Black Sword Hack (Merry Mushmen) Core Rulebook (HighRes) 00wpCL PDF
Black Sword Hack (Merry Mushmen) Core Rulebook (HighRes) 00wpCL PDF
Thanks to William “Bill” King for his books and his foreword.
Many thanks to David Black for creating and sharing THE BLACK HACK,
there would be no Black Sword Hack without him.
THE MERRY
MUSHMEN
BLACK
SWORD
HACK Ultimate
Chaos
Edit ion
Old School Dark Fantasy
Written by
Alexandre ‘Kobayashi’ Jeannette
Art
Goran Gligović
Editor
Éric Nieudan
Layout
Olivier Revenu
A
long time ago, in a game played in was different, as GM’s tinkered
club far away –OK–1977, with the rules to reflect their visions or
Edinburgh, Scotland, as a just to plug the many, many gaps and
newly enrolled university inconsistencies.
student, I first encountered In Scotland, and probably throughout the
Dungeons and Dragons. These days we world, gaming culture varied from city to
think of those three brown booklets in a city, under the influence of different groups
white box as the very quintessence of Old and their interpretations of the rules. You
School but back then they were something could see this in the APAs like Alarums and
astonishingly new, a concept so radical Excursions which I picked up a few copies
that it changed the gaming world, and of at Dragonmeet in London and read
eventually infiltrated the far corners of and reread. In that pre-Internet age, these
popular culture, from fiction to computer collected minizines felt like transmissions
games to movies and TV. Gaming is so from another star, the thoughts of gamers
omnipresent now, it’s hard to imagine a in the faraway lands of California and
time when it was not. But that time existed. Boston and Washington DC.
I lived through it. You could see the novelty of it all in
The world was different back then. Star Dave Hargrave’s Arduin and the sheer
Wars was released in 1977 but did not weirdness of the D&D competitors that
reach Scotland until 1978. The World had started to emerge such as first edition
Wide Web was the stuff of science fiction Runequest. All of this was the product of
or it would have been had not hard SF hundreds of creative people encountering
been more concerned with space travel what was then a totally new outlet
than computer tech. You picked stuff up for their creativity. Was it a game? A
through word of mouth, in the wargame storytelling system? An exercise in world
and RPG clubs and little fanzines sold building? It was a combination of all of
over the counter in the Science Fiction these and more.
Bookshop. I can remember being mind-blown in
All of those things we think of as signifiers the parlance of the times. Here was a
of early D&D were still in the future. There chance to live inside a fantasy world, many
were no modules. There was no B/X. different ones in fact. And this was a very
The rules were not terribly clear and had big thing in the days before MMOs and
been published piecemeal in a patchwork games consoles with near realistic levels of
of supplements such as Greyhawk and graphics. This was the door to Narnia I had
Eldritch Wizardry. Every single campaign I been looking for all my life.
Bestiary 48
Create Your World 58
Create Your City 72
Traveler Tales 76
Adventure: Dark Seeds 78
Adventure: Slayers of the Blood God 81
Heimdallir, Port of the North 86
Appendices 89
Running the Game (90), Advices from the Great Old Ones (92),
Black Sord for the Lone Adventurer (94), Bibliograpgy & Plot Generator (96),
The Dark God's Oracle (98), Cosmic Usage Dice (99), Friendly NPCs (99), Evlyn's World (100),
Impossible Creatures (102), Strange Planes (103), Names by Origin (104)
*If the action already requires a Doom roll, this one is made with Disadvantage.
The Doom die returns to its maximum
after the character has taken a long rest.
Attributes
A character is made of six attributes.
ROLLING ATTRIBUTES
Roll 2d6 for each attribute in order and note its score using the table below:
2-3 4-5 6-7 8-9 10-11 12
8 9 10 11 12 13
Origin
Pick one of the following origins for your charac-
ter: Barbarian, Civilized, or Decadent. We use these
words loosely, the way they were in pulp novels: a
barbarian hero may value honour and courage but
might easily succumb to violence and superstition.
