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RedHack

Written and Designed by: Petros Moros - @Petrollsnat1 (Twitter)


Cover art by: @Approtis (Instagram, Twitter)
Dedicated to: Anna Moros

Website: thenatone.com

Play Testers:
Charles Capehart-Gidney
Devon Rosenkoetter
Jacob Dechant
Matt Endicott
Ryan Williams
Timothy Downing

Additional Playtesting & Consultation:


Alfonso Martinez
Anastasios Moros
David Taylor
Matt Boulanger
Mark Workman
Oscar Talamantes

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Table of Contents
Introduction 4

Character Creation & Advancement 8

Gear 20

Gameplay 28

Magic 36

Game Master’s Section 44

Encounters & Bestiary 60

Narcissus Complex - Sample Adventure 70

Character Sheet 82

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Introduction

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Foundation - What is RedHack?
RedHack is a Tabletop Role-Playing Game (TTRPG) that follows these
design choices:
Classless: As your character gains more experience through their
adventures, they will become more skilled in the areas they chose to focus.
There are no set classes, just feats that shape your character.
Grounded: Player Characters (PCs) are mortal. PCs become more skilled
as they level, but health points stay low.

Rulings, Not Rules: The rules provided are intended to get your group
playing as fast as possible. The GM, working in cooperation with the
players, fills the gaps. The final say on rulings goes to the GM.

RPG: ‘Game’ in ’Role-Playing Game’ firmly stands its ground. May the
dice gods smile on you when bad decisions have been made. Managing
your character’s resources well will give you the edge you need.

Deadly Combat: Health pools are small and weapons pack a punch.
Approach combat carefully. Characters will die, but that’s part of the fun!
Having a character survive to high levels is an achievement.

Magic is Dangerous: Wielding the supernatural forces of magic is playing


with fire (sometimes literally). Magic is not a well-understood art. Misfires,
mutations, and other mysterious side effects are common.

A Living System: This is just a starting point. The players and GM are
expected to work together to create new races, feats, spells, and systems.

Some Experience Recommended: RedHack isn’t great for a group of


players all new to TTRPGs. There is an assumption that at least one
participant, preferably the GM, has experience with TRPGs.

A Hack of some Hacks: RedHack was inspired by “Five Torches Deep”,


“Dungeon Crawl Classics”, “Savage Worlds”, and “The Black Hack”.
They’re all excellent and deserve a space on your shelf! Other inspirational
media is in ‘Appendix N’ of the Game Master Section.

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The Basics
Roles and Responsibilities
One person runs the game as the Game Master (GM). The GM
establishes the setting and controls the Non-Player Characters (NPCs)
and monsters.
Everyone else plays their own individual character, a Player Character
(PC). PCs are the protagonists of the world the GM creates.
PCs, NPCs, and enemies are all referred to as characters.
When there is a gap in the rules, the players and GM are encouraged to
discuss what makes sense for the table. The final say goes to the GM.

Dice and Determining Success or Failure


Dice are used to determine outcomes. The PCs and GM will need the
usual dice set (4, 6, 8, 10, 12, and 20 sided dice).
Dice rolls are expressed in ‘xdy’. x indicates the number of dice to roll, d
stands for die, and y the number of sides the dice have. For example, 2d4
means two four-sided dice. 1d20 (or just d20) means 1 twenty-sided die.
The d20 is used to determine if an action succeeds. In most cases, roll:
d20 + linked ability modifier + proficiency bonus (when applicable)
Dice Check (DC)/Room Difficulty (RD) 1 is the target to meet or beat for
success. The RD is set by room/encounter and the GM should publicly
announce it. RD defaults to 11 but can be raised or lowered by the GM.

Advantage/Disadvantage
The GM will tell you when you have an Advantage or Disadvantage in a
situation. In either situation, roll two d20s instead of the regular one.
With advantage, take the higher result of the two d20s. With
disadvantage, take the lower result of the two d20s.
If you receive both, they cancel each other out.

Resource Management
At its core, RedHack is about PCs using all resources available to stay
ahead of the curve. This includes the traditional HP and Abilities, but also
some possibly new concepts such as SUP, Ud, and Load. These terms
are references in character creation but explained in the gear chapter.

1
Room Difficulty was popularized in Index Card RPG, check it out!
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Character Creation &
Advancement

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Character Creation Overview
Character creation starts at level one and follows these steps:
5. Select Skills
1. Select Race & Roll Abilities
6. Select Gear
2. Select HD & ID
7. Select Spells
3. Select Saves
8. Fill out Details
4. Select Feats

1. Pick Race & Roll Ability Scores


The six Ability scores define a PC’s strengths and weaknesses. They are:
● Strength (STR) modifies melee attack/damage and how much load
can be carried.
● Dexterity (DEX) modifies ranged weapon attack/damage and AC.
● Constitution (CON) contributes to Hit Points and travel distance.
● Intelligence (INT) modifies spell casting. It also determines max
supply (SUP).
● Charisma (CHA) determines the number of magic items that can be
equipped and the amount of retainers willing to work for the PC.
● Luck (LUC) modifies death saving throws and times when the GM
may ask for a straight d20 roll (such as random treasure rolls, etc).
○ Luck can also be burned. A PC can take luck damage to modify
their own roll. Example: Burn 2 luck for +2 to attack or damage.
Ability scores are generated by rolling dice. Which dice are rolled are
determined by race. Humans are the most common race, but other
sentient races also exist. The Race & Ability Dice Table is on the following
page.
Record both the score and the corresponding modifier (see table below).
Abilities must be applied in the above order. If the sum of the ability
modifiers is negative, discard and reroll abilities.
After rolling, PCs may move points around. For every two points removed
from a score, another score may go up by one.

Ability & Mod Table


Score 1-3 4-5 6-7 8-9 10-11 12-13 14-15 16-17 18+
Modifier -4 -3 -2 -1 0 +1 +2 +3 +4

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Race & Ability Dice Table
Race Ability Dice Racial Bonus

Human Roll 4d6 and drop the lowest for Swap the place of any two
all stats. scores.
Dwarf Roll 5d6 and drop lowest 2 for Infravision. Fluent in
CON and STR. The rest are 3d6. Dwarvish.
Elf Roll 5d6 and drop lowest 2 for Starts with proficiency in
DEX and INT. The rest are 3d6. DEX saves. Fluent in Elven.
Hafling Roll 5d6 and drop lowest 2 for Heal an extra point of luck
CHA and LUC. The rest are 3d6. every night (unsafe or safe).

Creating a custom race is easy. Choose two abilities that are each rolled
at 5d6, dropping the 2 lowest. The rest are 3d6 in order. Then, create a
racial bonus. As always, GM approval is required.

2. Pick Hit Die and Initiative Die


Pick d4, d6, d8, d10, or d12. That die will be used for both Hit Die (HD)
and Initiative Die (ID). It is a sliding scale.
Higher HD is better; it means a PC will have more health and heal more
quickly during rest. Full HD is added to a PC’s CON Score to determine
Hit Points (HP).
Lower ID is better; it determines turn order in combat. IDs are rolled at
the start of combat, with lower numbers acting before higher numbers.

3. Pick Saves
Choose two ability scores to receive proficiency (prof) bonus when rolling
them as saving throws. Saving throws are detailed in the gameplay
section.

4. Pick Features (Feats)


Feats in RedHack are used to build/replace traditional classes2. They are
categorized by group (Arcane, Divine, Expert, Primal, and Warfare) for
organization, but there is no benefit for sticking to a single group. Some
Feats have prerequisites (Prereqs), requirements prior to selection.
All PCs select 3 feats at level 1.

2 Classes system loosely inspired by Savage Worlds, check them out!

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Arcane Feats
Feat Prereqs Details
Cannot have
Cantrips Ability to cast spells. Learn 3 Cantrips.
Vow
Proficiency in casting Minor Spells. Learn 3
Minor Spells Cantrips
Minor spells.
Moderate Minor Spells, Proficiency in casting Moderate Spells.
Spells level 5 Learn 2 Moderate and 1 Minor spell.
Moderate Proficiency in casting Major Spells. Learn 2
Major Spells
Spells Major and 1 Moderate Spell.
Moderate Pick an Alter Reality spell. It’s now cast as a
Quickcast
Spells quick action.
Learn 4 new spells in any level(s) you have
Arcane Study Cantrips
proficiency in.
Control Cantrips Immune to magical mishaps.
Elemental damage (Cold, Fire, Electricity,
Elementalist Cantrips
Acid) may be used for channel destruction.
Mastery Cantrips Pick a spell. Duration or area is doubled.
Can cast without verbal or somatic
Stealth Caster Cantrips
components.
The Devil Quick action: deal damage to yourself for
Cantrips
Inside an equal bonus to your next damage roll.
Quick action: deal damage to an adjacent
The Devil
The Devil is I willing or helpless target for an equal bonus
Inside
to your next damage roll.
Detect Magic - Can sense magic nearby.
Gain a small animal companion that you
Familiar -
can see, hear, and speak from.
Spirit Animal Familiar You can now cast spells from your familiar.
For any arcane checks (spell casting,
Force of
- reading scrolls, magic item craft, etc) use
Personality
CHA instead of INT.
Obvious Arcane Tattoos all over your body
Initiated -
act as +1 spell foci.

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Divine Feats
Feat Prereqs Details
Make a (GM approved) vow to your god. While
Cannot
kept, +4 to each HP healing dice you roll. If the
Vow have
vow is broken, this feat (and all that need it as a
cantrips
prereq) are lost until amends are made.
Bless Vow Action. Two allies gain +d4 to their next d20 roll.
Can create binding oaths/contracts between any
Enforcer Vow two willing targets. Broken oath punishment
selected by GM (Horrid luck, unable to rest, etc).
Allies within line of sight gains advantage on Luck
Guide Vow
saves (including death saves).
Ward Guide Allies in line of sight have advantage on saves.
Once/rest, action to heal 1d6/level HP that can be
Healer Vow
divided among any number of targets.
Once/rest, heal d4 ability damage (divided among
Mender Healer
any number of targets).
Miracle Once/rest, target may heal non-HP damage (lost
Healer
Worker sight, missing limb, various status effects, etc).
Enemies will avoid targeting you in favor of others
Of the Cloth Vow
targets, all things being equal.
Of the Once/encounter: When a target attacks you, they
Sacrilege
cloth take equal damage. They are aware of this.
Protection Vow You take half damage from magic attacks.
Divine Roll a luck save. On an 18+, your god intervenes
Vow
Intervention in a major way. Can only attempt 1/day.
Rebuke Vow Once per combat encounter, force morale check.
Undead and other unintelligent creatures are no
Turn Evil Rebuke
longer immune to morale rolls.
Smite Rebuke Deal +d10 damage against evil enemies.
Stalwart Vow No need to eat or drink.
Vigilant Stalwart No need to sleep.
Enlightened Vigilant No longer ages.
Third Eye Vow Gain infravision, the ability to see heat.
Judgment Third Eye Target NPC that maintains eye contact cannot lie.

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Expert Feats
Feat Prereqs Details
Alert - Roll Initiative with advantage.
Sixth Sense Alert Allies roll initiative with advantage.
Diversion Alert Enemies roll initiative with disadvantage.
For the purpose of renown, the highest
Bard -
ability score mod is doubled.
There is a 50% chance of knowing a friend
Knows-a-guy Bard
at new locations.
Calculating - Use INT mod instead of DEX for AC.
Auto-succeeds all climb checks. Can climb
Cat Burglar -
sheer and near perfectly smooth surfaces.
Int score doubled for the purpose of hiring
Gang Leader -
retainers. Receive a 20% discount.
Ghost - Move at a regular speed while sneaking.
Guerrilla Tactics - Can stealth after attacking as a quick action.
Guerrilla
Artery Slice Deal additional 2d6 when sneak-attacking.
Tactics
Guerrilla
Execution Sneak attacks critical on 18-20.
Tactics
Inspirit - Allies heal +d8 per rest.
Lighting Reflex - Trap and Area of Effect damage halved.
Prepared - Gain proficiency in two more saving throws.
Quick Study - Level up every 3 sessions (instead of 4).
Gain permanent advantage in two proficient
Savant -
skills.
Skilled - Gain proficiency in 5 additional skills.
Gifted Skilled Double proficiency bonus for skill rolls.
Gain permanent advantage in one proficient
Supernatural -
saving throw.
Treasure Hunter - Able to carry an additional 8 load.

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Primal Feats
Feat Prereqs Details

Ambusher - When ambushing, gain an additional turn at the


end of the surprise round.
Druid - Learn Druidic, the language of animals.
Greenthumb Druid Gain the ability to speak with plants.
Proficient in casting Minor Spells. Learn 3
Old Magic Druid
Minor spells.
Ancient Old Magic, Proficiency in casting Moderate Spells. Learn 2
Magic level 5 Moderate spells and 1 Minor spell.
Choose the weather. Takes effect over the
Storm Caller Druid course of two hours and lasts 24 hours if not
renewed.
Wild Skin Druid As an action, become a bird, rat, fish, or
another small animal (+2 AC, unable to attack).
Once/day become a large animal for 1
Feral Skin Wild Skin hour/level. Choose 2: Gain 10HP; +2 AC; +10
ft movement speed; d8 claw damage; Gain a
swim, fly, or climb speed; +5 perception.
Innately know when your target, living or
Hunter - inanimate, is in the vicinity or recently passed
through the area.
Roll 2 d20s at the start of the session and
Prescience - record the results. You may expend a result
and replace any other d20 roll result with it.
Always succeed on athletics and pathfinding
Ranger - (survival) checks when traversing the hex map.
Advantage to survival when foraging.
Advantage to perception, stealth, and survival
Stalker Ranger when hex crawling. The party leaves no trace
of their passing.
Speedy - Additional 10 feet of move speed. Ignore
difficult terrain.
Stoic - Ignore exhaustion die (but going above d12 still
kills you).
Thrifty - Ud only diminishes on a 1 (instead of 1 or 2).

Warden - When resting in the wilderness, the camp is


treated as a safe rest location.

