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THE BASIC HACK Written by Nathan J. Hill Copyright ©2016 Mystic Ages Publishing. Based on and inspired by the Black Hack, an ‘OSR’ First Edition Hack developed by DAVID BLACK Find information and at mysticages.com
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EQUIPMENT & SPELLS NAME YOUR HERO EXAMPLE HEROES SPELLS CLERIC SPELLS WIZARD SPELLS GROWING YOUR HERO MORE HP NEW SPELL ATTRIBUTE INCREASE MAGICAL ARMOR MAGICAL ITEM MAGICAL POTION SPECIALS HIRELINGS CREATURES TREASURE CREATING MORE MONSTERS WHERE DO MONSTERS LIVE? THE BANDIT WIZARD BACKGROUND THE HEIST THE HEROES THE ADVENTURE SCENE ONE: THE RUSE GOES AWRY SCENE TWO: BATTLE AT DAREK’S CASTLE SCENE THREE: RIDE TO JUSTICE CONCLUSION
TABLE OF CONTENTS TABLE OF CONTENTS 4 WHAT’S THIS? 6 WHAT YOU NEED TO PLAY 6 LEARN THE RULES AS YOU GO 6 GAMEMASTERS 6 WHAT’S DIFFERENT 7 IN SEARCH OF WYVERN 8 HOW TO PLAY 21 WHO ROLLS? 21 ROLLING A 1 21 ROLLING A 20 21 SAVES 22 ADVANTAGE 22 DISADVANTAGE 23 GETTING HURT 23 HEALING 24 REST 24 ENCOUNTERS 24 TAKING ACTION 25 COMBAT 26 FLEE 27 PARLAY 27 CREATING YOUR HERO 29 ROLL ATTRIBUTES 29 CHOOSE A CLASS 29 WARRIOR 29 CLERIC 30 WIZARD 30 THIEF 30 CHOOSE A RACE 30
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31 32 32 34 35 36 38 39 39 39 39 40 40 41 41 43 43 43 44 45 46 48 49 50 50 52 53 54
polyhedral dice (D12, D10, D8, D6, and D4). You can find dice at many gaming or comic shops, or you can use a free dice roller online. ✓ Hero sheets from page 56. ✓ Pencil and paper
WHAT’S THIS? The Basic Hack is a beginner-oriented fantasy tabletop roleplaying game, based on and inspired by the Black Hack and classic versions of one of the world’s most popular fantasy games. Primarily, it’s designed to be played with people of all ages, including children, whether they are new or experienced with roleplaying.
✓ Friends
LEARN THE RULES AS YOU GO You can get started learning how to play by going through the solo adventure starting in the next section. Feel free to let new players, even children, use the solo adventure as a guide to learn how to play.
At a later date, as you seek more complexity, you can easily upgrade your game with additional rules and resources from the Black Hack. Read more here.
WHAT YOU NEED TO PLAY
GAMEMASTERS For the game to work the best, one player gets to be the GameMaster or GM. The GM has the privilege of creating the stories, monsters, puzzles, and places the heroes will encounter. Fantasy adventure modules are widely
Here’s a simple checklist to help you get started. ✓ Digital or print copy of these rules ✓ A set of dice with at least two D20s and an assortment of other
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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 unfolds, where hero growth is rooted in what happens in the ongoing story and fun.
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IN SEARCH OF WYVERN
Adventures begin with a story, a quest, a mission, or a mystery to be solved.
The following pages contain a solo adventure that help you get up to speed on how to play the Basic Hack. You’ll need a 20-sided die (D2), an 8-sided die (D8), a 6-sided die (D6), and a 4sided die (D4) to get started.
In preparation for your journey, you run into your room to get what you need. Who knows what trouble Wyvern got himself into? It’s best to be prepared. Let’s learn more about your hero. Most of the time when you create a hero, you will roll some dice to figure out your hero’s strengths and weaknesses and make choices like selecting a class, which defines some of the cool things your hero can do. For this solo adventure, we’ll do things a bit differently. Grab a piece of paper (or a character sheet) and write down the information below.
Last night was a terrible night in your village. Just as you and your family bedded down for a peaceful rest, a ferocious storm ripped through your community. You huddled together, praying for the storm to quickly. In the morning, your fears were confirmed trees toppled over, debris strewn about, many homes with leaking roofs and broken windows. On top of all of that, your puppy, Wyvern, has gone missing. You decide you must go find the little scamp. You hope he is safe.
Your hero is a warrior, which means they are really good at swinging swords and axes at evil creatures. They have the following stats or attributes, which tell you that
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the hero is particularly strong and kind of average everywhere else.
finding secret doors. We’ll explain this later. Once you’ve copied down this information, it’s a good idea to to give your hero a name too.
Strength: 14, Dexterity: 10, Constitution: 11, Intelligence: 9, Wisdom: 8, Charisma: 10
Let’s continue.
Your warrior has 10 hit points, which represent how difficult it is for a monster to knock your hero out of play, and starts play with a battle axe for a weapon.
With your trusty battle axe in hand, you leave behind your devastated village and begin to explore the surrounding woods. You call out for your puppy. There is no response. You are just about to give up when you notice an old, strange cave near a canyon wall. The entrance to the cave is muddy. In the mud, you can make out what look like tracks leading into the darkness. What would you like to do?
Second, choose your hero’s race. You can read more about human, elves, and dwarves on page 30, but it’s most important to note that each race grants your hero a little bonus and makes them special. If you choose human, you get to raise one of your hero’s attributes by +1.
In roleplaying games like the Basic Hack, your imagination and creativity are the only limit to what you might do next. The GameMaster (or GM) might give you ideas or hints, but
If you choose elf, your hero can see well even in the darkness. You can write this down as darkvision. If you choose dwarf, your hero gets advantage when
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you have the freedom to approach problems and mysteries however you would like. Since this is a solo adventure, we’ll give you a few options. Choose one and follow the instructions.
Since you are investigating the tracks in the mud, pull out your D20 and roll. Compare it to your Intelligence score. If you rolled equal to or less than your hero’s Intelligence, go to #3.
If you want to examine the footprints more closely, go to #1.
If you rolled higher than your hero’s Intelligence, you don’t notice anything special, just tracks of what could be animals or other creatures. You proceed into the cave. Go to #10.
If you want to march right into the cave, go to #10. If you want to run home in terror, go to #14.
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#2
The Basic Hack uses a simple mechanic to figure out what your hero learns when they investigate mysterious things, try to dodge attacks from nasty trolls, persuade an innkeeper to give you a room, or cast magical spells at stinky goblins. Figure out which attribute most matches the action, and roll a D20. If your roll is equal to or less than your attribute, your hero succeeds.
You can make out the shape of the goblin down the left corridor. You chase after him but come to a stop just as he slams a big iron door shut at the end of the hallway. Go to #7.
#3 As you study the mud, you notice the comings and goings !10
If you would like to search the pile of furs in the corner, go to #15.
of several creatures, some who might be humanoid. More importantly, you notice paw prints among the tracks. Could it be Wyvern?
If you would like to go further into the cave, ignoring these curiosities, go to #20.
You found an important clue. Searching rooms, interrogating monsters, and listening are ways to make sure your hero is on the right track. Proceed into the cave by going to #10.
