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The

Crying
Hack
THE CRYING HACK
V. 1.5

AN OSR HACK BASED ON

DAVID BLACK’S

THE BLACK HACK

INSPIRED BY

THE CRYING BLADES HOUSERULES

A WORK IN PROGRESS BY DAIMON GAMES

WWW.DAIMONGAMES.COM

ADDITIONAL CREDIT GOES TO

Lamentations of the Flame Princess by James Raggi, Swords


& Wizardry by By Matthew J. Finch, WhiteHack by
Christian Mehrstam, Apocalypse World by Vincent Baker,
Dungeon World by LaTorra and Koebel, Freebooters of the
Frontier by Jason Lutes, Fate by Evil Hat, Rosie Turner and
Logan Knight of www.lastgaspgrimoire.com, Necropraxis
Productions for the Hazard System v0.2

Cover by Gustave Doré (public domain)


INTRODUCTION MODIFIERS
The Crying Hack is a hack and Attributes’ modifiers (mod) are
homage to The Black Hack by used for the Save Thresholds, and
David Black, which features for other specific purposes for
several changes to the rules. In a which you’re encouraged to insert
way, it’s a crossbreed between the your houserules as appropriate.
original Black Hack, with its OSR
spirit, and The Crying Blades, Attribute Modifier
my own OSR hack. If anything 3 -3
looks unfamiliar to you, it 4-5 -2
probably comes straight from The 6-8 -1
Crying Blades houserules. 9-12 0
13-15 +1
CHECKS AND SAVES 16-17 +2
Most of what characters do is 18 +3
defined either as an action or a
reaction. Actions are resolved by CHA mod:  hirelings number and
(Attribute) Checks: roll a d20 loyalty  discount on prices 
equal or lower than the Attribute’s reaction rolls 
score for success. Reactions are CON mod:  Hit Points  Save vs
resolved with Saves (Saving death 
Throws): roll a d20 equal or lower DEX mod:  Initiative  Armor
than the Save Threshold to avoid Class  ranged attacks 
danger or mitigate damage. INT mod:  spoken languages 
Save Thresholds are equal to: spells’ power 
5 + Character Level  Attribute STR mod:  melee attacks  melee
modifier. damage 
WIS mod:  notice and perception
ATTRIBUTES  clerical blessings’ power 

Roll 3d6 in order for Charisma


(CHA), Constitution (CON), CLASSES
Dexterity (DEX), Intelligence There are four available Classes:
(INT), Strength (STR) and Wisdom fighter, rogue, cleric, sorcerer.
(WIS). You may swap two scores. Multiclassing is allowed but
limited.
For each 3d6 roll, record the lowest
die as the Gift score of the given COIN
attribute. Gift points are burned Start with Charisma score x 10
and never recovered, as described coins (silver or gold pieces, as you
in the dedicated section. see fit for your game’s economy).

2
ARMOR WEAPONS
All characters start with Armor All weapons have a damage die, to
Class equal to 0 (zero). It’s roll when the attack is successful.
explained later, trust me. Armor  Weapons marked with this
adds to the Armor Class. All symbol inflict a -1 cumulative
characters can use any armor. penalty to non-fighter Classes.
 Armor marked with this symbol (2) Two handed weapons exclude
inflicts a -1 cumulative penalty to the use of a shield.
any action, incl. combat, to non-
fighter classes and takes 2 slots. Weapon Damage Cost
Pike (2)  d10 30
Armor AC Cost Staff (2) d4 10
Padded +1 20 Spear d8 20
Leather +2 50 Longsword (2)  d8 50
Mail  +4 100 Mace, axe, sword d6 30
Plate  +6 1,000 Dagger d4 10
Shield (S) +1 25 Bow  d6 35
Shield (L)  +2 50 Crossbow d8 55

EQUIPMENT
All equipment takes one slot. Carry a number of items equal to
Gear marked with , two slots. Strength score with no penalties.

Item Cost Item Cost


Arrows/darts (10) 5 Lock 10
Backpack 5 Manacles 15
Bedroll  2 Mirror 25
Bell 10 Nails 3
Candles (9) 3 Oil for lantern 5
Chains  25 Pole  2
Chalk 1 Rations (1) 3
Crowbar 2 Rogue tools 50
Flint and steel 3 Rope  5
Garlic 1 Sack 2
Grappling hook 10 Small livestock  3
Hammer (or tool) 10 Spikes 2
Holy water 15 Tent  10
Hourglass 50 Torches (3) 3
Ladder  5 Whistle 1
Lantern 25 Wine 3

