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THE MERRY MUSHMEN & FRIENDOS PRESENT

Crack!
BARELY/EXPLAINED V1.0b

COMMON RULES FOR ADVENTURE CAMPAIGNS BY KNOCK!

CC BY 4.0
WHY THIS GAME?

Ever since the seventies the original game’s rules were a language for everyone to express
their creativity within a common framework. But recently, the Warlocks of the Seashore
and the Hasbeen Brotherhood have grown resentful of this lingua franca they don’t under-
stand. They think it slows their effort to hoard all the gold in the realms. Well, fuck’em.
For lack of a better solution, which will surely come later, we propose this simple system.
It uses terminology and procedures strangely similar to those we already know, but that
shouldn’t draw the ire of the Licensing Tower of Evil upon us poor mushroom folk.
CRACK! is a complete game. It is meant to support your own creations so that fans of the
original game and of its clones can use them.
Even if you don’t play CRACK! at your table, you are welcome to use it to make your cre-
ations more easily and widely usable.

Any adventure, setting, random magic hats table,


tentacley creature, or character type
written in the language of CRACK!
can be understood by any of us.
That is our only goal.
We’re not trying to build a new brand or anything here, just humbly adding our two quirky
coppers to the party’s loot. We hope you will help develop this game so it can become a
reference (among others) for those of us who want to keep the old game undead and well,
and to build on its legacy.
Let’s make a CRACK! in the tower, shall we?

Precisions about the licence: you can reuse the text of the rules of this
game for anything you make and distribute commercially or not.
You cannot reuse the art. We ask the title of your products be easily distin-
guishable from CRACK! Use “CRACK!” (you may even find the logo on our
site if you want to use it) but please just add something like a subtitle or a
tweak to differenciate it from our “original CRACK!”.
For example, “Unarcan Earthana: Player Options for CRACK!”
or “CRACK!: The Kip and the Bordello” are both alright.
Just “CRACK!” is not.
Crack!
BARELY/EXPLAINED V1.0b

K!
COMMON RULES FOR ADVENTURE CAMPAIGNS BY KNOC

An original game by Eric Mushdan and the Laminak Crew.


The text of these rules is released under a Creative Commons
Attribution International licence (CC BY 4.0)

Meant as a lingua franca for the adventure gaming communities, these


rules are incomplete by design. Ignore, change, and make up whatever you
need, taking inspiration from whatever other system you like. The golden
rule should always be: when in doubt, do it the way you usually do it.

Art by © Keny Widjaja


The Citadel of Evil © Stuart Robertson

3
THE GO
RULE SH
ALWAY
WHEN IN
DO IT TH
YOU US
DO
OLDEN
HOULD
YS BE:
N DOUBT,
HE WAY
SUALLY
O IT.
Crack!
DELVE INTO DUNGEONS, RUN FROM DRAGONS
In this game, you play a character adventuring in a world prepared and portrayed by
the Referendary (or ref for short). They set up a situation and you act on it as if you were
there, asking questions as you go. The ref tells you what happens based on their prep,
their knowledge of the world, and possibly a roll of the dice.

YOU ARE A COMMONER


Whether you were born dirt poor or lost it all, you are now what people generously call
an adventurer, but we refer to you as a commoner: someone desperate enough to look for
treasure in deadly, creature infested places. You have no power in the society above, so you
are looking for it in the underworld. Roll your stats, choose a job, roll your HD, get your
gear (see p. 8) and write down your dAC and your rank (1). Come up with a funny
name, and you’re good to go!

SEVEN STATS TO DEFINE THEM ALL Stat bonuses. If you enjoy doing arith-
You are defined by these seven stats, metics in social situations, you can pair
ranging roughly from 1 to 20. bonuses to high scores and penalties to low
• STR (Superior Tendons and Ripped scores. Say, a 13 in STR would grant you +1
abs): your raw muscular power when rolling to boop a bugbear on the nose
• INT (Indicative Neuronal Tension): with your flail and an 18 would give you
your education and mental ability, the +3. (That, or use a modifiers table you’re
languages you speak (see p. 20) already familiar with.) In the same manner
the ref may decide that a score or 8 or less
• WIS (Willpower and Indexed Serious-
burdens you with a -1 modifier to rolls in
ness: your intuition and force of will
relation with the stat.
• DEX (Deft Experience of Xylophones):
your speed, agility, and manual precision HP (HEALTH PEAK)
• CON (Coronary Obstruction Never): Health Peak is a score that represents your
your stamina and resistance to disease lifeblood, luck, and general ability to survive.
and poison Being wounded reduces your HP (we call that
taking damage) and at zero HP, you’re dead.
• CHA (Carousing Hability Average): your
presence and leadership ◆ Death Cheaters. Some refs have rules to
give characters a chance of survival when
• LUC (Luckily U Can): how much the stars
they reach zero HP. We smirk at these
favour you. See LUC rule p. 11
practices, but we do understand that not
These scores should give you an initial idea everyone wants their game to be a blood op-
of what your character is good at, and help era. In any case, make sure new characters
you decide what your commoner looks like are introduced within minutes.
and what their job should be.
You roll a die for your HP depending on your
Rolling up stats. Ask the ref how to job (see opposite). When you Get Better (see
determine them. Roll 1d20, 2d10, 3d6, p.13) , you get to roll another die and add it to
2d6+3, 4d4, or more dice and drop the your Health Peak.
lowest, whatever works.
◆ During our playtests, a majority of SAVE...
groups enjoyed using 3d6. A lot of people is for Shit Avoidance Value Expressed. It is
prefer playing without the LUC stat for a used to decide if your commoner succeeds at
more gritty feel. avoiding shit ( see p.11). Lower is better.
6
COMMONER JOBS - These are the main categories commoners, or jobs.
Zealot Tinykin
An armoured servant of the Gods. Sort of like a gnome farmer,
- Health Peak: d6. Get better: 75 XP jolly and of solid appetite
- SAVE: 14, +2 at rank 5, 9, 13, etc. - Health Peak: d6. Get Better: 100 XP
- Add your rank to resist enchantments and - SAVE: 10, +2 at rank 4, 7, 10, etc.
trickery - You are unnoticed while hidden and immobile
- You can roll to cast out evil (like demons or - Add your rank to attacks using a sling
undead - see p. 16)
- At 2nd rank and up, you can perform mira- Scoundrel
cles (see p. 16) Locksmith, burglar, crime consultant.
You’re useful if not very trustworthy
Dwarf - Health Peak: d4. Get Better: 60 XP
The sturdy bearded folk from fantasy and - SAVE: 13, +2 at rank 5, 9, 13, etc.
myth. Scottish accent optional. - Add your rank when attempting sneaky moves,
- Health Peak: d8. Get Better: 110 XP dirty attacks, mobility stunts, pick locks, etc.
- SAVE: 10, +2 at rank 4, 7, 10, etc. - You cannot wear armour above leather
- You can see in the dark or use shields
- You’re good at detecting hidden stonework
like passages and traps (something like 2-in Warrior
6 — see p. 10) The most desperate of commoners,
and often the first to die
Elf
- Health Peak: d8. Get Better: 100 XP
Pointy eared and immortal, no one knows
- SAVE: 14, +2 at rank 4, 7, 10, etc.
why they bother with dungeons
- Add your rank to hit OR damage roll when
- Health Peak: d6. Get Better: 200 XP
attacking creatures (choose before rolling).
- SAVE: 13, +2 at rank 4, 7, 10, etc.
- You can see in the dark and are good at hear-
Is elf really a job? No it isn’t, but all elves
ing noises
tend to do the same thing (or two things) when
- You can cast spells like a magicker, even
going on an adventure, so we’re lumping
when wearing armour
heritages with jobs for simplicity’s sake.
- You’re good at detecting secret doors (some-
More jobs. Look on the internet or in
thing like 2-in 6 — see p. 10)
KNOCK! for ideas.
Magicker
Nerds in pointy hats who can sometimes
become fearsome archmages.
- Health Peak: d4. Get Better: 125 XP .
- SAVE: 13, +2 at rank 6, 11, 16, etc.
- You can cast spells (and start with one)
- You cannot wear armour, use shields, or use
any decent weapons

7
Crack!

“You are what you carry” is a common saying among commoners. Do not venture into a
dungeon without a light source, some food, trinkets or booze to trade with goblins,
and of course your suit or armour and a weapon or five.