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Warfare Feats
Feat Prereqs Details
Accurate - Ranged attacks critical on 19 or 20.
Use DEX Mod instead of STR for Melee
Agile Fighter -
attacks and damage.
Armor Training - Proficient in Light and Heavy Armor.
Beefy - +12 Permanent HP.
Use INT mod instead of DEX for ranged
Careful shot -
attacks and damage.
Uses your move action. Grants one ally an
Commander -
immediate action.
Two Melee or Ranged weapon attacks per
Double Attack Level 5
action.
Double Three Melee or Ranged weapon attacks
Triple Attack
Attack per action.
Like a bee - Unarmed attack deals d4 + STR.
Like a butterfly Like a bee Unarmored AC: 11 + Prof + Dex.
Martial Training - Usee martial weapon damage dice.
Martial +1 Armor Class (AC) when dual wielding
Sword Wall
Training weapons.
Storm of Swords Sword Wall +2 damage when dual-wielding.
Phalanx - Adjacent allies gain +1 AC.
Rage - Permanent +3 damage dealt and taken.
When the max value on damage dice (4 on
Overkill Rage d4, 8 on d8, etc) is rolled, roll again and
add the result. Repeat as needed.
Ruthless - Melee attacks critical on 19 or 20.
Immune to morale checks. Allies who
Sentinel -
can see you gain advantage on morale.
+1 to your next d20 roll for every
Tenacity -
consecutive failed d20 roll.
Thousand Cuts - +1 damage to all attacks that hit.
Tough Skin - +1 Permanent AC.
Grapple skill checks now also add DEX
Wrestler -
Mod (in addition to STR Mod).

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5. Pick Skills
PCs start with 5 skills they are proficient in. When a PC is proficient in a
skill, they add their proficiency bonus and linked ability modifier. When a
PC is not proficient in a skill, they only add their linked ability modifier.

Skill List
Skill Ability Description
Acrobatics DEX Tight ropes, swinging, balancing, catching
Arcana INT Knowledge of arcane magic
Athletics STR Running, climbing, jumping, enduring
Coerce CHA Threaten or intimidate
Deception CHA Lie or trick
Diplomacy CHA Negotiate or discuss
Disable Device DEX Pick locks and disable traps
Disguise CHA Look and act like someone
Druidic Magic INT Knowledge of the primal forces of the world
Used for repairing & crafting your selected
Craft _____ INT
specialty (armor, buildings, potions, etc)
Grapple STR Wrestling a target into submission
Heal INT Used to treat injuries and administer medicine
Insight INT Read between the lines; discern lies
Understand verbal, written, or other forms of
Language INT communication. Learn additional languages
equal to your INT mod.
Lore INT Knowledge of history, geography, legends, etc
Perception INT Perceiving the world
Perform CHA Speeches, singing, and inspiring
Research INT Searching through tomes for information
Religion INT Knowledge of the divine
Rumormonger CHA Spreading or collecting rumors
Sleight of Hand DEX Pickpocketing and misdirection
Stealth DEX Sneaking and hiding
Survival INT Tracking, hunting, gathering additional supply
Determining a battle’s outcome, identifying
Warfare INT
ambush points, locating defendable points, etc.

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6. Gear3
Players start with the below. If they go over their load, they can choose to
have the extra equipment at home. See the gear chapter for more details.
● Choose 2 of the following:
○ 2 Weapons
○ 1 Weapon & a Shield
○ Healing Potion (Ud4)
○ Poison (Ud4)
○ Ammo (Ud6)
○ Spell components (Ud6)
○ Armor
● Choose 3 pieces of mundane gear. Expendable items, such as
torches or caltrops, are Ud6.
○ Examples: Rope, torches, 10-foot pole, a Crafting/Tool Kit
(potion, cooking, scribe’s, thieve’s, repair, healer’s, etc).
● Max SUP (Max Sup = Int Score), Ud6 Rations, and 6d6 Gold

7. Pick Spells
If you have them, pick spells from the Magic chapter.

8. Final Details
These closing points will help round out your character.
● Hit Points (HP) = Constitution Score + Max Hit Die + any feats
● Armor Class (AC) = 9 + Prof + Dex (if unarmored). Armored PCs
see ‘armor’ under the gear chapter.
● Proficiency (Prof) = +2 at level 1. It raises as you level up.
● Max Load = Strength Score + any feats
● Morale = Int Mod + Proficiency
● Max Supply = Int Score + any feats
● Max Magic Items = Charisma Mod + 1 (minimum of 1)
● Max Retainers = Charisma Score
● Movement Speed = 30ft
● Name and Backstory: You’ve created your character which
details what they are good at. Now write a few sentences of
backstory to tell who they are and how they got their skills.

3 SUP and Ud explained in the gear chapter

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Character Advancement
PC experience is granted by attendance. 1 XP for each session attended;
PCs level up at every increment of 4 XP.
With time, the level gap between PCs may grow, but that's okay. PCs get
better at what they do, but the difference will never be massively
significant. Even a smart level 1 PC can be helpful to a party of level 9s.
Characters follow the below progression as they level up.

Level Prof Improvements


0 +1 Optional rule. See ‘Meat Grinder’ in the GM section
1 +2 Character Creation
2 +2 +1 to an ability score of your choice, 3 additional HP
3 +2 Pick a Feat
4 +3 +1 to an ability score of your choice, 3 additional HP
5 +3 Pick a Feat
6 +3 +1 to an ability score of your choice, 3 additional HP
7 +3 Pick a Feat
8 +4 +1 to an ability score of your choice, 3 additional HP
9 +4 Pick a Feat
10 +5 Retirement

Reaching level 10 can be considered a win-state. The PC can choose to


continue adventuring or retire with a "good" ending.
Retirement might mean building a wizard’s tower, becoming a warlord,
running a monastery, becoming a noble, running a guild, founding a town,
building a fortress, etc. If the player chooses that it’s more appropriate for
the PC, it might even be a more mundane or peaceful retirement of
returning to the farm and starting a family.
Regardless, when the player is ready and chooses to have the PC retire,
the PC and DM should work together to generate a fulfilling story cap. The
PC can turn into a recurring NPC, possibly even become a major player in
the world.

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Gear4

4 A portion of the gear section was inspired by Five Torches Deep. Check them out!

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Weapons
All weapons are generated following a two-step process.

1. Choose a Basic Weapon Template


Select a one or two-handed weapon.
● One-handed weapons deal d6 damage.
● Two-handed weapons deal d8 damage.
● One-handed weapons with the martial training feat deal d10
damage.
● Two-handed weapons with the martial training feat deal d12
damage.

2. Add Traits
Add weapon traits as necessary. Beneficial traits lower damage die by one
on the dice chain, negative traits raise damage die by one. The damage
die chain is: d4, d6, d8, d10, d12.
Moving up and down the chain is short-handed as +d or -d. Examples of
weapon traits:
● Making a short sword: One-handed weapon = d6
● Making a Sword and PC has Martial Training = Two-Handed
Weapon with Martial training = d12
● Making a bow: Two-handed Weapon - Ranged [-d] = d6
● Make a throwing axe: One-Handed Weapon - Ranged [-d] = d4
● Give a long spear (10’ melee range) and the PC has Martial Training:
Two-Handed Weapon with Martial training - Reach [-d] = d10
● Making a crossbow: Two-handed Weapon - Ranged [-d] + Slow
reload (uses move action) = d8

Other Details
Melee weapons add STR mod to attack & damage.
Ranged weapons add DEX mod to attack & damage. Thrown have a
range of 30’ + (STR Mod * 5’). Projectiles (such as arrows) have a range
of 120’.
When dual wielding (DW) one-handed weapons, make a single attack
roll. If it hits, roll damage die twice and take the highest result.
Unarmed attacks deal STR mod damage (min 0… no healing punches).
One-handed weapons have two DUR, two-handed have four.

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Armor
Using armor requires the Armor Training Feat. PCs using armor without
the feat take disadvantage to all actions. Shields do not require
proficiency.
As a quick action, PCs can trade armor/shield durability for damage
prevention. For every one durability traded, d6 damage is prevented.

Armor Type AC Load Durability Notes


Disadvantage to Athletics,
Heavy Armor 12 + Prof 5 5
Acrobatics, and Stealth
Light Armor 11 + Prof + Dex 2 2 —
None 9 + Prof + Dex - - —
Shield +1 1 2 Occupies 1 hand

Durability, Sundering, and Repair


Equipment has durability (DUR); the sturdier it is, the higher DUR rating.
Glass and cloth have 1 DUR, wood 3, metal 5, and Magic/Holy items have
10. If an item reaches 0 DUR, it’s permanently destroyed.
Sundering damage happens during a critical and reduces DUR by 1.
Rolling a critical failure causes the weapon/item being used to lower DUR
by 1. A critical success lowers target item or armor’s DUR by 1 (if
appropriate).
Repairs restore durability. No check is necessary to repair the item if the
PC is proficient in craft, is in a safe location, and has the right tools.
Repairing a sundered item with improper tools, while not proficient, or
during unsafe rest requires a craft check with DC 11 + DUR attempted to
be repaired (such as DC 13 for 2 DUR). Having the right kit grants
advantage to this check.
Each DUR repair attempt requires 2 SUP and 1 hour of labor.
Magic item repair requires separate craft and arcane checks at the same
DC to repair. If either skill check fails, the repair fails.

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Load
Items carried are tracked by load. Each item about 10 inches or 10 lbs is
considered 1 load. Items and weapons are 1 load for each hand used
when wielded. 100 gold is 1 load. Other miscellany can be stacked into 1
load.
PCs are able to carry load equal to their STR score. Carrying load over
their STR reduces their speed by 5’ for every point of load over their STR,
and forces disadvantage on all checks.

Limited Resources
Usage Die5
Usage Die represents an abstract way of tracking limited resource use.
Usage die is presented as ‘UdX’ (Ud4, Ud6, etc). When a consumable item
is used, you roll the usage die. On a 1 or 2, the dice is downgraded to the
next lowest level. A 1 or 2 on a Ud4 means the resource is expended.
Each unit purchased or converted from SUP increases Ud by one (first
purchase of a set of arrows is Ud4, second is Ud6, etc). Maximum Ud is
Ud12 before a new stack is started. Each stack of Ud is one load.

Supply
Each PC has supply (SUP) up to their INT score. Five SUP is one load.
SUP can replenish Ud’s. SUP can’t create new items, only replenish items
the PC originally packed. Converting SUP into Ud is a balance. Higher Ud
means you get more uses: Ud8 (Ud8>Ud6>Ud4) averages to 16 uses,
while 3 Ud4s averages to 6 uses, but Ud can’t be converted back into
SUP.
The GM decides how much SUP something costs, keeping in mind its
rarity and complexity. An antitoxin is higher SUP than torches.
Replenishing supply: You can buy supply in a town (~5 GP per SUP). A
PC can spend an hour in a fertile region to forage SUP. A survival check
produces 1 SUP per rolled result over DC 10 (e.g. 13 = 3 SUP).

5 Usage Die originates from The Black Hack. Check it out!

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Examples of SUP and Uds
The below lists common items and the SUP needed for a level of Ud.
Item SUP When to roll Ud
Arrows 1 After every shot
Torches 1 After every encounter or every hour
Rations 1 Once per rest or day
Parchment 1 Whenever writing a note or creating a scroll
Rope (100’) 1 After every use
Lock Picks 1 After every lock picked
Components 2 After every spell (not rolled for cantrips)
Healer’s Kit 2 After every use
Smith’s Kit 2 After every use
Potion 3 After every use
Antitoxin 5 After every use
Poison 5 After every use
Holy Water 5 After every use
Alchemical Bomb 7 After every use

Hirelings
Hirelings are NPCs commanded by the PCs (but controlled by the GM).
Hirelings cost 5gp/day, for an acceptable amount of risk. They are level 0
characters. Hirelings fall into four categories:
● Laborers: ½ cost if local ● Arcansists: 3 Cantrips and 1
● Specialist: 2 skills at +5 minor spell known
● Soldiers: +2 attack, +5 HP

Followers are level 1 NPCs that pledge themselves to the PC’s service.
PCs can have Followers = CHA Mod + |Reputation|6- 6. The type of
follower (wicked or good) depends on the PC’s reputation. Reputation
is detailed in the gameplay chapter.
Followers can level up, gaining XP at half speed.
Both Hirelings and Followers can become PCs (when a PC dies). Hirelings
typically start at level 0 or 1, followers start at their current level.

6 Absolute value. Negative values become positive (-8 counts as 8).

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Gold & Currency
Peasants use silver pieces (SP) while everyone else uses gold pieces (GP).
10 SP = 1 GP. Favors are often requested as payment instead. In especially
rural areas, SUP may be used as currency instead of gold / silver.

Goods and Services


Prices reflect average circumstances in an average sized town. A luck roll (DC
11) may be required to find the specific mundane good in stock in more remote
locations. All prices in GP.

Arms & Armor


Arms Cost Armor Cost
One Handed Weapon 10 Light Armor 30
Two Handed Weapon 20 Heavy Armor 90
Shield 20

Adventuring Gear
Item Cost Item Cost
10 Foot Pole 20 Healing Potion (Ud4) 15
Animal, Donkey 50 Holy Symbol / Jewelry 50
Animal, Horse 150 Keg, Ale 10
Animal, War Horse 300 Keg, Wine 30
Animal, Dog 25 Oil (Ud4) 4
Backpack 5 Rations (Ud4) 4
Bell 2 Rope (50') 10
Caltrops (Ud4) 10 Sleeping Roll 5
Chain (50') 50 Supply (Sup) 5
Clothes, Adventuring 10 Tent (4 Person) 10
Clothes, Fancy 25 Tools/Kits (various)* 50
Crowbar 10 Torch (Ud4) 1
Flint & Tinder (Ud4) 1 Wagon 120
Grappling Hook 5 Water Skin 5

*Examples: Scribe's Kit, Thieve’s tools, blacksmith’s tools, Cooking Kit, etc.