3
SAVES GIFT SCORE
Since Saves are not described by Burn Gift points (that are never
type (i.e. “magic”), they are rolled recovered) during the game to re-
on the most appropriate attribute. roll for the given Attribute. For
Use the following as guidelines: example burn one Constitution
Gift point to re-roll a failed Save
CHA: vs. charming and possession vs. poison.
effects, including spells. Burn Gift points when you level-
CON: vs. physical damage already up if you want to multiclass. To
inflicted (like poison or being hit multiclass, burn one Gift point of
by a trap). Includes ultimate Saves the primary Attribute of the
against sudden death. secondary Class (i.e. a rogue burns
DEX: vs. danger to dodge or avoid a STR Gift point to multiclass as
(including area effects like certain fighter).
spells and most traps).
INT: resisting spells and spell-like SPACE
effects (most magic, including Divide space in Zones. A Zone is a
magic items) that are not purely small enough but meaningful area.
elemental (for example Save vs. a It is close enough that all those
curse, but not vs. petrification or within can be in melee.
vs. a fireball). A room is a Zone, a corridor is a
STR: vs. physical damage that Zone. A large room can be split,
cannot be avoided, but just and so does a long corridor. Split
resisted or endured (like burning, for size, but also for physical
drowning, freezing and similar), barriers (“down here” one Zone,
and also spells or powers like “up there” another Zone).
petrification or paralysis. Moving within the Zone is a
WIS: vs. deception and illusions, minor action (you can attack in
and against all cleric-like abilities the same round). Moving to
or spells, including most undead another Zone is a major action.
magic, and dark-clerics magic.
ROUNDS
TALENTS Combat is typically the only
Each Class offers some Talents by moment when you measure time
default (all active) and some to in Rounds (a handful of seconds).
unlock. At chargen, unlock a Do one major action (attack, cast,
number of random Talents equal or move to another Zone) per
to the Gift score of the primary round, and one minor (prepare
attribute of your Class (STR for something, talk, move within the
fighter, DEX for rogue, WIS for Zone).
cleric, INT for sorcerer).

4
TURNS ROLL RESOLUTION
A Turn is a longer unit of time. It To hit the opponent, the
takes a Turn to search a room or a character should roll equal or
corridor, or more precisely, to higher than the monster’s AC.
search a Zone. Apply modifiers where
At the beginning of every Turn, in appropriate.
dungeons or dangerous areas, roll The monster hits, with the same
the Hazard Dice as instructed in roll, on a raw (no modifier) roll
the appropriate section. higher than character’s AC, but
equal or lower than monster’s
INITIATIVE Attack Rating (HD + 10).
Initiative is usually useful only in
the 1st round of combat. All of the EXAMPLES
characters check DEX: on success A fighter (AC 4, melee bonus +2)
they act before the opponents, on vs. a monster (AC 15, HD 2+1).
failure they act after. The player rolls a d20: the fighter
hits the monster on 15 (monster’s
In melee, in the 1st round only the AC) or more but with +2 melee
side with the initiative can hit. bonus, 13 would be enough.
After the 1st round, all attacks The same roll (raw, without the
resolve at the same time. +2) is used for the monster. The
If one side cannot attack the other, monster hits on a 12 or lower
roll normally but apply only (monsters’ Attack Rating is 12,
meaningful results. HD + 10), but the character is
protected by armor on 4 or below
COMBAT ROLL (character’s AC 4). The math
To attack and defend, a character works, trust me (one point in
rolls a single d20. The character favor of the characters; use attack
rolls vs. the monster’s AC (as by rating of HD + 11 to be precise).
your monsters manual or module).
The same roll determines if the A rogue with a bow vs. a monster
character hits the monster and if (AC 12) hits with 12 or more. This
the character defends successfully. monster has no ranged weapon so
it cannot return the attack.
The monster HD + 10 is the
monster’s Attack Rating, to CRITICAL DAMAGE
determine if the character is hit. A natural roll of 20 when the
The monster loves it when the character is attacking is treated as
player rolls below HD + 10 but Critical Damage: roll double
higher than character’s AC. damage against the monster.