#5 Stepping closer to examine the strange bundle of furs, you are nearly taken by surprise as the furs turn out to be attached to someone - a nasty, yellowtoothed goblin waving a rusty dagger! The creature must have been lying in wait to surprise you (or some other unfortunate creature), but your quick reflexes mean the goblin’s dagger misses. Without the bonus of surprise, the goblin hisses, turns, and sprints down the hallway deeper into the cavern before you can react.
#4 You get closer to the cage, and it doesn’t take a really smart adventurer to figure out that it is a crude trap meant to lure in a hungry creature. The meat smells horrid. Deciding it is better not to touch it, in case it is trapped, you step away. Sometimes, traps are dangerous, and you will need to disarm them.
If you want to give chase, go to #9.
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If you let the goblin go and proceed more carefully down the hallway, go to #21.
your shadow dance on the stone walls of the tunnel. Dead ends are often never dead ends. A good adventurer always tries to search for ways to move forward. Searching for secret doors or traps can reveal treasure or helpful information.
#6 Maybe your mind plays tricks on you, but you have a gut feeling that the goblin went right.
Roll a D20 and compare it to your Wisdom.
Sometimes, things will not go as planned for your hero, but in a roleplaying game, this doesn’t mean the story comes to an end. Getting things wrong can lead to more interesting and compelling stories.
if your hero is a dwarf, they get Advantage, so roll two D20s and keep the lowest. If your roll is equal to or less than your hero’s Wisdom, go to #11.
Go to #12.
If your roll is higher than your hero’s Wisdom, go to #22.
#7 You have reached the end of the left branch of the hallway. A large iron door looms before you. However, you see no door handle, keyhole, or way of opening the door. A flickering torch on the wall seems to make
#8 The goblin may be faster, but you aren’t too slow yourself. You burst into a sprint after the nasty little creature, following him down a smooth, !12
If you roll is higher than your hero’s Dexterity, you unfortunately lose the goblin. Proceed down the hallway. Go to #21.
sloping hallway deeper underground. You suddenly come upon a fork, realizing that you need to make a quick decision. Which way did the goblin go?
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Make a Wisdom check this time. If your hero is an elf, you get Advantage since elves can see in the dark. An Advantage means that you get to roll two D20s and keep the lower roll.
You enter a humid, trash strewn cave. A single torch set in the wall in the far corner flickers over a pile of dirty furs. You notice a single exit at the far end of the room, leading further into the cavern. In the middle of the room, you see something unusual - a rusty cage with its door swung open. Inside of the cage, a piece of rotten meat dangles from a string. What is this place?
If your roll is equal to or less than your hero’s Wisdom, go to #2. If you roll is higher than your hero’s Wisdom, go to #6.
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If you would like to investigate the cage and meat, go to #4.
Chasing a goblin requires another roll. Once again, roll a D20 and compare it to your Dexterity.
If you would like to search the pile of furs in the corner, go to #15.
If your roll is equal to or less than your hero’s Dexterity, go to #8.
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If you would like to go further into the cave, ignoring these curiosities, go to #20.
room reflects this scene in all of its beauty. You feel a sense of deep serenity here. A faint glimmer from the pool catches your eye.
#11 Your sharp eyes and clever hands pour over the surface of the door, the floor, the seams, and even the torch. Finally, you feel a sense of satisfaction - a nearly invisible button on the far wall. You take a deep breath and press it. The iron door swings open with a whoosh.
Do you want to investigate the glimmer? If so, go to #16. If you want quietly return back to the fork and try the left path, go to #7.
#13 Trusting your innate reflexes, you duck forward just as a nasty, yellow-toothed goblin takes a vicious swing at you with a rusty dagger. You feel the blade whisk by your chin. That was close, too close. The goblin howls and sprints away down the left branch of the tunnel.
Go to #17.
#12 The pathway continues to slope downward into the darkness until you step into a large cavern space. A dim light from glowing moss sets an unreal but beautiful scene. There are stalagmites and stalactites here, forming a rock forest. A still, clear pool of water in the middle of the large
If you want to chase after the goblin, go to #2. If you would rather explore the right branch of the tunnel, go to #12.
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will roll a Save to see if your hero escapes harm.
#14
Roll a D20 and compare it to your Dexterity.
The cave terrifies you. Maybe it’s the smell or the darkness or the symbolism as it represents a hole into the unknown. You run screaming back to your village, giving up on a life of adventuring, content to whittle away your years collecting firewood for your people.
If you roll equal to or less than your Dexterity, go to #5. If you roll more than Dexterity go to #18.
#16 You peer into the pool and notice a vial filled with a purple liquid within arm’s reach. You feel gently compelled to take the potion.
Yes, in a roleplaying game, you can even do bizarre, nonsensical actions that make everyone laugh. But of course, being a hero is about facing danger and the unknown. Why don’t you go back to page 10 and choose another option?
Congratulations! You’ve found your first magical item. The vial is a potion of healing. If you are hurt, you can drink it to restore D8 points of health. You can use it now if you are wounded or choose to use it at a later time.
#15 Get ready to roll again, this time doing what is called a save. When your hero is attacked, poisoned, or the target of a magical spell, you
Once finished, go back down the tunnel and to the left branch. Read entry #7.
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No matter how creative you are, sometimes you will be forced to confront great evil in your hopes to make the world a better place. In the Basic Hack, this is combat, and the rules slow down just a bit to make sure everything stays organized. When you are with other players, you will each take turns attacking enemies, casting spells, helping each other, or doing other creative things to turn the tide of battle. Since this is a solo adventure, let’s keep it simple.
#17 Beyond the iron door, you find a large rectangular room and are overwhelmed by strange smells and sound. The left half of the room has collapsed, maybe from some ancient explosion or rockslide. The right side of the room is clearly occupied. Tables covered with pots and pans surround a crude brick oven. At the back, along the far wall, rusty cages are stacked upon each other, and inside, you see all manner of creatures - chickens, wild rabbits, cats, lizards, snakes, frogs, and squirrels. Amongst them, there is Wyvern, your pesky puppy who started this whole mess. It hits you then - as a rotund, greasy goblin approaches you with a meat cleaver, accompanied by that nasty goblin you met earlier they plan to eat Wyvern! You can’t let that happen.
The Goblin Cook has 6 hit points and a meat cleaver as a weapon (D6). The Goblin Guard has 3 hit points and a rusty dagger as a weapon (D4). You get to go first. You can swing your battle axe at one of the goblins. Choose one to try to hit. Since you are a warrior, you get Advantage when attacking, so roll two D20s and compare the lower
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result to your Strength. If you succeed, roll your weapon’s damage which is D8. If you fail, the goblin cackles and dodges out of the way.
creatures to make delicious, delightful stews. If your hero takes too much damage and their HP drops to 0, unless you found a potion of healing, try the battle again. If you wish to use the potion, your hero drinks it and regains D8 hit points.
After you have attacked, it’s the goblins turn. Roll a D20 for each goblin and compare your result to your Dexterity. If your roll is lower than your hero’s Dexterity score, you dodge an attack. If your roll is higher than your hero’s Dexterity score, you are hit! Take damage - D6 from the Goblin Cook or D4 from the Goblin Guard.
Go to #23 to see how this adventure ends.
