Basic Hack
Basic Hack
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THE BASIC HACK
Written by Nathan J. Hill
Copyright ©2016-2018 Mystic Ages Publishing.
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EQUIPMENT & SPELLS 31
TABLE OF NAME YOUR HERO 32
EXAMPLE HEROES 32
CONTENTS SPELLS 35
CLERIC SPELLS 35
TABLE OF CONTENTS 5
WIZARD SPELLS 36
WHAT’S THIS? 6
GROWING YOUR HERO 38
WHAT YOU NEED TO PLAY 6
MORE HP 39
LEARN THE RULES AS YOU
NEW SPELL 39
GO 6
ATTRIBUTE INCREASE 39
GAMEMASTERS 6
MAGICAL ARMOR 39
WHAT’S DIFFERENT 7
MAGICAL ITEM 40
IN SEARCH OF WYVERN 8
MAGICAL POTION 41
HOW TO PLAY 21
SPECIALS 41
WHO ROLLS? 21
HIRELINGS 41
ROLLING A 1 21
CREATURES 43
ROLLING A 20 21
TREASURE 43
SAVES 22
CREATING MORE
ADVANTAGE 22
MONSTERS 43
DISADVANTAGE 23
WHERE DO MONSTERS
GETTING HURT 23
LIVE? 44
HEALING 24
THE BANDIT WIZARD 46
REST 24
BACKGROUND 46
ENCOUNTERS 24
THE HEIST 48
TAKING ACTION 25
THE HEROES 49
COMBAT 26
THE ADVENTURE 50
FLEE 27
SCENE ONE: THE RUSE
PARLAY 28
GOES AWRY 50
CREATING YOUR HERO 29
SCENE TWO: BATTLE AT
ROLL ATTRIBUTES 29
DAREK’S CASTLE 52
CHOOSE A CLASS 29
SCENE THREE: RIDE TO
WARRIOR 29
JUSTICE 53
CLERIC 30
CONCLUSION 54
WIZARD 30
THIEF 30
CHOOSE A RACE 30
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polyhedral dice (D12, D10,
WHAT’S THIS? D8, D6, and D4). You can
The Basic Hack is a find dice at many gaming or
beginner-oriented fantasy comic shops, or you can use
tabletop roleplaying game, a free dice roller online.
based on and inspired by the ✓ Hero sheets from page
Black Hack and classic 56.
versions of one of the world’s ✓ Pencil and paper
most popular fantasy games. ✓ Friends
Primarily, it’s designed to be
played with people of all ages, LEARN THE RULES
including children, whether
they are new or experienced AS YOU GO
with roleplaying. You can get started
learning how to play by going
WHAT YOU NEED through the solo adventure
starting in the next section.
TO PLAY
Feel free to let new players,
Here’s a simple checklist even children, use the solo
to help you get started. adventure as a guide to learn
✓ Digital or print copy of how to play.
these rules
✓ A set of dice with at GAMEMASTERS
least two D20s and an For the game to work the
assortment of other best, one player gets to be the
The Basic Hack can grow with you. At a later date, as you
seek more complexity, you can easily upgrade your game with
additional rules and resources from the Black Hack. You can
read more at
[Link]
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GameMaster or GM. The GM unfolds, where hero growth is
has the privilege of creating rooted in what happens in the
the stories, monsters, ongoing story and fun.
puzzles, and places the heroes
will encounter. Fantasy
adventure modules are widely
available and easily used with
the Basic Hack. You’ll find
more resources in the book to
help you get started. An
introductory adventure, The
Bandit Wizard, can kickstart
further adventures and fun.
WHAT’S
DIFFERENT
If you have played the
Black Hack or other OSR
fantasy games, you may be
curious how the Basic Hack is
different.
First, it’s heavily
streamlined to be easy
enough for people of all ages,
including children, to play.
Second, there are no levels
whatsoever. Heroes can
advance in strength and
power, but they do so
collaboratively as the story
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Adventures begin with a
IN SEARCH OF story, a quest, a mission, or a
WYVERN mystery to be solved.
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the hero is particularly strong finding secret doors. We’ll
and kind of average explain this later.
everywhere else. Once you’ve copied down
this information, it’s a good
Strength: 14, Dexterity: 10,
idea to to give your hero a
Constitution: 11, Intelligence: 9,
name too.
Wisdom: 8, Charisma: 10
Let’s continue.
Your warrior has 10 hit
With your trusty battle axe
points, which represent how
difficult it is for a monster to in hand, you leave behind your
knock your hero out of play, devastated village and begin to
and starts play with a battle explore the surrounding woods.
axe for a weapon. You call out for your puppy.
Second, choose your hero’s There is no response. You are
race. You can read more about just about to give up when you
humans, elves, and dwarves notice an old strange cave near
on page 30, but it’s most a canyon wall. The entrance to
important to note that each the cave is muddy. In the mud,
race grants your hero a little you can make out what look
bonus that makes them like tracks leading into the
special. darkness. What would you like
If you choose human, you to do?
get to raise one of your hero’s
attributes by +1. In roleplaying games like
If you choose elf, your hero the Basic Hack, your
can see well even in the imagination and creativity are
darkness. You can write this the only limit to what you
down as darkvision. might do next. The
If you choose dwarf, your GameMaster (or GM) might
hero gets advantage when give you ideas or hints, but
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you have the freedom to Since you are investigating
approach problems and the tracks in the mud, pull
mysteries however you would out your D20 and roll.
like. Since this is a solo Compare it to your
adventure, we’ll give you a Intelligence score.
few options. Choose one and If you rolled equal to or
follow the instructions. less than your hero’s
If you want to examine the Intelligence, go to #3.
footprints more closely, go to If you rolled higher than
#1. your hero’s Intelligence, you
If you want to march right don’t notice anything special,
into the cave, go to #10. just tracks of what could be
If you want to run home in animals or other creatures.
terror, go to #14. You proceed into the cave. Go
to #10.
#1
The Basic Hack uses a #2
simple mechanic to figure out
You can make out the shape
what your hero learns when
of the goblin down the left
they investigate mysterious
things, try to dodge attacks corridor. You chase after him
from nasty trolls, persuade an but come to a stop just as he
innkeeper to give you a room, slams a big iron door shut at
or cast magical spells at the end of the hallway.
stinky goblins. Figure out
Go to #7.
which attribute most matches
the action, and roll a D20. If
your roll is equal to or less
#3
than your attribute, your hero
As you study the mud, you
succeeds.
notice the comings and goings
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If you would like to search
of several creatures, some who
the pile of furs in the corner,
might be humanoid. More go to #15.
importantly, you notice paw
If you would like to go
prints among the tracks. Could further into the cave, ignoring
it be Wyvern? these curiosities, go to #20.
You found an important
clue. Searching rooms,
#5
interrogating monsters, and
Stepping closer to examine
listening are ways to make
the strange bundle of furs, you
sure your hero is on the right
are nearly taken by surprise as
track. Proceed into the cave
the mound turn out to be
by going to #10.
attached to someone - a nasty,
#4 yellow-toothed goblin waving a
rusty dagger! The creature
You get closer to the cage, must have been lying in wait to
and it doesn’t take a really surprise you (or some other
smart adventurer to figure out unfortunate creature), but your
that it is a crude trap meant to quick reflexes mean the goblin’s
lure in a hungry creature. The dagger misses. Without the
meat smells horrid. Deciding it bonus of surprise, the goblin
is better not to touch it, in case hisses, turns, and sprints down
it is trapped, you step away. the hallway deeper into the
cavern before you can react.