A character coming from a civilized culture can
cherish knowledge and progress but also be
quick to deem others inferior or prim-
itive. Decadent adventurers come
from a doomed society, which
could make them gloomy and
miserable or carefree, just happy
to survive another day.
A character's origin is meant to
springboard your imagination,
not to turn your character into a
cliché.
BIRTH BARBARIAN
Your character was born
(roll a d20)...
1 ...in a slave camp.
2 ...on an island just before the
invaders came.
3 ...during your clan's last raid.
4 ...in an invading army's camp before you
were kidnapped.
5 ...under the harsh sun, in the territory of a
desert tribe.
6 ...in the hut of a banished druid.
7 ...in a stone circle shunned by your people.
8 ...among your Pict brothers and sisters after a
bloody battle.
9 ...aboard a longship filled with Northern raiders.
10 ...nine months after a foreign mercenary
married your mother.
11 ...while the rest of the Iron Horde was
attacking a caravan.
12 ...in a civilized kingdom, but you were traded as a hostage.
13 ...in a cave network ruled by strange insectoid creatures.
14 ...in a palace, soon after raided by your adoptive tribe.
15 ...on the night your clan burned the Empire's capital.
16 ...in a forest clearing, denounced by the druids as a dark omen.
17 ...on the last ship of a seafaring clan.
18 ...inside a wicker statue about to be burned.
19 ...on the foreign ship bringing your family back home.
20 ...in the middle of a battle against your conquerors.
BIRTH DECADENT
Your character was born (roll a d20)...
1 ...in a jewelled tower, symbol of a corrupt empire.
2 ...in the barracks of the slave soldiers.
3 ...in a disreputable brothel of the City of Thieves.
4 ...in the poppy fields owned by
the Court's greatest sorcerer.
5 ...in the necropolis where you were raised by ghosts.
6 ...in a museum, as part of the permanent exhibition.
7 ...in the ruins of a crystal palace.
8 ...inside a monstrous creature killed by
your adoptive parents.
9 ...as a vessel for the soul of a dying noble.
The ritual failed.
10 ...in the last city of a dying species.
11 ...covered with the blood of your own people after
a failed invocation.
12 ...in the arena's champion quarters.
13 ...in the servants quarters of a vampire's tower.
14 ...below the Empress's palace, among her slaves.
15 ...in the dessicated gardens of a dying desert city.
16 ...on a tropical island, just as it was beginning to sink.
17 ...in an asylum deep within the Forbidden City.
18 ...in the laboratory of the alchemist you called Father.
19 ...at the top of a pyramid of red obsidian.
20 ...in a hurricane summoned by your mother.
.
Who lent you the money? Which job did you accept?
1. a noble Roll on each table.
2. a painter 1. find
3. a mercenary 2. follow
4. a merchant 3. steal
5. a scientist 4. scare
6. an assassin 5. hurt
7. a foreign spy 6. guard
8. a smuggler
9. the local hermit 1. a corrupt
10. a religious figure 2. a wanted
11. the thieves’ guild 3. a rebel
12. you found the money on a 4. a famous
corpse you chanced upon 5. an unfaithful
13. a sorcerer 6. an ambitious
14. a circus owner 1. noble
15. an ambassador 2. merchant
16. an innkeeper 3. thief
17. an errant knight 4. mercenary
18. the local arena’s owner 5. poet
19. a bounty hunter 6. inquisitor
20. a demon in disguise
At the GM's discretion, high or low quality drugs can affect the CON test (Disadvantage
for high quality drugs, Advantage for cheap ones). Low quality costs d6x10 coins, high
quality costs d6x100 coins.
Light Heavy
Protection 1 Protection 3
Hide, leather, gambeson... Full plate armour
This kind of protection can be found Usually tailored to a specific individual.
everywhere for cheap. It is very unlikely the characters will ever
acquire this type of armour unless they find
Medium themselves on a battlefield.
Protection 2
Breastplate, lorica, studded leather, ring Shields
armour, brigandine, chain mail... You get Advantage when rolling to Parry.