- 25 -
Services
Services provided are wide and varied. Below are just a few examples.
Service Cost Notes & Examples
Local Guide Custom Cannot get lost in his area. 10 GP / day.
Craftsman* Custom 50 GP + PC must provide exotic materials.
Priest’s Prayers 20 Absolve sins, final rights, pray for victory, etc.
Inn Room 2 A stiff mattress and a wobbly door latch.
Ship Passage Custom 1 GP/day/head.
*Price for mundane items. Magic/Divine items cost twice the craft price.

Structures
Prices reflect custom built, average quality structures. Prices can go up or
down by 50% based on quality. Buildings are fully furnished and unstaffed.
Structure Cost Notes & Examples
Shack 200 Tiny, single room structure.
Town House 1,000 Multi-room residential structure.
Business (Small) 5,000 Small storefront, drinks-only pub, office, etc
Business (Large) 10,000 Inn, warehouse, full-service tavern, etc
Workshop 7,000 Blacksmith's forge, alchemist's lab, etc.
Temple 15,000 House of worship to a single god or pantheon.
Guild Hall 20,000 Adventurer’s guild, thieve’s guild, monastery
Fortress 75,000 Castle, fortified mansion in the city, etc

Business / Passive Income


PCs may choose to invest in businesses to earn a passive income. Use the
following two step process to calculate monthly profit.
% Profit = d20 + INT Mod or CHA Mod + LUC Mod - 10
Monthly Profit = % Profit * Business Value7
If negative profit (loss) isn't paid, the business is shut down and forfeited.
Example: Ryan rolls a 14 on the d20. He has an INT of +2 (higher than his +1
CHA) and LUC of -1, making the roll 15. He then subtracts 10 for a total of 5.
This becomes his % Profit (5 = 5% or .05). If he bought his business for
10,000 GP, he made 500 GP profit (10,000 * .05) for the month.

7 Business Value = Purchase Cost

- 26 -
Crafting
To craft, a PC must be proficient in the appropriate craft skill.
Mundane items start with a base of DC 11, 5 SUP, and 1 day, but might be
raised/lowered given the complexity (selected by GM discretion). Some items
might require specific components in addition to SUP.
Failure ruins the item and materials. DC 20+ generates a Masterwork item (+1
attack/damage, AC, etc).

Potions and poisons


Potions and Poisons may also be crafted as described above. Potions heal
d6 HP. Poisons deal d4 ability damage (ability chosen when the poison is
crafted) or grant a level of exhaustion.
DC 11 creates Ud4 amount. Every 2 above that raises Ud by 1 (13 = Ud6).
Poisons have a save (rolling ability that will be damaged) equal to the craft
DC. On a fail damage is dealt and the save must be repeated every 24 hours
or the damage is rolled again. A heal check can also stop the poison.
Masterwork potions heal 3d6. Masterwork poisons give disadvantage to
saves.

Divine Artifacts or Magic Items8


Divine Artifacts or Magical items may also be created. The regular crafting
rules apply, but another step happens concurrently. This step requires an
arcane or religion skill check, as well as a gold cost (used as an arcane
reagent or diving sacrifice).
The GM and player discuss what the PC is trying to create, and the GM sets
the DC, gold cost, and identifies any specific material components. The GM
may rule the item cannot be created.
Straight stat bonuses (AC, attack, damage, etc) shouldn’t be the primary goal,
but DC 20+ on the spell or religion check creates a powerful item (+1
attack/damage or AC). This can stack with masterwork items.
Wands can be created. If crafted successfully, a spell caster casts the spell
they want to load into the wand repeatedly until they fail. That determines
many charges the wand has. It cannot be reloaded.

8 See the Legendary Items section in the Game Master’s chapter

- 27 -
Gameplay

- 28 -
Combat
Rounds and Actions
Combat is turn-based; each character has a turn one after another. When all
characters have had their turn, a round is completed. On their turn, characters
can take an action, a move, and a quick action.
● Action: Attack, perform most skill checks, cast a spell, etc. An action can
be traded for an additional move (but not vice-versa).
● Move: Move your character’s speed (30 feet unless encumbered).
Moment speed through rough terrain, climbing, or swimming is half your
typical speed. If using a grid, each square is 5’ by 5’. You can split
movement up, taking an action in the middle.
● Quick action: Reflexive secondary actions such as yelling a few words,
dropping an item, or special moves granted from feats or abilities.

Turn order and Starting Combat


When combat begins, everyone rolls their initiative die. The smallest number
go first. Ties are rerolled to determine who goes first.
In a surprise attack, ambushers get advantage on their initiative roll and
defenders get disadvantage.

Attacking & Damage


To attack, roll a d20 + proficiency + the character’s:
● STR for melee weapons
● DEX for ranged weapons

If your result meets or beats the target number it hits, and damage is dealt.
Weapon damage is determined by the weapon itself + the same linked ability
modifier used in the attack.

If a PC has multiple attacks, they may spread it out throughout their turn or
movement.

- 29 -
Critical Hits and Misses
When attacking, special things happen when the d20 lands on a 1 or 20 (these
are called natural or “nat” 1 or 20).
● Nat 20: Critical Hit/Success! These attacks always hit and deals
double damage. It also causes 1 durability damage.
● Nat 1: Critical Miss/Failure! These attacks always miss. If using a
weapon, it takes one durability damage. If casting a spell, check the
misfire table.

Damage & Death


Damage is subtracted from the character’s remaining Hit Points (HP).
Characters that are exactly at 0 HP are knocked out but wake d6 hours later
at 1 hp.
Any combatant that would reach negative HP is instead at 0 hit points and is
dying. The dying immediately rolls a Luck Saving Throw.
● 20+: Dumb luck. Character ignores the damage of the last hit; it looked
much worse than it actually was.
● 11-19: Live to fight another day. Unconscious at 0 hp. Also d4 damage
to a randomly determined ability score.
● 2-10: Deadman walking. The PC can take one immediate, defiant last
turn. Any proficient d20 roll is treated as a critical successes. The PC
then collapses and watch themselves bleed out. There is no saving
them, but they have enough energy for a few words after combat.
● 1 & below: Snuffed out. Instant death. Gone before they realize it.
PCs die with an ability score of 0 or below.

Healing
HP Healing: A PC heals maximum hit die per night of safe rest. During a night
of unsafe rest, the PC would roll their hit die and heal for the resulting amount.
Example: A PC with HD 10 would heal 10 hp resting in an Inn, but heal d10
resting in the wilderness.
Ability Healing: With a medicine check of DC 11, a point of ability damage
may be healed per night. PCs also heal 1 randomly determined point of ability
damage per night of safe rest.

- 30 -
Saving Throws
In cases where a PC's chance of success is out of their direct, conscious
control, a saving throw is rolled. A saving throw is always linked to an ability
score. Examples of each:
● Strength Saving Throw: Walking against a mighty wind.
● Dexterity Saving Throw: Jumping out of the way of an explosion.
● Constitution Saving Throw: Resisting the effects of poison.
● Intelligence Saving Throw: Seeing through illusions.
● Charisma Saving Throw: Keeping your cool.
● Luck Saving Throw: Being randomly selected/spotted.

Morale
The GM can call for a morale check. Morale can be rolled for the PCs, the
enemies, or both. PCs should only check morale against truly horrifying
monsters or when a battle is, or has become, hopeless. Those who succeed
a morale check stand and fight. Those who fail attempt to flee.
Morale checks for players and friendly NPCs are set by the RD. If PCs fail,
they can repeat at the end of every turn.
Morale checks for enemies always have a DC 11. Enemies add their number
of HD to morale. Undead and mindless beings are immune to morale checks.
The GM may call for a morale roll when:
● First blood is drawn
● A key PC/NPC is killed or incapacitated
● One side clearly begins to win

Traps
Traps can include noise-making alarms, snares meant to catch thieves, and
outright damage-dealing devices. They can be countered by detection and
avoidance or disabling.
Traps should be hinted at. Examples: A doorway or threshold that is covered
in arcane glyphs, obvious gaps in flooring to indicate saw blades, or entering
a room with heavy scorch marks.

- 31 -
Additional Combat Rules
Attacks of Opportunity (AoO) & Disengage: If a character moves out of an
enemy melee range, the enemy may take a free attack. Spellcasting or using
ranged weapons in melee also provokes AoO. Characters may disengage as
an action to prevent being targeted by AoOs.
Grappling: Grapple is an opposed skill check. The winner deals damage
equal to STR mod and throws the target 5 feet or pins the target to prevent
movement and gives them disadvantage to all actions (including escaping).
Reckless Attack: A PC may make a reckless melee attack. The PC
immediately rolls a DC 11 LUC check:
● Success: Advantage on the attack. If it hits, deal double damage.
● Failure: Disadvantage on attack. Enemy gets a free AoO.
Firing into Melee: When firing into melee and the attack misses, all adjacent
from the original target roll a LUC save. The lowest number gets hit. If all Luck
saves are over 11, the arrow misses everyone.
Falling Damage: Characters take d6 damage for every 10 feet they fall.
Sneak Attack: Attacks have advantage when a target is unaware or is
flanked. If a target is completely helpless, GM may rule it an instant kill.
Inspiration: The GM can award inspiration to PCs for cool moments or good
RP. Inspiration can be used at any moment to gain advantage.
Ongoing Fire Damage: PCs may use an action to extinguish flames on
themselves or in a small area (5’ by 5’). Fire deals d4 per round.
Darkness: PCs, and NPCs without infravision have disadvantage to
perception, morale, and most actions or attacks (GM Discretion). Assume
monsters have infravision. Stealth is rolled with advantage in darkness.
Stunned: Stunned PCs/NPCs can only use a move or action, but not both.
Exhaustion: Exhausted PCs subtract their exhaustion dice from all d20 rolls.
Exhaustion starts at d4 but escalates through the dice chain up to d12 as the
PC becomes more exhausted. A level over d12 results in death.
Exhaustion levels are gained for various sources, including every 24 hours
without rest, from poison, being sickened, or from failing hex travel checks.
Each day of rest removes one level of exhaustion.

- 32 -
Exploration
Hex Crawl
The PCs will begin with an empty hex map. It's up to them to fill it out as they
explore. 1 Hex is 6 miles across. Full-day travel speed is as follows:
● One Hex/Day: Thorough exploration of the Hex while moving very
stealthily. Advantage to perception, survival, and stealth.
● Two Hex/Day: Regular, cautious speed. No advantage/disadvantage.
● Three Hex/Day: Con 11+ or DC 11 Athletics check. Fastest speed
through the wilderness (no roads/rivers to follow). Minimal precautions.
Disadvantage to perception, survival, and stealth.
● Four Hex/Day: Con 15+ or DC 15 Athletics check. Must have a road,
river, or shore to follow. No precautions were taken to remain
undetected. Disadvantage to perception and survival. Enemies actively
hunting the party in the hex will always find them.
Failing the Athletics DC means the PC takes a level of exhaustion. When
moving distances of 4 hexes subsequently, checks must be made at both third
and fourth Hex.
A survival check must also be made by the group’s pathfinder at each Hex to
avoid getting lost. This is typically a DC 11 but can be higher or lower. It’s
impossible to get lost when following a road or shore.
If the survival DC is failed, roll a d8:
● 1-6: the PCs end up in an adjacent hex, with 1 being their desired
destination. PCs can get lost and, by chance, end up at their goal.
● 7-8: the PCs have wandered in circles, ending in the same hex.
Perception, Stealth, and Survival checks may also be used during hex
crawling to see if enemies are following, hide from enemies, and track
enemies respectively.
Horses grant a +1 hex/day. Example: A PC on horseback can travel three
hexes without a Athletics check or five hexes with a DC 15 Athetlics.

Chases
A chase is an athletics or acrobatics skill competition. If one character has a
higher move speed than the other, they have advantage. The difference
between the roll-off is the distance in feet gained or lost that round.

- 33 -
Renown and Reputation
Renown determines if an NPC has heard of you. Reputation determines
what NPCs think of PCs they’ve had no or limited interaction with.

Renown
Renown is the likelihood that an NPC has heard of a PC’s deeds and actions.
Renown score is PC level + highest ability mod. If the GM rolls a d20 under
renown score, the NPC recognizes the PC.

Reputation
Reputation starts at a score of 0 (neutral) and ranges from -9 to 9. The GM
may give PCs a point of reputation for kind or heroic deeds, and penalize a
point for selfish or cruel acts.
The more positive a PC's reputation score is, the better their reputation. The
more negative, the worse their reputation is.
Reputation is not necessarily reflective of reality. Examples: An enemy can
spread slander to lower rep. A minstrel can be hired to sing of the PC’s mighty
deeds to raise rep.
A rumormonger skill roll may also be used once per settlement to give or take
(player’s choice) one point of Rep. DC = 11 + |reputation|.

Meeting New NPCs


When meeting a new NPC, the GM may roll a renown role. If it succeeds, the
NPC has heard of the PCs and knows of their reputation.

Along with general roleplaying guidelines for the GM, Reputation has a
mechanical benefit. If a PC has a reputation of 4+, they’re considered
trustworthy and have advantage on diplomacy and deception checks. If a PC
has a reputation of -4 or less, they’re considered wicked and have
disadvantage to diplomacy and deception checks, but advantage to coerce.

Note: The PCs may request a renown check, but the GM ultimately decides
if it’s needed or if the NPC knows/doesn’t know and likes/doesn’t like the PC.

- 34 -
- 35 -
Magic

- 36 -
Spell Casting
Casting Spells
Spells come in 4 levels: Cantrip, Minor, Moderate, and Major. Cantrips are the
simplest spells, equivalent to parlor tricks, and are automatically successful.
The other three always require a Spell Casting Roll.
Spell Casting Roll: d20 + Int + Prof
The spell casting roll must meet or beat the Spell DC. DC is set by level:
● Minor Spells DC is 11
● Moderate Spells DC is 14
● Major Spells DC is 18
Spellcasters only add proficiency if they have the appropriate feat for the
spell they’re attempting to cast.
Non-cantrip spells require material components (roll Ud after every spell),
loud verbal incantations, and somatic (gestures) to cast.
Spell Foci, such as a staff or orb, may be discovered. These grant +1 or +2
bonuses to spell casting.
The caster may also ritual cast proficient spells in a safe location.
Spellcasting takes an hour, but the spell is successful. Ritual casting cannot
be used for crafting.
Some spells require concentration to maintain. Other spells may be cast
while concentrating, but a caster can only maintain one ongoing spell at a
time. If the caster takes damage, concentration is lost and the spell fails.