5
MONSTERS’ CRITICAL RESTING & HEALING
If the roll is exactly the monster’s One short and one long rest per
Attack Rating (HD + 10), the day allow to regain HP; more are
monster hits for Critical and rolls allowed but grant no HP.
double damage against the When making a Short Rest (1
character. Turn), all characters regain 1 HP.
1 HP more is granted if eating a
(DIS)ADVANTAGE ration, and 1 HP more (3 max) is
Do not give yourself an headache regained with a Save on CON.
over this. If there is a significant A Long Rest with camp and all,
advantage, roll twice and keep grants the same. If the long rest is
the best result; if there is a skipped, all take 1 HP damage and
significant disadvantage, roll -1 penalty (cumulative).
twice and keep the worst result. In civilization, characters regain
For an advantage or disadvantage an additional 1 HD (as per their
to be significant, there must be class) Hit Points per day.
some very clear description, clever
maneuver, some investment, some EXPERIENCE
risk taken to get to that position, Gain 1 XP for every 1 coin of
or some very smart thinking. treasure you squander when
you’re back to civilization.
ENCUMBRANCE Investing, banking and buying
You can carry a number of slots/ gear gives no XP.
items equal to your STR score. Monsters grant HD x 25 XP
Any item takes one slot (even when killed or defeated.
lighter ones; it’s a generic
encumbrance system), 100 coins LEVELS
one slot, some large or heavy To get to the new Level, spend
items two slots. When you used XP equal to your current Level x
all slots by the STR score, take a 1,000. A Level 2 character needs
cumulative -1 to everything for to spend 2,000 XP to get to Level
each additional slot you use. 3. Since XP is spent, you begin
counting near zero after you level-
DEATH up. At level-up, decide:
At zero Hit Points a character is  Roll the Class HD and increase

knocked out, and can take no Hit Points


 Get a new random Talent of
actions. The character looses 1 HP
per round and dies at a negative your Class
 Add one point to an Attribute,
HP score equal to their Level (a 4
Level character dies at HP -4). by burning a related Gift point

6
MULTICLASS SPELLS & BLESSINGS
When multiclassing, burn one Sorcerers cast spells, clerics cast
Gift point of the primary blessings, but often in the rules
Attribute of the secondary Class. both are referred to as spells.
As advancement, you can roll the Every day, a caster can cast any of
secondary Class HD, or take one the spells they know (spells are
random Talent of that class. not prepared and forgotten).
There is daily limit of spells: a
Your secondary Class Levels add caster can cast a number of spells
up with your normal Level, for the in a day equal to their Level + the
XP required to level-up. INT mod for sorcerers, or + WIS
A rogue/fighter of 4/1 Level mod for clerics.
needs 5,000 XP (4+1) to level-up. Casting requires passing an
Attribute Check on INT for
HAZARD DICE sorcerers or WIS for clerics.
Every Turn, roll together a d6 The time required for a spell is
and a d12 for encounters and decided by the caster: a Round or
resources. a Turn (so it’s possible to cast
during combat).
On the d6: Failing the Attribute Check
1) Kill one light (torches first, means that the spell either fails or
then candles, then lamps) produces unwanted results. The
2) Kill an active spell spell is still counted towards the
3) Environmental threat daily limit also when it fails.
4) Fatigue: rest 1 Turn or take -1 The caster needs to roll on the
5-6) Safe break table below to determine the
effects of a failure. Always roll
On the d12: 2d6: if casting took a Turn (slow
1) Hostile encounter: roll initiative and careful) then the caster
2) Neutral encounter: roll reaction decides which die to keep, if the
(use Charisma, right!) casting took only a Round, it’s the
3) Kill two lights GM that decides which to apply,
4) Kill a spell and a light or if to propose another effect.
5) Hunger: eat a ration or take -1
6) Ruling: lights, spells, rations, Roll Result
any other possible consequence of 1-2 Energy drain: spell costs
exploring, as the GM rules double (as 2 daily spells)
7-12) Safe break 3-4 Spell backfires: suffer
1d6 damage
If both roll the same number, 5-6 Spell unstable: cannot be
you have a twist or opportunity. used again today

7
Fighter
Hit Dice: d8 Score Mod Gift Save
Starting HP: d8+2
Level-up HP: +1d8 CHA
HP max/current:
AC: CON

 Every combat round, take +STR DEX


mod to the to-hit roll or damage roll
 Can carry at most a number of INT
magic items equal to Level
 No penalties on weapon or armor STR
 +2 on all Saves on STR and CON
WIS
Starting talents
Roll starting talents equal to STR Remember: Save is 5+ Level  mod
Gift score; duplicates are lost. You
can roll here again after level-up,
duplicates shift one up or down. XP: Level:

1) Bastion: +1 AC
2) Blood-drive: regain 1 HP x Coins:
Level after a kill (per combat) (100=1 slot)
3) Steel trained: all armors and
weapons count 1 slot Inventory
4) Defend: give up the attack, take Carry up to STR score. More and each
all hits directed to a nearby ally slot is a cumulative -1
5) Merciless: add Level to all
damage rolls 1 10
6) Veteran: make 1 attack x Level 2 11
x round 3 12
4 13
Other talents 5 14
Roll here only at level-up; if you 6 15
choose to do so, roll a d8 instead. 7 16
7) Critical: hit for double damage 8 17
on 19-20 and not just 20 9 18
8) Disarm: give up damage roll to
artwork by Maciej Zagorski - The Forge Studios
try to disarm with STR check