Sometimes, traps are
dangerous, and you will need If you want to give chase,
to disarm them. go to #9.
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If you let the goblin go and
your shadow dance on the stone
proceed more carefully down
walls of the tunnel.
the hallway, go to #21.
Dead ends are often never
#6 dead ends. A good adventurer
always tries to search for
Maybe your mind plays
ways to move forward.
tricks on you, but you have a
Searching for secret doors or
gut feeling that the goblin went traps can reveal treasure or
right. helpful information.
Sometimes, things will not Roll a D20 and compare it
go as planned for your hero, to your Wisdom.
but in a roleplaying game, Remember if your hero is a
this doesn’t mean the story dwarf, they get Advantage, so
comes to an end. Getting roll two D20s and keep the
things wrong can lead to lowest.
more interesting and If your roll is equal to or
compelling stories. less than your hero’s
Go to #12. Wisdom, go to #11.
If your roll is higher than
#7 your hero’s Wisdom, go to
#22.
You have reached the end of
the left branch of the hallway. #8
A large iron door looms before
you. However, you see no door The goblin may be faster,
handle, keyhole, or way of but you aren’t too slow
opening the door. A flickering yourself. You burst into a sprint
torch on the wall seems to make after the nasty little creature,
following him down a smooth,
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If you roll is higher than
sloping hallway deeper
your hero’s Dexterity, you
underground. You suddenly unfortunately lose the goblin.
come upon a fork, realizing Proceed down the hallway. Go
that you need to make a quick to #21.
decision. Which way did the
goblin go? #10
Make a Wisdom check this You enter a humid, trash
time. If your hero is an elf, strewn cave. A single torch set
you get Advantage since elves in the wall in the far corner
can see in the dark. An
flickers over a pile of dirty furs.
Advantage means that you get
You notice an exit at the far end
to roll two D20s and keep the
of the room, leading further
lower roll.
into the cavern. In the middle
If your roll is equal to or
of the room, you see something
less than your hero’s
unusual - a rusty cage with its
Wisdom, go to #2.
door swung open. Inside of the
If you roll is higher than
cage, a piece of rotten meat
your hero’s Wisdom, go to
#6. dangles from a string. What is
this place?
#9 If you would like to
Chasing a goblin requires investigate the cage and meat,
another roll. Once again, roll go to #4.
a D20 and compare it to your
If you would like to search
Dexterity.
the pile of furs in the corner,
If your roll is equal to or go to #15.
less than your hero’s
Dexterity, go to #8.
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If you would like to go
room reflects this scene in all of
further into the cave, ignoring
its beauty. You feel a sense of
these curiosities, go to #20.
deep serenity here. A faint
#11 glimmer from the pool catches
your eye.
Your sharp eyes and clever
hands pour over the surface of Do you want to investigate
the glimmer? If so, go to #16.
the door, the floor, the seams,
and even the torch. Finally, you If you want quietly return
back to the fork and try the
feel a sense of satisfaction - a
left path, go to #7.
nearly invisible button on the
far wall. You take a deep breath #13
and press it. The iron door
swings open with a whoosh. Trusting your innate
reflexes, you duck forward just
Go to #17.
as a nasty, yellow-toothed
#12 goblin takes a vicious swing at
you with a rusty dagger. You
The pathway continues to feel the blade whisk by your
slope downward into the chin. That was close, too close.
darkness until you step into a The goblin howls and sprints
large cavern space. A dim light away down the left branch of
from glowing moss sets an the tunnel.
unreal but beautiful scene.
If you want to chase after
There are stalagmites and
the goblin, go to #2.
stalactites here, forming a rock
If you would rather explore
forest. A still, clear pool of
the right branch of the
water in the middle of the large
tunnel, go to #12.
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will roll a Save to see if your
#14
hero escapes harm.
The cave terrifies you. Roll a D20 and compare it
Maybe it’s the smell or the to your Dexterity.
darkness or the symbolism as it If you roll equal to or less
represents a hole into the than your Dexterity, go to #5.
unknown. You run screaming If you roll more than
back to your village, giving up Dexterity go to #18.
on a life of adventuring,
content to whittle away your #16
years collecting firewood for You peer into the pool and
your people. notice a vial filled with a purple
Yes, in a roleplaying game, liquid within arm’s reach. You
you can even do bizarre, feel gently compelled to take the
nonsensical actions that make potion.
everyone laugh. But of course,
Congratulations! You’ve
being a hero is about facing
found your first magical item.
danger and the unknown.
The vial is a potion of healing.
Why don’t you go back to
If you are hurt, you can drink
page 10 and choose another
it to restore D8 points of
option?
health. You can use it now if
#15 you are wounded or choose to
use it at a later time.
Get ready to roll again, this
Once finished, go back
time doing what is called a
down the tunnel and to the
save. When your hero is
left branch. Read entry #7.
attacked, poisoned, or the
target of a magical spell, you
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No matter how creative
#17
you are, sometimes you will
Beyond the iron door, you be forced to confront great
find a large rectangular room evil in your hopes to make the
world a better place. In the
and are overwhelmed by
Basic Hack, this is combat,
strange smells and sound. The
and the rules slow down just
left half of the room has
a bit to make sure everything
collapsed, maybe from some stays organized. When you
ancient explosion or rockslide. are with other players, you
The right side of the room is will each take turns attacking
clearly occupied. Tables covered enemies, casting spells,
with pots and pans surround a helping each other, or doing
crude brick oven. At the back, other creative things to turn
along the far wall, rusty cages the tide of battle. Since this is
are stacked upon each other, a solo adventure, let’s keep it
and inside, you see all manner simple.
of creatures - chickens, wild The Goblin Cook has 6 hit
rabbits, cats, lizards, snakes, points and a meat cleaver as a
frogs, and squirrels. Amongst weapon (D6).
them, there is Wyvern, your The Goblin Guard has 3
pesky puppy who started this hit points and a rusty dagger
whole mess. It hits you then - as as a weapon (D4).
a rotund, greasy goblin You get to go first. You can
approaches you with a meat swing your battle axe at one
cleaver, accompanied by that of the goblins. Choose one to
try to hit. Since you are a
nasty goblin you met earlier -
warrior, you get Advantage
they plan to eat Wyvern! You
when attacking, so roll two
can’t let that happen.