Casting Without Training


PCs with the cantrip feat can attempt to cast spells at levels higher than the
feat they’ve taken, such as casting moderate spells without the ‘moderate
spells’ feat. Without the proper feat, the PC doesn’t add their proficiency bonus
to spellcasting. They also wouldn’t know any Alter Reality spells (unless they
find a spellbook)
Example: A caster with only cantrip can attempt to cast Channel Destruction
at the Major level… but they’ll likely fail and cause a magical mishap.

- 37 -
Critical Success, Failing, and Critical Failing
Natural 20 on a spellcasting roll results in the damage, duration, or area
doubling. If none apply, the next spell casting roll is made with advantage.
Failing a spellcasting check means the spell does not go off.
Natural 1 or failing by more than 10 means a magical mishap. Take d4
damage to a random ability. If the result is 4, the caster suffers a permanent
mutation instead. Examples of mutations:
1. Third Eye 12. Teeth become sharp, pointed,
2. Footprints steam with heat and black
3. Skin turns unnatural color 13. Large humpback
4. Fingers double in length 14. Random objects from caster’s
5. Face shrinks by 50% dreams appear in reality
6. Arcane energy crackles off PC 15. Ears replaced with 1-inch holes
7. Nose replaces with slits 16. Foot replaced with cloven
8. A white beard that grows by 1’ hooves
every night 17. Character’s shadow mimics
9. Skin is shed once a month inner thought, not action
10. Extra face grows on side of 18. Magic items within 30’ glow
neck, mimics main face 19. Bugs spawn from skin
11. Hair replaced with quills 20. Unnaturally gaunt and thin

Spell Burn9
Before rolling, a PC may damage their STR, DEX, or CON score and add
an equivalent amount to their spellcasting roll. Example: Take two
Strength damage and add a +2 to their spellcasting roll.

Scrolls
Spellcasters can craft scrolls (see crafting rules) with a scribe kit (DC is
DC of spell +5). PCs without spellcasting can cast from a scroll, without
proficiency. Scrolls are single-use. Scrolls always require a spellcasting
check, even if cast as a rite. Creating scrolls requires one hour, five SUP,
and 10 GP.

9Spell Burn & Magical Mishaps inspired by Dungeon Crawl Classics, check them
out!

- 38 -
Spells
Spells are broadly categorized in two categories:
● Channel Destruction encompasses all damage-dealing spells. Any
PC that can cast cantrips knows channel destruction.
● Alter Reality encompasses all other spells and must be learned
from feats, spell books, or teachers.

Channel Destruction
Any PC that can cast spells knows Channel Destruction. It is the easiest
‘spell’ to learn. The caster takes the raw arcane energy usually shaped
into more nuanced spells, and violently releases it.
The form or flavor channel destruction takes is up to the caster. It might
be visualized as arrows, bats, miniature versions of the caster themselves,
etc. The damage type dealt is arcane.
Channel Destruction works like any other for casting. If the spell casting
DC is met (for minor and above), the spell succeeds and the target is hit.
20 crits. It can be cast as explained below in the bullets and table:

● Touch: The damage is dealt to a single adjacent target.


● Projectile(s): The damage is dealt to target(s) within line of sight.
The PC can assign each damage die separately. Example: Minor
projectiles can deal 2d4 damage to one target, or 1d4 to two targets.
● Area of Effect (AoE): The damage is dealt in a 30’ straight line, a
15’ cone, or a 10-foot radius. The line and cone must originate from
the PC. The 10’ radius may use the caster as the center point, or a
center point within line of sight. Friendly PCs in the AoE take
damage. Those in the AoE may make a dexterity save (DC:
Spellcasting roll) to dodge.
Channel Destruction
Spell Level Touch Projectile(s) AoE

Cantrip d8 d4 -
Minor 2d6 2d4 d4
Moderate 3d6 3d4 2d4
Major 4d8 4d6 3d6

- 39 -
Alter Reality Spells
Alter Reality spells must be learned. New spells are learned by taking
feats, finding spell books (a single spell fills an entire book), or finding a
teacher.
Spells are jealously guarded commodities, so a quest or favor is usually
involved in the exchange. Spellbooks are destroyed on use. They can be
created as scrolls are, but are rolled with disadvantage and cost 100 gold.
When a spell has a save, the spell casting roll must also be higher than
the room difficulty (set by the GM). If a spell’s target would normally have
advantage, then the caster rolls spell casting at disadvantage.
If the target of a spell requiring a saving throw is another PC or notable
NPC, they must instead roll the specified saving throw with the DC being
the Spell Casting Roll. Nat 20 always saves.
When a save has repeated (“repeated every round”), a roll to save may
be made at the stated interval. Monsters add the number of Hit Die they
have as a bonus. 20 always saves.
A target is anyone you can see, or yourself.
These spells are examples, more can be created with GM approval.

Cantrips
Spell Description
Makes a small object glow with the light of a torch.
Light
Concentration.
Helping Telekinetically move something the PC would normally be
Hand able to carry within 30ft. Concentration.
Send telepathic messages up to 10 words to a target within
Message
line of sight. Target cannot respond (telepathically, at least).
Spark Starts a small fire on a flammable object.
A point within line of sight makes a loud noise of the caster's
Siren
choice. Concentration.
Summons a swarm of insects that breaks line of sight in a 5’ x
Swarm
15’ line. Concentration.
A symbol of your choosing is seared into the skin of your
Brand
target. It contains your unique astral signature.
Mimic Perfectly mimic the voice of anyone you’ve heard.
Target item is made as clean and presentable as possible.
Scrub
This does not repair damaged items.

- 40 -
Minor Spells
Spell Description
One creature that can hear you obeys non-violent
Charm Person
commands for up to 1 hour. INT Save Concentration.
Creatures in a 10-foot radius fall asleep. INT Save.
Sleep
Concentration.
15 Radius fills with magical darkness, blocking even
Blackness
infravision. Concentration.
Turn-Key Average locks are unlocked or locked.
Displacement Ranged attacks have disadvantage on you. Concentration.
Force Push All targets in 15’ cone pushed 15’ and prone. STR Save.
Grasping 10’ square becomes impassable terrain. DEX save,
hands repeated every round. Concentration.
Create an illusion no larger than a 10’ square.
Illusion
Concentration. INT Save to see through.
Roll spell casting. Record the result. When someone casts,
you may automatically expend counterspell to cancel their
spell, if your result was higher. Concentration to maintain the
Counterspell readied counterspell.

As an 8 hour ritual, can be cast to remove permanent spells


and enchantments. This is rolled at disadvantage.

Moderate Spells
Spell Description
Command One creature that can hear you obeys all commands. INT
Person Save, repeated hourly as needed. Concentration.
Target is invisible. If target takes damage or interacts with a
Invisibility
living being, the spell is broken. Concentration.
1 Target or a 15 radius area is silenced. No noise can escape
Silence from them/it. This includes footsteps or interacting with the
environment (like dropping a plate). Concentration.
Target speaks and understands all humanoid languages.
Tongues
Concentration
Target is tagged with an astral beacon. The caster always
Soul Chain
knows how far and in which direction the target is.
Banquet Generate food and drink for one meal for 10
Visit someone you know in their dream and communicate with
Sandman them. Target must be asleep when cast. They will wake up
unsure if it was really you, but remembering the dream.
Target(s) can see in darkness, magical darkness, and through
Astral Eye
invisibility. Concentration.
Consult Target corpse can answer 3 questions using information it
Charon knew in life. Must have a mostly intact skull and jaw.

- 41 -
Major Spells
Spell Description
One creature that you can see obeys all commands. If
Dominate successful, line of sight is no longer required. Target can hear
Person the caster telepathically. INT Save at advantage for Target.
No additional saves. Concentration.
When casting, a demon is always summoned. Spellcasting roll
Call Demon
is to see if the demon is your thrall or your enemy.
Summon a wooden door to your personal mini dimension, a
room about 20’ square. The door persists in the real world until
dismissed (someone may come knocking).
Dorm
The door may only be dismissed when the room is empty of
living beings. Any inanimate objects you store in the room will
continue to exist between castings.
Spell is always cast. If successful, caster and allies receive an
Time Walk extra action for d4 turns. If unsuccessful, enemies receive the
benefit instead.
Teleport Target is teleported to any place the caster has been. Int save.
One ability score of target drops to 4 (-3 mod). Use ability
Stupefy
score chosen by the caster as the save. Concentration.
One object (up to 5’ a cube, if targeting a structure) turns to
Disintegrate
ash. This includes magic items.
Fly Target gains a fly speed of 40’. Concentration.
Target corpse returns to life. The target loses their memory for
6d6 months on return. Target also loses 1d4 levels (to a
Resurrect
minimum level of 1). The spell requires and consumes 400 GP
worth of sulfur per casting attempt.

- 42 -
- 43 -
Game Master’s Section

- 44 -
General GM Tips and Tricks
This section contains a barely organized list of general tips and tricks I've
developed or found useful over my years of running games.
For RedHack specific guidance, this system is at its best during dungeon
or hex crawls that slowly whittle away at all PC resources: Ud, SUP, Luck,
DUR, and Hit Points (don’t just focus on HP).
The longer PCs go without safe rest and the ability to fully restock, the
more engaged your players will be. Survival is a strong motivator.

Session Planning
● Focus on your current or next session. Don’t save intricate fights or
head-spinning story twists for 17 sessions down the road. ‘Filler’
sessions are boring; move that plot along!
● TTRPGs aren’t the medium to share your novel. Build the skeleton
of a world, then react to the player's interactions with that world.
● Reflavoring is the ultimate tool for giving RPGs unlimited life. Use an
Orcs stat block but describe it as a minotaur and add a charge move.
Change a desert adventure to a frozen hellscape. Allow divine feats
to be flavored as infernal feats.
● The world doesn’t wait for the PCs. Keep track of what enemies and
rivals are up to in the background.
● Know the tone of the game or session you want to run, and infuse
that flavor into all things, including NPCs, environments, and
situations. Tones include horror, gritty, whimsical, pulpy, or heroic.
● Hand outs (notices, letters, journal entries, etc) always add
immersion.
○ Magic items, quests, rumors, spell books, etc should be written
on index cards. It allows both you and the PCs to easily keep
track.
○ Have a map (for hex crawls). Give the players a version of the
map with basic geography and cities. Let them fill out the rest.
● At the end of a session, ask your players what their next move is so
you can actively plan around their closing thoughts.
● Be mentally prepared to toss out your session prep in favor of
something more exciting.
● And to re-emphasize, chip away at all the player’s resources (Ud,
SUP, Luck, and DUR). not just HP. Keep safe rests minimal.

- 45 -
Running a Session
● Ask your players to recap the previous session. What they
remember is usually what matters to them; build off that.
● Keep your notes hidden and your dice rolls public. Rolling in the open
shows you're not pre-determining outcomes.
● The players can’t read your mind, lean in favor of over describing.
● Don’t interrupt good roleplay. Let the PCs interact with each other.
● Game flow is important. Let awesome moments exist without
worrying about the rules. If there is uncertainty about a rule, make a
decision and look it up (or create it) later.
● Don’t be afraid to be passionate. Walk around the table, be
animated, do voices, etc. Players replicate the energy level you set.
● GMs run the game and gets the final say. This is to speed things up,
not make you a tyrant. Quickly discuss with the table, then decide.
● GMing is a craft, always be trying to improve your craft!

Mechanics
● Large numbers are only exciting at surface level. A PC that gets +22
to attacks and rolls 4d8+12 to damage a 137 HP monster really only
slows the game down.
○ Having thousands of character creation options isn’t meaningful
if the options don’t really matter. Let PCs become more powerful
through fewer, more impactful decisions and in-world influence.
● Don’t worry about balanced encounters. Let the players decide what
they can handle and give them ample opportunity to avoid or escape.
○ The danger is what makes RPGs impactful. Lack of danger
means PCs have nothing to fear, which makes them act
inhuman. We connect with human (or human-like) stories.
○ This does not mean actively trying to kill PCs, only that you
should allow the real possibility of death to exist.
● Give fights a gimmick. Examples: A fire spreads 10 feet every round;
The bridge collapses in 4 rounds; Golf ball-sized hail hits random
targets for d4 damage every round; RD ticks up every round.

For an in-depth look at the GM craft, I recommend The Return of the Lazy
Dungeon Master, Index Card RPG, and XDM X-Treme Dungeon Mastery.

- 46 -
Critical Hit Tables
For speed of gameplay, critical hits and misses have fixed results, but
some groups prefer Crit/Fumble tables. On a Crit/Fumble, roll a d20 + Luck
Mod and determine the result through the below tables.
Another option: only use crit tables when fighting ‘named’ or significant
enemies for increased drama.

Critical Miss Table


Critical misses - fumbles - are not always popular with players. Discuss
with your table if it’s right for your group.
If you do elect to use it, consider only rolling fumbles on the first attack a
PC makes per turn. Natural 1s on the second and third attacks should be
the standard auto-miss and 1 durability damage. This is to avoid
inadvertently punishing PCs with multiple attacks through increased
fumbles chances.
Roll Result
Your fumble was so catastrophic you roll the damage you would have
≤0
dealt on a successful hit and deal it to yourself.
1-2 Your mistake leaves you panicked. You gain a level of exhaustion.
3-4 You accidentally strike an ally. Reroll your attack to see if you hit.
You’ve left yourself open to a counter attack, the closest enemy (if
5-6
any are in range) gets a single free attack.
7-8 Your weapon/item takes d6 durability damage.
9-10 Your weapon/item flies from your hand, landing d4x5’ away.
11-12 You overstep, slipping in the process. You are knocked prone.
Your pack takes a hit. To see what is damaged, roll the Ud on all
13-14 items that have usage die. Any Ud that is downgraded is rolled again
until it is not downgraded (or is completely exhausted).
15-16 You’re left badly positioned; the next attack on you has advantage.
You spend a moment correcting your footing. Starting next round
17-18
your turn moves to the end of the initiative order.
You miss by a wide margin, but correct yourself quickly and avoid
19-20
any negative side effects.
Your wild miss sets you up for a surprise recovery. Your next action
≥20
has advantage.