EQUIPMENT
STARTING EQUIPMENT STARTING WEALTH
Your commoner starts with leather armour You start with the following valuables. The
or chainmail (if their job allows it), one ref may let you exchange some of it for
weapon of their choice, and one of the some equipment (see opposite) before the
following packs: adventure starts.
1 Serf: sling, sack, small game traps, 1 Farm animals worth 1d6 x 5gp
crowbar, half a candle, wolfbane (3 bunch- 2 Stolen goods worth 1d6 x 10gp
es), crabapples (1 day)
3 A work of art worth 1d4 x 20gp
2 Labourer: stick and bundle, shovel, 1d8 small gems worth 1d10gp
4
rope (15m), silver candlestick, stale bread
(2 days) 5 A purse with 6d6gp
6 2d6 electrum ingots
3 Farmer: folding knife, satchel, hen
(10gp each)
in a basket, pole (3m), lard lamp, cured
ham (3 days)
4 Artisan: crossbow (12 bolts),
shoulder bag, set of tools, torches (5), stew
pasties (3 days)
5 Merchant: blunderbuss (3 shots),
handcart, tarp, lantern and oil (2 flasks),
silver whistle, travel cake (2 days)
6 Scholar: short sword, haversack,
writing kit, silver mirrors (4), hammer
and stakes (6), berry pie (1 day)

8
EQUIPMENT LISTS...
...are a dime a dozen. Let us copy and paste one from some other game we wrote.
Yeah, we use the gold piece (gp) as the base currency. We know it’s a lot of gold, but we’ve
never been assassinated by a historian yet, so this is probably fine.
Armour - Repeating crossbow, 35gp ▶ reload d6
- Clothes (dAC 10), 1-100gp after 6 shots
- Leather armour (dAC 12), 10gp - Siege crossbow, 50gp ▶ 2H, reload 1,
- Chainmail (dAC 14), 25gp powerful
- Plate (dAC 16), 50gp - Sling, 2gp ▶ versatile
- Shield (+1 to dAC), 10gp - Spear, 3gp ▶ reach, thrown
- Sword, 10gp ▶ versatile
dAC is for Defensive Arbitray Calcu- - War hammer, 10gp ▶ powerful vs plate
lation (see p.10), a function of the armour
you wear. The higher the better, as it is the Weapon Qualities
number needed (normally on a d20) to hit (see also Bigger is dangerouser p.11)
you. - 2H (two-handed): roll 2d6 and keep the
Creatures (see p. 20) don’t need armour highest result
to have high dAC. - area: hits d6 targets
◆ Some refs allow applying a common- - hasty reload: can shoot two turns in a row
er’s DEX modifier to their dAC for bet- if staying in place
ter or worse. You may want to do it too. - loud: attracts wandering creatures
- powerful: doubles the damage dealt
Weapons - reach: can be used over someone’s shoul-
- Arquebus, 50gp ▶ 2H, reload d6, der
powerful, loud - reload X: you need X turns to reload
- Axe, 5gp ▶ thrown, versatile - thrown: can attack at a range of a few
- Battle axe, 10gp ▶ 2H paces
- Blunderbuss, 40gp ▶ area, reload d6, - versatile: easily wielded in cramped
powerful, loud conditions
- Bow, 8gp ▶ versatile
- Club, 1gp ▶ versatile
- Crossbow, 25gp ▶ 2H, hasty reload, Adventuring stuff
reload 1 - Arrows or bolts (20), 2gp
- Dagger, 2gp ▶ thrown, versatile - Bottle of booze, 2-10gp
- Flail, 10gp ▶ powerful vs shields - Garlic hook, 25gp
- Greatsword, 20gp ▶ 2H - Holy symbol, 25gp
- Hand crossbow, 20gp ▶ hasty reload, - Holy water, 25gp
reload 1 - Iron spikes (10), 2gp
- Horse pistol, 40gp ▶ reload d4, powerful, - Lantern, 7gp
loud - Mule, 10gp
- Javelin, 1gp ▶ thrown, versatile - Oil, 1gp
- Longbow, 15gp ▶ 2H - Powder and bullets (10 shots), 20gp
- Mace, 10gp ▶ powerful vs mail and leather - Rations (7 days), 7gp
armour - Rope (15m), 2gp
- Polearm, 10gp ▶ 2H, reach - Specialised tools, 25gp
- Quarterstaff, 3gp ▶ reach - Tent for two, 10gp
- Rapier, 12gp ▶ +1 to dAC - Thieve’s tools, 25gp
- Torches (10), 1gp 9
Crack!

Reminder!
When in doubt, do it the way you usually do it!

THE RULES WE USE


(MOST OF THE TIME)
THE D6 RULE - Example: When Keroog the 2nd rank Dwarf is
This is a very handy little rule, perhaps the trying to flee from the fearsome cannibalistic snow
only one you need to run and play this game. gnomes of Valmody, she jumps on her shield and
When the ref isn’t sure if something is attempts to use it as a sleigh to slide down the icy
happening, they should give it a probability slope. After laughing at the mental image, the ref
expressed in chances-in-six. asks Keroog’s player to roll using her common-
Example: Are the guards distracted by their er’s DEX, ruling that an AC of 14 is necessary to
game of dice? Pretty likely, 4-in-6 chances that succeed. Unfortunately, Keroog’s DEX of 7 comes
they won’t notice the noise you’re making when with a -1 modifier, and no one would say sliding on a
searching the next room. You’re fine if the ref shield is an activity a dwarf should be good at (so no
rolls 1, 2, 3, or 4. On 5 or 6, the guards come to adding 2 for her rank). But the player is lucky and
investigate the noise… gets a 16, for a total of 15.
So the roll is a success, and Keroog escapes. But
DOING SHIT the ref’s map indicates that at the bottom of the
When you’re attempting something and the slope is a dangerous crevice. The dwarf decides
ref doesn’t know what happens, they will ask to use her warhammer as breaks, sticking its
you to roll a die. You can use twenty-sided pointy end into the ice behind her. This will be a
dice (d20s) because they’re fun to roll. The roll modified with STR (where Keroog has 14 and
higher the result, the better. a +1 modifier to tolls) with an AC of 14, and the
ref rules that hitting something really hard with a
Arbitrary Calculation
hammer is part of a dwarf’s skillset. So she gets
The ref decides on on a number to reach:
to add 2 for her level and 1 for her STR to the roll.
we arbitrarily call this number the Arbitrary
What could go wrong?
Calculation (AC). It should range between
10 (for average difficulty tasks) to 25 (for ◆ An alternate d20 resolution mechanic:
nigh impossible feats). In combat, you’ll use arithmetics free rolls. Instead of rolling and
the defensive Arbitrary Calculation (dAC) adding numbers to beat an AC, you can elect
(see p.9) of the creature you want to poke to to roll a d20 under the stat relevant to the
death with your spear. action. If the roll is equal to or over the score,
Roll to do shit! it’s a failure. We recommend switching to this
If what you’re attempting is something your rule when it’s late and/or you’ve had too many
character would be really good at, add your beers.
rank to the roll. And add your stat bonus or - Example: In Keroog’s sliding flight from the
penalty if you use them. snow gnomes (above), the player first needs to
By convention, “Roll vs AC 15/STR” means roll under her commoner’s DEX of 8 (so a 7 or
you must roll 1d20, add your STR modifier, less to succeed). Then, to stop her improvised
and that you succeed on a result of 15 or sleigh before falling into the crevice, she must roll
more 13 or less to be under her STR of 14.