8
Rogue
Hit Dice: d6 Score Mod Gift Save
Starting HP: d6+2
Level-up HP: +1d6 CHA
HP max/current:
AC: CON

 Backstab: pass a DEX check to DEX


backstab and add +2 damage
(only when positioning allows it) INT
 Background: describe your roguish
profession; take a +2 of those offered STR
in the Talents below
 +2 on all Saves on DEX and CHA WIS

Starting talents Remember: Save is 5+ Level  mod


Roll starting talents equal to DEX
Gift score; duplicates cumulate. You
can roll here again after level-up, XP: Level:
duplicates cumulate max to +6,
then shift one up or down.
Coins:
1) Keen senses: gain +2 to all (100=1 slot)
notice and search actions
2) Sense of position: +2 to all Inventory
mapping and orienteering Carry up to STR score. More and each
3) Agile: +2 to climb and swim slot is a cumulative -1
4) Scavenger: +2 to foraging and
searching 1 10
5) Hunter: +2 to track and hunt 2 11
6) Thief: +2 to pick locks, 3 12
pickpocket and disarm traps 4 13
5 14
Other talents 6 15
Roll here only at level-up; if you 7 16
choose to do so, roll a d8 instead. 8 17
7) Assassin: +2 to backstab, 9 18
stealth, hide
artwork by Maciej Zagorski - The Forge Studios
8) Magic touch: as read magic
spell, just by touching

9
Cleric
Hit Dice: d6 Score Mod Gift Save
Starting HP: d6+2
Level-up HP: +1d6 CHA
HP max/current:
AC: CON

 Start with a number of blessings DEX


equal to WIS Gift score
 Can cast daily a number of INT
blessings equal to WIS mod + Level
 Cast blessings with WIS check STR
 +2 on all Saves on WIS and CON
WIS
Starting talents
Roll starting talents equal to WIS Remember: Save is 5+ Level  mod
Gift score; duplicates are lost. You
can roll here again after level-up,
duplicates shift one up or down. XP: Level:

1) Comfort: regain 1 HP through


prayer while resting Coins:
2) Intercession: +2 on all Saves (100=1 slot)
with DEX and CHA
3) Divine Power: random Level 1 Inventory
blessing cast with no limit Carry up to STR score. More and each
4) Unorthodox: random Level 1 slot is a cumulative -1
sorcerer spell avail. to you
5) Holy water: bless water as a 1 10
spell, 1d6 damage vs. undead 2 11
6) Bastion: +1 AC 3 12
4 13
Other talents 5 14
Roll here only at level-up; if you 6 15
choose to do so, roll a d8 instead. 7 16
7) Steel trained: all armors and 8 17
weapons count 1 slot 9 18
8) Robust: +2 on all Saves with
artwork by Mark Huffman - Auralius Art
STR and CON

10
CLERIC’S BLESSINGS
Start with random blessings equal Add random blessings at Level-up:
to the WIS Gift score. Duplicates pay 100 xp x blessing level you
are lost at chargen, rerolled when add, no more than 100 x new Level.
buying new blessings at level-up. Roll to see which ones you get.

Level Blessings
1 1 Light Cure: heal 1d6+1 HP with touch
2 Detect Evil: anything evil glows of a dim red light
3 Detect Magic (cleric): anything magical sounds like a bell at touch
4 Light: cast a dim candle-like light from an object or body part
5 Protection from Evil: +2 AC and Saves against Evil
6 Turn Undead (minor): turn 1d6+Level HD worth of undead
2 1 Bless: +1 to-hit and damage rolls of touched target, plus morale
2 Cure Poison: neutralize a poison or roll next Save w/advantage
3 Find Traps: nearby traps glow in purple dim light
4 Silence: the zone around the cleric falls into magic silence
5 Purify Food: purify food and water for 1d8 worth of rations
6 Remove Fear: cancel Fear effects or roll next Save w/advantage
3 1 Continual Light: cast bright light, restart after first kill spell
2 Cure Disease: neutralize a disease or roll next Save w/advantage
3 Hold (cleric): paralyze 1d8 HD of creatures, 1d10 HD of humans
4 Holy Water: bless water; 1d4 damage against undead
5 Sanctuary: enemy must pass a Save to attack cleric
6 Turn Undead: turn 1d10+Level HD worth of undead
4 1 Bless (advanced): target gains 1d6+Level points to spend for rolls
2 Speak w/Animals: understand and speak with animals and monsters
3 Locate object: know where to find a specific object
4 Read Magic: decipher magic (as Detect Magic of the sorcerer)
5 Resist: better resist to an element (like cold or fire); +2 all Saves
6 Sacrifice: remove x HP to heal x HP to a companion
5 1 Create Food: make rations (incl. water) in number of 1d4+Level
2 Critical Cure: heal 4d6 HP with touch, or a single mutilation
3 Dispel Magic: neutralize a spell
4 Remove Curse: end a curse; remove prev. effects w/Critical Cure
5 Speak with Dead: speak with a dead corpse (not older 1y/Level)
6 Turn Undead (major): turn 2d8+Level HD worth of undead

The above are the “standard” blessings of the Church.