These are usually issued to soldiers and On a critical failure your shield is broken.
warriors, you won't find them on a market
stall. You're free to take them from dead
enemies though.
TOO SLOW?
You can certainly run a faster paced campaign. Consider each session as a chapter
from a character's story. Give each chapter a title and proceed as above.
Use Responsibly
The game gives you rules for sorcery, demon pacts, spirit alliances,
faerie ties, and twisted science. This doesn't mean you have to include
them all! Choosing only a couple will make your campaign more
strongly themed. Some powers may also be mastered by NPCs only
(sorcery jumps to mind here). And of course, ask your
players if they have preferences!
FREE-FORM DEMONISM
GMs should be open to players using demon invocation in a more open-ended way,
using the above effects as mere guidelines. They should just keep the following principles
in mind: demons reinforce or exacerbate the worst traits of their targets.
The tricky part is coming up with a backlash when the player gets 1 on the Doom roll.
As a baseline, the effects of the demon's influence become permanent (especially for
innocuous powers) or they affect the warlock as well (well suited for offensive powers).
Barrow wisdom
You learned some rudimentary necromancy. You can speak with the dead, provided
either their body or soul is nearby. The dead are rarely cooperative. They may demand
a price, but you can also attempt to force them to do something or answer a question
(WIS test required, decrease your Doom die).
Cauldron of gold
You own a magical gold bezant (worth 100 coins) that always finds its way back to
your purse after 1d8 dawns. It is part of a treasure of immense value towards which it
could lead you, if only you knew the right charm...
Doomed to greatness
Once per day, you can roll your Doom die with Advantage. After you do so, it takes
1d3 long rests to go back to its maximum.
Dwarf deceit
You get Advantage when lying or sneaking with the intention to do harm.
Elfin secret
You learned how to (choose): speak to birds, make plants obey a one-word command,
become invisible to mortals, enthral a lover, divine one’s most secret desire, make (non-
aggressive) mortals tremble with fear. If you use this secret more than once per day, roll
your Doom.
Silversmith sorcerer
Your master taught you how to weave spells into your jewellery. Roll for two spells
from page 40. You know how to bind them to one of your creations at the cost of 1d6 x
100 coins and 3d6 days of work. The bearer of one of your items can cast the spell as if
they were a sorcerer.
Skinwalker
You know the spells needed to turn into an animal while wearing a specially prepared
pelt. You can own two of these pelts at any time.
Trollish ruggedness
Add +1 to the protection of any type of armour you wear.
True faith
You know how to fight the fey with fire, faith, and iron. Roll your Doom die to dispel
one magical effect of fey origin.
Witchsight
You can see through the veil that hides the realms of faerie. Elves, trolls, and other
magical beings are always visible to you. You may be able to see magical auras and
detect illusions with a successful WIS roll.
Example: I roll 3, 8 and 10. Behold the Bastard Sword of Withering Light!
(Or Witherlight, or the Witherer of Light...)
HOLLO
OLLOW MONKS
HOLLOW
When pushed too far, mortification of the
flesh can destroy the mind of the faithful,
leaving them open to things from beyond...
These creatures have organized themselves as
a religious order, always seeking new recruits.
• NOVICE [LVL 2]
Mostly lower beings used as cannon fodder
by their elders.
- Relentless: When at 0 hit points, comes back
with 1 HP on a roll of 5-6 on a d6
Rusty daggers (DEX or STR): 5
Sacrifice (DEX): The Novice explodes,
causing 10 damage to anyone Close
• NECROMANCER [LVL 6]
Masters of the dead usually seek to gain
enough power to rule over the Queen of the
dead. None have succeeded thus far.
Skeleton crew: Summons d6 skeleton
warriors. They turn to dust after 10 minutes
Poisoned blade (DEX or STR): 5 + Ud6
ongoing damage
Teleport: When things get too dangerous,
the Necromancer teleports up to Far away
56 – Black Sword Hack – *or come up witn any crappy magic power
What Do You Find On The Corpse?