◆ Ref, make shit happen! Failed rolls are opportunities to describe interesting consequences
to the commoners’ actions and change the situation. “Nothing happens” is boring.
10
AVOIDING SHIT THE ENOUGH! ROLL
In some situations, you will want to avoid When a creature is shaken, either because
some unpleasantness that isn’t a conse- it’s seriously wounded, or too many allies
quence of one of your rolls: a lightning are dying, the ref should roll 2d6 and
bolt cast by an evil sorcerer, the effects of a compare the result to the Motivation Level
poisonous gas, falling into a pit trap, etc. (ML) of the creature. If the result is over the
The referee will instruct you to make a roll ML, the creature or creatures stop fighting,
as described above, with an AC equal to either attempting to flee or surrendering.
your SAVE. According to the circonstances, Only brainless zombies and cultists high on
modifiers may apply. cheap black lotus fight to the death. (Which
can be represented with an ML of 12.)
◆ Saving trolls. You may want to make
◆ Motivation varies! We believe you can
things more complicated detailed by
(and should) change the odds of a creature
coming up with categories of dangers, and
surrendering according to the situation.
make up scales of target numbers for each
Stopping to wonder what a creature wants
job. Or, you know, find such tables in your
and why it should keep fighting is a good
favourite old game and save yourself the
habit to get into for a referendary.
headache.
Example: Our Auntie Pantxika isn’t a
fighter; her ML is 4. If she gets hit by a
KILLING SHIT sword, there is a good chance she will run
Fights are organised in turns. When an away. Unless of course she’s defending her
attack roll hits the dAC of the target, said cider orchard, in which case we estimate her
target loses 1d6 HP. They die at zero HP, ML to 10. No one threatens Auntie Pantxi-
but they will probably try to run away or ka’s apples and lives!
surrender before that.
◆ Some refs allow applying a commoner’s SPECIAL LUC RULE
STR modifier to their Attack and Damage Once per session and per rank, you can
roll in melee combat, and the DEX modi- permanently decrease your LUC score to
fier to their Attack roll in ranged combat negate the consequences of a failed roll. The
You may want to do it too. ref gets to describe how this happens — and
they will make you regret attempting the
Who goes first? If you need to decide ridiculously impossible while counting on
who acts first, have both sides roll a d6 or your luck to save you.
something.
◆ Order of events in a combat turn.
It can be useful to know what kind of
actions occur before others. You
could find a list from another game,
or you could just make rulings as
you go.
◆ Bigger is dangerouser. Differ-
ent weapons can have different
damage dice. A pocket knife
is d4 and an oversized
sword is d10, you get the
idea. Use the weapons
table you’re used to.

11
Crack!

HEALING Exploration turns. In dungeons, you can


Field healing is slow. You recover 1d4 use 10 minutes as the basic turn for explora-
HP per decently quiet night. If your sleep is tion activities. Move down a corridor, search
interrupted too many times or if you didn’t a room, that sort of thing can be done in one
have a meal, you only recover 1 HP. turn. This is also handy to know when to
roll for random encounters or when a torch
Settlement healing. After a full day of needs replacing.
rest in a safe place, with three warm meals
(five if you’re a tinykin), you recover 1d6 HP. Exploration and encounter rolls. When
Any exerting activity during the day and a commoner is looking for something like a
you’re stuck with field healing. secret door, or to decide if there are any gob-
lins in the latrines when the scout pushes
◆ Sharing is healing. Once per day, and if the door open, use the d6 rule from page 10.
the ref allows it, you can benefit from field A lot of the games we play have a
healing in but a few moments, as long as procedure to determine if a ‘wandering’
your character shares something personal creature is encountered while exploring
with their companions. (Describe a flash- a dangerous location. We recommend
back if no one’s around.) giving an encounter a 1-in-6 chance every
two exploration turns (or twice a day in the
EXPLORING DANGEROUS PLACES wilderness). The ref can decide that a 2 on
Any exploration should entail some rolls the die means that a clue to the proximity of
to avoid getting lost, determine if you run a creature is encountered instead.
into wandering creatures, if someone is Having a specific list or random table for
surprised when you bump into each other, encounters is good. Having one for each
and what the creatures’ disposition is when different location is even gooder.
encountered.
It can be useful to have an idea of how Wilderness exploration. Apart from
a different time scale and movement rate,
much ground you cover while exploring and
exploring the overworld isn’t much different
how fast you can run away from trouble (a
from delving into crypts full of creatures.
simple movement speed in feet or metres
Players choose directions following land-
per turn will suffice — use your favourite
marks and geography rather than corridors,
system or just wing it).
encounters are less frequent and more
You can also tie movement speed to how
varied, but that’s pretty much all. Use your
much shit the party is carrying, a concept
common sense, roll when you don’t know
sometimes called “encumbrance”. Simply
what happens, and it’ll work out fine.
say that commoners carrying more items
than their CON score are automatically ◆ Chase rules using d6s. Some creatures
caught up with if fleeing — or evaded if are notoriously faster, or slower, than the
chasing. And the opposite is true for com- average commoner. Be logical and give be-
moners who drop their stuff and run. Of tween one and three d6s to each participant
course, there’s the risk of taking a wrong in a chase. Whoever rolls the highest result
turn and getting lost, or falling in a trap no on a single die gains ground. Encumbrance
one had the time to detect and other factors can remove or add dice.
You should also keep track of your basic For example, a party of commoners would
consumables such as torches and food. No roll the average 2d6 to escape from a giant
one likes to go hungry or have to grope their slug (1d6). But Keroog the dwarf is loaded
way out of a haunted tomb once their last with the many ivory statuettes she insisted on
torch is used up. taking with her. If they choose to stay with her,
12
the party will roll 1d6. If her magicker friend ◆ Better Attacks. If you’re playing a long
were to cast a fleeting-feet spell on his boots, term campaign where the commoners will
he would get to roll 3d6, likely getting ahead of reach ranks above 6 or 7, you may want to
the rest of the party. add bonuses to attack rolls depending on
Depending on how far apart everyone is your job and rank.
at the start, you may decide that it takes one - Dwarfs, elfs, tinykins, and warriors add
or more successes in a row to reach or lose +2 to attacks rolls at ranks 4, 8, 12, etc.
the antagonist. - Scoundrels and zealots add +2 to attacks
rolls at ranks 5, 10, 15, etc.
FLUNKIES - Magickers add +2 to attack rolls at rank
Hirelings are very useful if you can afford 6, 12, 18, etc.
them. From the link kid carrying your lan-
tern to a unit of mercenary crossbowmen, Rank titles. Choose one to make your
they may save your life. Just make sure you commoner sound important:
treat them fairly and pay on time or they’ll Rank Title
go work for the orcs. 1. Veteran, Acolyte, Apprentice,
Flunkies stats, loyalty, and pay. You Footpad
can stat these characters up like the players’ 2. Swordmaster, Adept, Conjurer,
commoners, or simply like creatures (see Cutpurse
p.20). They often have their own goals. The 3. Hero, Curate, Medium, Pilferer
referee should keep track of how they are
4. Myrmidon, Vicar, Enchanter,
treated and make a roll if they think there’s
Burglar
a chance they abandon their post.
The cheapest of flunkies require half a 5. Champion, Bishop,
share of the loot. The more expensive will Necromancer, Robber baron
want a full share as well as a daily fee. Nego- 6. Superhero, Lama, Wizard,
ciate, offer incentives, and roll using CHA Master thief
modifiers if the ref asks you.
Campaign pacing and goals. The ref
GETTING BETTER (XP) is in charge of how fast they want your
Each job requires an eXhilarating Progres- commoners to Get Better. Getting XP
sion total (XP) for a commoner to Get Bet- should always be a challenge, whatever the
ter. XP is awarded by the ref for actions like commoners’ ranks.
recovering treasure, uncovering lost history, In any case, they should give you clear
or making alliances with local creatures. guidelines for what kind of activity will
To Get Better, you need to accumulate a bring you the most XP.
number of XP equal to the Get Better score
◆ If they want to reproduce the old-
of your job (see table p. XXX) times your
school gameplay, they should stick to ex-
current rank. For example, a 3rd rank dwarf
ploring and ‘liberating’ treasure from the
needs 300 XP to reach 4th rank. A 1st rank
wilderness and underworld as opposed
scoundrel only needs 60 XP to get to 2nd rank.
to killing creatures. In this case, they can
Each time you Get Better, increase your award 1 XP per 20gp recovered.
rank by 1 and add the roll of your Health
Peak die to your HP total. Getting Better with Arithmetics Free
For example, when reaching 2nd rank, the Rolls. If you’re using the alternate resolu-
Scoundrel from the above example would roll tion engine described on p. 10, you get to
a d4 and add the result to their 2 HP. If they add one point to one stat of your choice (but
rolls a lucky 4, their HP becomes 6. never over 18).
13
Crack!