#18 Before you know what is happening, the piles of fur move! It’s a nasty, yellowtoothed goblin, lying in wait for a fool such as yourself. The creature leaps to its feet and lashes out with its dagger. You are too slow to react and feel the rusty blade strike at your chest. The monster howls in laughter and sprints down the hallway in triumph.
Continue taking turns until one of the goblins has no more hit points, or you have no more hit points. Once either goblin is out of the action, incapacitated, or dead, the fight ends. The other goblin surrenders in fear. Your hero may let them go or place them in one of their own cages. If you interrogate the goblin, it confesses to capturing
Your hero loses 2 hit points from the attack.
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Hit points are an abstract way to measure how much pain and abuse your hero can take before he collapses. Once their hit points reach zero, your hero is out of the action. Again, this doesn’t mean your hero’s story is over, but things have gotten pretty tough. A character who is “out of the action” can’t act and is at the mercy of its captors or companions until she can be healed.
#18. Once you are finished, return to this entry because your hero has a choice to make. If you want to follow the goblin, seeking revenge, go to #7. If you want to explore the right fork in the cave, go to #12.
#20 The cave gets darker as you go down a sloping hallway. The air is cool. You wonder who built these old tunnels. Finally, you come to a fork in the path. You can go right or left. As you ponder which way to go, you sense a dangerous presence behind you!
To chase the goblin further into the cave to get revenge, go to #8.
#19 The goblin’s dagger pierces your back. You grunt in pain. Before you can react, the goblin cackles in laughter and runs down the left branch of the hallway.
You will need to make another roll, comparing your Dexterity attribute. Because your enemy snuck up on you, catching you off guard, you suffer a Disadvantage on this roll. You will need to roll two
Your hero loses 2 hit points. If you want to learn more about hit points, you have permission to read entry
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D20s and keep the higher of the two rolls.
Maybe you missed a clue? In frustration, you bang on the door as loudly as you can. Something howls in laughter on the other side of the door, but this has given you an idea. What if you kept pounding on the door? Could you break it?
If your roll is equal to lower than your hero’s Dexterity, go to #13. If your roll is higher than your hero’s Dexterity, go to #19.
#21
Often, there are many solutions to a problem. If something doesn’t work, try again.
The cave gets darker as you go down a sloping hallway. The air is cool. You wonder who built these old tunnels. Finally, you come to a fork in the path. You can go right or left.
If you want to bash the door down, make a Strength check. If you roll less than or equal to your hero’s Strength, the door gives way. Go to #17.
If you would like to go left, go to #7.
If you roll higher than your Strength, try again. Keep rolling until your hero succeeds.
If you would like to explore the right branch, go to #12.
#22
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Your search yields no fruit. There appears to be no way to open the door from the outside. Perhaps the goblin used magic?
With the goblins defeated, you set about to free the animals. This takes longer than you anticipated, but with each !19
What mischief will Wyvern get you caught up in next?
cage opened, you feel a burden being lifted. Last but not least, you release Wyvern, who licks your face in joy. You poke through the rest of the room and find little of interest until you spot a pouch underneath one of the goblin’s bedrolls. Inside, a shiny emerald and 10 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.
This is the fun of a roleplaying game - the story continues as long as you would like. Continue reading this book to learn how to create more heroes and start new adventures with your friends.
If you did not find the potion of healing, Wyvern barks up a storm and leads your hero down that branch of the cavern too. See #12. Like any good story, there is more to be told. Were the goblins alone? What other secrets lurk in that old cavern? What is special about the pool of water where your hero found the potion of healing?
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rolls to see if the hero succeeds. When a hero is attacked by some slobbering mountain of ooze, only the player rolls to see if his hero was able to avoid being swallowed up by acidic slime.
HOW TO PLAY When a hero tries to do something heroic, like swing a sword at a goblin, open a heavy door, find a secret, cast a spell, jump out of the way of a fireball, or convince some angry goblins to run away, the player rolls a D20 (20-sided die). If the roll is equal to or less than the relevant attribute, the action succeeds. If the roll is higher than the relevant attribute, the action fails.
The GM still rolls for other things - like damage inflicted upon heroes by those evil monsters.
ROLLING A 1
Tests or checks always begin with a player describing what it is that your hero will do, usually something heroic and daring. Then after you roll your dice, the GM describes what happens next.
Whenever you roll a 1 on your D20, your hero’s action succeeds in an incredible fashion, no matter how difficult. In combat, your hero gets to double their damage against a monster. Outside of combat, rolling a 1 means you get advantage on your next action. You might choose to describe this in fantastic, imaginative .
WHO ROLLS?
ROLLING A 20
The Basic Hack calls these rolls tests or checks.
Whenever you roll a 20 on your D20, your hero’s action fails miserably. Your hero will also have disadvantage on
Players are the only ones who roll a D20. When a hero attacks a monster, the player
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their next action, in combat or not. The GM will usually describe the embarrassing results of your hero’s bad luck when this happens.
STR
SAVES
DEX
SAVES Physical Harm that cannot be dodged.
When any spell, trap, or effect can impact a hero, the player rolls an attribute test to dodge, absorb, or resist the impact of the action.
Physical Harm that can be dodged. CON Poison, Disease or Death.
A failure might mean the hero takes damage, loses clout, or gets turned into a toad.
INT Resisting Spells and Magic. WIS
A success means the hero isn’t bothered by the action or effect.
Deception and Illusions. CHA
See the chart above to get an idea of how each attribute can be used in a Save situation.
Charming effects.
D20s and keeps the lower result. Every class has one action or situation that they always get Advantage for.
ADVANTAGE When a hero has Advantage on an action, the odds are especially in their favor. The player rolls two
Some spells or magical effects will also give Advantage to a hero.
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A GM may also award Advantage for a heroic, clever, or imaginative action.
Player vs. Player Occasionally, a hero might need to subdue, attack, or cast an offensive spell against another hero. These are opposed rolls, and they resolve just as normal checks or saves, except both heroes get to roll. The lower roll that is a success determines how the action plays out. A tie always defers to the defensive hero.
DISADVANTAGE When a hero has disadvantage on an action, the odds are against them. The player rolls two D20s and keeps the higher result. Some spells or magical effects will give Disadvantage to a hero. GMs may also give Disadvantage when things are not going well for your hero, or you propose an action that is particularly foolhardy.
For example, if a wizard attempts to cast sleep on a warrior in order to drag him out of a dungeon, the wizard rolls to cast the spell as normal, a check against Intelligence, and the warrior rolls a save against the spell, a check against his Intelligence. Both succeed, but the wizard rolled a 2 and the warrior an 8. The warrior falls fast asleep.
If your hero has both Advantage and Disadvantage on a roll, they cancel themselves out. Roll one D20. No matter how much Advantage or Disadvantage you have, you only ever roll a maximum of two D20s.
GETTING HURT If your hero fails to dodge an attack or gets stuck under
a giant boulder, they will take damage. The GM will roll a
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die and tell you how much to subtract from your hero’s hit points. Once your hero’s hit points drop to zero, your hero is out of the action. He is unconscious, asleep, and barely hanging on. Typically, heroes do not die but can be rescued by their friends. If a friend spends an action “rescuing” your hero, he gains 1 hit point and wakes up. Sometimes, your hero won’t have anyone to help and will be captured. The story will continue either way.