This is a game about taking part in the WEAPONS AND ARMOUR
conflict between Law and Chaos, and Armour is usually ruined during combat. If
looting corpses shouldn't become a habit. it's still intact, the player and the GM both
On most humanoid characters you'll find: roll a d6, if they get the same number the
d6 coins (even wealthy merchants keep armour suits the character.
their money at home). Gems usually have a
value of d6x100 coins, same goes for most
valuables (from silverware to a fine paint- BUTCHER JOB
ing). A treasure chest can contain d6x100 On other creatures, characters ready to get
coins. If you need something a bit more dirty can find: d6 body parts worth d6x10
interesting, simply roll two d12s on the coins each (LVL 5 creatures or lower) or
tables below, the first roll will tell you what d6x100 coins (LVL 6 creatures or higher).
you find, the second one where it will lead
you. No need to roll for every corpse the
PCs find (or make). Body parts
1 Tooth
You find... 2 Eye
1 a skeleton key 3 Liver
2 a letter written in a dead language 4 Gland (venom, sweat...)
3 a cemetery map 5 Horn
4 a cracked crystal ball 6 Tongue
5 a scytale 7 Heart
6 a dying homunculus 8 Bile or other fluid
7 an ivory flute 9 Brain
8 a safe passage letter 10 Strange gem or object that
9 a pouch of dried purple lotus shouldn’t be here
10 a bone spyglass
11 an engraved skull Who wants it?
12 a royal signet (you may roll several times)
1 a dark sorcerer
Leading to... 2 a white mage
1 a monster. 3 a rejected lover
2 a runic weapon 4 the Queen's physician
3 a rare object 5 the Crown Prince
4 a prisoner 6 cultists of Dagon
5 another dimension 7 the thieves guild
6 information 8 a wealthy widower
7 a forgotten palace 9 a heretic thaumaturge
8 a lost valley 10 a demon in a cage
9 a wise man
10 a missing parent
11 a floating island
12 a ghost library
When it comes to describe the villain’s forces, there's no need for subtlety. They'll be the
characters main enemies, or at least a looming threat: patrolling city streets, hunting down
dissidents, and the subject of scary bedtime stories.
Then, you can determine the political situation of some of the nations (five or six) and
their attitude towards Law and Chaos by rolling a d6 on these tables:
Political situation (d6) Attitude (d6)
Lost or forgotten 1 Allied to Law
Declining 2 Favourable to Law
Divided 3 Neutral
Corrupt 4 Neutral
Thriving 5 Favourable to Chaos
Warmongering 6 Allied to Chaos
62
AMBER ENCLAVE GOLDEN ARCHIPELAGO
When did the enclave appear? Why doesn't Is the Golden Archipelago made of islands
anyone invade it? floating in the sky instead of an ocean?
1}- It is said the Amber enclave was created What unites the islands? Do they call it like
by beings from another dimension. Many this because it is so wealthy?
scholars would pay well for any information 1}- A relic from a past civilization, the Silac
on the subject. Umbar, is hidden in the archipelago. It is
2}- A sorcerer took refuge here to experi- said that it can change a specific event in its
ment with opening a portal to the future, bearer’s past.
hoping to escape the world's end and find 2}- A storm threatens to engulf the whole
whatever is next. archipelago. A new island appears, stop-
3}- A fugitive hunted by the enclave's ping the storm but immediately unleashing
enforcers tells a wild story: one of the en- dragons to conquer the region.
clave's portals keeps growing at an alarming 3}- A cult turns the crews of lost ships into
rate after an experiment gone wrong. It loathsome human-insect hybrids to dig into
threatens to engulf the whole country. Ways the island their ancient god is imprisoned in.
to stop it include killing the portal's creator 4}- Once a year, a fog engulfs one of the
and/or going through it. islands, allowing the living to speak with
4}- The golden apgarian: a plant with ex- the dead. The characters will be visited by
traordinary healing abilities (it replaces lost old enemies and lost friends.
limbs with moss and wood) grows only in 5}- During a thunderstorm, the characters’
the Amber enclave. It is guarded by nature ship is struck by lightning: they're now out
spirits who ask for payment (see the spirits of phase and appear as ghosts, becoming
table on p.37). the target of every undead spirit. To return
5}- One of the enclave's rulers has been to their world the PCs have to find the
kidnapped by a neighbouring country. Mer- witch who summoned the storm in the first
cenaries are needed to bring them back. place.
