Tall and thin
              6 Ears are covered in fine white fur

              Equipment

              Every Elf starts with a Spellbook containing 1d4 + 2 spells of your choosing from spell level 1. Also choose to start the game with either A or B:

              • A – Fine chain mail (AV 3), bow, twin sword ,5d8 coins worth of gems, a pet rodent with a ridiculous name.
              • B – Studded leather armor (AV 2), sword, shield (AV 1), 6d6 coins, a glowing amulet that allows you to hear your lover’s voice.

              Darksight

              Can see in the dark out to a distance of Nearby.

              Bladedancer

              A Elf has a ‘pool’ of Damage Dice (d6s) equal to 1/2 their HD (minimum of 1).When making an Attack distribute any number of these Damage Dice among any number of Nearby targets.

              Make an Attribute Test for each

              target to see if they are hit, if so, roll the Damage Dice assigned to them and reduce their HP by that amount.

              The pool of Damage Dice resets at the start of the Elf’s turn.

              Memorizing Spells

              Once per day an Elf can spend an Hour memorising a number of spells equal to 1/2 their Level (minimum of 1), from scrolls and books.

              An Elf can only memorise spells of levels up to and equal to their current Level.

              Casting Spells

              A Elf may spend an Action on their turn to cast a spell from memory. Once the effects are resolved, the Elf should make an Attribute Test – adding the spell’s level to the roll. If they have already cast the spell this session this Attribute Test is made with Disadvantage. If they fail, the spell is no longer memorised, and the Elf cannot cast the spell until they memorise it again.

              Gaining a New Level

              Acquire and share a number of Experiences equal to your current HD to advance a Level. When you gain a Level:

              • Roll a d20 once for each Attribute – if you roll over, it goes up one point, make an extra roll for either Dexterity or Intelligence.
              • Gain 1 HD – roll a d6 – gain that many additional maximum HP.
              Gnome

              Starting Statistics

              Starting HP: 1d6 + 4

              Starting HD: 1d8

              Usable Weapons & Armor: Any, except two-handed weapons, long bows, all armor

              Attack Damage: 1d6 or 1d4 if Unarmed

              d6 Language Spoken
              1 Rabbit
              2 Crow
              3 Dog
              4 Deer
              5 Badger
              6 Spider

              Equipment

              Every Gnome starts with a Pet. Also, choose to start the game with either A or B:

              • A – Leather armor (AV 2), crossbow, helmet (AV 1) 2d6 coins, an unknown potion.
              • B – Chain mail (AV 3), shield (AV 1),sword, three daggers, 3d6 coins, an unusual ring.

              Darksight

              Can see in the dark out to a distance of Faraway.

              Gnomish Endurance

              Roll with Advantage when making a CON Attribute Test to resist poisons or being paralysed or impeded.

              Nimble Expertise

              Roll with Advantage when testing Dexterity to avoid damage or effects from traps and magical devices.

              Slayer

              A Gnome may make an Attack against a bugbear, goblin, giant, gnoll, kobold, ogre, or troll with Advantage and deals 2d6 damage + the Gnome’s Level damage.

              Gaining a New Level

              Acquire and share a number of Experiences equal to your current HD to advance a Level. When you gain a Level:

              • Roll a d20 once for each Attribute – if you roll over, it goes up one point, make an extra roll for either Dexterity or Intelligence.
              • Gain 1 HD – roll a d8 – gain that many additional maximum HP.
              Halfling

              Starting Statistics

              Starting HP: 1d6 + 2

              Starting HD: 1d6

              Usable Weapons & Armor: Any, except two-handed weapons, long bows, all armor

              Attack Damage: 1d6 or 1d4 if Unarmed

              d6 Favorite Snack
              1 Candied yams
              2 Roast mutton
              3 Turkey leg
              4 Chocolate cake
              5 Apple pie
              6 Pork belly

              Equipment

              Every Acrobat starts with a Walking Stick. Also, choose to start the game with either A or B:

              • A – Comfortable leather armor (AV 1), 4 daggers, shield (AV 1), 2d8 coins, leftovers for 3 days.
              • B – Chain shirt (AV 3), a short sword, a sling, 2d6 coins, a pet mouse.

              Quick As Hell

              A Halfling rolls Initiative with Advantage.

              Combat Reflexes

              A Halfling may make a DEX Ability Test to Defend against Melee Attacks.

              Roguish Talents

              Roll Attribute Tests with Advantage performing the following actions:

              • Delicate task
              • Climbing
              • Listening and eavesdropping
              • Moving silently and unseen
              • Finding secret things

              Nimble Expertise

              Roll with Advantage when testing Dexterity to avoid damage or effects from falling, traps, and magical devices.

              Deadly Aim

              A Halfling makes a Ranged Attack against a Creature up to Faraway with Advantage and deals 2d6 + the Halfling ’s Level damage.