Clerics will find others, besides by leveling-up, in their adventures.

11
Sorcerer
Hit Dice: d4 Score Mod Gift Save
Starting HP: d4+2
Level-up HP: +1d4 CHA
HP max/current:
AC: CON

 Start with a number of spells equal DEX


to INT Gift score
 Can cast daily a number of spells INT
equal to INT mod + Level
 Cast spells with INT check STR
 +2 on all Saves on INT and WIS
WIS
Starting talents
Roll starting talents equal to INT Remember: Save is 5+ Level  mod
Gift score; duplicates are lost. You
can roll here again after level-up,
duplicates shift one up or down. XP: Level:

1) Silent caster: casting requires


no spoken words Coins:
2) Immobile caster: casting (100=1 slot)
requires no gestures
3) Natural Power: random Level 1 Inventory
spell cast with no limit Carry up to STR score. More and each
4) Stabilizer: recover one unstable slot is a cumulative -1
spell per day with a short rest
5) Staff master: charge up to 3 1 10
spells in your staff (say which, 2 11
cast each, once, for free) 3 12
6) Magic touch: as read magic 4 13
spell, just by touching 5 14
6 15
Other talents 7 16
Roll here only at level-up; if you 8 17
choose to do so, roll a d8 instead. 9 18
7) Warlock: charge a blade as a
artwork by Maciej Zagorski - The Forge Studios
staff
8) Scholar: get two cleric blessings

12
SORCERER’S SPELLS
Start with random spells equal to Add random spells at Level-up:
the INT Gift score. Duplicates are pay 100 xp x spell level you add,
rerolled at chargen, and at level- no more than 200 x new Level.
up. Sorcerer beats cleric. Roll to see which ones you get.

Level Spells
1 1 Charm: befriend1d6 HD worth of humanoids
2 Detect Magic: detect and decipher (read magic) any magic nearby
3 Hold Portal: magically lock a door or lock
4 Light: cast a dim candle-like light from an object or body part
5 Magic Missile: strike for 1d6 damage or 1d8 if roll to-hit
6 Shield: gain +1 AC in melee and +2 AC vs ranged attacks
2 1 Darkness: magic darkness that blinds all creatures except you
2 Hold (sorcerer): paralyze 1d6 HD worth of creatures
3 Knock: open one door or lock by touch
4 Levitate: stop a fall or levitate slowly around
5 Mending: fix any mundane object or similar
6 Sleep: put 2d6 HD worth of creatures to sleep, wake if attacked
3 1 Cause Fear: save w/Wisdom or run in fear for Level/HD rounds
2 Drain Force: drain 1 HD from target; -2 all Saves. Just once/target
3 Illusion (I): copy sorcerer or other target; AC 16, disappears when hit
4 Invisible Carrier: invisible servant that carries up to 10 slots
5 Message: speak in a target mind w/your own voice, at any distance
6 Web: holds (but cannot be attacked) 2d8 HD creatures then breaks
4 1 Animate Dead: raise up to 1d8 HD worth of dead creatures
2 Detect Illusions: illusions and invisibility and the like become visible
3 Dispel Magic: neutralize a spell
4 Invisibility: target becomes invisible as long as it moves slowly
5 Wall: evoke a 5 zones wall of selected material
6 Water Breathing: be able to breathe in water or other fluids
5 1 Arcane Eye: detach an eye and send it flying and spying max 4 zones
2 Dimensional Door: teleport one target to a known place
3 Fly: not just levitate; really fly at double speed than normal humans
4 Fury: target resists all curses/magic w/+4 and attacks once/enemy
5 Polymorph: change the appearance of a target, at will (no skills)
6 Read Mind: read the mind of a selected creature, even non-human

The above are the “standard” spells of the known magic schools and known books.
Sorcerers will find other spells, besides by leveling-up, in their adventures.

13
CREATURES
All creatures, by default, have the Attacks: how many attacks, and
following scores: for which damage each
AC: roll equal or higher to hit Notes: any special attack, special
them in combat feature or power is listed in the
HD: roll this number of d8 to white line below each monster’s
determine their Hit Points row of scores
Save: by default, all monsters Save
with a roll under 5+HD; other Remember that monsters grant
bonus or penalties are listed in XP when killed or defeated equal
this section to their HD x 25.