6}- Scholars think the Amber enclave hides 6}- One of the islands is home to a creature
many portals leading to many places in the that absorbs the life of those who try to live
world. The Amber enclave's rulers allow on it. It's starting to suck the life of neigh-
their use in exchange for some service. bouring islands as well. Finding a way to
stop this will lead the heroes to confront
the mighty vampiric spirit that possesses the
island.
NORTHERN RAIDERS MERCHANT LEAGUE
Do they use ships? Airships? Submarines? The beating heart of the world's com-
Do they only attack at night, and why? Are merce. Competition is fierce and leads to
there places they never attack for unknown large amounts of political manoeuvring
reasons? and backstabbing. How does the League
1}- Prisoners get the following choice: be protect its members? Demonic ships? Con-
sold as slave or become a raider. Picking the tracts sealed with sorcery? Cursed cargo
second option means pledging one’s life to for everyone but the owner?
a mysterious sea goddess. Break the vow 1}- A trio of old pirates vowed to take re-
and your lungs slowly fill with sea water. venge against a Merchant League privateer.
2}- A Raider has visions of a golden city They need agents in the League to plan
on the other side of the ocean. She seeks their attack.
volunteers to mount an expedition. These 2}- Any merchant excluded by the League's
dreams are a plea for help from a dying council loses all property rights: anyone
civilisation. can steal from them, whether it's a ship or
3}- Past victims of the raiders appear on a box of silverware. This keeps most mer-
ghost ships and hunt them down. The char- chants in line but has led to many bloody
acters can try to find a way to lift the curse ’acquisitions’.
or prevent the raiders from doing so. 3}- A ruined merchant got his revenge:
4}- A Raider chieftain has been captured suddenly, gold eating imps are invading the
and sits in a cell waiting for her execution. League's capital. Stopping the imps means
It's time to break her out of the biggest finding a way to banish a powerful greed
prison ever built, Mörk Fängelse! demon.
5}- The campaign's main antagonist is trying 4}- A merchant House is gaining influence
to rally the Northern Raiders to its cause. inside the League's council. This is thanks
Preventing such an alliance might be a good to a corrupt haruspice working for the cult
idea. that took over the House. Their goal is to
6}- Each year, Raider captains compete in a summon their god with the largest offering
tournament. The winner takes the leader- of gold ever seen.
ship of the Raiders for one year. 5}- Fake coins appear all over the League's
markets. The coins can be traced to the
campaign's main villain. This could lead to
the League's ruin in a matter of weeks.
6}- One of the characters inherit the title of
Honourable Merchant from a distant rela-
tion, granting them a place at the League's
council. What could go wrong?
FLOTSAM KINGDOM EASTERN PRINCIPALITIES
Is it floating in the air? On a sea of ice? A land of gothic horror, an analogue to
Is there a myth around the kingdom's China's Warring Kingdoms, or a mix of
creation, tales of the first Castaway? Who both. What are vampires like in your
were the first inhabitants, escaped prison- world?
ers and slaves? People banished from their 1}- Each Principality was ruled by a vam-
land? pire until a family of monster hunters man-
1}- The Kingdom's divers explore the aged to kill most of them. Principalities still
depths to find valuable objects from past run by vampires seek revenge to this day.
civilisations. One of them has found the 2}- Each Principality maintains its own
entrance to a vast submerged city. The standing army. To face the cost, part
heroes are the first to learn about this. of these troops have been working as
2}- The Kingdom is often raided by pirates mercenaries abroad for a long time. Some
led by the king's sister. At the same time captains grab the power has soon as they
a small group of scholars, divers, and return.
dockers wants to get rid of both and create 3}- A constant state of war causes regular
a Flotsam Republic. food shortages. Smuggling grain and veni-
3}- The campaign's main antagonist wants son has become a lucrative business.
to annex the Flotsam Kingdom. Why 4}- A scholar has found a way to make
would they go out of their way to conquer human blood poisonous to vampires. She's
a floating nation? relentlessly tracked by the vampire princes.