If the party decides to stay vigilant and keep watch to prevent monsters from sneaking upon them, they only gain half their hit points back, but wizards and clerics still are able to cast their full number of spells the next day. If there is danger in the area, like wandering monsters, adventurers cannot rest. If they do and the monsters find the weary party, their sleep is interrupted! They receive none of the benefits of their attempt to rest.
HEALING
ENCOUNTERS
Characters can replenish Hit Points from Spells, Potions, and Rest.
Every Basic Hack game runs as a series of encounters. Encounters may include combat, spell casting, puzzle solving, exploration, conversation, resting, or anything else you think of.
REST A rest is a time for the whole adventuring party to camp and sleep in safety. Wizards and clerics are refreshed enough to be able to cast their full number of spells. All Hit Points are restored.
An encounter typically begins when a group of heroes (often called a party) explores a room in a dungeon, meets a group of
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allies or monsters, travels to a strange city, interacts with characters played by the GM, or searches for clues in old ruins. Again, it’s really up to what the players imagine. An encounter typically has four ways to be resolved.
their journey. Believe it or not, not all monsters are interested in a fight. Some may offer valuable information if they are let go, while others may want to figure out if the heroes are a danger to them.
Heroes can choose to take some creative action, especially if there is no apparent danger. Maybe they will cast a spell, look for secrets, try to figure out a puzzle, or barter for goods.
TAKING ACTION
At the beginning of an encounter, the players get to decide what kind of action their heroes will take in each encounter.
During an encounter, each player should take a turn, describing what their hero is doing. As needed, the GM will ask them to make rolls to see if their actions succeed. Outside of combat, order isn’t greatly important. Every player should get an opportunity to have their hero act.
Heroes can engage in combat, especially when they encounter monsters in a dungeon or old ruin. Sometimes, they won’t have a choice, since the monsters will attack first! Heroes can flee or leave the encounter. If they are face to face with a pack of ravenous goblins, this may be a tough task.
The encounter ends when the heroes advance to the next room, situation, or battle, by solving puzzles, obtaining what they needed,
Heroes can also try to talk to a group of monsters or other strangers they meet in
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or learning all they can. Some encounters are meant to be returned to when more clues are discovered. The GM will call for appropriate attribute checks as the heroes try to get whatever it is they need from the encounter.
the hero with the highest Dexterity. Repeat this until combat has been resolved. There are a few special actions in combat:
• All heroes and monsters have a range. Far means the creature is way off in the distance, too far to be attacked (except for some spells). Near means the monster or hero is close enough to attack via any ranged weapons like bows and slings but not hand-tohand weapons. Close means the creature can be attacked by hand-to-hand weapons like swords and axes but not ranged weapons. You can use these simple to imagine where the heroes and their enemies are in the midst of a battle.
COMBAT When heroes come upon hostile creatures in an encounter, combat begins. The GM will determine initiative, basically the order of who goes first to last in the encounter. Each hero gets one action to attack, maneuver, flee, or do something else. The GM will typically have the heroes take actions in order of their Dexterity, highest to lowest. Monsters always attack last. that the heroes must roll to dodge. The GM does not roll for the monsters to attack. After everyone has taken their turn, unless the monsters have been defeated, start the round over again, beginning with
• A hero may spend their
action maneuvering. Maneuvering means that hero tries to get closer to or away from a monster.
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They do not need to roll. A hero can maneuver so that a monster is no longer far but near, for instance.
and defending, making it more challenging to defeat the creature. For example, an ogre might have a Challenge score of +3, which is added to the D20 roll. When Kahn attacks the ogre, his player rolls and gets a modified roll of 14, 11+3.
• If the hero successfully
attacks, rolling under their relevant attribute, they deal damage to their enemy. Roll a die for the weapon used. The GM will subtract it from the monster’s hit points.
FLEE Sometimes, the heroes may come upon an encounter that they are ill-prepared for. Imagine poking your head behind a door to find a sleeping dragon! In these cases, the heroes will try to quickly get away. Each hero must make a Dexterity check to see if they can get away. A failure means the heroes may be forced to confront the monsters, wake a sleeping creature, or be embarrassed.
• If a player making an
attack rolls a 1, they double the result of the damage dice they roll. If they roll a 20 when avoiding an attack, they take double damage.
• Heroes can cast spells in combat. Wizards must make an Intelligence test to succeed. Clerics must make a Wisdom test to succeed. • Some monsters are
more difficult. They have a Challenge score, usually rated with a plus sign. Players will add this to their roll when attacking
PARLAY If the monsters don’t seem ready to attack or the encounter involves peaceful
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villagers, the heroes may choose to talk with them. Again, much information can be gleaned, even from hostile creatures, when heroes test their persuasiveness and kindness. The GM will call for Charisma checks as needed to see if the heroes learn 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.
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Roll
Reaction
1
Flee then roll again.
2
Avoid the PCs entirely.
3
Trade with PCs.
4
Give the PCs aid.
5
Mistake the PCs for friends.
6
Trick the PCs (roll again).
7
Call for Reinforcements.
8
Capture/Kill/Eat the PCs.
rolled, the next must be rolled with 2D6+2, then continue with 3D6 until you are finished or another 15+ is rolled. You may arrange the results as you would like to fit the kind of hero you wish to play.
CREATING YOUR HERO 1. Roll attributes. 2. Choose class. 3. Choose race. 4. Equipment & Spells 5. Name your hero.
CHOOSE A CLASS
ROLL ATTRIBUTES
nimble your hero is
There are 4 classes from which a hero may choose. Warrior, Cleric, Wizard, Thief - your class determines your Hit Points and what your hero is really good at doing. The main attribute for each class is recommended to place your highest die roll.
How sturdy your hero is
WARRIOR
Attributes define your hero physically and mentally. The six attributes are:
- Strength (STR) - How
strong your hero is
- Dexterity (DEX) - How - Constitution (CON) - Intelligence (INT) - How
Hit Points: 10
smart your hero is
Main Attribute: Strength
- Wisdom (WIS) - How
A Warrior fights evil monsters in hand-to-hand combat and is never afraid to help someone in trouble. A warrior always has advantage when swinging a sword, axe, or other weapon at a villain or monster.
perceptive your hero is
- Charisma (CHA) - How
persuasive your hero is
Generate your attributes by rolling 3D6 a total of six times. If a stat of 15+ is
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Starting Equipment: Chainmail, Battle Axe, & Explorer’s Pack
magical spells against evil creatures.
CLERIC
Cloak, Staff, and Explorer’s Pack
Starting Equipment:
Hit Points: 8
Starting Spells: Magic Missile & Sleep
Main Attribute: Wisdom A Cleric heals wounded friends and is kind and comionate to those in need. A cleric always has advantage when healing others with magical spells or potions.
THIEF Hit Points: 8 Main Attribute: Dexterity A Thief sneaks around and steals secrets and treasures from monsters and gives it to those who need it more. A thief always has advantage when trying to sneak, disarm traps, and open locked things (like doors, chests, etc).