“Turjan robed himself with a short blue cape, tucked a blade into his belt, fitted the amulet holding Lac-
codel’s Rune to his wrist. Then he sat down and from a journal chose the spells he would take with him.
What dangers he might meet he could not know, so he selected three spells of general application: the
Excellent Prismatic Spray, Phandaal’s Mantle of Stealth, and the Spell of the Slow Hour.”
Jack Vance - The Dying Earth

IT’S MAGIC!
SPELLS
Example spells
Magickers and other abracadabraic spell
casters start with one spell, kept in their 1 Attune Map
spellbook. Make up a name that sounds Duration: 10 minutes. The caster causes a
cool, and agree with the ref on its effects map they are holding to commune with
when you cast it. the part of reality it represents. They can
You can only cast as many spells per day as ask it one yes-or-no question per rank. The
you have ranks, and if you have more than map’s knowledge is limited to cartographical
that in your spellbooks, you must decide features: it doesn’t know about occupants
which ones you memorise every morning. or the history of the place (unless the map is
It’s a whole thing; if we were you we’d get ancient, missing pieces, or otherwise special
the ref to use a simpler rule, or something – at the referendary’s discretion).
more intricate from their favourite fantasy For the price of two questions, the caster
game. can point to a blank space on the map.
The room or area there appears, drawn as
Learning new spells. If you find a spell- accurately as the rest of the map. There is
book (say, on someone who just died from a 3-in-6 chance that each trap, secret door,
a steel overdose), you can learn the spells in or other hidden feature in the newly drawn
it. This should require a roll, or money for area is represented.
kraken ink and gorgon vellum, ask the ref.
Some fancy magickers make scrolls con- 2 Cloak of the Chameleon
taining a one-use spell. You can also try Duration: until removed. The caster grants
learning from them, but don’t cast the spell the power of camouflage to a single skin or
by mistake! pelt. The more exotic the skin, the harder it
is to notice the wearer (or hidden area/ob-
But I don’t want to come up with my ject) by sight or smell (the wearer makes just
own spells! Fine. That’s an easy one: use as much noise as anyone else).
the examples to the right. There is a much, Some guidelines are given below. Note that
much longer list in KNOCK! issue 4. And the chance of hiding is for a creature who
you can find spell lists everywhere on the stays very still; it is reduced by 1 or more if
net, in zines and other games. it is moving. At the ref’s discretion, a large
Yochai Gal made a table of d666 (216!) pelt can be used by more than one creature.
one-line spells for his game Cairn. It’s called When the skin is removed, the spells ends
More Spellbooks. We also must recommend and the skin is destroyed.
the super flavourful spell books put out by • Hood of pigeon feathers: 1-in-6
our friends at Lost Pages. • Ram or billy goat fleece: 2-in-6
• Stallion or bull hide: 3-in-6
• Polar bear or white tiger pelt: 4-in-6
14
• The skin of a tinykin scout or elf hunter: (just as it would be for someone else to walk
5-in-6 on their hands while holding a sword with
• Blink dog or displacer beast fur: 6-in-6 their toes).
• Lammasu or ki-rin skin: 7-in-6
5 Pylophony
3 Eldritch Surgery The caster talks to a door, gate, trapdoor,
The caster cuts out torn tissue, broken anything with a locking mechanism, and
bones, ruptured organs, and the like with orders it to open, close, lock or unlock. Roll
a putty made of dead flesh macerated in 1d10 + rank:
embalming spices and quicksilver (33gp 2-3: the door reluctantly opens or closes.
cost per dose). The deeper the wound, the Locks are operated slowly and noisily.
longer the surgery: a simple cut takes a few Traps are immediately triggered. The spell
seconds, replacing a severed limb or fixing ends.
punctured lungs requires an hour. 4-5: the door agrees to lock or unlock itself,
Roll as many d6s as the caster’s rank to leaving any traps or active runes in place
know how many HP are recovered. Also, (hopefully someone will check for them).
count the number of 6s rolled: The spell ends.
• One 6: the area healed, though devoid of 6-8: the door obeys and warns the caster
any scar, is cold, grey, and clammy. about any dangers on it or on the other side.
• Two 6s: the patient makes pets and The spell lasts for an hour.
farm animals aggressive. 9-12: the door obeys, disarms any traps
• Three 6s: the healed character can only or runes, and will act independently to
subsist on living flesh. If they haven’t fed facilitate the caster’s endeavours and make
in a day, they must save to avoid going their enemies’ lives harder. The spell lasts
into a frenzy at the sight of blood. until sunset.
• Four 6s: the healed character is consid- 13+: the caster becomes the doorway’s
ered undead for all intents and purposes. master until someone else casts this spell
They can be turned, damaged by holy on it. They decide who can go through it,
water, etc. even if the door is forced or destroyed. If
• Five or more 6s: the character becomes the caster is not around to allow passage,
a wight. A case can be made for the player they must specify conditions (in as much
to retain control of their character, but detail as they want, for the door will follow
the referee is within their right to remove instructions to the letter).
them from the game entirely.
All these effects, save the last one, wear off 6 Vermin Friendship
after 1d6 weeks. Duration: one hour per rank
The caster is able to communicate with one
4 Head over Heels type of creature commonly considered as
Duration: 1 hour. The target’s relationship vermin (insects, arachnids, some rodents,
with the floor and ceiling is inverted; also, birds, or bats, etc.). Cooperation is not
their feet and hands swap purposes. Not guaranteed: roll d20 + CHA modifier on
only are they able to use their hands to walk, the table below. At the ref’s discretion, an
magically suspended from the ceiling, but offering (of food, for example) may allow
also they can manipulate objects with their the player to add their rank to the roll.
legs. If there is no ceiling, tree branches and Initial reaction
other overhead objects can be used to walk. 1-6 Hostile – possible attack
The spell doesn’t work if there aren’t any. 7-14 Distrustful – no attack
It is however very difficult for the target to 15-19 Neutral – open to offers
interact with the floor and ceiling normally 20+ Friendship
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Note: Most of the spells and miracles you may find in other estimable compendiums
have ranks attached to them (that they sometime strangely call levels). If you use these,
we suggest this rule: a commoner casting a spell or miracle from a rank higher than
their own rank loses 1d4 HP, +1 per point of difference between the ranks.
Example: a 1st rank magicker casting a 3rd rank spell loses 1d4+2 HP