4}- A leviathan asks for human sacrifices or All she needs is the blood of the first vam-
it will destroy the Kingdom. There's proba- pire to devise her potion. From then, it will
bly a way to find its lair and banish it. spread as a disease that only kills vampires.
5}- Someone the characters are seeking 5}- A monastic order knows the location of
has taken refuge in the Flotsam King- the first vampire. A number of monks each
dom. Nobody here likes strangers asking know one piece of the puzzle, and all must
questions, unless they prove themselves to be found to get there.
be trustworthy. Freeing workers from the 6}- A vampire sorcerer manages to tempo-
king’s underwater dungeon would be a rarily mask the sun over the Principalities,
good start. leading to a brutal war of conquest of the
6}- The Kingdom's security depends on human towns. Finding the sorcerer and
driftwood golems. The ritual to control killing them is the only way to prevent the
them has just been stolen. Whoever blood suckers to take control of the region.
acquires it will have the Flotsam Kingdom's
fate in their hands.
PICT TERRITORIES IRON HORDE
Why are they also called the Unconquered What mounts does the Horde use? Was
Lands? How did the Picts manage to repel there a unifying figure to create the Horde?
all invaders so far? Have they made a pact Does its people wish to settle down? Does
with a particular power? Are they the it cause frictions among clans ?
land's best warriors? 1}- A fact unknown to outsiders is that
1}- Undertaking a difficult spirit quest Iron Horde mounts (whether they're
grants the survivor the authority to unite all horses, griffin, or drakes) are of human
the tribes. Failing the quest means death. intelligence. Each mount chooses its rider.
2}- A sacred relic, the spear of Alpia, was Sometimes they pick outsiders for a
stolen by the campaign's main antagonist. specific quest.
Finding the relic will reveal the treason of 2}- Vanquished enemies have used pow-
one of the Pict tribes. erful magic to create the Horde’s undead
3}- An old burial mound was recently counterpart. This could lead to the end of
pillaged by a group of foreign historians. the Iron Horde.
Unknown to the clan is the fact that these 3}- The Iron Horde sends spies and
objects can lead to a necropolis where the saboteurs to prepare the invasion of
first king of the Picts was buried. well-defended cities. They often hire
4}- Spirits across the Pict territories cease outsiders for this kind of work.
to serve shamans. The spirit world has 4}- The Great Khan's daughter has run
been invaded by corrupted beings from away, hoping to explore the world. She'll
another world. probably cross the characters' path.
5}- Pict farmers can cultivate supposedly 5}- In the middle of the Iron Horde’s terri-
barren lands. This is thanks to an ancient tory is a bottomless pit in which traitors are
pact with Chaos. What would happen if thrown as punishment. The pit leads to an
the Picts decided to join the forces of Law? underground sea that flows into different
6}- As punishment, Pict shamans, transform planes, leading to many a strange place.
criminals into animals and let hunters go 6}- The Eastern Principalities want to
after them. Once you recover your human join forces with the Iron Horde to open
form, the hunt is over. a second front against the campaign's
antagonist. Traitors on both sides need the
alliance to fail.
LAND OF THE BLACK PYRAMIDS GREY SPIRES DOMINION
The existence of the pyramids shows their What is the spires’ origin? Were they built
creators were one of the most advanced by a long-forgotten civilisation? Were their
civilisations (at least on a technical level) in creators even human? Are they still able
the world. Why didn't they conquer the rest to build new spires or was that knowledge
of the world? Did they try and fail? Are they lost?
a still thriving culture or a dying one? 1}- The Abyss, where the poorest and more
1}- A gladiator revolt takes over the desperate live, is a good place to hide from
Seventh Pyramid, leading to slave revolts one’s enemies.
across the land. 2}- The highest Spires rise above the
2}- The world's largest library is in the Fifth clouds. The rich and powerful live there,
Pyramid. The answer to most questions protected by their raven guards: soldiers
can be found here, for a price: a spell, a wearing armour that lets them fly.