Starting Equipment: Chainmail, Mace, & Explorer’s Pack Starting Spells: Cure Light Wounds & Detect Evil
Starting Equipment:
WIZARD
Leather, Bow & Arrows (10), Dagger, and Explorer’s Pack
Hit Points: 6 Main Attribute: Intelligence
CHOOSE A RACE
A Wizard casts magical spells that batter foul monsters and help their friends. A wizard always has advantage when casting
Select one of three races for your hero below. Humans are influential, hard-working, and flexible and love to explore the world
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and make their land a better place. Humans can raise one attribute of choice by 1 point.
and armor. You can find out how much damage the weapon deals in the charts on the next page. If you would like, you may switch it out for a weapon of equal or lesser value.
Elves are tall, elegant creatures with pointy ears who are often mysterious and reclusive but go on adventures to save the world from great evil. They get angry when the natural world is poisoned by wicked creatures. Elves have advantage when seeing in darkness.
Your hero’s armor adds points to their Hit Points, making it a little harder for evil monsters to knock your hero out of play. Roll the Armor Points die (if there is one) for your hero’s armor and write the result in the AP box on your sheet. You will add it to your hero’s Hit Points for their starting number.
Dwarves are short, stout creatures who are stubborn and suspicious but always loyal to their friends. They grow very angry when monsters overrun the world and steal treasure from kind people. Dwarves have advantage when searching for secret things.
Every hero begins with 10 gold coins. Gold is the standard currency in most fantasy settings. If the hero would like, they may buy some supplies.
EQUIPMENT & SPELLS
Heroes will find more gold, jewels, and even magical items in their quests and adventures. You’ll want to
Each class provides the heroes with a few starting items, including a weapon
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keep track of such finds on your hero sheet.
Cha: 9. HP: 14 (6 AP). Equipment: Chainmail, Mace, Shield, & Explorer’s Pack. Spells: Cure Light Wounds & Detect Evil.
NAME YOUR HERO Every hero deserves a brilliant, iconic name. Come up with one now.
Dregbedge (Dwarf Warrior) Str: 16, Dex: 10, Con: 10, Int: 9, Wis: 10, Cha: 9. HP: 16 (6 AP). Equipment: Chainmail, Battle Axe, & Explorer’s Pack. Special: Searching for secrets.
Some players love to draw or doodle a picture of a hero, their tattoo, or their weapon of choice. You may also write a brief and compelling background story for your hero.
Ayanna Redthorn (Elf Cleric) Str: 12, Dex: 8, Con: 7, Int: 10, Wis: 15, Cha: 11. HP: 12 (4 AP). Equipment: Chainmail, Mace, Shield, & Explorer’s Pack. Spells: Cure Light Wounds & Detect Evil. Special: Seeing in the dark.
EXAMPLE HEROES Kahn (Human Warrior) Str: 15, Dex: 11, Con: 10, Int: 9, Wis: 10, Cha: 8. HP: 15 (5 AP). Equipment: Chainmail, Longsword, & Explorer’s Pack.
Virick Rosewood (Elf Wizard) Str: 7, Dex: 8, Con: 11, Int: 16, Wis: 11, Cha: 13. HP: 7 (1 AP). Equipment: Cloak, Staff, & Explorer’s Pack. Spells: Magic Missile & Sleep. Special: Seeing in the dark.
Jade (Human Wizard) Str: 7, Dex: 10, Con: 8, Int: 16, Wis: 11, Cha: 12. HP: 7 (1 AP). Equipment: Cloak, Staff, & Explorer’s Pack. Spells: Magic Missile & Sleep.
Vixorga (Dwarf Rogue) Str: 9, Dex: 17, Con: 6, Int: 10, Wis: 10, Cha: 14. HP: 10 (2 AP).
Tissela (Human Cleric) Str: 10, Dex: 11, Con: 9, Int: 8, Wis: 17,
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Adventuring Gear
Description
Price (GP)
Explorer’s Pack
Torches (6), rations (7), bedroll, backpack, flint & steel, flasks of water
15
Holy Water
D6 damage against undead
25
Lantern
5
Pole (10 ft.)
1
Rations (7)
7 days worth
Rope (50 ft.) Thieves Tools
7 1
Useful for picking locks
25
Shovel
1
Torches (6)
1
Equipment: Leather Armor, Bow & Arrows (10), Dagger, & Explorer’s Pack. Special: Searching for secrets.
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Weapons
Damage
Range
Price (GP)
Battle Axe
D8
Close
15
Bow & Arrows (10)
D6
Far
15
Club
D6
Close
1
Crossbow & Bolts (10)
D8
Far
15
Dagger
D4
Close
5
Dagger (Thrown)
D4
Nearby
5
Longsword
D8
Close
15
Mace
D6
Close
10
Shortsword
D6
Close
10
Sling
D4
Nearby
1
Spear
D6
Close
5
Spear (Thrown)
D6
Nearby
5
Staff
D4
Close
10
Two-handed Sword
D10
Close
50
Armor
AP
Price (GP)
Leather Armor
D4
25
Chainmail
D8
50
Plate Mail
D12
100
Shield
D4
25
Cloak
1
10
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SPELLS
Cure Light Wounds: Heal 1D8 HP to a nearby target.
Magic, be it arcane or divine, is the force that makes fantasy adventuring so much fun. Spells blast villains and unlock the natural boundaries of the world. Magical items grant heroes incredible boons. The miraculous becomes the daily realm of heroes.
Cure Poison: Remove poison from a nearby target. Cure Serious Wounds: Heal 2D8 HP to a nearby target. Daylight: A nearby area is illuminated by sunlight for 1 hour. Detect Evil: Everything nearby that is evil glows for 10 minutes.
There are no limits to how many spells a wizard or cleric can cast each day, but they can only cast spells that they know. Each spell requires the appropriate check.
Find Traps: Notice all nearby traps for 10 minutes. Freeze: Your holy power freezes one monster for 10 minutes, even in combat.
CLERIC SPELLS
Light: Create dim light from a nearby spot or object for 1 hour.
To cast a spell, your cleric must roll equal to or lower than her Wisdom score.
Locate Object: Sense direction of a known object for 1 minute.
Bless: The cleric and all of her friends gain a bonus of +1 to all attributes for the duration of one combat.
Raise Dead: Return a nearby willing target to life, who’s died within the last 7 days. Silence: Magical silence covers a nearby target, preventing them from speaking or casting spells for 10 minutes.
Control Weather: Control the nearby weather to all extremes for 10 minutes.
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Speak With Animals: Can understand and talk with animals for 1 hour.
Fireball: A target is hit with fire 3D6 damage. Identify: The wizard can identify a single magical item or potion after casting this spell.
Speak With Dead: Ask a nearby corpse 3 questions. Water Walking: The caster or a target can walk on water as if it were dry ground for one hour.
Invisibility: Caster or nearby target is made invisible until it attacks, one hour es, or magic is dispelled.
WIZARD SPELLS
Knock: A door or lock is opened.
To cast a spell, your wizard must roll equal to or lower than her Intelligence score.
Light: Create dim light from a nearby spot or object for 1 hour.
Charm Person: Caster gains advantage on all Charisma rolls against target for one hour.
Lightning Bolt: Attack a target with electricity for 2D6 damage. Magic Missile: Attack a target for D6 damage.
Detect Magic: Everything nearby that is magic glows for 10 minutes.
Shield: Protects one nearby target (or caster) with magical armor that reduces damage by 2.