Monster AC HD Save Attacks


Boar, wild 11 3+3 5+HD-1 Gore (3d4)
When killed, attacks the killer once more for 2d6 damage
Bear, huge 12 4+1 5+HD-2 2xClaws (2d4)
A bite attack (1d6) follows the 1st successful attack of each round
Blood Bat 12 1 5+HD-2 Bite (1d4)
Every 4 rolled for harm, Save vs. disease or be infected
Dwarf 15 2+2 5+HD+5 Weapon (1d8)
Resents humans for past slavery. Additional +2 Save vs. magic
Elf 15 3+1 5+HD+5 Weapon (1d8)
Resents humans that can breed freely. 1 in 10 w/magic weapon +1
Giant 18 6+6 5+HD+4 Huge weapon (2d8)
Every even round can throw a boulders for additional attack (3d6)
Griffon 16 5+5 5+HD+2 2xClaws (1d4)
Every even round Bite (1d10). Very precious eggs (200+ coins)
Mirror Golem 14 3+2 5+HD+2 Weapon (1d6)
Every hit gives -1 damage on future hits against it
Night wolf 15 3+2 5+HD+2 2xBite (1d8)
Can cast Darkness once per fight. Can cast Knock while unseen
Ogre 14 4+1 5+HD+2 Weapon (1d8+2)
1 in 6 knows Magic Missile, Shield, Darkness, and Knock spells
Spider, giant 12 4+2 5+HD-2 Bite (1d6)
Save vs. poison or lose 20% of your HP every round, until 0 (faint)
Spider, poison 14 2+1 5+HD-2 Bite (1d4)
Save vs. poison or lose 50% of your HP
Werewolf 9 3+2 5+HD+2 2xBite (1d8)
Only silver and magical/blessed weapons can hurt it

14
UNDEAD
Oh so common in crypts, tombs That’s why you have a cleric in
and dungeons. your group, don’t you?

Monster AC HD Save Attacks


Demon, red 10 4+2 5+HD+1 2xFirespit (1d10)
When hit, fire crawls on attacker for 1d4 damage
Demon, purple 15 2+2 5+HD+1 2xClaws (1d6+1)
Flight. Half damage from non-magical/non-blessed weapons
Demon, white 14 5+5 5+HD+1 3xCold (1d8+1)
Suffers double damage from fire
Ghost, guardian 14 3 5+HD+1 Blade (1d10)
Cannot move away from room/treasure. Every hit from the ghost
burns 5% of the coins in the treasure
Ghost 12 2+1 5+HD Life drain (1d4)
Reappears in 2d6 rounds
Ghost, shadow 13 3 5+HD+2 Despair (1d4)
Every hit drains -1 from Wisdom (all recovered at the end of the
fight). If Wisdom goes to zero, run away in despair
Ghost, white 15 4 5+HD+1 Cold (1d8)
Every hit from the ghost, permanently drains 1 Strength
Can be hit only by magic/blessed weapons
Ghoul 9 2 5+HD-1 2xBite/claws (1d4)
Save vs. Paralysis or lose a round of combat
Mummy 8 2+2 5+HD-1 2xClaws (1d4)
A wound inflicted by it will stop normal HP recovery until magical
cure is found (Light Cure, but also Dispel Evil etc.)
Necrotroll 9 5+3 5+HD+2 2xWeapon (1d8)
Recover 1 HP per round
Skeleton 8 1 5+HD Weapon (1d6 avg)
1 in 6 casts Cause Fear on encounter
Zombie 9 2 5+HD-1 Weapon (1d6 avg)
Characters always attack first (have initiative)
Zuktrek, sorcerer 8 1+1 5+HD+1 Lightning (1d4)
When it dies, it’s reborn in 1d4 rounds, and increases of 1 all stats
and its size each time (for example AC 9, HD 2+2, Save +2, 2
attacks for 1d4 damage), until killed with a magic/blessed weapon

As in all OSR manuals, these are just examples. Make your own monsters!
And fuck balance!

15
HOUSERULES loot. They can carry up to STR 12
In the spirit of OSR, feel free to and cost you 1 coin per session,
tune the game to your needs and plus a 2% of your cut of treasure.
liking with the appropriate They have 4 HP and a d6 loyalty.
houserules. The Crying Blades is
actually named “houserules” Better hirelings are mercenaries:
material rather than a game. they can fight for you, they give
Below are some examples of you (your choice every round)
possible optional rules. either +2 to hit or +2 to the
damage roll, and absorb half of the
damage directed to you.
USAGE DIE They have 6 HP and d8 loyalty.
The original The Black Hack They can carry up to STR 12 (their
contains the Usage Die rule as one own gear is heavier than the one
of its cornerstones. In this hack, of hirelings).
the Hazard Dice ends magic, They cost 3 coins per session, and
lights and like, but you can use a demand a 5% cut of your treasure.
Usage Die instead. This price must be paid to their
Give a Usage Die to everything: corporation; failure to do so might
light sources and equipment, of incur in serious trouble.
course, and also spells duration
but even chance of encounters, When a hireling has done
hunger, fatigue, and so on. something dangerous for you, and
after every fight, roll the loyalty
Use the original rule: roll every die. Drop the die size as any
turn and when you get a 1-2 Usage Die; until they leave your
result, reduce the die size. A 1-2 service.
on a d4 means the resource is Improve the loyalty die with
exhausted, somehow. houserules for CHA and with
When reducing the die size, increased pay.
proceed as follows:
d20 > d12 > d10 > d8 > d6 > d4

MORALE FOR MONSTERS


Give them a Usage Die: as simple
as that. Roll it every Round in
combat after they’ve been hit once,
until they run away.