- 47 -
Critical Hit Table
Unlike the critical miss table, it is suggested that all attacks are eligible for
rolls on the critical hit table when using the critical hit table.
Roll Result
≤0 Deal dmg x2. Your weapon shatters and is destroyed.
1 Your attack misses… but hits the next closest enemy for dmg x2.
2 Foot shot. Target moves 10’ slower for the rest of the encounter.
3 Knockback. Target is knocked prone.
Butt shot. Target becomes a laughing stock to his peers and
4
enemies.
5 Double-tap. Make an additional attack on this target.
6 Blood in the eyes. The enemy has a 50% miss chance.
Your attack leaves a 10’ radius of gore around the target. Moving
7
through the gore requires a dex save to avoid falling.
8 In the zone! Make an additional attack.
9 Toe crunch. The target cannot move for d4 rounds.
10 Enemy’s weapon is knocked out of their hands, landing d4x5’ away.
11 Knee shot. Target permanently moves at half speed.
Bowel shot. A sickening smell escapes from the wound. Everyone
12
within 30 ft must make a con save or be nauseated for d6 rounds.
13 Throat shot. Target can no longer speak.
14 Enemy’s weapon or held item is destroyed.
15 Target is deafened for life.
16 Blinding attack. The enemy is permanently blinded.
17 Your attack cuts a random limb clean off.
Gutshot. Target must use their actions to hold their guts in or die in
18
d4 rounds.
Headshot. Your target’s head (or equivalent) explodes on impact and
19
is instantly killed.
Combat ascension. You land an attack so utterly perfect, you
temporarily transcend to a higher state of combat focus. Your original
≥20 target is killed and you continue to make attacks with advantage until
you miss or run out of targets. Every successful hit grants +15’
additional move speed for this turn.

- 48 -
The Meat Grinder10
Sometimes PCs choose the adventuring life, other times the adventuring
life chooses them. In these cases, an inciting incident is needed and it
wouldn’t necessarily make sense for the players to begin with generally
competent (level 1) adventurers. An untested level 0 character is needed.
More specifically, a handful of level 0 characters are needed. Many will
die, but the survivors will be forged into heroes worthy of a campaign.
To run a campaign opener like this, lovingly called a ‘Meat Grinder’ by
many, each player creates 2 to 4 level zero characters. Level zero
character generation:
● Follows Steps 1, 2, 3, 5, and 8 of character creation.
o Modify Step 2: Full Con score is not added to HP
at level 0.
● Level 0 characters have a Prof of +1.
● Level 0 characters have one simple weapon of their choice.

The GM will run them through a single-session adventure, in which many


level zero characters are expected to die. Adventures for meat grinders
are usually inciting incidents used to kickstart a campaign. A few
examples:
● The town’s children are being led away from the town every night,
can the PCs stop whatever evil is afoot and save those who have
already gone missing?
● The PC’s have been conscripted by the local noble to investigate a
newly discovered tomb, what treasure will they find and will they
surrender it to the petty lordling?
● The PC’s hometown is being harassed by raiders. The town
defenses are starting to fail. The PC’s must lead a valiant defense
and swift counterattack to end the problem once and for all.
PCs that survive become true adventurers (level 1). They then go
back and complete steps 4, 6, and 7 of character creation. They also add
their CON score to HP (Completing Step 2)

10
Popularized by Dungeon Crawl Classics, check them out!
- 49 -
Awarding Experience
How experience is awarded is a deeply personal choice. The default XP
tracking method (session attendance by individual) presented earlier in
RedHack was selected for two reasons:
1. It worked best for my table. We play casually and it most directly
rewards those that attend frequently.
2. It’s not a popular method and you, the GM, will likely want to change
it. This will set the precedent for players that you can and will change
the rules as you see fit to give the best experience possible.
XP can be awarded by individual (for gamey-games) or to the group
(balanced concerned groups). There are many ways to award XP. Find
one that works for you. Examples:
● Gold for XP. A starting point can be for every 1000 gold found, the
PC gains a level.
○ Variant 1: XP is only awarded for gold safely returned to town.
This makes players more anxious to defend their spoils.
○ Variant 2: XP is only awarded for gold spent. This gets the
players more interested in investing large sums into the world
○ Variant 3: XP is only awarded for gold squandered. This leans
into the swords and sorcery trope that heroes are always broke
● XP for monsters killed, traps avoided, and puzzled solved. Good for
groups focusing on high action.
● XP for milestones completed. Good for tables focused on the story.
● Levels for story arcs. The GM announces when the group hits a new
level, typically at the end of an adventure arc.

The Vow Feat


All feats in the Divine Feat group require the PC to take a vow. The vow is
intentionally left vague, but some examples are provided below.
● Vow of Poverty: Cannot own more than 20 gold worth of goods.
● Vow of Pacifism: Will not use damage dealing weapons.
● Vow of Pain: Whips themselves every morning for d4 damage.
● Vow of Hunger: Maintains a minimum of d4 exhaustion.
The best vows alter how a player would play their character mechanically,
introduces interesting roleplay situations, or a combination of the two.

- 50 -
Generators11
The following pages of generators are designed to allow you to quickly
generate quests, NPCs, locations, etc. Roll one of each of the following
dice to quickly provide you with what you need: d4, d6, d8, d10, and d12.

Mission Generator
Mission location on the world map is up to the GM (roll randomly for hex
crawls). Complications are not discovered until the job is well underway.
d4 - Primary Reward d10 - Complication
1. Gold 1. Innocents would be harmed
2. Power (magic items, spells, etc) 2. Enemy turns out to be PC’s friend
3. Information (plot point) 3. PCs are pawns in proxy war
4. None - bad/old info or a trap 4. Job completed by another group
5. Wrong/outdated location
6. More enemies than promised
D6 - Info Source 7. Unnaturally bad weather
1. Rumor 8. Another adventuring party
2. Job board 9. Enemies tipped off of PC’s arrival
3. Direct hire by an employer 10. So. Many. Goblins.
4. Anonymous tip
5. Plea for help d12 - Location
6. Tip from a friend 1. Roadside Inn
2. Major City
3. Remote Homestead
d8 - Job 4. Small Town/Village
1. Assassinate target(s) 5. Natural Cave Network
2. Rescue target(s) 6. Abandoned Mines
3. Destroy object(s) 7. Dwarven Underground Fortress
4. Steal target(s) 8. Elven City in the Trees
5. Kidnap target(s) 9. Wilderness Camp
6. Reinforce or defend locals 10. Forgotten Ruins
7. Clear out enemy camp/nest 11. Monastery
8. Deliver package from A to B 12. Target on the move

11
The ultimate source for generators can be found in Worlds Without Number.
- 51 -
Rival Adventuring Party Generator
Your group of PCs should not be the only adventuring party out there.
Having other parties operating creates competition and brings out the best
(or worse) in PCs.
d4 - Experience Level d10 - Differentiator
1. Has-beens, really should retire 1. Comprised of only one gender
2. In their prime, apex adventurers 2. Comprised of only one race
3. Established and doing well 3. Intricate, overly ornate uniforms
4. Untested, might hurt themselves 4. One true member and hirelings
5. Members hate each other
6. Undead party
d6 - Relationship with PC Party 7. All are family members
1. Never heard of each other 8. Always broke, always drunk
2. Familial Ties... 9. Operate out of a remote fortress
3. Neutral 10. Leader is a sentient shield
4. Professional Friendship
5. Friendly rivalry, “frenemies” d12 - Group Name
6. Outright hatred 1. Mama’s Boys
2. 10,000 Swords
3. Goblin Hunterz
d8 - Primary Motivation 4. Seven Six Five Four Guys
1. Vengeance 5. Very Good Adventuring Co.
2. Personal Power 6. Battle Axes For Charity
3. Religious Crusade 7. The Bard’s Bastards
4. Social Change 8. Wil wurk 4 shinee
5. Adrenaline Rush 9. The Help
6. Knowledge 10. We Sucked At Farming
7. Glory 11. Rage Against the Golem
8. Gold 12. The Screaming Eagles

- 52 -
NPC Generator
Sometimes you need a random NPC. For their first name, use a name
from an author, actor, or musician. For their last name use their
profession, a color, or last name of someone from a different social circle.
If you have a minute to prepare, there are hundreds of online name
generators.
d4 - Initial Disposition d10 - Vibe
1. Hostile 1. Depressed
2. Dismissive 2. Pumped up & Ready to go
3. Neutral 3. Dark & Brooding
4. Friendly 4. Mischievous
5. Cold rage beneath the surface
6. Crass & Belligerent
d6 - Societal Position 7. Apathetic
1. Peasantry (Farmer) 8. Reserved & Contemplative
2. Craftsman/Small Business Owner 9. Dim Witted & Easy to Offend
3. Merchant 10. Blunt with a heart of gold
4. Clergy
5. Nobility d12 - Quirk
6. Lesser Royalty 1. Hardcore Baby Face
2. Missing an eye, no eye patch
3. Speaks without saying much
d8 - Current Issue 4. Uncanny resemblance with a PC
1. Personal trinket missing/stolen 5. Two peg legs
2. Preparing for a long trip/move 6. Tiny with deep voice
3. Drunk/Stoned out of their mind 7. Giant with tiny hands
4. A scorned lover is hunting them 8. Asks questions, doesn’t listen
5. Out for revenge 9. Almost irresistibly punchable face
6. Money burning a hole in pocket 10. Tries to finish other’s sentences
7. Forbidden or unrequited love 11. Tells obvious lies
8. Looking to ‘acquire’ something 12. Dangerously clumsy

- 53 -
Town Generator
Towns can be up to a few thousand. Anything larger should be deliberately
placed on the map by the GM.
d4 - Population d10 - Leadership
1. 25-50 (Roadhouse) 1. Anarchy
2. 50-200 (Hamlet) 2. Elected Governor
3. 200-500 (Village) 3. Appointed Leader from kingdom
4. 500-2000 (Town) 4. Group of Elders
5. Elected Representatives
6. A Prominent Crime Family
d6 - Economic Driver 7. Company or Guild
1. Farming (Crops) 8. Spiritual / Religious Leader
2. Ranching 9. Tyrant / Dictator
3. Fishing 10. Wizard
4. Mining
5. Trading D12 - Notable Point of Interest
6. Crafting 1. Intact Ancient Library/Archive
2. Massive Mine Complex
3. Cathedral to an Obscure God
D8 - Inhabitants 4. Industrial Potion Factory
1. Humans 5. Commercial Monster Fight Pits
2. Dwarves 6. Adventurer Training Academy
3. Elves 7. Airship Sky Dock
4. Halflings 8. Incomplete Tower to Heaven
5. Mixed 9. One Way Portal to the Unknown
6. Orcs 10. Awakened Undead Refuge
7. Goblins 11. Anti-Magic Mage Prison
8. Kabolbs 12. Halfing Hunting Ground

- 54 -
Point of Interest Generator
For Hex Crawl games, it is recommended that the environment(s) be
hand-crafted and placed by the GM. What appears in those hexes though,
can be randomly generated below.
d4 - Ease of Discovery D10 - Ruins
1. On All Maps 1. Megadungeon
2. Locals Know About It 2. Remains of massive city
3. Rumormongers May Know It 3. Entrance to the Underdark
4. All but Forgotten 4. Royal Outpost/Fortress
5. Monstrous Humanoid Camp
6. Isolated Homestead
d6 - Condition 7. Physics Defying Wizard’s Tower
1. Barest hint of original structure 8. Monastery to Heathen Gods
2. Crumbling but Intact 9. Exotic Zoo
3. Well Worn 10. Advanced Factory
4. Recently Renovated
5. Restorations Underway d12 - Current Inhabitants
6. Untouched by time 1. Settlers Reclaiming the Land
2. Nomad Camp
3. Missionaries
d8 - Weather 4. Campaigning Mercenaries
1. Torrential Downpours 5. Thieves and Thugs
2. Brutal Heatwave 6. Local(ish) Teenagers
3. Unbearably Muggy 7. Squatters and Vagrants
4. Unnervingly Overcast 8. Expeditionary from Far Off
5. Oppressive Fog 9. Completely Deserted
6. Unexpectedly Comfortable 10. Ghosts of the Past
7. Inviting Frostbite 11. Royal Procession
8. Devastating Winds 12. Wild Folk

- 55 -
Faction Generator
Rarely will PCs face off against a single individual. Powerful enemies lead
organizations that have minions and pawns, wealth, and influence. That’s
not to say all factions are evil, plenty can work towards the same goals as
the PCs as well.
d4 - General Reputation d10 - Faction StrongHold
1. Secret / Not widely known 1. None, dispersed group
2. Hated 2. Fortress in the wilderness
3. Divisive 3. Hidden in the Sewers
4. Loved 4. Sponsoring Noble’s Manor
5. Abandoned Warehouse
6. Monastery
d6 - Unifying Factor 7. Camp/Compound in the Wild
1. Royalty / Nobility 8. Back Room of Business Front
2. Guild / Commerce 9. Prison
3. Cult / Religion 10. Ship
4. Gang / Criminal Organization
5. Racial Group (Elf, Goblins, etc) d12 - Goal
6. Political / Activist 1. Defeat/Counter Another Faction
2. Elevate Leader to Power
3. Dominate an Industry/Trade
d8 - Power Source 4. Regicide/Political Upheaval
1. Divine 5. Divine Enlightenment
2. Arcane 6. Racial/Ethnic “Cleansing”
3. Primal/Nature 7. Protect a Secret
4. Gold 8. Start/End a War
5. Fanatical Followers 9. Summon a Patron
6. Knowledge 10. Gold (Mercenaries)
7. Backing of Ruling Class 11. Social/Civil/Racial Justice
8. Backing of the Commoners 12. Arcane Artifact(s)

- 56 -
Legendary Items
Magic, Divine, or otherwise Legendary Items should be rare and unique.
Two warriors both wielding identical Thunder Hammers is exponentially
less exciting than one using The Thunder Hammer while the other wields
The Bastard Ender. There should be exactly one of each magic item.
Static numbers are similarly boring, items grant a +2 bonus at most. This
can apply to AC, Attack/Damage, Saves, or Ability Score (multiple of the
same type of bonus do not stack).
Instead, an item’s real selling points are its effects. A few sample items
are provided. Creating is easy: come up with a legendary effect, call it
divine or magical, and, if it’s wearable, give it a +0, +1, or +2. Alternatively,
roll a d6. 1-3 is +0, 4-5 is +1, 6 is +2.