Disguise: Caster or target has a magical disguise that makes them look like someone else for one hour.
Sleep: Puts nearby target to immediate sleep. Stone to Flesh: Turns a nearby target into stone (or vice versa).
Dispel Magic: Removes a magical spell from working on a target or object.
Teleport: Transports caster or target to an inaccessible location (like across a chasm, out of a
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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.
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GROWING YOUR HERO In the midst of the story, your hero will face all manner of evil, perform courageous deeds, and save innocent people from dark things. Your hero will grow stronger and more competent, ready to tame haunted dungeons and solve arcane mysteries. Legends and stories will be spread about their great deeds of cunning and valor. Adventurers do not level up in the Basic Hack. Instead, after a series of adventures or exploits, the GM will grant Awards which simulate a hero’s rise to legendary status. These should fit within the overall story and reflect milestones as the heroes face more and more dangerous foes and solve sinister puzzles.
Roll
Award
1
More HP
2
New Spell
3
Attribute Increase
4
Magical Armor
5
Magical Item
6
Magical Potion
7
Specials
8
Hirelings
IF YOU WANT LEVELS If a GM does want to go for a level-like effect, when appropriate, each player can upgrade their hero as follows. Warriors and Thieves always get More HP and then may roll for or select another benefit. Clerics and Wizards always get a New Spell and then may roll for or select another benefit.
A GM may choose to roll randomly (D8) to award a brave hero, or they may allow
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the player to select the Award they desire.
they may study arcane knowledge discovered in their adventures which leads to fresh insight
MORE HP Heroes grow more difficult to defeat over time. Warriors may roll a D10 and add the result to their Hit Points. Clerics may roll a D8 and add the result to their Hit Points. Thieves and Wizards may each roll a D6 and add the result to their Hit Points.
ATTRIBUTE INCREASE Some heroes hone their physical and mental abilities to perfection. A player may raise one of their hero’s attributes by 1. In a game, a hero might get trained by a master swordsman or adventurer as part of a reward or sense of gratitude for their good deeds.
Heroes gain HP in a story after they experience combat, facing dangerous creatures and precarious situations.
NEW SPELL
MAGICAL ARMOR
Spells are gained from dusty scrolls and tomes found in strange places or gifted from wise mystics. A cleric or wizard may select a new spell that they learn or discover through their adventures.
A hero gains a magical piece of armor. Instead of rolling a single die for its Armor Points, double the die. For example, Magical Leather Armor, once donned, would give the hero 2D4 Armor Points.
Heroes gain spells usually by finding a teacher or guide who sees potential in them and is willing to take them under their wing. Alternately,
Magical armor is almost always given as a gift or
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discovered in ancient treasure troves.
Many other magical items mimic cleric or wizard spells. A Ring of Invisibility, when worn, acts like the wizard spell and can be negated by a Dispel Magic spell. A Ring of Finding acts like the cleric spell Find Traps. A Staff of Oceanic Opulence grants the wielder the ability to walk on water per the cleric and wizard spell.
MAGICAL ITEM Glowing swords, blessed arrows, mystical belts, mysterious wands, and strange baubles are discovered in treasure chests and monster troves, fragments from ancient civilizations and distant battles. On occasion, the heroes might be given magical trinkets or weapons made specifically for them by a powerful wizard. If the hero chooses this option, the GM should decide what kind of item and how the hero discovered it.
Some magic items can have limited uses before they become a mundane object. The number of uses will be listed in parentheses next to the item. For example, a Bag of Glow Stones (6) can be used six times to cast light on a room before becoming empty and useless.
Magical weapons add +1 to any attribute being tested while using the weapon and +1 to each damage die. Rumors abound of even more powerful weapons with +2 or +3 bonuses, but these will likely only be found under very special circumstances.
Don’t be afraid to come up with creative names for magical items.
MAGICAL POTION Potions are a great help to courageous adventurers. The most common potion is a Potion of Healing which
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restores D8 hit points after drinking it. Other potions may grant a bonus to an attribute for one turn or mimic a particular magic spell.
nightmare adventure exploring a cursed forest filled with giant spiders, an appropriate Special might be “poison resistance”, which gives Kahn Advantage when rolling to save from a poisonous attack.
A friendly alchemist or cleric may offer a potion or two to heroes embarking on a difficult quest or in exchange for brave deeds. Potions are a little more common than other magical items.
Specials always tie into a hero’s exploits and adventure. On occasion, they may even be granted by a divine person or powerful wizard.
SPECIALS
HIRELINGS
Specials are abilities that give your hero advantage in certain situations because of a physical feature or mastery of a particular action. Like how a warrior swinging his sword against evil creatures grants him Advantage, your hero might gain such Specials which make them more challenging. Your GM will help identify an appropriate Special based on the ongoing story and hero’s exploits.
As heroes grow in notoriety and legend, they attract curious followers who wish to aid and learn from the brave adventurers. A hireling allows the player to create a new adventurer to tag along with their hero. This hireling may complement their hero’s 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.
For example, if Kahn the warrior just endured a
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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.
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CREATING MORE MONSTERS
CREATURES Heroes will encounter evil and helpful creatures in their journeys. Here are a few to use as a template to make your own. Creatures can have special abilities, spells, and magical items as well. Each creature lists its challenge rating, hit points, any special abilities, and damage it inflicts in combat.
It’s simple to modify or create new villains and monsters for the heroes to face. , the GM does not need to roll attributes for these creatures. Name: What is the name of the monster? CR: What is the challenge rating of the monster?A CR of 0 is great for beginning adventurers, but more experienced heroes will face challenging foes. A CR of 10 or higher will be nearly impossible for all but the most well-prepared heroes to face.
TREASURE Some monsters, at the GM’s wish, may leave treasure behind. For each CR, roll 1D10. The heroes find that amount of gold coins stashed away in the creature’s lair. GMs may also plan out magical items that fit the story and theme of the adventures and match up with planned Awards given to heroes at the conclusion of their adventures.
HP: How many hit points does the monster have? You might multiply 6 or 8 by the Challenge Rating to start, but you can make the monster less or more difficult as you desire. Actions and Specials: How does the creature inflict
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damage? Can it do anything else like spit poison, breath fire, cast spells, attack twice, or paralyze heroes? Does it carry any special equipment? Does it have Advantage in certain situations?
ancient burial tomb, a forgotten sewer complex, or a hidden compound for doomsday cults. Dungeons can have many rooms and connect to cavern systems. Old Ruins: When castles, keeps, towers, and cities crumble after war or natural disasters, monsters love to move in to find curious knick knacks and claim the prime real estate as their own.
WHERE DO MONSTERS LIVE? One part of a good old fashioned adventure is an exciting place to explore. Monsters and creatures find these remote and dangerous locales worthy as homes. For one, they love treasure too, but they also prefer to stay away from populated areas like villages and cities because that’s where people with dangerous weapons hang out. Plus, they get to do some of their redecorating, setting up traps and secrets to make it difficult for snooping adventurers.
Caverns: Natural formed caverns or old mines are filled with precious minerals, slugs and other tasty treats, and bones. Villages: Many creatures live in small communities, where they raise their young, farm, and hunt. Wilderness: Some monsters camp out or patrol vast swathes of wilderness, looking for unsuspecting targets to rob or intimidate.