D20s and compare the lower
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result to your Strength. If you creatures to make delicious,
succeed, roll your weapon’s delightful stews.
damage which is D8. If you If your hero takes too
fail, the goblin cackles and much damage and their HP
dodges out of the way. drops to 0, unless you found a
After you have attacked, potion of healing, try the
it’s the goblins turn. Roll a battle again. If you wish to
D20 for each goblin and use the potion, your hero
compare your result to your drinks it and regains D8 hit
Dexterity. If your roll is lower points.
than your hero’s Dexterity Go to #23 to see how this
score, you dodge an attack. If adventure ends.
your roll is higher than your
hero’s Dexterity score, you #18
are hit! Take damage - D6
from the Goblin Cook or D4 Before you know what is
from the Goblin Guard. happening, the piles of fur
Continue taking turns move! It’s a nasty, yellow-
until one of the goblins has toothed goblin, lying in wait
no more hit points, or you for a fool such as yourself. The
have no more hit points. creature leaps to its feet and
Once either goblin is out lashes out with its dagger. You
of the action, incapacitated, are too slow to react and feel
or dead, the fight ends. The the rusty blade strike at your
other goblin surrenders in chest. The monster howls in
fear. Your hero may let them laughter and sprints down the
go or place them in one of
hallway in triumph.
their own cages. If you
interrogate the goblin, it Your hero loses 2 hit
confesses to capturing points from the attack.
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Hit points are an abstract #18. Once you are finished,
way to measure how much return to this entry because
pain and abuse your hero can your hero has a choice to
take before he collapses. Once make.
their hit points reach zero, If you want to follow the
your hero is out of the action. goblin, seeking revenge, go to
Again, this doesn’t mean your #7.
hero’s story is over, but If you want to explore the
things have gotten pretty right fork in the cave, go to
tough. A character who is #12.
“out of the action” can’t act
and is at the mercy of its #20
captors or companions until
she can be healed. The cave gets darker as you
To chase the goblin further go down a sloping hallway. The
into the cave to get revenge, air is cool. You wonder who
go to #8. built these old tunnels. Finally,
you come to a fork in the path.
#19 You can go right or left. As you
ponder which way to go, you
The goblin’s dagger pierces
sense a dangerous presence
your back. You grunt in pain.
behind you!
Before you can react, the goblin
cackles in laughter and runs You will need to make
down the left branch of the another roll, comparing your
hallway. Dexterity attribute. Because
your enemy snuck up on you,
Your hero loses 2 hit catching you off guard, you
points. If you want to learn suffer a Disadvantage on this
more about hit points, you roll. You will need to roll two
have permission to read entry
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D20s and keep the higher of
Maybe you missed a clue? In
the two rolls.
frustration, you bang on the
If your roll is equal to
door as loudly as you can.
lower than your hero’s
Something howls in laughter
Dexterity, go to #13.
on the other side of the door,
If your roll is higher than
but this has given you an idea.
your hero’s Dexterity, go to
#19. What if you kept pounding on
the door? Could you break it?
#21 Often, there are many
The cave gets darker as you solutions to a problem. If
something doesn’t work, try
go down a sloping hallway. The
again.
air is cool. You wonder who
If you want to bash the
built these old tunnels. Finally,
door down, make a Strength
you come to a fork in the path.
check.
You can go right or left.
If you roll less than or
If you would like to go left, equal to your hero’s Strength,
go to #7. the door gives way. Go to #17.
If you would like to If you roll higher than your
explore the right branch, go Strength, try again. Keep
to #12. rolling until your hero
succeeds.
#22
#23
Your search yields no fruit.
There appears to be no way to With the goblins defeated,
open the door from the outside. you set about to free the
Perhaps the goblin used magic? animals. This takes longer than
you anticipated, but with each
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What mischief will Wyvern
cage opened, you feel a burden
get you caught up in next?
being lifted. Last but not least,
This is the fun of a
you release Wyvern, who licks
roleplaying game - the story
your face in joy. You poke continues as long as you
through the rest of the room would like.
and find little of interest until Continue reading this
you spot a pouch underneath book to learn how to create
one of the goblin’s bedrolls. more heroes and start new
Inside, a shiny emerald and 10 adventures with your friends.
gold coins shine in the
torchlight. You are now ready
to return home, having saved
your dog and rid your village of
a lurking danger.
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rolls to see if the hero
HOW TO PLAY succeeds. When a hero is
When a hero tries to do attacked by some slobbering
something heroic, like swing mountain of ooze, only the
a sword at a goblin, open a player rolls to see if his hero
heavy door, find a secret, cast was able to avoid being
a spell, jump out of the way swallowed up by acidic slime.
of a fireball, or convince some The GM still rolls for other
angry goblins to run away, the things - like damage inflicted
player rolls a D20 (20-sided upon heroes by those evil
die). If the roll is equal to or monsters.
less than the relevant
attribute, the action succeeds. ROLLING A 1
If the roll is higher than the Whenever you roll a 1 on
relevant attribute, the action your D20, your hero’s action
fails. succeeds in an incredible
The Basic Hack calls these fashion, no matter how
rolls tests or checks. difficult. In combat, your hero
Tests or checks always gets to double their damage
begin with a player describing against a monster. Outside of
what it is that your hero will combat, rolling a 1 means you
do, usually something heroic get advantage on your next
and daring. Then after you action. You might choose to
roll your dice, the GM describe this in fantastic,
describes what happens next. imaginative terms.
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also have disadvantage on
their next action, in combat
SAVES
or not. The GM will usually STR
describe the embarrassing
Physical Harm that cannot be
results of your hero’s bad
dodged.
luck when this happens.
DEX
SAVES Physical Harm that can be
When any spell, trap, or dodged.
effect can impact a hero, the
CON
player rolls an attribute test
to dodge, absorb, or resist the Poison, Disease or Death.
impact of the action. INT
A failure might mean the
Resisting Spells and Magic.
hero takes damage, loses
clout, or gets turned into a WIS
toad.
Deception and Illusions.
A success means the hero
isn’t bothered by the action or CHA
effect. Charming effects.
See the chart above to get
an idea of how each attribute D20s and keeps the lower
can be used in a Save result.
situation. Every class has one action
or situation that they always
ADVANTAGE get Advantage for.
When a hero has Some spells or magical
Advantage on an action, the effects will also give
odds are especially in their Advantage to a hero.
favor. The player rolls two
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A GM may also award
Advantage for a heroic, clever,
Player vs. Player
or imaginative action.
Occasionally, a hero
DISADVANTAGE might need to subdue,
When a hero has attack, or cast an offensive
disadvantage on an action, spell against another hero.
the odds are against them. These are opposed rolls,
The player rolls two D20s and and they resolve just as
keeps the higher result. normal checks or saves,
Some spells or magical except both heroes get to
effects will give Disadvantage roll. The lower roll that is a
to a hero. success determines how the
action plays out. A tie
GMs may also give
always defers to the
Disadvantage when things are
defensive hero.
not going well for your hero,
or you propose an action that For example, if a wizard
is particularly foolhardy. attempts to cast sleep on a
warrior in order to drag
If your hero has both
him out of a dungeon, the
Advantage and Disadvantage
wizard rolls to cast the spell
on a roll, they cancel
as normal, a check against
themselves out. Roll one D20.