              Gaining a New Level

              Acquire and share a number of Experiences equal to your current HD to advance a Level. When you gain a Level:

              • Roll a d20 once for each Attribute – if you roll over, it goes up one point, make an extra roll either Dexterity or Strength
              • Gain 1 HD – roll a d6 – gain that many additional maximum HP.
              Monk

              Starting Statistics

              Starting HP: 1d6+ 4

              Starting HD: 1d8

              Usable Weapons & Armor: Any and none

              Attack Damage: 1d6 or See ‘Enter the Dragon’ unarmed

              d6 Kung Fu Style
              1 Wyvern style
              2 Owlgrizzly style
              3 Pegasus style
              4 Displacer Cat style
              5 Mermaid style
              6 Bullywug style

              Equipment

              Every Monk starts with a Tao. Also, choose to start the game with either A or B:

              • A – Two one-handed weapons, 1d6 coins, a yearning to see the world
              • B – Quarterstaff butterfly knife, 1d4 coins, an awesome tattoo.

              Art of Shinobi

              Roll Attribute Tests with Advantage performing the following actions:

              • Delicate Tasks
              • Climbing
              • Listening and eavesdropping
              • Moving silently and unseen

              Focus Chi

              As an Action a Monk can focus their chi to gain (AV 3) for 1 minute. You may not Focus Chi again until after a Rest.

              Broken Armor from Focus Chi cannot be fixed during a Rest.

              Enter The Dragon

              A Monk has a ‘pool’ of Damage Dice (d6s) equal to their HD.

              When making an unarmed Attack distribute any number of these Damage Dice among any number of Nearby targets:

              For each target the Player assigns the Damage Dice, the Player must come up with an exciting and bespoke narration for the Attack.

              Make an Attribute Test for each target to see if they are hit, if so, roll the Damage Dice assigned to them and reduce their HP by that amount.

              The pool of Damage Dice resets at the start of the Monk’s turn.

              Gaining a New Level

              Acquire and share a number of Experiences equal to your current HD to advance a Level. When you gain a Level:

              • Roll a d20 once for each Attribute – if you roll over, it goes up one point, make an extra roll for either Dexterity or Wisdom.
              • Gain 1 HD – roll a d8 – gain that many additional maximum HP.
              Orc

              Starting Statistics

              Starting HP: 1d8 + 4

              Starting HD: 1d8

              Usable Weapons & Armor: Any and all

              Attack Damage: See ‘Skullsmasher’

              d6 Features
              1 Green skin and a nose like a pig
              2 Red skin and a jagged scar
              3 Orange skin with boils
              4 Bone-white skin with tattoos
              5 Blue-black skin with scars
              6 Dark green skin with large fangs

              Equipment

              Every Orc starts with a Brand signaling their clan. Also, choose to start the game with either A or B:

              • A – Chain shirt (AV 3), A one-handed weapon, shield (AV 1), 1d6 coins, the scalp of your father.
              • B – Chain mail (AV 3) small shield (AV 1), two axes, 2d6 coins, A spent hand of glory

              Darksight

              Can see in the dark out to a distance of Faraway.

              Shield Bash

              When you are Attacked in melee combat whilst holding a shield – and your roll to Defend is 1-5, the attacker takes damage equal to your Level .

              Skullsmasher

              An Orc has a ‘pool’ of Damage Dice (d8s) equal to their HD.When making an Attack distribute any number of these Damage Dice among any number of Nearby targets.

            • Make an Attribute Test for each
            • target to see if they are hit, if so, roll the Damage Dice assigned to them and reduce their HP by that amount.
            • The pool of Damage Dice resets at the start of the Orc’s turn.

            Gaining a New Level

            Acquire and share a number of Experiences equal to your current HD to advance a Level. When you gain a Level:

            • Roll a d20 once for each Attribute – if you roll over, it goes up one point, make an extra roll for either Constituion or Strength
            • Gain 1 HD – roll a d8 – gain that many additional maximum HP.
            Paladin

            Starting Statistics

            Starting HP: 1d4+ 6

            Starting HD: 1d8

            Usable Weapons & Armor: Any and all

            Attack Damage: See ‘Smite’

            d6 God Served
            1 Akron, the diamond fist
            2 Neala, maiden of might
            3 Wodan, lord of civilization
            4 Reanne, justice-bringer
            5 Rowl, the Sun’s son
            6 Eguana, lawmaker

            Equipment

            Every Paladin starts with a Holy Symbol. Also, choose to start the game with either A or B:

            • A – Chain mail (AV 3), A one-handed weapon, shield (AV 1), helm (AV 1), 1d6 coins, a burning need for justice.
            • B – Plate & Mail (AV 4) full helm (AV 1), two-handed weapon, 1d8 coins, the answer to the age old question about what to do with baby orcs.

            Banish Undead

            A Paladin may spend an Action to banish all Close undead by testing their WIS and adding the Creatures’ HD to the roll.

            Lay On Hands

            A Paladin may spend an Action on their turn to brandish their Holy Symbol and cast Cure Light Wounds. Once the effects are resolved, the Paladin should make an Attribute Test – adding the spell’s level to the roll. If they have already cast the spell this session this Attribute Test is made with Disadvantage. If they fail, the spell is no longer available to be cast until dawn the next day.