MIRACLES
Zealots (and other religious jobs if you’re Casting Out Evil. A zealot can use a
using them) can ask for a miracle a number magic circle, holy symbol, or any other relic
of times per day equal to their rank minus to drive undead and demons away. They
one. So zero times at first rank. Yeah, tough. must roll a d20, adding their rank and CHA
If the miracle is reasonable enough (to the modifier (with possibly the creature’s rank
ref as well as to the gods), it happens. as a negative modifier). Depending on the
roll, either one, 1d6, or 2d6 creatures are
◆ Wait, aren’t miracles a form of spells? unable to approach the zealot and their
Yes, they are. You could even call them companions. A very high roll might even
divine magic spells and keep them in a destroy those unholy creatures!
tidy list — and if you have one already, by ◆ I know a game that uses 2d6 to do this!
all means, use that (see what we say about Yeah, we’ve heard of it, but we’d rather not
spells on p. 14.) We recommend you keep reproduce that 2d6 table here. Honestly
the magic of the gods different enough though, it is probably easier to use than
from magicker magic. our maths-heavy system.

16
Example Miracles
the gods consider honourable under the
1 Holy Healing circumstances. For example, sneaking into
A zealot who asks for someone to be healed someone’s bedroom to slit their throat while
can give them back 1d6 HP per rankl. If the they sleep may be alright if the someone is
gods consider the wounded as not entirely an evil necromancer. In doubt, roll a d6!
deserving of the healing, they may make
the zealot lose 1 or more HP per rank. This 4 Wrath of the Gods
miracle can also cure diseases, curses, and This miracle is used to punish the evil and
other afflictions at the ref’s discretion. the unbeliever, usually in a memorable way.
Among other things, the wrath of the gods
2 Emergency Blessing can take the form of:
A blessing is a lengthy ritual requiring can- 1. A swarm of insects (1 damage per turn
dles, a holy altar, and hours of chanting. In to everyone in the area)
a pinch, a zealot can ask the gods to bless as 2. Vomiting toads, plagued with lice, or
many allies as twice their rank. For the next covered with boils (one target is a social
hour, the blessed commoners get +1 to all pariah for as many days as the caster’s
their rolls. In addition, the damage from a hit rank)
that would drop them to zero hit points can 3. The turning of sticks into snakes (as
be cancelled if they wish, but the blessing many as the zealot’s rank)
ends for all involved. 4. Changing wine into piss (as many cups
as 10 times the zealot’s rank)
3 Silence of the Lamb 5. Localised floods (as many rooms or
Everyone in the same room as the zealot areas as the caster’s rank)
makes no noise, as long as their actions are 6. The blotting out of the sun for a day
honourable. Some discussion may happen (in a radius equal to the zealot’s rank in
between players and ref to establish what kilometres)
7. … Come up with your own!

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MAGICAL ITEMS 26. Hat of the Gnomes. This red conical
In a fantasy game about plundering tombs hat lets you turn invisible, but you cannot
and robbing wizards’ towers, there should stop giggling.
be a lot of magical items. Common stuff 31. Headband of Hearing. Your ears are
includes weapons that add +1 to hit and like a dog’s, but you may get distracted by
damage rolls, armour with a better dAC, loud noises.
potions, and spell scrolls (see p. 14). 32. Helm of Brilliance. You always sound
To be interesting, magical items should smart. Once per session, ask the ref for an
have unique powers with narrow yet pow- answer to a question.
erful effects. We want our commoners to 33. Inverted Poniard. A wound closes
be known for the items they own and the around its blade: heals all missing HP, but
creative ways they’ve used them to solve the handle sticks out. The poniard is slowly
problems in their adventures. pushed out over 1d3 days.
Here is a list of such items we hope will 34. Invisible Kriss. This short blade can
create unexpected chaos in your games. only be seen when in contact with blood.
Most of these work once per day. 35. Kite of the Risky Travels. Takes up to
six people to wherever the wind blows.
d66 Magical Items 36. Las-lance. 3d6 damage, overheats on
11. Amulet of Otherworldly Magicks. a double or triple, dealing that much dam-
Cast a specific spell if you sacrifice a life to age to the user.
a patron. 41. Mace of Disappearance. Double dam-
12. Avenger Spear. Can dispel magic but age on undead or demons. If reduced to 0
wants you to fight evil. HP, the creature is teleported somewhere
13. Belt of the Full Belly. While you wear safe instead of taking the damage.
this, you don’t need food. You vomit every- 42. Masks of the Beast Lords. Speak
thing that goes past your lips though. with animals of the same type. Add your
14. Blade of Slaying. Powerful damage rank to reaction or influence rolls.
(2d6) on one type of enemy. 43. Potion Making Kit. Cumbersome and
15. Bleeding Heart Icon. Lay on hands to costly, but you can make a potion at every
heal someone, sacrificing 1 HP for each 2 camp. You need a sample or the formula.
HP healed. 44. Prayer Beads of Martial Prowess.
16. Claws of the Ninja. Easily climb sheer Meditate and train for an hour; you get an
surfaces. extra unarmed attack per turn for the rest
21. Drums of the Dead. Play for 1d6 of the day.
minutes and summon as many spirits of the 45. Radioactive Robes. These sickly
people who died here. green robes grant dAC 16. Anyone near
22. Dwarven Pickaxe. Digs faster, points them (or in them) loses 1 HP per hour.
towards gems, but makes you greedy. 46. Share the Rage Pills. For 5 minutes,
23. Everburning Scourge. Anything hit add 1 to your melee damage, but your oppo-
by this short whip has 2 chances in 6 of nents do too. 2d6 pills.
catching fire. 51. Ring of Rotating Knowledge. An-
24. Exosuit of the All-Conquering Rea- swers questions in exchange for important
son. Heavy armour that cannot be affected memories.
by any magic. Neither can its bearer. 52. Saddle of the Goat King. Turns any
25. Feathered Cap of Elvenkind. Run mount into a giant goat.
swiftly in the wilderness, add your rank 53. Silver Eye Symbol. You can cast out
to roll trick shots with a bow. You become evil like a 1st rank zealot.
haughty and also allergic to iron and silver
(1 damage per turn of contact).