Dungeons: Dungeons are smelly, dirty, and damp, whether they are part of
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CREATURE
CR
HP
ACTIONS AND SPECIALS
Bear
1
8 D6 damage
Fire Beetle
0
6 D4 fire damage
Deadly Centipede
0
6 D6 damage, Must save versus poison or receive D6 more damage
Dog
0
6 Gives advantage to a hero when tracking someone. D4 damage
Dragon
10
70 Three attacks: Claws (D8), Bite (D12), and Fire Breath (2D12). Can often cast 1-3 magical spells too.
Evil Wizard
6
32 Magical Staff (2D4 damage), 7-8 spells
Elven Guard
2
8 Magical Leather Armor, Shortsword
Falcon
1
4 D4 damage. If trained, can send messages to allies
Ghoul
2
10 Two attacks (claws & bite): D4 damage
Giant
8
48 Giant club (D8). Successful attack always does double damage against smaller creatures.
Giant Leech
1
7 D6 damage
Giant Vampire Bat
0
6 D4 bite damage, Advantage to flee
Goblin
0
4 Rusty dagger
Goblin Archer
0
4 Bow & Arrows (10)
Hobgoblin
2
8 Spear, Shield
Orc
0
8 Longsword, Shield
Ogre
3
15 Ogre Club (D8 damage)
Owlbear
5
28 Two attacks (claws & bite): D8 + D6 damage
Skeleton
0
Sinister Cleric
4
30 Mace, Can cast 5-6 spells
Zombie
1
10 D6 damage, with successful hit must save versus paralysis or lose next turn
5 Rusty shortsword
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and Darek’s father, ever mindful of public and private opinion, knew his son had heaped no small amount of disgrace upon the family line. To exact revenge on top of the academic failure would be even worse and possibly deadly.
THE BANDIT WIZARD The Bandit Wizard is an introductory fantasy adventure. This short, whimsical, action-packed adventure is designed to serve as a next step for players and GMs wishing to go further with the Basic Hack.
Darek’s father, Troyle, decided that he must do the difficult thing and banished his son from Coluris. When Darek had sufficiently removed the disgrace that is his wizard career, the son could then return to the family household. Darek was put on a one way ship to the dusty Southlands. In time, the brat would hopefully learn some respect for his elders. Well, at least, the family hoped so.
BACKGROUND When Darek Flugthorn was kicked out of Wizard School in Coluris, his first instinct was to turn right around and teach the School a lesson. Unfortunately, revenge is frowned upon by Darek’s family. The Flugthorn family had long ago established themselves as a great line of wizards, rumored to trace their heritage back to the days when Coluris had been founded. Already, word of Darek’s dismissal had spread through the noble wizards of their hometown,
Spoiled and rotten to the core, Darek decided the way to impress his family was
to become the most daring outlaw in the Southlands. He used his remaining gold to buy a secluded cottage, sturdy
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wagon, team of horses, and month of supplies. Employing his minor magical abilities, Darek setup an ambitious robbery schedule.
Rivercreek Rivercreek is a farming and fishing village in a remote section of the dusty Southlands. The town has a hearty population of 223 citizens. The two most prominent townsmen are the Constable, “Ogre” Stonenek (a retired dwarf warrior who likes the quiet farm life), and the Mayor, Aleena Mirkshire (a fiery, well-spoken human cleric with a ion for young children). The town is centered around a deep well and common town square. Four dirt roads cut through the simple two story houses and shops from each direction. Outside of the village, meadows, lush with green grass, await grazing herds and horses on trading days. A nearby creek boasts an ample supply of catfish and trout. Once, a young boy found a jeweled dagger in the belly of a prize fish.
Using sound illusions, invisibility, and charm, the rebellious son would trick and frighten local peasants into handing over their scant provisions and coins. Sadly, peasants, farmers, and hunters are among the only
individuals in his area and provided few worthy rewards. As many locals became aware of his harassment, the amount of loot he gained in each month began to dwindle. While local authorities were informed of the annoying criminal, the wizard has managed to elude capture. An increase in goblins in the farmlands has also prevented a more coordinated response. Darek, dubbing himself “the Bandit Wizard”, continues his minor exploits on unsuspecting travelers and country folk.
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victims on his wagon, rushing from the trail ahead or behind. He waves and hollers to them for help and weaves a sound illusion. The spell creates goblin-like sound effects, increasing in intensity from the direction Darek is fleeing from. To the untrained ear, the sounds are reminiscent of a war party of some kind. Clanks of metal, guttural shouts, the stomping of feet, and bloodthirsty cries echo from up the trail. Once he closes the distance with his targets, Darek invites them to hide with him in the nearby bushes until the goblin party has moved past.
Darek Flugthorn (Human Wizard) Str: 6, Dex: 11, Con: 8, Int: 14, Wis: 9, Cha: 12. HP: 7 (1 AP). Equipment: Cloak, Staff, Dagger, Explorer’s Pack, Mule, Wagon, & Camping Equipment. Spells: Detect Magic, Disguise, Illusory Barrage, Magic Missile & Sleep. Illusory Barrage: The spell creates an auditory and visual illusion that lasts for 10 minutes. Requires a successful Wisdom check to disbelieve. Description: A freckled, redhaired human with a large sense of humor and a devilish grin, usually wears a pale yellow robe, now stained with mud and dirt, with a dagger prominently displayed in Coluris-style (just above his knee).
Once there, Darek casts a sleep spell on the group, securing them and preventing a counter attack. Once that is done, he proceeds to systematically steal their belongings, gives a short speech about his growing legend, and disappears back the way he came on his wagon. The conniving wizard
THE HEIST Darek considers his plan among the most ingenious of strategies. The Bandit Wizard first approaches his intended
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THE HEROES
usually heads to his hideout, an isolated cottage in the wilderness, and covers his trail so as to discourage pursuit. If chased well enough, he will ditch his wagon and cast some illusion spell to change his appearance into an old man or a farmer. He can also fight back, if needed, with some other illusory or enchantment type magical effect, although he will prefer to flee at the first opportunity and will surrender if his life is in serious jeopardy.
The heroes can enter the story in several ways. First, as a side adventure to an ongoing campaign, the heroes might be asked by a local farmer to scare off the pesky wizard, as his magical exploits are ruining some perfectly reasonable travel routes. One of the family of Darek might have heard about the ‘Bandit Wizard’ during a recent trip and want to discretely have a band of heroes put a stop to their outcast brother’s tirades. A local lawman might also be willing to offer a small reward of gold to put Darek’s highwayman-like deeds to a permanent standstill. Or, the heroes could just happen to be following the right country trail at the wrong time.
Darek’s deeds are spreading among local peasants, and some have already begun to find alternate routes to use to avoid the annoying magician. Eventually, a local law enforcement team may be dispatched to bring the foolish wizard to justice. For now, Darek enjoys his modest success.
Since Darek hasn’t stolen too much money, rewards are based upon his capture -alive. One point in the wizard’s favor is the fact that
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THE ADVENTURE
no one has been seriously hurt during his raids. For whatever mischievous streak the wizard has, he apparently has sense enough to not outright hurt folks.