            Smite

            A Paladin has a ‘pool’ of Damage Dice (d6s) equal to their HD.

          • When making an Attack distribute any number of these Damage Dice among any number of Nearby targets.
          • For each target the Player assigns the Damage Dice, the Player must come up with an exciting and bespoke narration for the Attack.
          • Make an Attribute Test for each target to see if they are hit, if so, roll the Damage Dice assigned to them and reduce their HP by that amount.
          • The pool of Damage Dice resets at the start of the Paladin’s turn.

            Gaining A New Level

            Acquire and share a number of Experiences equal to your current HD to advance a Level. When you gain a Level:

            • Roll a d20 once for each Attribute – if you roll over, it goes up one point, make an extra roll for either Strength or Wisdom.
            • Gain 1 HD – roll a d8 – gain that many additional maximum HP.
            Ranger

            Starting Statistics

            Starting HP: 1d4+ 6

            Starting HD: 1d8

            Usable Weapons & Armor: Any and leather

            Attack Damage: See ‘Dealer of Death’

            d6 God Served
            1 Remdar, the Great Hunter
            2 Shula, The Green Lady
            3 Kor, The Jungler
            4 Ersis, The First Tree
            5 Zirn, the Sun Hawk
            6 Ooma, The Moon Dragon

            Equipment

            Every Ranger starts with a Holy Symbol. Also, choose to start the game with either A or B:

            • A – Leather armorl (AV 2), A onehanded weapon, shield (AV 1), 1d6 coins, a flower from a maiden fair
            • B – Leather armor (AV 2), full helm (AV 1), two-handed weapon, 1d6 coins, a recipe book.

            Ranger Talents

            Roll Attribute Tests with Advantage performing the following actions:

            • Climbing
            • Listening and eavesdropping
            • Moving silently and unseen
            • Tracking

            Hunter Killer

            When you start the game pick one of the following monstrous races: bugbears, giants, goblins, gnolls, kobolds, ogres, orcs, and trolls. You have Advantage when Attacking your chosen enemy.

            Dealer of Death

            A Ranger has a ‘pool’ of Damage Dice (d6s) equal to their HD.

            When making an Attack distribute any number of these Damage Dice among any number of Nearby targets.

            For each target the Player assigns the Damage Dice, the Player must come up with an exciting and bespoke narration for the Attack.

            Make an Attribute Test for each target to see if they are hit, if so, roll the Damage Dice assigned to them and reduce their HP by that amount.

            The pool of Damage Dice resets at the start of the Ranger’s turn.

            Gaining a New Level

            Acquire and share a number of Experiences equal to your current HD to advance a Level. When you gain a Level:

            • Roll a d20 once for each Attribute – if you roll over, it goes up one point, make an extra roll for either Strength or Wisdom.
            • Gain 1 HD – roll a d8 – gain that many additional maximum HP.
            Tiefling

            Starting Statistics

            Starting HP: 1d6

            Starting HD: 1d6

            Usable Weapons & Armor: Any and leather.

            Attack Damage: See ‘Smite’

            d6 God Served
            1 Akron, the diamond fist
            2 Neala, maiden of might
            3 Wodan, lord of civilization
            4 Reanne, justice-bringer
            5 Rowl, the Sun’s son
            6 Eguana, lawmaker

            Equipment

            Every Tiefling choose to start the game with either A or B:

            • A – Leather armor (AV 2), A twohanded weapon, helmet (AV 1), 2d6 coins, the true name of a devil.
            • B – Silk Suit (AV 1) shield (AV 1), onehanded weapon, 1d6 coins, an imp named after a flower.

            Hellish Rebuke

            When you are Attacked in melee combat – and your roll to Defend is 1-3, the attacker takes damage equal to your Level .

            Infernal Snowflake

            A Tiefling may choose to start the game with either A or B or C:

            • A – A Thief’s Roguish Talents, Nimble Expertise, Sneak Attack, A Dagger for Every Occasion, and a Deep and Murky Past. You start with a Disguse. and make an extra Attribute roll for Dexterity when you Gain a New Level.
            • B – A Cleric’s Banish Undead, Divine Fortification, Memorizing Prayers, and Invoking Prayers. You start with a Prayer Book. and make an extra Attribute roll for Wisdom when you Gain a New Level.
            • B – A Wizard’s Arcane Fortune, Memorizing Spells, and Casting Spells. You start with a Spellbook. and make an extra Attribute roll for Intelligence when you Gain a New Level.

            Gaining a New Level

            Acquire and share a number of Experiences equal to your current HD to advance a Level. When you gain a Level:

            • Roll a d20 once for each Attribute – if you roll over, it goes up one point, make an extra roll for Charisma.
            • Gain 1 HD – roll a d6 – gain that many additional maximum HP.

            The Black Hack, Copyright 2016, Gold Piece Publications; Authors: David Black.

            The Black Hack Second Edition, Copyright 2018, Gold Piece Publications; Authors: David Black.

            The Class Hack Second Edition Mark Craddock Crossplanes Game Studio