Intelligence, and the
No matter how much
warrior rolls a save against
Advantage or Disadvantage
the spell, a check against
you have, you only ever roll a
his Intelligence. Both
maximum of two D20s.
succeed, but the wizard
rolled a 2 and the warrior
GETTING HURT
an 8. The warrior falls fast
If your hero fails to dodge asleep.
an attack or gets stuck under
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a giant boulder, they will take If the party is able to rest
damage. The GM will roll a without interruption in safety,
die and tell you how much to all hit points are restored.
subtract from your hero’s hit If the party decides to stay
points. Once your hero’s hit vigilant and keep watch to
points drop to zero, your hero prevent monsters from
is out of the action. He is sneaking upon them, they
unconscious, asleep, and only gain half their hit points
barely hanging on. Typically, back, each taking turns to
heroes do not die but can be serve as a lookout.
rescued by their friends. If a If there is danger in the
friend spends an action area, like wandering
“rescuing” your hero, he gains monsters, adventurers cannot
1 hit point and wakes up. rest. If they do and the
Sometimes, your hero won’t monsters find the weary
have anyone to help and will party, their sleep is
be captured. The story should interrupted! They receive
continue either way. Will your none of the benefits of their
hero be rescued, locked in a attempt to rest.
dungeon and forced to escape,
or left for dead? ENCOUNTERS
Every Basic Hack game
HEALING runs as a series of encounters.
Characters can replenish Encounters may include
Hit Points from Spells, combat, spell casting, puzzle
Potions, and Rest. solving, exploration,
conversation, resting, or
REST anything else you think of.
A rest is a time for the An encounter typically
whole adventuring party to begins when a group of
camp and sleep in safety.
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heroes (often called a party) Heroes can also try to talk
explores a room in a to a group of monsters or
dungeon, meets a group of other strangers they meet in
allies or monsters, travels to a their journey. Believe it or
strange city, interacts with not, not all monsters are
characters played by the GM, interested in a fight. Some
or searches for clues in old may offer valuable
ruins. Again, it’s really up to information if they are let go,
what the players imagine. while others may want to
An encounter typically has figure out if the heroes are a
four ways to be resolved. danger to them.
Heroes can choose to take At the beginning of an
some creative action, encounter, the players get to
especially if there is no decide what kind of action
apparent danger. Maybe they their heroes will take in each
will cast a spell, look for encounter.
secrets, try to figure out a
puzzle, or barter for goods. TAKING ACTION
Heroes can engage in During an encounter, each
combat, especially when they player should take a turn,
encounter monsters in a describing what their hero is
dungeon or old ruin. doing. As needed, the GM
Sometimes, they won’t have a will ask them to make rolls to
choice, since the monsters see if their actions succeed.
will attack first! Outside of combat, order isn’t
Heroes can flee or leave greatly important. Every
the encounter. If they are face player should get an
to face with a pack of opportunity to have their
ravenous goblins, this may be hero act.
a tough task.
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The encounter ends when monsters to attack. After
the heroes advance to the everyone has taken their turn,
next room, situation, or unless the monsters have
battle, by solving puzzles, been defeated, start the round
obtaining what they needed, over again, beginning with
or learning all they can. Some the hero with the highest
encounters are meant to be Dexterity. Repeat this until
returned to when more clues combat has been resolved.
are discovered. The GM will There are a few special
call for appropriate attribute actions in combat:
checks as the heroes try to get • All heroes and monsters
whatever it is they need from have a range. Far means
the encounter. the creature is way off in
the distance, too far to be
COMBAT attacked (except for some
When heroes come upon spells). Near means the
hostile creatures in an monster or hero is close
encounter, combat begins. enough to attack via any
The GM will determine ranged weapons like bows
initiative, basically the order and slings but not hand-to-
of who goes first to last in the hand weapons. Close
encounter. Each hero gets one means the creature can be
action to attack, maneuver, attacked by hand-to-hand
flee, or do something else. weapons like swords and
The GM will typically have axes but not ranged
the heroes take actions in weapons. You can use these
order of their Dexterity, simple terms to imagine
highest to lowest. Monsters where the heroes and their
always attack last. Remember enemies are in the midst of
that the heroes must roll to dodge. a battle.
The GM does not roll for the
26
• A hero may spend their • Some monsters are
action maneuvering. more difficult. They have a
Maneuvering means that Challenge score, usually
hero tries to get closer to rated with a plus sign.
or away from a monster. Players will add this to
They do not need to roll. A their roll when attacking
hero can maneuver so that and defending, making it
a monster is no longer far more challenging to defeat
but near, for instance. the creature. For example,
• If the hero successfully an ogre might have a
attacks, rolling under their Challenge score of +3,
relevant attribute, they deal which is added to the D20
damage to their enemy. roll. When Kahn attacks
Roll a die for the weapon the ogre, his player rolls
used. The GM will subtract and gets a modified roll of
it from the monster’s hit 14, 11+3.
points.
• If a player making an
FLEE
attack rolls a 1, they double Sometimes, the heroes
the result of the damage may come upon an encounter
dice they roll. If they roll a that they are ill-prepared for.
20 when avoiding an Imagine poking your head
attack, they take double behind a door to find a
damage. sleeping dragon! In these
• Heroes can cast spells in cases, the heroes will try to
combat. Wizards must quickly get away. Each hero
make an Intelligence test to must make a Dexterity check
succeed. Clerics must make to see if they can get away. A
a Wisdom test to succeed. failure means the heroes may
be forced to confront the
monsters, wake a sleeping
27
creature, or leave behind a Roll Reaction
valuable piece of equipment
1 Flee then roll again.
in their haste to get away.
2 Avoid the PCs
PARLAY entirely.
If the monsters don’t seem 3 Trade with PCs.
ready to attack or the
4 Give the PCs aid.
encounter involves peaceful
villagers, the heroes may 5 Mistake the PCs for
choose to talk with them. friends.
Again, much information can
6 Trick the PCs (roll
be gleaned, even from hostile again).
creatures, when heroes test
7 Call for
their persuasiveness and
Reinforcements.
kindness. The GM will call for
Charisma checks as needed to 8 Capture/Kill/Eat the
see if the heroes learn PCs.
something useful and helpful
- or make new friends.
If the GM chooses, they
may roll on the reaction chart
to see how the monsters or
strangers react when they
meet the heroes.
28
rolled, the next must be
CREATING rolled with 2D6+2, then
YOUR HERO continue with 3D6 until you
are finished or another 15+ is
1. Roll attributes. rolled. You may arrange the
2. Choose class. results as you would like to fit
3. Choose race. the kind of hero you wish to
4. Equipment & Spells play.
5. Name your hero.
CHOOSE A CLASS
ROLL ATTRIBUTES There are 4 classes from
which a hero may choose.
Attributes define your hero
Warrior, Cleric, Wizard, Thief.
physically and mentally.
Your class determines your
The six attributes are:
Hit Points and what your
- Strength (STR) - How hero is really good at doing.
strong your hero is The main attribute for each
- Dexterity (DEX) - How class is recommended to place
nimble your hero is your highest die roll.
- Constitution (CON) -
How sturdy your hero is WARRIOR
- Intelligence (INT) - How Hit Points: 10
smart your hero is Main Attribute: Strength
- Wisdom (WIS) - How A Warrior fights evil
perceptive your hero is monsters in hand-to-hand
- Charisma (CHA) - How combat and is never afraid to
persuasive your hero is help someone in trouble. A
Generate your attributes warrior always has advantage
by rolling 3D6 a total of six when swinging a sword, axe,
times. If a stat of 15+ is
29
or other weapon at a villain or friends. A wizard always has
monster. advantage when casting
Starting Equipment: magical spells against evil
Chainmail, Battle Axe, & creatures.