Once the heroes are on the move, Darek targets them, feeling some what confident in his abilities. He prepares his normal ruses after scouting out the group. Despite their larger number and presence of weapons, he feels that he is ready to prove his amazing skills to the world. Unfortunately, things do not go as planned.
To put a decent twist on the adventure, the heroes might catch a few tales of the Bandit Wizard’s criminal deeds at a nearby tavern. A wary traveler might deliver a warning about the particular country path where Darek strikes. The foolish wizard himself might be disguised and goad the adventurers into traversing his path. If the group is hired by someone, they can expect a good lowdown on the wizard’s tactics. In fact, for maximum humor, relate Darek’s heist process from top to bottom in detail from a previous victim. When they actually encounter the wizard, their supposed inside knowledge may be their undoing.
SCENE ONE: THE RUSE GOES AWRY The day is scenic, and the countryside is teeming with life and sunshine. The trail meanders through some farmland, fields growing with wheat and corn, then climbs over the peak of a sharp hill. The road is dusty and wellworn. Thick green bushes line either side of the trail. If the heroes are being cautious, they are close to where Darek the Bandit Wizard is known to strike.
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Suddenly, Darek barrels over the hill ahead at high speed, waving and hollering at the party. He shouts about ‘goblins’, ‘war party’, ‘spears’, ‘marauders’, and other such warnings. As he approaches the characters, he pulls to a halt, out of breath and pale. A distant drum booms, and shouts of goblins echo from beyond the hill. Any character who attempts to see through this “sound illusion” automatically fails.
explode over the hill, running toward the group. In Darek’s preoccupied concentration for his criminal mischief, he did not notice a band of goblins closing in on him. When he did spot the advancing humanoids, Darek decided the best thing to do would be to get out of harm’s way, as fast as possible. The goblins, at a good distance initially, have steadily closed the gap and are now prepared for battle.
The moment can be a tense encounter. Darek, flustered and out of breath, will quickly try to explain the sudden war party of goblins about to boil over the hill. Our heroes will most likely ignore him, try to apprehend him, or argue with the wizard. Again, the humor of the situation could be that the heroes believe they are “in” on Darek’s game. After the appropriate conversation or attempts to subdue the frightened wizard, the goblins
Goblins (6) CR: 0, HP: 4, DMG: D4. Rusty axes, spears, and swords. In the ensuing battle, as the heroes do their best to figure out what is going on,
Darek will cast an invisibility illusion and escape. If the heroes notice it (Wisdom check), they can try to track his whereabouts later. The wizard has decided to split and return to the safety of his
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abode. He leaves his wagon and mule behind.
wizard. There is a fireplace (not currently lit) and a newly built stable in the back. A 50 ft. clearing extends in a radius from the cottage.
Feel free to let the battle finish however you choose. Once it is over and enemies have fallen or fled, Darek should be discovered missing. The wizard did not make any effort to hide his tracks, so some character with wilderness skills should lead the group to Darek’s abode.
If the group decides to bring
along the wagon, they find
nothing but a sack lunch,
quarterstaff, and empty chest
inside.
As the heroes approach, Darek has holed himself up in his cottage, terrified beyond measure after encountering yet another goblin war party. Characters may wish to make listening actions of some sort or sneak up on the clearing. The goblins, 12 in all, have surrounded the house, and one has lit a torch, evidently intent on burning down Darek’s home. The heroes have a choice to engage the goblins, save Darek’s life, or watch.
SCENE TWO: BATTLE AT DAREK’S CASTLE
These goblins are the similar to their counterparts from the previous battle.
Darek’s cottage, hidden amongst a thick patch of woods, is a sparse affair -- a four-walled wooden box with crudely thatched roof. A few modest repairs and changes have been made over time to the cottage, but it is hardly a magnificent abode for a
Goblins (12) CR: 0, HP: 4, DMG: D4. Rusty axes, spears, and swords. During the fight, a frightened Darek might peek
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from one of his empty windows from time to time. Once the battle is over, the mischievous wizard will apparently have disappeared from his cottage. Worried that the heroes would not defeat the goblins, he climbed up into the fireplace and is hiding there, covered in soot and ash. You might considering making it an ordeal just to pry the pathetic spell caster from his brick prison. If the heroes return his wagon and mule, he will soften and be more cooperative.
Coluris A powerful trade city to the north, emissaries, merchants, and travelers regularly head to and from Coluris through the Southlands. They need guards, laborers, and guides. Sometimes, they can offer tantalizing clues to future quests or come to hide out from bounties placed on their heads. A few might be wizards or clerics.
The Southlands The Southlands have a reputation as decent farming land, settled by hardy, independent-minded families who till the soil for generations. Rumors suggest that the occasional farmer discovers a gem or piece of broken armor in the fields. Are there ruins or dungeons beneath the farmland? Why do goblins claim this land as their own?
SCENE THREE: RIDE TO JUSTICE Despite Darek’s bad day,
the heroes will probably still feel inclined to bring him into justice. If they kill him or if he is killed during a battle with goblins, the heroes should not receive any bounty reward for his capture. However, any local constable
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will gladly take in the wizard (alive) and keep him out of harm’s way for a few weeks at least.
buildings or return in the middle of the night. Their intent is to run the villagers off. However, the goblins are not afraid to use their pointy weapons for bloody effect.
Unfortunately, evil is at hand. As the heroes make their way back to a constable or town of choice, the village appears to be under siege. Four goblin war parties are making light raids through the town square, while the constable and other brave villagers do their best to fend them off. The goblin war parties are part of a light offensive by a local tribe to gain more farm ground for its people.
Goblins (8) CR: 0, HP: 4, DMG: D4. Rusty axes, spears, and swords. Each goblin war party has 8 . There are 4 total war parties. Goblin Chief CR: 3, HP:18, D8 damage from Battle Axe
CONCLUSION You may conclude the story as you like. In a perfect world, the heroes will use their wits, cunning, and tact to defeat the goblins, save Darek’s life, and ride off into the sunset. Darek should also have a chance to become a minor hero. Villagers should might also be rescued. For saving the town, the heroes (and Darek) will find welcome respite there as long as needed. A small reward of
Feel free to run this
closing battle anyway you wish, and make sure Darek has an opportunity to redeem himself, casting some spell that blasts a goblin into oblivion or saves the life of a child. The goblin war parties could do their best for several days to harass the villagers -their intent is not mass murder. They may set fire to
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200 gold coins will also be offered. A family heirloom or two, magical in nature, might be given to particularly creative heroes.
more than our heroes or local commonfolk suspect? Is it possible that Darek is actually the mastermind behind the goblin invasion? Is it possible that Darek is preparing an army of vicious humanoids that will build a kingdom and conquer all that lie in its path? Is it possible that Darek’s magical skills are far greater than he lets on?
Furthermore, Darek will turn his life around. He now decides to be the town intellectual and sage, offering his magical skills and knowledge to help the village remain strong. News of this will eventually reach Coluris, and the wizard’s father will finally be pleased with his son.
If you decide to go this route, Darek could become the center of a long term campaign about this inconsequential farmland, its people, and its independence.
In any event, the GM can feel free to use this small 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
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Hero Sheet Name:
Player:
Class:
Race:
Strength
Hit Points
Dexterity
Armor Points
Constitution
Weapon
Intelligence Wisdom Charisma Specials
Items
Notes
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Damage
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