18
54. Skeleton Key. Unlocks any door, as
long as there is a dead body nearby. The
body becomes a hostile skeleton for the next
1d6 turns.
55. Speakin’ Spells. An orange electronic
book that works like a permanent scroll
for 6 spells. Its voice synthesiser can cast
independently, but choose at random from
the stored spells.
56. Targeting Computer. Affixed to a mis-
sile weapon, it lets you hit automatically for
double damage. (Batteries die on 1-in-6.)
61. Teapot of High Healing. Drinking its
tea gives back 1d6 HP after you’ve had a
pleasant conversation about the weather.
Brews enough for 1d6 cups.
62. Telescopic Bo Stick. Pole jump 12m
in any direction.
63. Wand of Power. Lets you cast a spell
for free. 2d6 charges.
64. Weapon of Skill. Has a special ma-
noeuvre you can use once per fight: parry,
feint, fast attack, powerful damage.
65. Weirdo Cat Statuette. Turn into a cat
with all your gear, except this statuette that
now looks like you and lets its bearer turn
into you.
66. Wizardly Hat of Wizardry. Stores a
random spell that you can cast normally.
There is 1 in 6 chance that the spell cast is
another random spell, which now replaces
the original one.

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CREATURES
This is what we call everything and everyone you encounter during your adventures. Try
and find out what they want before you attempt to kill them. These sewer goblins might
become your new best friends!

Creatures are defined thusly: - Attacks, areas, distance, and the like. We
- Typical number of creatures encountered assume most creatures only attack once.
(in brackets after its name). Unless they’re big or many-tentacled. If not
- dAC and type of armour or defence sure about how many targets are caught
- HP, expressed as dice and their average in an area of effect, and you’re not using a
result, ex: 2d8 (9) map or are otherwise confused, just make
- Weapons or attacks (bonus to hit roll, it a random number. For example: Dragon
damage) breath (3d12 to 2d6 targets).
- SAVE (“S”), see p.11
- Motivation Level (see p. 11) Languages. Creature languages create
- Special abilities and weaknesses complexity in scenarios where parley and
- Goals and needs bargaining is important to the commoners’
survival. Some smart or educated creatures
For example: know Volapük, a very basic sabir used for
Zealous Acolytes (2d6) commerce and war.
dAC 12 (leather), HP 1d6 (4), +0 club or kris Commoners with a positive INT modifi-
(1d4+1) - In a group of 6+, one acolyte can er speak an extra language per point. Use
perform miracles. Wants you to gouge an the table below if you can’t decide.
eye out to offer it to the One-Eyed God (asks 1. Angelic (priests, servants of the gods)
politely at first)
2. Demonic (warlocks and the denizens of
hell dimensions)
Creature rank. If you need to know a
creature’s rank, it is the number of dice used 3. Doppelgänger (spies, illusionists, skin-
to roll their HP. For example, the rank of a changers)
Zealous Acolyte above is 1. 4. Draconic (cultists, lizardfolk,
dragons)
All creatures can see perfectly in the dark. 5. Dwarvish (gnomes, dwarfs, golems)
Don’t ask, it’s a traditional thing.
6. Elvish (faery, elves, and posh
humans)
◆ Secondary considerations:
- Creature disposition. Sometimes, you 7. Goblin (hobgoblins, bugbears, orcs)
may not know what state of mind a group 8. Medusa (ancient priests and
of creatures is when encountered (not mythical creatures)
all encounter tables give motivations for 9. Tinykin (gnomes, cooks, pranksters)
creatures). So, randomise it. Ask a char-
acter to do a roll modified by their CHA. 10. Sylvan (magical woodland
Or use the 2d6 table of old. Or just assign creatures)
chances-in-6 of a favourable reaction.… Or At the ref’s discretion, you may wait to
do what you’re used to doing. declare what language you know.
20
BESTIARIES
You can lift creatures from many a game that’s broadly compatible with CRACK!
A lot of them have free versions available online. We publish a bunch of them in every
issue of KNOCK!, and the blogs we list on the back cover often have creatures posts.
To start you off, here are 20 example creatures adapted from popular fantasy worlds.
You can use it this as your basic wilderness random encounters table
(use 2d10 if you’d rather have a bell curve).

20 Common Creatures
1. Purplepillar (1)
dAC 13 (rubbery hide), HP 15d8 (67), +10 bite
(2d8), +10 sting (lose 1d6 DEX), S 10,ML 10
Gigantic, burrows tunnels, swallows you on
a roll of 15+, wants to burrow in peace and
munch on dwarves.
2. Green-Black Sludges (2d10)
dAC 2 (squishy and unmoving), HP 2d10 (11),
+1 acidic touch (1d6 every turn until removed),
S 14, ML 12 - Very slow, hivemind, want to
consume and grow.
3. Gelatinous Globe (1)
dAC 11 (jelly like), HP 4d10 (22), +3 (paraly-
sis), S 12, ML 12 - Rolls around faster than
you’d expect, brainless and painless, often
carries undigested items, wants to exist and
digest.
4. Shadow Wraiths (1d8)
dAC 16 (incorporeal), HP 4d8 (18), +3 (1d6
HP and STR), S 12, ML 10 - Fly fast, undead,
immune to mundane weapons, fear holy
symbols and avoid consecrated ground,
want revenge for some forgotten slight.
5. Iron Eaters (3d6)
dAC 17 (small and armoured), HP 5d8 (22),
+4 bite (instantly rusts metal), S 12, ML 7 -
Fast, wants to eat iron based metal.
6. Ghoul Hunters (2d4)
dAC 13 (agile), HP 2d8 (9), +1 claws (1d4,
1d4) and +2 bite (paralysis), S 14, ML 9 -
Quasi-undead, want to eat dead flesh and to
live in a pantomime of human society they
reconstituted underground.
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10. Goblin Scouts (1d4)


dAC 12 (leather), HP 2d6 (7), +1 spear or
bow (1d6), +2 to attack and damage when
hidden, S 14, ML 5 - Run for backup, love
shiny things.
11. Jolly Bandits (2d8)
dAC 13 (mismatched armour), HP 2d4 (5),
+10 sword or mace (1d6), S 14, ML 6 - Swift
of foot, know the terrain well, good at tricks,
want your gold, a night of libations, and a
quiet life at some stage.
12. Bugbear Slavers (3d4)
dAC 14 (scale mail), HP 3d8 (14), +3 halberd
or giant club (1d8), +3 whip (1 and entangle),
+3 giant sack (captured), S 14, ML 9 - Sneaky,
vicious bullies, want a week off after making
an easy profit.
13. Lonely Golem (1)
dAC 17 (made of stone), HP 6d12 (39), +7
fists (1d10, 1d10), S 12, ML11 - Unarmed by
mundane weapons and fire, wants to follow
orders given centuries ago.
14. Tinykin Enforcers (2d4)
dAC 12 (painted leather), HP 1d6 (3), +0 short
sword (1d6), +1 sling (1d4+1), S 14, ML 7 -
7. Contagious Rats (2d12) Stealthy, want to follow The Bylaws of Our
dAC 12 (scurrying), HP 1d4 (2), +0 bite (1d4, Green and Pleasant Shire.
save or get contaminated by various diseases), 15. Faerie Horsemen (1d6+1)
S 14, ML 8 - Avoid fire, great swimmers, dAC 17 (knight harness), HP 3d8 (13), +4
want safe nesting grounds with food sourc- lance charge (2d10), +2 sword (1d8), S 14, ML
es nearby. 8 - Riding with a pack of white wolves, want
8. Hungry Wolves (2d8) a jolly good hunt.
dAC 12 (fast), HP 2d10 (11), +2 bite (1d6), 16. Cellar Troll (1)
S 14, ML 6 - Patient hunters, swift and co- dAC 15 (thick skin), HP 6d10 (33), +6 broken
ordinated, can be trained and bred, afraid of bottles (1d6, 1d6), +6 bite (1d10), S 12, ML 10
fire, want food and hunting grounds. Fears fire, regenerates 1d6 HP when drink-
9. Goblin Raiders (3d6) ing booze, wants a real job in the vineyard.
dAC 13 (leather and mail), HP 1d6 (3), 17. Hillbilly Giants (1d4)
+0 spear or axe (1d6), S 14, ML 7 - Brave dAC 15 (fur and leather dungarees),
when in greater numbers, afraid of sunlight, HP 8d10 (44),+7 giant club or trunk (every-
want riches and the respect of the Faerie one close, 2d8), S 10, ML 8 - want to start a
Courts. bluegrass band.
22
18. Planar Tourists (1d3+1)
dAC 10/20 (force field, stops after 5 turns),
HP 4d6 (14), +3 raygun (2d6 or paralysis),
S 12, ML 6 - confusing demeanour, want
souvenirs.
19. Dragon Scholar (1)
dAC 21 (scales like steel), HP 11d8 (50), +8
claws and teeth (1d8, 1d8, 3d8), breathes fire
(10d6 or half if behind cover) but never in the
library, S 8, ML 10 - myopic AF (doesn’t
recognise anyone, needs reading glasses),
wants more first editions.
20. Squid-headed Space Sorcerer (1)
dAC 15, HP 8d8 (36), +7 Psionic blast (3d6),
+7 tentacles (no damage, brain is devoured
after 3 hits), S 10, ML 7 - various mental
powers, superiority complex, wants to rule
over everything.