Explorer’s Pack Starting Equipment:
Cloak, Staff, and
CLERIC Explorer’s Pack
Hit Points: 8 Starting Spells: Magic
Main Attribute: Wisdom Missile & Sleep
A Cleric heals wounded
THIEF
friends and is kind and
compassionate to those in Hit Points: 8
need. A cleric always has Main Attribute: Dexterity
advantage when healing A Thief sneaks around and
others with magical spells or steals secrets and treasures
potions. from monsters and gives it to
Starting Equipment: those who need it more. A
Chainmail, Mace, & thief always has advantage
Explorer’s Pack when trying to sneak, disarm
Starting Spells: Cure Light traps, and open locked things
Wounds & Detect Evil (like doors, chests, etc).
Starting Equipment:
WIZARD Leather, Bow & Arrows
Hit Points: 6 (10), Dagger, and Explorer’s
Main Attribute: Pack
Intelligence
A Wizard casts magical
CHOOSE A RACE
spells that batter foul Select one of three races
monsters and help their for your hero below.
30
Humans are influential, EQUIPMENT &
hard-working, and flexible
and love to explore the world SPELLS
and make their land a better Each class provides the
place. Humans can raise one heroes with a few starting
attribute of choice by 1 point. items, including a weapon
Elves are tall, elegant and armor. You can find out
creatures with pointy ears how much damage the
who are often mysterious and weapon deals in the charts on
reclusive but go on the next page. If you would
adventures to save the world like, you may switch it out for
from great evil. They get a weapon of equal or lesser
angry when the natural world value.
is poisoned by wicked Your hero’s armor adds
creatures. Elves have points to their Hit Points,
advantage when seeing in making it a little harder for
darkness. evil monsters to knock your
Dwarves are short, stout hero out of play. Roll the
creatures who are stubborn Armor Points die (if there is
and suspicious but always one) for your hero’s armor
loyal to their friends. They and write the result in the AP
grow very angry when box on your sheet. You will
monsters overrun the world add it to your hero’s Hit
and steal treasure from kind Points for their starting
people. Dwarves have number.
advantage when searching for Every hero begins with 10
secret things. gold coins. Gold is the
standard currency in most
fantasy settings. If the hero
31
would like, they may buy Equipment: Chainmail,
some supplies. Longsword, & Explorer’s Pack.
Heroes will find more gold,
Jade (Human Wizard) Str: 7,
jewels, and even magical
Dex: 10, Con: 8, Int: 16, Wis: 11,
items in their quests and
Cha: 12. HP: 7 (1 AP).
adventures. You’ll want to
Equipment: Cloak, Staff, &
keep track of such finds on
Explorer’s Pack. Spells: Magic
your hero sheet.
Missile & Sleep.
NAME YOUR Tissela (Human Cleric) Str: 10,
HERO Dex: 11, Con: 9, Int: 8, Wis: 17,
Cha: 9. HP: 14 (6 AP).
Every hero deserves a
Equipment: Chainmail, Mace,
brilliant, iconic name. Come
Shield, & Explorer’s Pack.
up with one now.
Spells: Cure Light Wounds &
Some players love to draw Detect Evil.
or doodle a picture of a hero,
their tattoo, or their weapon Dregbedge (Dwarf Warrior) Str:
of choice. You may also write 16, Dex: 10, Con: 10, Int: 9,
a brief and compelling Wis: 10, Cha: 9. HP: 16 (6 AP).
background story for your Equipment: Chainmail, Battle
hero. The GM may want to Axe, & Explorer’s Pack. Special:
build an adventure specifically Searching for secrets.
around that story! Ayanna Redthorn (Elf Cleric)
Str: 12, Dex: 8, Con: 7, Int: 10,
EXAMPLE HEROES Wis: 15, Cha: 11. HP: 12 (4 AP).
Equipment: Chainmail, Mace,
Kahn (Human Warrior) Str: 15, Shield, & Explorer’s Pack.
Dex: 11, Con: 10, Int: 9, Wis: 10, Spells: Cure Light Wounds &
Cha: 8. HP: 15 (5 AP). Detect Evil. Special: Seeing in
the dark.
32
Virick Rosewood (Elf Wizard) Vixorga (Dwarf Rogue) Str: 9,
Str: 7, Dex: 8, Con: 11, Int: 16, Dex: 17, Con: 6, Int: 10, Wis: 10,
Wis: 11, Cha: 13. HP: 7 (1 AP). Cha: 14. HP: 10 (2 AP).
Equipment: Cloak, Staff, & Equipment: Leather Armor, Bow
Explorer’s Pack. Spells: Magic & Arrows (10), Dagger, &
Missile & Sleep. Special: Explorer’s Pack. Special:
Seeing in the dark. Searching for secrets.
Lantern 5
Shovel 1
Torches (6) 1
33
Weapons Damage Range Price (GP)
Club D6 Close 1
Dagger D4 Close 5
Longsword D8 Close 15
Mace D6 Close 10
Shortsword D6 Close 10
Sling D4 Nearby 1
Spear D6 Close 5
Staff D4 Close 10
Leather Armor D4 25
Chainmail D8 50
Shield D4 25
Cloak 1 10
34
SPELLS CLERIC SPELLS
To cast a spell, your cleric
Magic, be it arcane or
must roll equal to or lower
divine, is the force that makes
than her Wisdom score.
fantasy adventuring so much
fun. Spells blast villains and Bless: The cleric and all of her
unlock the natural boundaries friends gain a bonus of +1 to all
of the world. Magical items attributes for the duration of one
grant heroes incredible boons. combat.
The miraculous becomes the
daily realm of heroes. Control Weather: Control the
nearby weather to all extremes
A wizard and cleric can
for 10 minutes.
only cast a number of spells
each day equal to their Cure Light Wounds: Heal 1D8
maximum hit points, and HP to a nearby target.
they can only cast spells that Cure Poison: Remove poison
they know. Each spell from a nearby target.
requires the appropriate
check, Wisdom or Cure Serious Wounds: Heal
Intelligence. 2D8 HP to a nearby target.
Any hero may attempt to Daylight: A nearby area is
cast a magical spell from a illuminated by sunlight for 1
scroll, but they too much pass hour.
the appropriate check for the
Detect Evil: Everything nearby
kind of spell recorded on the
that is evil glows for 10 minutes.
ancient parchment.
Find Traps: Notice all nearby
traps for 10 minutes.
35
Freeze: Your holy power freezes Charm Person: Caster gains
one monster for 10 minutes, advantage on all Charisma rolls
even in combat. against target for one hour.
Light: Create dim light from a Detect Magic: Everything
nearby spot or object for 1 hour. nearby that is magic glows for
Locate Object: Sense direction 10 minutes.
of a known object for 1 minute. Disguise: Caster or target has a
Raise Dead: Return a nearby magical disguise that makes
willing target to life, who’s died them look like someone else for
within the last 7 days. one hour.