HIRELINGS
Simple hirelings do not really
fight; they just carry torches, and

16
THE CRYING BLADES THE ETERNAL CITY
The Crying Blades are probably One of my favorite settings is the
just a legend: they’re named after so called “Eternal City” or Infinite
their magic swords that cry after City” - I change the name
they’ve slain an enemy. depending on the mood. Often the
According to the rumors, the two names refer to the same place;
Crying Blades are a gang of perhaps according to different
adventurers, acting as mercenaries cultures, or different legends.
on the pay-book of nobles and The Eternal City might be Rome,
merchants, of priests and or what is left of it after the
commoners. They are often Empire was destroyed by the
greedy bastards, and their rich merciless tides of history... and an
employers always have to pay invasion of monsters and demons
more than they’d like for their with no precedents. The Eternal
services. On the other hand, it’s City is now surrounded by an
common knowledge that immense wall, higher than a castle
commoners and regular folks tower and with no gates.
usually enjoy a better treatment. The wall is huge, so long and so
When they deal with the Crying thick it must have been built by
Blades, customers pay according someone, something, with far better
to their own wealth, not just for skills than the simple men now
the service they require or the left to garrison it. It makes you
skills of the adventurers they hire. wonder if stories about dwarves,
If you ask around, you’ll hear elves and giants might be true.
different opinions about the Standing guard on the wall are
Crying Blades: some say they act countless soldiers of every
for the greater good, for the glory kingdom, every duchy, every city-
of God; other say they protect state of the continent.
regular people from monsters and It’s literally an army, by size and
abominations, from demons and complexity of operations, and
demi-humans. Several priests everyone is involved in
accuse them of making use of maintaining the wall’s security.
sorcery and blasphemous rituals; Everyone is trying to make sure
others swear that there are that what’s inside the city will
Christian clerics among their remain inside. Of course, together
ranks. with monsters, the city must
There are clear reports indicating contain so, so many treasures.
that the Crying Blades, when not
in service, have a tendency to go
tombraiding and show no remorse
to plunder recent Christian graves
as well as ancient loot.

17
SAMPLE ADVENTURE 6. Stairs again: another corpse
This is a short presentation of the where there is the dot; but step
OSR dungeon The Tukram’s where there is the number 6 tiles
Tomb. The pdf of the adventure is downwards and failing a Dex
available for free, so download Save, the character falls onto the
that if you want more details pressure plate (same as 3)
about the tomb and its perils.
7. Scale Chamber: a scale on an
altar with a dagger on one side, a
LOCATIONS
red stone, a little eagle carving
1. Entrance: stale and humid and some black powder on the
other plate. The dagger is +1, +3
2. Offering chamber: a corpse on against undead; the red stone is
the floor, a bear in the corner (it’s worth 100 sp but if crushed grants
actually dead). A skull carved in a +1 bonus for an entire fight, the
the far corner of the south wall. eagle carving is rotten and
Drop a coin in its mouth and gain useless, the black powder makes
a free reroll an impenetrable barrier for
undead or inflicts 1d6+4 damage
3. Stairs: getting dark, slippery. is thrown against an undead.
The dot is a pressure plate, and Touching the scale and taking any
there’s a corpse there: 1d6 spears treasure awakens a necromancer
from the ceiling for 1d6 damage in room 9 and unlocks the door to
each. Easy to bypass room 9
4. Treasure Chamber: all coins 8. Skulls’ Chamber: two plates
from 2 fall here. Every turn spent with 100 sp each on an altar;
digging reveals 1d10 sp. A hundreds of skulls carved into the
barbarian tribe depicted on the walls, some with holes in their
wall slaughtering peasants mouth. Drop one coin in each of
the 22 skulls with the open mouth
5. Warriors’ Chamber: three and the secret door to room 10
statues of a barbarians. One is a opens. Otherwise it must be
naked man, one a woman, the detected by searching and opened
third is covered in furs. A by force
poisoned needle is behind the furs
for 2 HP damage, Save for half 9. Burial Chamber: Tukram’s
damage. The statues are magical corpse is not here, but Zygar the
but do not move. Stone coffin in necromancer is: 3 HD, 13 AC,
the other room; the skeleton of a Save roll under 12, Claws 1d4
horse is inside, with a 100 sp ruby damage + rusty sword 1d6. Every
in its mouth round also roll 1d6: on 1-2 the