Sample Legendary Item Effects


Stats for weapons/armor not provided. Add a static bonus if desired and
stick it on a mundane item as you prefer.
Thunder Hammer: On a successful hit, launches an enemy d4 x 5’ away.
Bastard Ender: Blade glows blue in the vicinity of premarital sex.
Socks of the Saved: +1 to all saving throws. Wearer floats in water.
Sending Shoes: Noise is sent between shoes regardless of location.
Howling Shield: Sentient shield has the soul of a masochistic bard.
Giant’s Gloves: +2 STR. Can wield two-handed weapons in one hand.
Clever Grappling Hook: Climbs and finds a sturdy place to hook onto.
Porcupine Shirt: Ranged attacks have disadvantage if not targeting user.
Everbright Stone: In the darkness, shines twice as bright as a torch.
Ultimate Acid: Ud6 vial of acid. Deals d4 DUR dmg/round for 4 rounds.
Liquid Wall: Ud8 paint. Painting a door turns it into a wall.
Lights Out Spear: When ‘killed’ by the spear, target awake in their home.
Duck! Helm: Helm will quack if anyone knowingly lies.
Pack o’ stuff: When worn, this pack increases max load by 10.

- 57 -
Appendix N (Inspirational Media)
RedHack was inspired by combining my favorite aspects of other
TTRPGs. I’ve listed the ones that had direct impact and a quick blurb
about each. I consider this the essential list for d20 RPG enthusiasts.
Tabletop RPGs
● Dung The OG RPG: Where the hobby was born.
● 5 Torches Deep: Purest combo of 5e and old school sentiments.
● Worlds Without Number: The holy grail of generators.
● Dungeon Crawl Classics: Zanny fun, dripping with flavor.
● The Black Hack: Compact and powerful. No wasted space.
● Savage Worlds: Not d20, but classless and open to any setting.
● Index Card RPG: An RPG and guide for speeding up your game.
● Mörk Borg: The ultimate cross between artbook and TTRPG.
Also included are other types of media for inspiration. These are in no
particular order and series names are used over individual entries.

Films/TV: Video Games:


● Lord of the Rings ● Dragon Age
● 300 ● Jak and Daxter
● Ironclad ● Final Fantasy Tactics
● Pirates of the Caribbean ● God of War
● The Thing ● Legend of Zelda
● The Mummy (1999) ● Kena Bridge of Spirits
● Gladiator ● Banished
● What we do in the Shadows ● The Witcher
● Tucker and Dale vs Evil ● Elder Scrolls
● Chrono Trigger
Books:
● Kings of the Wyld Youtube:
● A Song of Ice and Fire ● DungeonCraft
● The Sandman ● Fails & Flails
● Lost Gods ● Questing Beast
● Stardust ● DM It All
● Agincourt ● Sly Flourish
● The Hobbit ● Taking 20
● Prince of Thorns ● Nerdarchy
● The First Law
● Pillars of the Earth

- 58 -
Hacking RedHack & Deputization
RedHack is intended to provide a solid framework that should be customized.
Make it your game. If something doesn’t work, remove it. For whatever
reason, some consider rule hacks to be sacrilege. If it helps, have in writing:
You are hereby deputized as a RedHack designer and are formally allowed
to change the rules. Examples to get you going:
Ability scores: Some players may gripe about random rolled and assigned
ability scores, but give it a try. If it’s not for you, here are some alternatives:
● Use random roles, but allow players to assign as desired. Humans now
get two ability points to place after rolling.
● Use a standard array (16, 14, 12, 11, 10, 8) and let them assign freely.
Non-humans use (18, 14, 11, 10, 8, 7).
● Have non-humans receive the same bonuses that humans do (for a
world where humans are not the default/most abundant race).
● Use a point-buy system. Example: All stats start at 10. PCs get 11 points
to put towards abilities. Lowering an ability earns a point.
Races: For easy custom races, mimic the other non-human races: Two ability
scores receive 5d6, the rest are 3d6. Then, give the race a special ability that
makes them unique.
Skills: Announce additional setting-specific skills at character creation. If you
prefer true OSR, completely remove them.
Feats: If a player has a unique character concept, adding custom feats is the
easiest way to help them achieve their vision. Look at other feats and try to
keep feats to the same approx benefit level.
If all PCs want a custom feat, it’s too powerful. Break it up across 2 or 3 feats
instead. If no one wants it, it’s not desirable enough.
Spells: When adding a new spell (or lifting one from another system), look at
it’s power level compared to existing spells. Ask yourself; is this a Major,
Moderate, Minor, or Tiny (Cantrip) spell?
Adventures & Encounters (Hacking other systems): A primary motivator
for me to design Red Hack was the desire to be able to quickly use
adventures from any system. Using RD and monsters with minimal stats, it’s
easy to take the gist of each encounter and approximate it in Red Hack.
Details on encounter building follow in the next chapter.

- 59 -
Encounters & Bestiary

- 60 -
Encounters & Monsters
Building Encounters
Encounters are rarely perfectly balanced, nor should they be. Knowing when
to run is as important of a skill as knowing when to push an attack.
Encounter building has two factors: Hit Die and Room Difficulty.
The number of Hit Die (HD) gives you an approximate estimation of a group
of monsters’ toughness. 5 skeletons of 2 HD each gives a total of 10 HD.
Room Difficulty (RD)12 is a single static number for the room that acts as the
target for all player rolls. Example: An encounter has an RD16: AC of all
enemies is 16, PCs have to roll a 16 to sneak, a PC’s DEX saving throw‘s DC
is 16, Monster saves vs spells is 16, etc.
RD should be displayed where all players can see right before or as soon
as an encounter begins. Think of it as the PC’s gut instinct to how dangerous
a situation is. This allows the PCs to make informed decisions on if they
should fight or flee. RD usually is typically 11 to 16 for a decent challenge.
RD allows GM to quickly fine tune difficulty. It also speeds up the game
significantly, as it allows players to know right away if they succeed.
First combat: For a group’s first combat in RedHack, try RD 11 and HD total
of 2 per PC. Then scale up and down from there.

Building Monsters
An enemy’s HD determines starting HP (d10 HP per HD) and combat prowess
(+1 attack per HD).
Monster’s Initiative Die (ID) and Damage Die (DD) is a sliding scale and the
same die is used for both: d4, d6, d8, d10, or d12.
● Higher DD is better, it means more damage is dealt when a hit lands.
● Lower ID is better, it means they’re more likely to act first in combat.
AC and Saves are determined by the GM setting the room difficulty (RD).
Enemies should also have at least one special ability. These can include
spell-like abilities, special moves, additional bonuses, etc.

12
RD originated in Index Card RPG. Check it out!
- 61 -
Playing Monsters
When controlling monsters, think of their motivation and tactics. Not all
monsters should be mindless eating machines that beeline straight for the
closest PC. Even bestial monsters animals use tactics. Real-world wolves
use pack tactics, eagles dive bomb, and spiders set traps.
Motivations other than hunger can include feeling cornered, defending their
nests/young, lashing out as their territory is being overrun, or, if they’re
intelligent, strategically expanding their territory.
Mechanically, if a creature has multiple attacks, spread them out to different
NPCs within range. Focus firing will bring PCs down quickly.
Most NPCs, such as random bandits or cultists, follow the same rules as
creating monsters above. If there is a special NPC (a named NPC is typically
‘special’), consider building them out as you would a PC.

Sample Monsters
Below are sample monsters as starting points and inspiration. For attacks,
the first number is attack bonus, the second is HP damage (unless otherwise
stated) if the attack lands. Suggested RD is just a suggestion and is
assuming the fight is with that monster or a group of the same monster.
Monsters by HD
Monster HD Monster HD
Goblin 1 Blink Cat 5
Rat Swarm 1 OwlBear 5
Zombie 1 Revenant 5
Fungal Man 2 Cockatrice 6
Kobold 2 Cleric 6
Skeleton 2 Brain Devourer 7
Assassin 3 Sorcerer 7
Gluttonous Lump 3 Cyclops 8
Hell Hound 3 Vampire 8
Orc 3 Lich 9
Warrior 3 Titan Worm 9
Doppler 4 Demon 10
Gath 4 Kraken 11
Golem 4 Dragon 12

- 62 -
Assassin
A master of stealth, disguise, deception, poison, and dagger.
HD: 3 | HP: 15 | ID: d6 | Suggested RD: 14
Attack: Dagger x2 (+3, d6) or bow (+3, d10+3)
Ambush: Attacking unaware targets grants an additional 2d4 damage
Shadowmeld: Can use a quick action to stealth.

Blink Cat
Six-legged monstrosity that shifts between this dimension and its own. Spiked
tentacles grow from its back. Rage is the only emotion it knows.
HD: 5 | HP: 27 | ID: d8 | Suggested RD: 16
Attack: Bite (+5, d8), Tentacles x2 (+5, d4 + 5)
Dimensional Phasing: Does not move between locations, but disappears and
reappears between them. Attacks against Blink Cat automatically miss when
the attack or spell d20 roll shows an odd number.

Brain Devourer
Highly intelligent humanoids. It is theorized that they came from another
planet. Although few in number, many have fallen under their control.
HD: 7 | HP: 35 | ID: d4 | Suggested RD: 16
Attack: Psychic blast (+7, d4) or Enthrall
Enthrall: d4 targets make CHA save. On a fail, they are under the command
of the Brain Devourer. Saves may be repeated once a day, if hit by sunlight.

Cleric
A holy person, known by many names; Sage, Priest, Kohen, Wise Hermit,
Druid, Imam, etc. Their connection with the divine is unquestionable.
HD: 6 | HP: 33 | ID: d6 | Suggested RD: 14
Attack: Divine weapon (+6, d6) or Calming Aura
Calming Aura: Morale save (DC RD) or combatants within earshot lose the
will to fight if not attacked.

- 63 -
Cockatrice
The Cockatrice is a horse-sized mix of Dragon and Chicken, with the
temperament of the former and the intelligence of the latter.
HD: 6 | HP: 30 | ID: d10 | Suggested RD: 13
Attack: Peck (+6, d10) or Petrifying Gaze
Petrifying Gaze: All targets that can make eye contact, LUC save or be
paralyzed for 2d4 rounds. The cockatrice is not immune to its own gaze.

Cyclops (Giant)
40’ tall isolationists. Quick to be offended, but not impossible to befriend.
Collect lore like a dragon would gold.
HD: 8 | HP: 45 | ID: d12 | Suggested RD: 16
Attack: Slam (+8, d12) x2 and Giant Strength
Giant’s Strength: When hit by a giant, STR save or be thrown back 2d4 x 5’.

Demon/Devil
One of hell’s infernal jailers. A collector of mortal souls. Rarely do they appear
in their natural state, usually they’ve possessed a helpless victim.
HD: 10 | HP: 50 | ID: d10 | Suggested RD: 18 | ½ dmg from non-holy attacks
Attack: Spiked Chain (+10, d10)
Soul Pact: A Devil has powerful magic when granting wishes. They can make
almost anything happen, in exchange for the wisher’s soul.
Chaotic Aura: All creatures in the vicinity take 1 luck damage a round until
they reach 3 luck. An undetected demon can bring a town to ruin over time.

Doppler
Humanoids that can look, speak, and act like anyone they observe or touch.
HD: 4 | HP: 21 | ID: d8 | Suggested RD: 15
Attack: Weaponized limbs (+4, d8) or Mirror Action
Alter appearance: Quick action, transform into anyone they’ve touched
Mirror Action: Use the same action (spell, attack, skill, etc) with the same
attack and damage bonus another character made within the last round.

- 64 -
Dragon
A force of nature, more akin to a volcano than a goblin. A collector of rare
things. Able to speak, but rarely desires to do so.
HD: 16 | HP: 99 | ID: d12 | Suggested RD: 19
Attack: Two claws, a tail, and a bite (+12, d12) or Dragon’s Breath
Flight: Can fly 60’ per move action
Dragon’s Breath: Based on the color of dragon, breathes out one of the below
in a 40’ cone. Cannot use until charged (4 on d4, quick). DEX save to avoid.
● Fire (Red): 4d6 and additional d4 a round until fire is extinguished
● Lighting (Blue): 4d6 and can’t use action until an INT save is made.
● Acid (Black): 4d6 and d6 DUR damage to all items
● Ice (White): 4d6 and can’t use move until a STR save is made
Unnerving: PC’s must make a morale check at first sight of the dragon.

Homo-Fungi
Humanoid Mushroom that forms symbiotic relationships. They trade chunks
of their own flesh (a delicacy) for trash, which they themselves consume.
HD: 2 | HP: 12 | ID: d10 | Suggested RD: 11
Attack: Pummel (+2, d10)
Sleep Spore: Any time a Homo-Fungi takes damage, sleep spores gets
knocked off their body. All in a 15ft radius CON save or fall asleep.

Gath
Colonists, or perhaps refugees, from a far-off space and time. They seek
isolated corners and bizarre components to build an unknown device.
HD: 4 | HP: 22 | ID: d8 | Suggested RD: 14
Attack: Glass Weapon (+4, d8)
Prescience: The Gath’s time travel has altered their understanding of time,
they sense the most likely outcomes. PCs interacting with Gath do not add
their proficiency to rolls but gain +4 when using unproficient skills/attacks.