36
Lightning Bolt: Attack a target
with electricity for 2D6 damage.
Magic Missile: Attack a target
for D6 damage.
Shield: Protects one nearby
target (or caster) with magical
armor that reduces damage by 2.
Sleep: Puts nearby target to
immediate sleep for one hour.
Stone to Flesh: Turns a nearby
target into stone (or vice versa).
Teleport: Transports caster or
target to an inaccessible location
(like across a chasm, out of a
jail cell, or onto a boat from the
shore).
Water Walking: The caster or a
target can walk on water as if it
were dry ground for one hour.
37
GROWING Roll Award
1 More HP
YOUR HERO 2 New Spell
In the midst of the story,
3 Attribute Increase
your hero will face all manner
of evil, perform courageous 4 Magical Armor
deeds, and save innocent
5 Magical Item
people from dark things. Your
hero will grow stronger and 6 Magical Potion
more competent, ready to
7 Specials
tame haunted dungeons and
solve arcane mysteries. 8 Hirelings
Legends and stories will be
spread about their great deeds
of cunning and valor. IF YOU WANT
Adventurers do not level LEVELS
up in the Basic Hack. Instead,
after a series of adventures or If a GM does want to go
exploits, the GM will grant for a level-like effect, when
Awards which simulate a appropriate, each player can
hero’s rise to legendary upgrade their hero as
status. These should fit follows.
within the overall story and Warriors and Thieves
reflect milestones as the always get More HP and
heroes face more and more then may roll for or select
dangerous foes and solve another benefit.
sinister puzzles. Clerics and Wizards
A GM may choose to roll always get a New Spell and
randomly (D8) to award a then may roll for or select
brave hero, or they may allow another benefit.
38
the player to select the Award under their wing. Alternately,
they desire. they may study arcane
knowledge discovered in their
MORE HP adventures which leads to
Heroes grow more difficult fresh insight.
to defeat over time. Warriors
may roll a D10 and add the ATTRIBUTE
result to their Hit Points. INCREASE
Clerics may roll a D8 and add
Some heroes hone their
the result to their Hit Points.
physical and mental abilities
Thieves and Wizards may
to perfection. A player may
each roll a D6 and add the
raise one of their hero’s
result to their Hit Points.
attributes by 1.
Heroes gain HP in a story
In a game, a hero might
after they experience combat,
get trained by a master
facing dangerous creatures
swordsman or adventurer as
and precarious situations.
part of a reward or sense of
gratitude for their good
NEW SPELL
deeds.
Spells are gained from
dusty scrolls and tomes found MAGICAL ARMOR
in strange places or gifted
A hero gains a magical
from wise mystics. A cleric or
piece of armor. Instead of
wizard may select a new spell
rolling a single die for its
that they learn or discover
Armor Points, double the die.
through their adventures.
For example, Magical Leather
Heroes gain spells usually Armor, once donned, would
by finding a teacher or guide give the hero 2D4 Armor
who sees potential in them Points.
and is willing to take them
39
Magical armor is almost likely only be found under
always given as a gift or very special circumstances.
discovered in ancient treasure Many other magical items
troves. mimic cleric or wizard spells.
A Ring of Invisibility, when
MAGICAL ITEM worn, acts like the wizard
Glowing swords, blessed spell and can be negated by a
arrows, mystical belts, Dispel Magic spell. A Ring of
mysterious wands, and Finding acts like the cleric
strange baubles are spell Find Traps. A Staff of
discovered in treasure chests Oceanic Opulence grants the
and monster troves, wielder the ability to walk on
fragments from ancient water per the cleric and
civilizations and distant wizard spell.
battles. On occasion, the Some magic items can
heroes might be given have limited uses before they
magical trinkets or weapons become a mundane object.
made specifically for them by The number of uses will be
a powerful wizard. If the hero listed in parentheses next to
chooses this option, the GM the item. For example, a Bag
should decide what kind of of Glow Stones (6) can be
item and how the hero used six times to cast light on
discovered it. a room before becoming
Magical weapons add +1 empty and useless.
to any attribute being tested Do come up with creative
while using the weapon and names for magical items to
+1 to each damage die. add flavor to the story you are
Rumors abound of even more trying to create.
powerful weapons with +2 or
+3 bonuses, but these will
40
MAGICAL POTION challenging. Your GM will
help identify an appropriate
Potions are a great help to
Special based on the ongoing
courageous adventurers. The
story and hero’s exploits.
most common potion is a
For example, if Kahn the
Potion of Healing which
warrior just endured a
restores D8 hit points after
nightmare adventure
drinking it. Other potions
exploring a cursed forest
may grant a bonus to an
filled with giant spiders, an
attribute for one turn or
appropriate Special might be
mimic a particular magic
“poison resistance”, which
spell.
gives Kahn Advantage when
A friendly alchemist or
rolling to save from a
cleric may offer a potion or
poisonous attack.
two to heroes embarking on a
Specials always tie into a
difficult quest or in exchange
hero’s exploits and adventure.
for brave deeds. Potions are a
On occasion, they may even
little more common than
be granted by a divine person
other magical items.
or powerful wizard.
SPECIALS HIRELINGS
Specials are abilities that
As heroes grow in
give your hero advantage in
notoriety and legend, they
certain situations because of a
attract curious followers who
physical feature or mastery of
wish to aid and learn from the
a particular action. Like how a
brave adventurers. A hireling
warrior swinging his sword
allows the player to create a
against evil creatures grants
new adventurer to tag along
him Advantage, your hero
with their hero. This hireling
might gain such Specials
may complement their hero’s
which make them more
41
weaknesses or strengths.
Keep in mind that while
hirelings may help in some
situations, they are prone to
being kidnapped, targeted, or
harassed by enemies.
Hirelings almost always
show up after a particularly
famous adventure in which
the hero conquers some grave
evil. They are generally very
loyal but will grow sour if
mistreated or placed into
harm’s way in a cruel fashion.
The GM will help come up
with a personality and story
to explain who the hireling is
and why they too seek
adventure.
Hirelings can also be pets,
like Wyvern! Sample pets can
be pulled from the Creature
chart in the next section.
Recommended pets include a
dog, bear, and falcon.
42
CREATURES CREATING MORE
Heroes will encounter evil MONSTERS
and helpful creatures in their It’s simple to modify or
journeys. Here are a few to create new villains and
use as a template to make monsters for the heroes to
your own. Creatures can have face. Remember, the GM does
special abilities, spells, and not need to roll attributes for
magical items as well. Each these creatures.
creature lists its challenge Name: What is the name
rating, hit points, any special of the monster?
abilities, and damage it CR: What is the challenge
inflicts in combat. rating of the monster?A CR
of 0 is great for beginning
TREASURE adventurers, but more
Some monsters, at the experienced heroes will face
GM’s wish, may leave challenging foes. A CR of 10
treasure behind. For each CR, or higher will be nearly
roll 1D10. The heroes find impossible for all but the
that amount of gold coins most well-prepared heroes to
stashed away in the creature’s face.
lair. GMs may also plan out HP: How many hit points
magical items that fit the does the monster have? You
story and theme of the might multiply 4-8 by the
adventures and match up Challenge Rating to start, but
with planned Awards given to you can make the monster
heroes at the conclusion of less or more difficult as you
their adventures. desire.