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necromancer casts Pain Circle Save roll under 10, 2 attacks for
(near characters take 1d6 damage 1d6 damage with stone fists). The
unless Save vs Magic), on 3-4 statue takes 2 rounds to join
evokes 1d4-1 ghosts (see the combat from room 5 and freezes
Undead page) that vanish when when the necromancer is killed
the necromancer is killed, on 5-6
animates one statue from room 5 Download the full Tukram’s tomb
(Animated Statue: 4 HD, 12 AC, dungeon for free if you want more.

19
LICENSE
OPEN GAME CONTENT
Open Game Content may only be Used under and in terms of the Open Game License Version 1.0a
(OGL). This entire work is designated as Open Game Content under the OGL, with the exception of
Product Identity.
OPEN GAME LICENSE Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the
Coast, Inc ("Wizards"). All Rights Reserved.

1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed
Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works
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addition, extension, upgrade, improvement, compilation, abridgment or other form in which an
existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license,
rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content"
means the game mechanic and includes the methods, procedures, processes and routines to the extent
such content does not embody the Product Identity and is an enhancement over the prior art and any
additional content clearly identified as Open Game Content by the Contributor, and means any work
covered by this License, including translations and derivative works under copyright law, but
specifically excludes Product Identity. (e) "Product Identity" means product and product line names,
logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines,
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trademark or registered trademark clearly identified as Product identity by the owner of the Product
Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos,
names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or
the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used"
or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create
Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this
agreement.

2. The License: This License applies to any Open Game Content that contains a notice indicating that
the Open Game Content may only be Used under and in terms of this License. You must affix such a
notice to any Open Game Content that you Use. No terms may be added to or subtracted from this
License except as described by the License itself. No other terms or conditions may be applied to any
Open Game Content distributed using this License.

3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms
of this License.

4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant
You a perpetual, worldwide, royaltyfree, non-exclusive license with the exact terms of this License to
Use, the Open Game Content.

5.Representation of Authority to Contribute: If You are contributing original material as Open Game
Content, You represent that Your Contributions are Your original creation and/or You have
sufficient rights to grant the rights conveyed by this License.

6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License
to include the exact text of the COPYRIGHT NOTICE of any Open Game
Content You are copying, modifying or distributing, and You must add the title, the copyright date,
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7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as
to compatibility, except as expressly licensed in another, independent Agreement with the owner of
each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with
any Trademark or Registered Trademark in conjunction with a work containing Open Game Content
except as expressly licensed in another, independent Agreement with the owner of such Trademark or
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challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open
Game Content shall retain all rights, title and interest in and to that Product Identity.

8. Identification: If you distribute Open Game Content You must clearly indicate which portions of
the work that you are distributing are Open Game Content.

9. Updating the License: Wizards or its designated Agents may publish updated versions of this
License. You may use any authorized version of this License to copy, modify and distribute any Open
Game Content originally distributed under any version of this License.

10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game
Content You Distribute.

11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the
name of any Contributor unless You have written permission from the Contributor to do so.

12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with
respect to some or all of the Open Game Content due to statute, judicial order, or governmental
regulation then You may not Use any Open Game Material so affected.

13 Termination: This License will terminate automatically if You fail to comply with all terms herein
and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall
survive the termination of this License.

14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be
reformed only to the extent necessary to make it enforceable.

15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
System Reference Document © 2000, Wizards of the Coast, Inc.; Authors Jonathon Tweet, Monte
Cook, Skip Williams, based on original material by E. Gary Gygax and Dave Arneson.
System Reference Document © 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet,
Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R.
Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax
and Dave Arneson.
Modern System Reference Document © 2002–2004, Wizards of the Coast, Inc.; Authors Bill
Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, Eric Cagle, David Noonan, Stan!, Christopher
Perkins, Rodney Thompson, and JD Wiker, based on material by Jonathan Tweet, Monte Cook, Skip
Williams, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker.
Product Identity
Swords & Wizardry Core Rules, © 2008,Matthew J. Finch.
Lamentations of the Flame Princess: Weird Fantasy Role-Playing Player Core Book: Rules & Magic
© 2013 LotFP, author James Edward Raggi IV.
BlackHack, © 2016, David Black.
WhiteHack 2nd Edition, © 2015, Christian Mehrstam.
The Crying Hack design and The Crying Blades, Eternal City and Infinite City names and concepts.
The Crying Hack © 2016, Davide Pignedoli
Open Content: All text not specified as Product Identity.

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