TREASURE TABLE: Roll a d20 if you have no idea what value the treasure is:
1-5: vagrant (goblins, kobolds, animals)
1. carven idol, cursed? 2. 1d6 flagons of wine 3. 1d4 gp in copper 4. one shiny gold coin 5. jewellery, 5gp
6. knight’s armour, 60gp 7-12. nothing.
6-10: brigand (orcs, gnolls, buccaneers)
1. brand new sword, 10gp 2. half a treasure map 3. stolen silverware, 5gp 4. 1d8 ivory statues, 20gp each
5. 5d6 gp in a stocking 6. chest,100gp in silver 7. holy candles, 150gp 8-12. nothing
11-13: merchant (cultists, ghouls, minotaurs)
1. fancy feathered hat, 5gp 2. silver ingots, 2d6gp 3. exotic spices, 4d6gp 4. 1d4 rings, 50gp each
5. accounting books, falsified (worth a reward?) 6. 1d6 coffee sacks, 100gp each 7. gunpowder barrel, 250gp
8. gold ingots, 1d6 x 100gp 9-12. nothing
14-17: noble (wights, faerie lord, basajaun)
1. gilded breastplate, 25gp 2. rare poetry book, 40gp 3. purse, 1d10 x 10gp 4. electrum statue, 200gp
5. magic weapon, a family heirloom 6. large portrait, 300gp 7. 1d8 rubies, 100gp each 8. magic ring with arms
9. jewellery, 1,000 gp 10-12. nothing
18-19: wizard (lich, chaos priest, eye tyrant)
1. pointy hat, talking 2. components, 100gp 3. slippers, walk on smoke 4. treasure map 5. scroll, 1d4 spells
6. electrum wand, 500gp 7 case with 4 potions 8. rare magic gem, 800gp 9. spellbook, 1d6 spells
10. magic wand or staff 11-12. nothing
20: monarch (titan, dragon)
1. fancy wardrobe, 200gp 2. letters of credit, 400gp 3. property deed 4. magic horse figurine
5. bejewelled arms and armour, 500gp 6. platinum bracelets, 1,000gp 7 Sword, sentient 8. diamond 2,000gp
9. magic cloak 10. safebox, 5,000gp 11. royal jewels, 10,000gp 12. nothing

23
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AN INTRODUCTORY ADVENTURE
The core of our hobby is not based on a game system, let alone a brand. A few mates
and an adventure, that’s all we really need! Expect to see more of these in the downloads
section of our site soon.

CITADEL OF EVIL by Stuart Robertson

The Citadel casts a dark shadow from its mountain. Can you find a path to the top
and rescue your kinfolk? A dungeon for 1st-3rd rank commoners.

A. THE CAVES • Blessing: anyone throwing a coin in the


1. Entrance Cave - Illuminating this pool is granted a +1 bonus to any roll for
large natural cave is the lantern from 2 1d6 turns
Gnomes looking for their companion. 4. Fungus Garden - This room is filled with
• Gnome - dAC 14 (evasive), HP 1d4 (3), a wide variety of different mushrooms.
+0 short sword (1d4), +1 crossbow (1d6), Characters have a 2-in-6 chance of relea-
ML 6 – Pointy green hat, big nose, white sing hallucinogenic spores (SAVE or flee
beard in random direction for 1d4 combat turns
2. Dank Tunnel - The floor is wet and harassed by illusory monsters). Eat a
treacherous from water dripping from the mushroom: recover 1d6 HP + hallucina-
ceiling. A dank, earthy smell fills the air. tions (as above).
3. Pool Room - This room is lit by a dim 5. Stincky Cave - A thick yellow mist clings
red glow from 3 Glowing Scarabs on the to the ground here. Characters have a
walls. A Blessing pool contains 12 coins. 2-in-6 chance of falling in the hidden pit.
• Glowing Scarab - dAC 15, HP 1d4 (3), +0 6. The Well - The floor is wet and slippery.
short sword (1d4), +1 crossbow (1d6), S 14, Anyone looking into the pit: SAVE or slip
ML 6 - 3’ long beetle, glowing glands on to their doom! (DEX mod. may apply)
the carapace (cast light on 10’radius, for
1d6 days if removed)

A B
24
7. Insect Room - Characters edging around 12. Pointing Statue - A 3m tall stone sta-
the narrow ledge have a 2-in-6 chance of tue stands pointing straight ahead (it’s
slipping down and waking up a crowd of pointing at the Secret Door). This Living
voracious flying bugs (for 2d6 combat turns: Statue activates if the Wood Golem is
anyone in the room suffer a loss of 2 HP per destroyed.
turn, 1 HP if in an adjacent room. Waving a • Living Stone Statue – dAC 15, HP 5d12
torch wildly halves the damage) (30), +4 fists (1d10, 1d10), S 12, ML 11
8. Spider Lair - 4 Giant Spiders scuttle out to 13. Forgotten Room - a skeleton sits
attack! Within their webs is a cocoon with a slumped over on a chair behind a desk.
weakened Gnome inside, as well as 70 coins, Scrolls of defense vs undead, feather drop
a silver dagger and a Magic Spear. and a Treasure Map and a gold cand-
• Giant spider - dAC 13, HP 3d8 (13), +2 bite lestick are on the desk. A locked chest
(2d6 + poison), S 14, ML 8 - 6’ long hairy spi- contains several rare historical texts
der. Poison: SAVE or die in 1d4 turns. (value 500gp to a scholar).
Webs: anyone in the spider’s lair has 1-in-6
chance to be caught in webs; roll vs AC12/
STR to break free.
• Magic Spear - carved from the bone of an
unknown creature and engraved with red
alien runes, +1 to attack and damage rolls vs
undead
9. Stone Stairs - Weak characters or those in
heavy armour have a 2-in-6 chance of falling
10’ during the 100’ climb to the Crypt Level
above.