Actions and Specials:
How does the creature inflict
43
damage? Can it do anything ancient burial tomb, a
else like spit poison, breath forgotten sewer complex, or a
fire, cast spells, attack twice, hidden compound for
or paralyze heroes? Does it doomsday cults. Dungeons
carry any special equipment? can have many rooms and
Does it have Advantage in connect to cavern systems.
certain situations? Old Ruins: When castles,
keeps, towers, and cities
WHERE DO crumble after war or natural
MONSTERS LIVE? disasters, monsters love to
move in to find curious knick
One part of a good old
knacks and claim the prime
fashioned adventure is an
real estate as their own.
exciting place to explore.
Monsters and creatures find Caverns: Natural formed
these remote and dangerous caverns or old mines are filled
locales worthy as homes. For with precious minerals, slugs
one, they love treasure too, and other tasty treats, and
but they also prefer to stay bones. Lots of bones.
away from populated areas Villages: Many creatures
like villages and cities because live in small communities,
that’s where people with where they raise their young,
dangerous weapons hang out. farm, and hunt. More vicious
Plus, they get to do some of creatures will send war
their redecorating, setting up parties to steal and harass
traps and secrets to make it neighbors.
difficult for snooping Wilderness: Some
adventurers. monsters camp out or patrol
Dungeons: Dungeons are vast swathes of wilderness,
smelly, dirty, and damp, looking for unsuspecting
whether they are part of targets to rob or intimidate.
44
CREATURE CR HP ACTIONS AND SPECIALS
Bear 1 8 D6 damage
46
wagon, team of horses, and
month of supplies. Employing
Rivercreek
his minor magical abilities, Rivercreek is a farming
Darek setup an ambitious and fishing village in a
robbery schedule. remote section of the dusty
Using sound illusions, Southlands. The town has a
invisibility, and charm, the hearty population of 223
rebellious son would trick citizens. The two most
and frighten local peasants prominent townsmen are
into handing over their scant the Constable, “Ogre”
provisions and coins. Sadly, Stonenek (a retired dwarf
peasants, farmers, and warrior who likes the quiet
hunters are among the only farm life), and the Mayor,
individuals in his area and Aleena Mirkshire (a fiery,
provided few worthy rewards. well-spoken human cleric
As many locals became aware with a passion for young
of his harassment, the children). The town is
amount of loot he gained in centered around a deep well
each month began to dwindle. and common town square.
While local authorities were Four dirt roads cut through
informed of the annoying the simple two story houses
criminal, the wizard has and shops from each
managed to elude capture. An direction. Outside of the
increase in goblins in the village, meadows, lush with
farmlands has also prevented green grass, await grazing
a more coordinated response. herds and horses on trading
Darek, dubbing himself “the days. A nearby creek boasts
Bandit Wizard”, continues his an ample supply of catfish
minor exploits on and trout. Once, a young
unsuspecting travelers and boy found a jeweled dagger
country folk. in the belly of a prize fish.
47
Darek Flugthorn (Human victims on his wagon, rushing
Wizard) Str: 6, Dex: 11, Con: 8, from the trail ahead or
Int: 14, Wis: 9, Cha: 12. HP: 7 (1 behind. He waves and hollers
AP). Equipment: Cloak, Staff, to them for help and weaves a
Dagger, Explorer’s Pack, Mule, sound illusion. The spell
Wagon, & Camping Equipment. creates goblin-like sound
Spells: Detect Magic, Disguise, effects, increasing in intensity
Illusory Barrage, Magic Missile from the direction Darek is
& Sleep. fleeing from. To the untrained
ear, the sounds are
Illusory Barrage: The spell reminiscent of a war party of
creates an auditory and visual some kind. Clanks of metal,
illusion that lasts for 10 minutes. guttural shouts, the stomping
Requires a successful Wisdom of feet, and bloodthirsty cries
check to disbelieve. echo from up the trail. Once
Description: A freckled, red- he closes the distance with
haired human with a large sense his targets, Darek invites
of humor and a devilish grin, them to hide with him in the
usually wears a pale yellow nearby bushes until the
robe, now stained with mud and goblin party has moved past.
dirt, with a dagger prominently Once there, Darek casts a
displayed in Coluris-style (just sleep spell on the group,
above his knee). securing them and preventing
a counter attack. Once that is
THE HEIST done, he proceeds to
systematically steal their
Darek considers his plan
belongings, gives a short
among the most ingenious of
speech about his growing
strategies.
legend, and disappears back
The Bandit Wizard first
the way he came on his
approaches his intended
wagon. The conniving wizard
48
usually heads to his hideout, THE HEROES
an isolated cottage in the
The heroes can enter the
wilderness, and covers his
story in several ways. First, as
trail so as to discourage
a side adventure to an
pursuit. If chased well
ongoing campaign, the heroes
enough, he will ditch his
might be asked by a local
wagon and cast some illusion
farmer to scare off the pesky
spell to change his
wizard, as his magical
appearance into an old man
exploits are ruining some
or a farmer. He can also fight
perfectly reasonable travel
back, if needed, with some
routes. One of the family
other illusory or enchantment
members of Darek might
type magical effect, although
have heard about the ‘Bandit
he will prefer to flee at the
Wizard’ during a recent trip
first opportunity and will
and want to discretely have a
surrender if his life is in
band of heroes put a stop to
serious jeopardy.
their outcast brother’s
Darek’s deeds are
tirades. A local lawman might
spreading among local
also be willing to offer a small
peasants, and some have
reward of gold to put Darek’s
already begun to find
highwayman-like deeds to a
alternate routes to use to
permanent standstill. Or, the
avoid the annoying magician.
heroes could just happen to
Eventually, a local law
be following the right country
enforcement team may be
trail at the wrong time.
dispatched to bring the
Since Darek hasn’t stolen
foolish wizard to justice. For
too much money, rewards are
now, Darek enjoys his modest
based upon his capture --
success.
alive. One point in the
wizard’s favor is the fact that
49
no one has been seriously THE ADVENTURE
hurt during his raids. For
Once the heroes are on the
whatever mischievous streak
move, Darek targets them,
the wizard has, he apparently
feeling some what confident
has sense enough to not
in his abilities. He prepares
outright hurt folks.
his normal ruses after
To put a decent twist on
scouting out the group.
the adventure, the heroes
Despite their larger number
might catch a few tales of the
and presence of weapons, he
Bandit Wizard’s criminal
feels that he is ready to prove
deeds at a nearby tavern. A
his amazing skills to the
wary traveler might deliver a
world. Unfortunately, things
warning about the particular
do not go as planned.
country path where Darek
strikes. The foolish wizard SCENE ONE: THE
himself might be disguised
and goad the adventurers into RUSE GOES AWRY
traversing his path. If the The day is scenic, and the
group is hired by someone, countryside is teeming with
they can expect a good life and sunshine. The trail
lowdown on the wizard’s meanders through some
tactics. In fact, for maximum farmland, fields growing with
humor, relate Darek’s heist wheat and corn, then climbs
process from top to bottom in over the peak of a sharp hill.
detail from a previous victim. The road is dusty and well-
When they actually encounter worn. Thick green bushes line
the wizard, their supposed either side of the trail. If the
inside knowledge may be heroes are being cautious,
their undoing. they are close to where Darek
the Bandit Wizard is known
to strike.