- 65 -
Gluttonous Lump
An ever-shifting amorphous mass of ooze. Surprisingly quick and corrosive
to organic and inorganic matter.
HD: 3 | HP: 15 | ID: d8 | Suggested RD: 13 | Non-AoE attacks deal half dmg
Attack: Slam (+3, d4 and 1 Dur) or Envelop
Envelop: DEX save or target is enveloped; d4 to HP and DUR every turn the
PC is enveloped. STR save to escape or be pulled out by another PC.

Goblin
A 3-foot tall eating & breeding machine. Intelligence falls between a dog and
a child. Temperament falls between a cornered boar and an agitated hornet.
HD: 1 | HP: 4 | ID: d6 | Suggested RD: 11
Attack: Crude weapon (+1, d6)
Endless swarm: When killed, there is a 50% chance another goblin appears.

Golem
The inanimate given life. Varieties range from stone and wood to books and
furniture. Follow their creator’s instructions literally, but not always the intent.
HD: 6 | HP: 30 | ID: d12 | Suggested RD: 14
Attack: Punch (+6, d12)
Magical Creation: Half damage from non-magical weapon attacks.
Good Hearted: Will try and talk combatants out of fighting.

Hell Hound
Hounds made of brimstone and hellfire. Some say the Devil himself uses
them to track down escaped souls. Cannot resist playing fetch.
HD: 3 | HP: 16 | ID: d4 | Suggested RD: 13 | Immune: Fire/Heat
Attack: Bite (+3, d4) + d4 fire dmg/round until extinguished
Radiant Heat: Provides light 30’ out. Those within 15’ CON save or 1
damage/round.

Kobold/Lizard Men
Scaled, scrappy, and smelly. Thought to be the original intelligent race. They
battle with the dwarves for the most desirable underground real estate.
HD: 2 | HP: 6 | ID: d6 | Suggested RD: 12
Attack: Claw or Throwing Rock (+2, d6)
Foulest Stench: CON save or sickened (gain a level of exhaustion).

- 66 -
Kraken
Most challenging catch of calamari ever. The debate rages on if the perpetual
storm follows the Kraken or if the Kraken follows the storm.
HD: 11 | HP: 45 | ID: d6 | Suggested RD: 18
Attack: Tentacle slam (+7, d6) and Many Limbed
Many Limbed: The Kraken has twice as many limbs as PCs and attacks each
PC once, once a turn. Each limb has 10 HP and regrows 1 once/day.
Go for the Head: The Kraken retreats if it loses all it’s limbs. The Kraken dies
if its head takes 45 damage.

Lich
A master of necromancy. In a ritual most unholy, they took their own life to
achieve eternal existence in a state of unlife.
HD: 9 | HP: 49 | ID: d12 | Suggested RD: 18
Attack: Icey Look (+9, d12) Or Raise Dead
Raise Dead: Any living creature killed in their presence returns as their
undead thrall the next turn. Undead return in d4 rounds unless burned.
Death Proof: Mundane weapons deal 0 damage. Auto-succeeds on morale.
Counter Spell: Has a counterspell prepared (cast at RD).

Orc
Beat down, insulted, and ignored. This young race has spent enough time in
the shadows of the others and they’re about to make their mark in a big way.
HD: 3 | HP: 16 | ID: d8 | Suggested RD: 13
Attack: Brutal Weapon (+3, d8 or Seize or d4 Dur dmg)
Seize: Orc attempts to grab their opponent’s weapon, spell component pouch,
or another item in view. STR save.

Owlbear
What’s deadlier than a pissed-off, 700 pound Mama Bear? A pissed-off, 700
pound Mama Bear that can dive bomb you from the sky.
HD: 5 | HP: 32 | ID: d12 | Suggested RD: 15
Attack: Bite (+5, d8) and Swipe (+5, d6) or Diving Charge
Diving Charge: Must be airborne at start of turn. Uses full turn and ends turn
at ground level. Hits all in a 30-foot line. DEX Save or 2d6 damage.
Flight: Can fly 60’ per move action

Rat Swarm

- 67 -
Ravenous swarm of rats climbing over each other to take a bite out of
anything moving.
HD: 1 | HP: 3 | ID: d4 | Suggested RD: 11
Attack: 100 bites (+1, d4)
Swarm: Non-AoE attacks that deal damage always deal 1 damage.
Overwhelm: Swarms can occupy the same space as an enemy. If they do,
the swarm’s attacks always hit.

Revenant
A soul returned to body by a merciful deity, so that they may correct some
heinous wrong committed to them in life. They expire when justice is dealt
HD: 5 | HP: 28 | ID: d8 | Suggested RD: 15
Attack: Rusted Weapon x2 (+5, d8)
Regeneration: A Revenant heals d10 HP/night, even if “killed”.
Divine Mission: When coming within 30 feet, INT save or movement speed
becomes 0’. Save can be repeated on each turn.

Skeleton
No muscles, tendons, or ligaments hold these bones together, yet they move
with a volition all their own. They reek of necrotic energy.
HD: 2 | HP: 7 | ID: d8 | Suggested RD: x
Attack: Tear Skin (+2, d8 or Necrotic Touch)
Necrotic Touch: Deal 1 XP damage (Or 25% XP needed for next level).The
Skeleton seems to grow back some flesh.

Sorcerer
Through self study, natural talent, or evil pact they wield arcane energy with
unquestionable proficiency. They are obsessed with increasing their power.
HD: 7 | HP: 39 | ID: d4 | Suggested RD: 17
Attack: Improvised Weapon (+7, d4) or Arcane Darts
Arcane Darts: Fires d6 darts dealing d4 damage. Can spread darts out to
different targets. DEX save to avoid.
Counter Spell: Has a counterspell prepared (cast at RD).

Titan Worm

- 68 -
Big. Scary. Pink. Titan Worms tunnel underground, eating everything in their
path. Literally, not figuratively. Roots, dwarven colonies, rocks. Everything.
HD: 9 | HP: 55 | ID: d12 | Suggested RD: 17
Attack: Bite (+9, d12) or Overrun
Overrun: Charges in a line (15’ wide, can make gradual curves). DEX save or
be trampled and take 3d6 damage.

Vampire
Undead bloodsuckers that blend into ‘living society’ with relative ease. Due to
their lack of aging, they’ve usually amassed significant wealth over time.
HD: 8 | HP: 40 | ID: d8 | Suggested RD: 17
Attack: Bite (+8, d8) and Blood Drain
Blood Drain: CON Save when bit. On fail, the target permanently loses 1 point
of CON a night. If the biting vampire is killed, the CON loss stops and is
restored. If the PC is killed from CON loss, they arise as a vampire.
Vampiric Condition: Immune to non-holy weapon damage. Takes double
damage from fire. Cannot enter a home without an invitation.

Warrior
Just a dude with a sword. Or Hammer. Or Axe. Or Spear. Really, anything
they can hit someone else with.
HD: 3 | HP: 13 | ID: d8 | Suggested RD: 13
Attack: Melee or Ranged Weapon x2 (+3, d8)
Band of Brothers: When a fellow warrior dies, warrior receives advantage on
their next attack roll.

Zombie
Mindless husks of rotting flesh. They dash towards any fresh meat they smell.
Easy to handle in small numbers, but can quickly overwhelm.
HD: 1 | HP: 4 | ID: d8 | Suggested RD: 11
Attack: Bite (+1, d8) and Necrotic Bite
Necrotic Bite: When bit, make a CON save. On a fail, the target permanently
loses 1 HP a day. Heal check can stop the process. If the target dies, they
become a zombie.

- 69 -
Narcissus Complex Sample
Adventure

- 70 -
Narcissus’ Complex
Red italic text indicates descriptions to be read to the player.
GM Background: A master chemist, Narse (short for Narcissus, but don’t
reveal that right away), has been missing for over a year. Baroness Elanor,
his patron and benefactor, initially staged a large-scale search, but after a few
weeks without luck she was forced to call it off.
Narse ran away. He built himself a secret laboratory in which he could pursue
Narcissomancy (essentially, the pursuit of cloning), so he might properly
admire himself. The science was imperfect though, and he was only able to
create horribly botched imitations.
At first, the Narcissi, as he calls them, were content with his promises that he
would fix them. As time wore on, however, so did their patience. It was clear
Narse would only ever pursue true replication of himself. The Narcissi
imprisoned him in a trap only he could fall for.
Driven by hunger, the Narcissi have recently started making short excursions
from the complex, stealing from isolated homesteads...
[This adventure should begin immediately after the Player Intro, while they’re
at the Inn exchanging gossip. The patrons of the Inn are poor but eager to
provide information if it means the PCs take care of the ‘Wild-Man’ problem.]

Player Introduction: A little over a year ago, a Baroness’ court apothecary


& alchemist, Narse, suddenly and mysteriously disappeared. Baroness
Elanor funded a large search but to no avail.
In hopes that Narse would eventually turn up, the Baroness declared a
standing award of 800 gold for his safe return. If some evil had gotten the best
of him, 200 gold would be awarded for the return of his body.
Until recently, this information was deemed unimportant and haphazardly
stored in the back of your mind. This changed while staying at a remote Inn
& Tavern (The Weary Horse) during your travels. The local gossip was of “a
bent and broken raider that acts like a wild-man but wears an apothecary’s
mask and an alchemist’s vial bandolier”.
One homesteader even claims that he chased the wild-man off, all the way to
an abandoned mining complex, but chose not to pursue underground. With
little pressing, he provides directions…

- 71 -
The Weary Horse Description: The Weary Horse is a lonesome structure
with only an attached stable and well for company. Its front door leads directly
into the muddy road that winds its way through the dense and dark forest.
Only homesteaders, travelers between remote regions, and vagrants have
ever stepped foot inside.

The building itself is a ramshackle affair; it seems to have been expanded


upon generationally for several centuries, tied together primarily through
countless layers of cooking grease and soot.

The patrons are a rough and direct lot. While they aren’t hostile, they lack the
tact that their less isolated peers have mastered.

Locals & Travelers:


● Brutter Lark: Human. Runs the Weary Horse. He’s mostly interested in
keeping the conversation going as it keeps the locals buying drinks.
● Garius: Elf. Bodybuilder as a passion, bar hand as a job. Will slip away
as soon as convenient to eat eggs and lift (barrels of beer).
● Jeffrial: Elf. Vagabond and suspected poacher. Once saw two of the
described “Wild-men” walking together. Won’t share unless pressed.
● Saul Vines: Human. Retired guardsman. Homesteader. Chased “the
wild-man” off. Enjoying his moment in the spotlight.
● Zoe Hoof-fut: Saytr. A traveler without a destination. Claims she was
born to halfling parents. Interested if Narse could cure her infliction.
● Urchin Seafoam: Dwarf. One of the few dwarves that chose a career
as a pirate honest sailor. On his way to the mountains to visit family.
● Eks Ggity: Human. A feeble-minded simpleton. Quick to anger and
quick to forget. Pulls a plow at Saul’s homestead. Lusts after Jeffrial.
● Geremy Callin: Halfing. Full-time resident of the inn. Former adventurer
until “That cave with all the eyes”.13 Refuses to elaborate.
● Stealbeard Ironbrows: Dwarf. Wandering blacksmith. Hates that he is
a dwarf stereotype, but likes the income. Claims Narse hired him once.
● Lady Veronica: Human. Dressed as a beggar, smells worse. Swears
Baroness Elanor usurped her. (DC 11 Lore: She didn’t).

13
Check out Dungeon Crawl Classics #81, The One Who Watches from Below.

- 72 -
Rumors: Players get one free rumor each (d20 roll) if they spend an evening
at The Weary Horse. With a rumormonger skill check (DC11), they get an
additional rumor. PCs shouldn’t believe everything they hear, for not all
rumors turn out to be true. T = True, F = False.
Rumor Table
1. Narse and the Baroness were 11. Narse originally fled under a full
lovers. (T) moon, howling as he went (F)
2. Narse ran away because the 12. The Baroness murdered Narse
Baroness would not wed him. (F) and now his spirit seeks revenge (F)
3. The directions to the complex 13. The timelines of accounts
were poor. (T, PCs now have conflict, with two different raids
advantage for survival to search) happening concurrently. (T)
4. Animals drained of blood were 14. Narse’s full name is Narcissus.
found in Narse’s quarters. (F) (T)
5. Narse was egotistical and 15. Narse won’t enter holy buildings
obsessed with himself. (T) or consecrated grounds. (F)
6. Narse pursued unholy topics, such 16. Narse was provided for by the
as creating life from chemicals. (T) Baroness so he could cure aging. (T)
7. Narse knows how to turn lead to 17. The wild-man could lift a bear
gold and iron to silver. (F) and outrun a horse. (F)
8. The Wild-Man is blinded by 18. Narse would cloud his enemies’
daylight and hates the sun. (F) minds with mushroom spores. (T)
9. The mining complex is a labyrinth. 19. Narse’s labs at the Baroness'
Miners would use long spools of rope estate were notoriously dangerous
to avoid getting lost. (F) and placed far from her home (T).
10. Prior to disappearing, Narse 20. Animals would disappear when
discovered how to create gold (F). Narse was around (T)

Getting to the Mining Complex: The mining complex is well hidden. It


requires a DC 13 survival to find. PCs must pass a DC 11 stealth if they want
to be unnoticed (being noticed means they’re ambushed upon arrival).
Players can keep searching if they fail the first time. This eats up time (6 hours
per search), resources, and increases the chances that the Narcissi discover
them. For each failed search the survival DC goes down by 2 but the stealth
DC goes up by 1.

“Random” Encounter: 8 Base Narcissi (see Room 1) are out raiding when
the PCs arrive. They return in 4 hours. Meaning if the PCs stop to rest or
delay, they face an extra encounter. The Narcissi have 10 SUP and 30 GP.