B. THE CRYPT
10- Hall of skulls - Characters must break
through the wall (roll AC 15/STR, or a turn’s
work for 4 people) to enter this hallway.
Niches along walls hold 12 Undead Skulls
that politely answer questions about the
crypt in an ancient language

11. Dusty Catacombs - Alcoves along the


walls contain scores of skeletal remains.
Several bodies have missing heads.
A Wood Golem rattles about
keeping the place order-
ly. It only attack in
defense.
• Wood Golem
- dAC 12, 2d10
HP (11), +2 fist
(1d8), S 14,
ML 12

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14. Antechamber - This room is magically 19. Prison Cells - The Bugbear in room 20
silent. The doors are heavy and require a has the key to the locked doors. Inside
roll vs AC 12/STR to open. each cell is a Missing Villager.
15. Smashed Statue - the arm of this 8’ tall 20. Guard Room - 2 Hobgoblin Merce-
statue has broken off and a bowl of (50) naries and a Bugbear drink and play
coins is scattered at its feet. If anyone dice games here. They have 46 coins and
touches the coins, the statue recites a several casks of wine.
wake-up the dead spell. 2d6 skeletons • Hobgoblin - dAC 13 (leather and chain),
from room 11 animate and track the HP 1d8+1 (5), +1 naginata or sword (1d8),
commoners. S 14, ML 8 - like goblins, but taller, duller,
• Skeleton- dAC 12, HP 1d8 (5), +0 claws better organised
(1d4), S 14, ML12. • Bugbear - dAC 14 (scale mail), HP 3d8
16. Spiraling Stairs - the stone stairs spiral (14), +3 halberd or giant club (1d8), S 14,
up 100’ to the Dungeon Level above. ML 9 - sneaky, hairy, vicious bullies
They end in a stone floor block, which 21. Temple of the Slime Lord - Two
must be pushed aside (AC 20) to open. braziers illuminate the room. A group of
5 Cultists preparing to lower a Villager
C. THE DUNGEON into the pit and the Copper Gelatin kept
17. Dungeon Hallway - Torches along the at bay by the heat from the braziers. A
walls light this area. Conjurer leads this cabal.
18. Storage Room - This room is filled • Cultist- dAC 12 (leather), HP 1d6 (4), +0
with barrels of rotted food. 12 Rats and 4 club (1d4+1), S 14, ML 8 - Bald, scrawny,
bottles of wine can also be found. hallucinated gaze
• Rats - dAC 10 (just a rat), HD 1d2 (1), +0 • Conjurer - dAC 12 (silk armour), HP 3d4
bite (1d4, disease carrier on 1-in-6), S 14, (7), +1 kris (1d4 + poison: SAVE AC 13
ML 5 CON or die), S 13, ML 10 – Skeletal old
man, 2m tall, long stringy hair floating
like tentacles. Once per day: terror (SAVE
or flee for 1d12 combat turns), reflected
C
image (creates 1d4 two-dimensional
copies of the caster that disappear one
by one when hit. +2 to caster’s dAC per
image).
• Copper Gelatin – dAC 11, HP 5d8 (22),
+4 touch (2d6 + acid), S 12, ML 12 – Giant,
copper amoeboid, immune to all attacks
except cold and fire. When hit, divides
into 1d6 Minor Gelatins (dAC11, HP 1d4
(2), +2 touch (1d6 + acid), ML 12). Acid:
2d6 damage per combat turn, destroys
leather and wood in one turn.
22. Winding Passageway - This roughly
cut tunnel slopes steeply down and conti-
nues for 100’.
23. Sally Port - This heavy, magical locked
iron door is engraved with a leering face
with a long tongue tied into a knot. Saying
26
D
the word ‘NEPO’ opens
the door and leads to the
Mountain Walkway
below the Gatehouse.
Noise or light alert the
Main Gate’s occu-
pants who fire arrows
at anyone on the path.
24. Wooden Staircase - Leads up to the
Citadel Level above.
27. Deserted Shrine - A few old candle
D. THE CITADEL
sand bits of crockery litter the floor.
25. Mountain Walkway - This long path
Lighting a candle will grant 1d6 HP.
leads up the side of the mountain to the
Gatehouse. The Sally Port (Room 23) is 28. Crumbling Courtyard - Two Cultists
located at the ‘X’ on the map. and a Hobgoblin Mercenary are discus-
sing the need for more villagers.
26. The Gatehouse - A raised drawbridge
and heavy iron bound portcullis prevent 29. Ruined Keep - The upper floors of this
anyone from entering or leaving the building are in ruins, but the ground floor
Citadel. 14 Hobgoblins fire arrows at is still intact. A wooden staircase leads
intruders they notice in the courtyard or down to the Dungeon Level below.
on the Mountain Walkway.

This Commoner sheet belongs to: Crack!


Commoner’s name: Job:

Description: Rank:

Former life: XP:

STR INT WIS DEX CON CHA LUC SAVE dAC HP

Special Abilities & Spells:

Equipment & Magic Stuff:

Past Successes and Memorable Disasters:


Crack!
BARELY/EXPLAINED V1.0b

COMMON RULES FOR ADVENTURE CAMPAIGNS BY KNOCK!

AND THAT’S
MORE OR LESS ALL…
We may change or add to some of these rules as we play with them, because tinkering
with game systems is part of the fun. We’ll also add adventures, random tables, charac-
ter jobs etc. You’ll find all this on our website or in KNOCK!
Let us know how CRACK! work for you, and do publish any additions
or modifications online (see p. 2)

ADVENTURE GAMING RESOURCES

There are many places where you can learn about our preferred play style (adventure gaming is often re-
ferred to as OSR for Old-School Renaissance). We should know, we make KNOCK! magazine to bring you the
best from the scene. Some of it is sourced from our favourite blogs, which include:

A Thousand Thousand Islands, Aboleth Overlords, Against the Wicked City, Another Hamsterish Hoard,
Bastionland, Singing Flame, Beyond Fomalhaut, Brinehouse, Box full of boxes, Captain Ahab’s Leg,
Caulkhead, Chaos Magick-user, Cavegirl’s Game Stuff, D4 Caltrops, DIY & Dragons, Dungeon Dozen,
Dungeon Master magazine, Dyson logos, Elfmaids & Octopi, Emiel Bowen, Failure Tolerated, False Machine,
Gelatinous Cube, Glass Bird Games, Goblin Punch, Graphite Prime, Grognardia, Gus L., Hack & Slash,
Highland paranormal Society, Hobgoblin, Horoscope Zine, I Cast Light, Ice & Ruin, John Grümph,
Kezie Gracie, Les Livres de l’Ours, Lost Pages, Monster Man, Mottokrosh Machinations, Necropraxis,
Old Skulling, Paths Peculiar, Permanent Cranial Damage, Prismatic Wasteland, Questing Beast,
Rise Up Comus, Roles, Rules & Roll, Skullfungus, Strange Magic, Sword and Scoundrel,
Tales of the Grotesque and Dungeonesque, Tenfootpole, The Blue Bard, The Lost Bay,
The Man with a Hammer, The Manse, Trollsmysth, Victory Fish, Wayspell, What Would Conan Do?,
White Tower, Ynas Midgard’s RPG Blog, Zenopus Archives.

Yeah, that’s a lot. Maybe start by reading David Perry’s compilation of player and referee principles,
Principia Apocrypha. On David’s download page, you’ll find a lot of useful links, including
Matt Finch’s Quick Primer for Old-School Gaming, which is another must read.

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