50
Suddenly, Darek barrels explode over the hill, running
over the hill ahead at high toward the group.
speed, waving and hollering In Darek’s preoccupied
at the party. He shouts about concentration for his criminal
‘goblins’, ‘war party’, ‘spears’, mischief, he did not notice a
‘marauders’, and other such band of goblins closing in on
warnings. As he approaches him. When he did spot the
the characters, he pulls to a advancing humanoids, Darek
halt, out of breath and pale. A decided the best thing to do
distant drum booms, and would be to get out of harm’s
shouts of goblins echo from way, as fast as possible. The
beyond the hill. Any character goblins, at a good distance
who attempts to see through initially, have steadily closed
this “sound illusion” the gap and are now prepared
automatically fails. for battle.
The moment can be a
tense encounter. Darek, Goblins (6) CR: 0, HP: 4,
flustered and out of breath, DMG: D4. Rusty axes, spears,
will quickly try to explain the and swords.
sudden war party of goblins
In the ensuing battle, as
about to boil over the hill.
the heroes do their best to
Our heroes will most likely
figure out what is going on,
ignore him, try to apprehend
Darek will cast an invisibility
him, or argue with the
illusion and escape. If the
wizard. Again, the humor of
heroes notice it (Wisdom
the situation could be that
check), they can try to track
the heroes believe they are
his whereabouts later. The
“in” on Darek’s game. After
wizard has decided to split
the appropriate conversation
and return to the safety of his
or attempts to subdue the
frightened wizard, the goblins
51
abode. He leaves his wagon wizard. There is a fireplace
and mule behind. (not currently lit) and a newly
Feel free to let the battle built stable in the back. A 50
finish however you choose. ft. clearing extends in a radius
Once it is over and enemies from the cottage.
have fallen or fled, Darek As the heroes approach,
should be discovered missing. Darek has holed himself up in
The wizard did not make any his cottage, terrified beyond
effort to hide his tracks, so measure after encountering
some character with yet another goblin war party.
wilderness skills should lead Characters may wish to make
the group to Darek’s abode. listening actions of some sort
If the group decides to bring or sneak up on the clearing.
along the wagon, they find The goblins, 12 in all, have
nothing but a sack lunch, surrounded the house, and
quarterstaff, and empty chest one has lit a torch, evidently
inside. intent on burning down
Darek’s home. The heroes
SCENE TWO: have a choice to engage the
BATTLE AT goblins, save Darek’s life, or
watch.
DAREK’S CASTLE These goblins are the
Darek’s cottage, hidden similar to their counterparts
amongst a thick patch of from the previous battle.
woods, is a sparse affair -- a
four-walled wooden box with Goblins (12) CR: 0, HP: 4,
crudely thatched roof. A few DMG: D4. Rusty axes, spears,
modest repairs and changes and swords.
have been made over time to
During the fight, a
the cottage, but it is hardly a
frightened Darek might peek
magnificent abode for a
52
from one of his empty
windows from time to time.
Coluris
Once the battle is over, the A powerful trade city to
mischievous wizard will the north, emissaries,
apparently have disappeared merchants, and travelers
from his cottage. Worried that regularly head to and from
the heroes would not defeat Coluris through the
the goblins, he climbed up Southlands. They need
into the fireplace and is guards, laborers, and
hiding there, covered in soot guides. Sometimes, they
and ash. You might can offer tantalizing clues to
considering making it an future quests or come to
ordeal just to pry the pathetic hide out from bounties
spell caster from his brick placed on their heads. A few
prison. If the heroes return might be wizards or clerics.
his wagon and mule, he will
soften and be more The Southlands
cooperative. The Southlands have a
reputation as decent
SCENE THREE: farming land, settled by
RIDE TO JUSTICE hardy, independent-minded
Despite Darek’s bad day, families who till the soil for
the heroes will probably still generations. Rumors
feel inclined to bring him into suggest that the occasional
justice. If they kill him or if farmer discovers a gem or
he is killed during a battle piece of broken armor in the
with goblins, the heroes fields. Are there ruins or
should not receive any bounty dungeons beneath the
reward for his capture. farmland? Why do goblins
However, any local constable claim this land as their
53
will gladly take in the wizard buildings or return in the
(alive) and keep him out of middle of the night. Their
harm’s way for a few weeks at intent is to run the villagers
least. off. However, the goblins are
Unfortunately, evil is at not afraid to use their pointy
hand. As the heroes make weapons for bloody effect.
their way back to a constable
Goblins (8) CR: 0, HP: 4,
or town of choice, the village
DMG: D4. Rusty axes, spears,
appears to be under siege.
and swords. Each goblin war
Four goblin war parties are
party has 8 members. There are
making light raids through
4 total war parties.
the town square, while the
constable and other brave Goblin Chief CR: 3, HP:18, D8
villagers do their best to fend damage from Battle Axe
them off. The goblin war
parties are part of a light CONCLUSION
offensive by a local tribe to
You may conclude the
gain more farm ground for its
story as you like. In a perfect
people.
world, the heroes will use
Feel free to run this their wits, cunning, and tact
closing battle anyway you to defeat the goblins, save
wish, and make sure Darek Darek’s life, and ride off into
has an opportunity to redeem the sunset. Darek should also
himself, casting some spell have a chance to become a
that blasts a goblin into minor hero. Villagers should
oblivion or saves the life of a might also be rescued. For
child. The goblin war parties saving the town, the heroes
could do their best for several (and Darek) will find
days to harass the villagers -- welcome respite there as long
their intent is not mass as needed. A small reward of
murder. They may set fire to
54
200 gold coins will also be more than our heroes or local
offered. A family heirloom or commonfolk suspect? Is it
two, magical in nature, might possible that Darek is actually
be given to particularly the mastermind behind the
creative heroes. goblin invasion? Is it possible
Furthermore, Darek will that Darek is preparing an
turn his life around. He now army of vicious humanoids
decides to be the town that will build a kingdom and
intellectual and sage, offering conquer all that lie in its
his magical skills and path? Is it possible that
knowledge to help the village Darek’s magical skills are far
remain strong. News of this greater than he lets on?
will eventually reach Coluris, If you decide to go this
and the wizard’s father will route, Darek could become
finally be pleased with his the center of a long term
son. campaign about this
In any event, the GM can inconsequential farmland, its
feel free to use this small people, and its independence.
adventure to add flavor or
further threads in a campaign
or storyline. Perhaps one
morning, the Flugthorn
family sends a shadowy
representative to the heroes,
offering riches and magical
artifacts in exchange for their
skills in other delicate
matters.
And as for one alternate
ending -- perhaps Darek is
55
Hero Sheet
Name: Player:
Class: Race:
Intelligence
Wisdom
Charisma
Specials Items
Notes
56
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