- 73 -
Map of the Complex

- 74 -
The Complex
The PCs will have to retrieve four ‘keys’ to gain access to room 8. The keys
are actually vials. When combined, they make a solvent to corrode a
protective web blocking the door. Bold PCs may find another way.
Entrance: Among the gnarled, twisted roots of an ancient Yew tree is a
fissure that leads into the darkness below. With a bit of rope, the 20 ft climb
down is easy. Without a rope, DC 11 Athletics.
If the PCs remained undetected by the Narcissi: The smell of smoke wafts
from deep below while a faint, flickering firelight can be spotted inside. Several
figures crouch around the fire, taking turns rotating a spit over it.
If the PCs were spotted by the Narcissi: From inside the darkness of the
crevasse low, pathetic whimpering and moaning can be heard.

1. The Foyer (RD 12): The fissure among the roots leads 20 feet down,
directly into the center of this room. The air is hot and smokey. Overturned
bookshelves and barrels have been arranged into a crude dining hall.
The northern door to room 8 is covered in an impenetrable web (PCs will need
the four Keys-Vials to dissolve it). A small pile of loot, containing 6d6 GP and
clothing from some ill-fortuned locals, is piled off to the side.
If the PCs have been stealthy, the six Narcissi are not aware they are coming
and are busily turning a spit with a horse thigh over an open fire.
If the PCs were not stealthy, one Narcissi calls out in fake pain from the North-
Eastern corner of the room, while five more wait in ambush in the shadows of
the South-Western corner.

Base Narcissi
These near-humans look to have rolled off the same defective
assembly line, all horribly and uniquely flawed.
HD: 3 | HP: 12 | ID: d8
Attack: Makeshift club (+3, d8) or Unstable Concoction(1)
Unstable Concoction: Narscisi can hurl unstable concoctions 30’,
they have a radius of 5’. See table on the next page for details.
Roleplay Guide: Narcissi are humans, rapidly grown without
education or moral guidance. Remember to describe them as being
near-identical, but all uniquely twisted in their own special way
(swollen eyes, lacks a forehead, protruding bones, covered in fur,
elongated torso, three legs, etc).

- 75 -
Unstable Concoctions: Narcissi, at their core, are copies of the brilliant
Narcissus and retain echoes of his passion for alchemy. Each Narcissi carries
an unstable concoction that can be thrown 30’ with that hits everyone in a
radius of 5’. Unstable concoctions are also used in room 2.
Unstable Concoction Table (Roll a d10)
# Effect
1 Poof: Nothing happens
2 Cursed: Suffer a random mutation (LUC to avoid, see magic chapter
for inspiration)
3 Lumpy: Mixture creates a Gluttonous Lump (see Bestiary) at point of
impact. If a target occupies the space, they are enveloped
4 Acid: Gear takes d4 DUR damage, PCs take d6 damage (DEX Save)

5 Sapper: Gain one level of exhaustion (CON Save)


6 Fix it: Gear is repaired for 1d4 DUR
7 Gravity: Gear triples in load for 1d4 hours (STR Save)
8 Boom: 1d10 damage (DEX Save)
9 Shroom: Held items are perceived to be sentient. (INT Save, repeated
hourly).
10 Blessed: Face transforms into Narcissus’ (CHA Save to avoid).

2. Unstable Chemical Laboratory (RD 11): The room is dominated by four


floor-to-ceiling glass vats of bubbling liquid, each labeled 1, 2, 3, or 4. One
corner of the room has a wall of purple fire separating it from the rest. A
Narcissi with a mermaid’s tail can be seen slithering inside.
The mermaid Narcissi, desperate to get out of his predicament, will explain
he used a potion that granted immunity to the alchemical fire (normally 2d8
damage per pass), but the potion expired. With the potion, he was able to
retrieve one of four component Key-Vials needed to free his maker.
In exchange for liberation, he will hand over the metal Key-Vial. He doesn’t
know how to make the fire immunity potion, but remembers his maker having
a poem for the formula. “4 Vats, 4 Parts, as easy as 1, 2, 3, 4!”.
The solution of the poem is that the potion needed is made of four equal parts.
One part from vat two, three parts from vat four. Any other combination
creates a random Unstable Concoction and causes an instant explosion.
Success creates a Ud6 of fire immunity potion that lasts 3 rounds.

- 76 -
3. The Breeding Chamber (RD 11): This room is still and near-silent, except
for the sound of dripping. The walls are lined with tanks. The Narcissi,
apparently, are not grown in the traditional sense, but ‘created’ from the inside
out. The tanks hold Narcissi ranging from only bone and connective tissue to
those with nearly complete muscular systems.
The semi-complete Narcissi are in a deep sleep. Walking through the room
normally will not awaken them. Excessive noise, such as breaking a tank, will
awaken them. There are 13 Semi-Complete Narcissi.
One of the tanked Narcissi has a key-vial around his neck. If the PCs are
careful they can open the tank (disable device) and remove the Key-Vial
(sleight of hand) without waking the pack.

Semi-Complete Narcissi
A shambling horror of exposed muscle, organs, and bone. Their
feet make a meaty, wet stomp as they hit the ground rushing forth.
HD: 2 | HP: 8 | ID: d6
Attack: Overwhelming Rush (+3, damage die starts at d4)
Overwhelming Rush: The first attack on a target in a round does
(d4). Every additional attack on that target goes up the dice chain
(d6, d8, d10, and capping at d12). The chain resets every round.
Roleplay Guide: Semi-Complete Narcissi are like violent newborns.
They’re unaware of what’s going on, they don’t like being woken,
and they’re hungry. ‘Beeline’ and ‘swarm’ are their only tactics.

4. The Pet Room (RD 11): The room is alive with barking. Not dog barking…
human voices imitating barking. Narcissi molded roughly into the shapes of
dogs are playfully running around the room.
The hounds are friendly and will rush up excitedly to the PCs, curious and
eager. If the PCs attack, the hounds (8 in total) will defend themselves.
One hound, a particularly skittish fellow, has a Key-Vial on his collar. He will
always run away if chased. If the PCs make a show of running away from
him, he’ll want to play the game and chase after them. PC’s can easily snatch
the vial when he comes close (Athletics check) bolting towards them.
This room’s main purpose is to see if your PCs will find a non-violent way to
get the Key-Vial… or if they’re heartless dog murders.

- 77 -
Narcissi Hounds
The arms and legs of these “humans” were dislocated and reset in
new positions to allow them to run on all four limbs.
HD: 1 | HP: 3 | ID: d4 | Fast: Move speed of 40’
Attack: Bite (+2, d4)
Roleplay Guide: The hounds were created by Narcissus with the
goal of replacing man’s best friend. They are simple and loving.

5. The Feeding Room (RD 11): You can smell the rot from this room well
before the door opens. Inside, dozens of Narcissi looked to have been
physically pulled apart. The gore covers the ground so thoroughly, not an inch
of the floor can be seen. Amidst the carnage, there is a silver key-vial.
On the north side of the room is a thick oaken door, reinforced with iron bands
and barred closed. A large ‘something’ can be heard raging on the other side.
In stark contrast to the room, a neatly written sign hangs on the door. It reads
“Alpha trapped inside, please leave him be. -Narse”.
The purpose of this room is to telegraph that Room 6 is extremely dangerous.
The only challenge is walking through the slaughter without getting sickened
(CON save or gain a level of exhaustion).

6. The Alpha Narcissi (RD 18) The moment the door is unbarred, a hulking
Narcissi bursts through outstretched arms reaching towards the first enemy it
can see. There is an incomprehensible rage in his eyes.
The room itself looks to have been a storage space, but the shelves and
equipment have all been shattered and scattered. A high perception check
(RD 19) will spot the secret passage, a small crawl space to room 8.

The Alpha Narcissi


The Alpha is all muscle and hatred. Impossibly fast and ruthlessly efficient.
He wears layer upon layer of tattered Narcissi robes.
HD: 12 | HP: 72 | ID: d8
Attack: Pummel (+5, d10) x2 and Grab & Rip
Grab & Rip: The alpha will first attempt to grapple (+7). If a target is
grappled from the last turn, it will begin to pull them apart (2d6 damage).
Roleplay Guide: The Alpha was Narse’s attempt at creating his idealized
physical form, disregarding all other aspects, including humanity.

- 78 -
7. The Fungal Farm (RD 1 + # of rounds): This section of the complex looks
to have been stumbled upon, not built. Rather than large, square, stone
rooms, there are round, wooden tunnels that seem to have pushed their way
through the earth. Mushrooms of various sizes cover the walls.
When a PC enters: As soon as the first of you walk through the entryway, the
mushrooms make a soft popping noise, releasing spores into the tunnel.
This part of the complex stumbled into the root system of the Ancient Yew
above. This section of the tree has died. Narse’s careless dumping of leftover
alchemical sludge has awoken the mushrooms.
The RD starts at 1. At the end of every round, it goes up by 1. This is the
mushroom spores clouding the PCs’ brains. If the PCs leave the area, the RD
ticks down by 1 every hour. At the beginning of their turn, the PCs must make
a CON save or be stunned.
Optional: In playtesting, losing a turn (instead of being stunned) was also
tried. If your table prefers a challenge, consider doing this instead.
Around some corners, marked on the map as “A”, mushroom beasts wait in
ambush. The more the tunnels fill with spores, the stronger they become (the
RD ticks up, making them harder to hit).

Mushroom Beast
This mound of living mushrooms waits in ambush among colonies of it’s
non-sentient brethren.
HD: 4 | HP: 20 | ID: d10 | Weak to Fire
Attack: Fungal Leach (+3, d4 damage to a random ability)
Roleplay Guide: The mushroom beasts are opportunist hunters, waiting
around corners to ambush their prey. They can lay dormant for years.

8. The Prison Room (Rd 14): When the four Key-Vials are mixed together,
they create Ud4 of Narse’s Acid. It causes 3d6 DUR damage to anything it
touches. It also destroys the web covering the door to this room.
Once the webbing has been removed: The room is cozy and inviting. Plump
sofas, a bed with silk sheets, a large standing mirror, an imposing lacquered
wood desk, a grandiose armoire, and a well-stocked pantry of stale food.
Behind the wood panels is the secret passage from Room 6. It is impossible
to find from this side unless the PCs are actively tearing the room apart.
The armoire is a masterwork of wood and metal. It has a large lock sealing it
closed and DUR 10. If the players get it open, they’ll find the inside covered

- 79 -
with mirrors, a spent rod of light, and the emaciated corpse of Narse. His cold,
dead face is grinning from ear to ear. His final days were spent in this tiny
room of mirror, with countless reflections of himself.
The desk is the treasure trove of the adventure. It contains:
● An Unsent Letter to Baroness Elanor - It explains that while he loved
her, he felt like it was his duty to preserve himself for future generations.
He also goes on to explain that he found out how to make her young
again and would share that on his return.
● Vampiric Life Potion Formula - A particularly vile potion. DC 16 to craft,
requires a special component of a human brain. Creates a single-use
potion. Effect: De-ages the drinker by X months. X = 66 - the age (in
years) of the person whose brain was used.
● A Vial of Armoring Oil - Coated item gains d6 DUR above maximum.
Only one layer of oil can be applied at a time. DUR over maximum
cannot be regained through repair. Ud6.
● Pigeon Dust - This extremely versatile bag of dust can be used to
temporarily blind enemies (Athletics Vs. RD) or made into a tea to heal
1d4 HP. It is also exceptionally flammable. Ud8.
● D100 + 100 GP (or an amount that is appropriate for your campaign).

End (RD 11): If the PCs were kind to the patrons of The Weary Horse, they
are welcomed back with cheers and a round of free drinks.
If the PCs were rude or mean to the patrons, the 9 patrons (Brutter stayed at
his Inn) are waiting in ambush outside the Complex.

Weary Horse Patron


The Patrons of The Weary Horse are eager for an easy payday snatched
from the hands of the battered adventurers.
HD: 2 | HP: 8 | ID: d8
Attack: Improvised Weapon (+3, d6) or Thrown Rock (+2, d4, range 30’)
Roleplay Guide: See Locals and Travelers for individual personalities.

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Character Sheet

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Character Name Player Level

Race XP Morale Speed Prof Bonus Init / Hit Die

STR sv? Hit Points Armor: Total AC Shield?


Mod Max Dur
Score
Current Max Type DUR Dur Max Dur
Current
Skills Prof? Total Weapon 1: Weapon
DEX sv? Acrobatics (DEX) Att Max
Mod Arcana (INT) bonus Dmg DUR Dur
Score
Athletics (STR)
Current Coerce (CHA) Weapon 2: Weapon
Deception (CHA) Att Max
CON sv? Diplomacy (CHA) bonus Dmg DUR Dur
Mod Disable Device (DEX)
Score
Disguise (CHA) Weapon 3: Weapon
Current Druidic Magic (INT) Att Max
Craft _____ (INT) bonus Dmg DUR Dur
INT sv? Grapple (STR)
Mod Heal (INT) Gear U d Load DUR
Score
Insight (INT)
Current Language (INT)
Lore (INT)
CHA sv? Perception (INT)
Mod Perform (CHA)
Score
Research (INT)
Current Religion (INT)
Rumormonger (CHA)
LUC sv? Sleight of Hand (DEX)
Mod Stealth (DEX)
Score
Survival (INT)
Current Warfare (INT)
Current Maximum Notes
Load

Current Maximum
Supply

Current Maximum
Magic Items

Current Maximum
Followers

Feats
Racial
Bonus

Spells Spell Bonus:


3
Cantrips

5
Minor

7
Moderate

Gold & Treasure

Major
RedHack is a d20 system that blends modern character
customization and OSR gameplay philosophies.

Character creation is classless, relying on a limited number of


highly impactful options.

As PCs level, they will become more skilled and efficient, but
HP does not significantly increase. There are no insignificant
threats or monsters.

Surviving to level 10 is an achievement. Balancing resources


(such as luck, consumables, and HP) and making smart
decisions will give PCs the edge they need.

RedHack is a concise, complete package that contains


Player Rules, a GM Guide, a Bestiary of 24 classic foes, and
a sample adventure. It’s also fairly easy to run other system’s
adventures with on-the-fly conversions.

Further hacking and customization is encouraged. Add


additional races, feats, skills, spells, and rules as needed.
Only you know what’s needed for your setting and table!

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