spirit alliance, or a demonic pact. Bargains 3}- Many gangs rule the Abyss, fighting
made here cannot be broken. over every resource (the Undying Moles
3}- The ruins of the Tenth Pyramid have deal in water, the Rust Hammers deal in
just been discovered. No one knows it weapons, etc.). If you need anything in the
is full of plague demons eager to spread Abyss, you'll have to talk to a gang leader.
around the world. Stopping them will 4}- The Grey Spires are built on top of
require the help of other spirits. mining complexes. Your campaign's main
4}- The infernal scribes of the Third antagonist has found a way to collapse the
Pyramid can erase someone's name from mine, toppling the spires. Will the charac-
recent history. Everyone forgets having ters stop this plot, or help with it?
ever met this person, except those present 5}- Each Spire is controlled by a different
during the ceremony. This is sometimes noble family. This makes for a hotbed of
used as punishment by the Architects. political backstabbing that smart outsiders
5}- An ancient sect guards the First could exploit.
Pyramid, said to contain the demon who 6}- After a Grey Spire noble is murdered,
almost destroyed the world. An enterpris- the authorities plan to flood the Abyss,
ing group of thieves has just entered the drowning everyone living there as an
place... example for others.
6}- There are rumours of an inversed pyra-
mid built underground leading to a future,
desolate version of the world. The place
contains clues that might help avoid this
cataclysmic fate.
LAST CITY OF A DYING SPECIES CITY OF THIEVES
Why are they dying? Are they resigned, or How is order maintained in such a place?
trying to save themselves? If both, who will Does each member make a sacred oath
the characters chose to join, and for what to protect the City? Is that a tightly knit
price? community, with an "us against the world”
1}- The City's Heart is dying. It must be view, or a den of iniquity where only
replaced by the heart of a leviathan, or traitors and bullies thrive? Do the Adjudi-
everything will crumble to dust. Hunting cators, the demonists sealing all contracts
parties are sent throughout the world, none between thieves, have an ulterior motive?
has come back yet. 1}- The City has no standing army. When
2}- The City's inhabitants relive their glo- it's invaded by your campaign's main
rious past in vivid, drug induced dreams. antagonist, its inhabitants wage a brutal
Visiting a House of Dreams can be danger- guerrilla...
ous, and many have succumbed from the 2}- A cursed mirror was brought to the
nightmares of their own past. City. It produces doubles of anyone
3}- A small faction within the City has looking into it. Stopping the process
found a way to transfer minds into human would require stepping through the mirror
bodies. To avoid extinction, they need to and vanquish the demons controlling an
get their hands on as many hosts as they inverse world.
can. Unknown to them, the process slowly 3}- A newcomer known as the Dream
turns the hosts into mindless monsters. Thief is stealing memories. They're a highly
4}- As punishment for major crimes, the paid mercenary whose real identity is
souls of criminals are infused into weap- unknown.
ons. One of the character’s patrons seeks 4}- A possessed killer hunts down the
to retrieve a weapon containing her son’s members of a demon trafficking ring. At
soul. It's in the hands of the City's First first, the murders look like random killings
General. perpetrated by a madman.
5}- No one in the City knows about an 5}- The heroes are tasked to steal paint-
ancient doomsday machine hidden at the ings by Ernst Crivelli. Each of his famous
centre of the world. It still has the power diptychs works as a two-way portal Three
to destroy everything, and many would do pairs are in existence, but some say a
anything to reach it, should the secret be secret master painting can lead to any of
unearthed. them.
6}- There is a way to save the dying 6}- A never-ending storm is drowning the
species, or at least its history and memo- City. Finding the spirit responsible for this
ry. This cure is hidden in the antagonist’s will take the characters to the City’s re-
capital. flection in the spirit world, where strange,
ghostly guilds vie for power.
Many fantasy settings are stuck in a status quo. Rulers can be killed but new ones take
their places. The world is meant to be saved or at least preserved. This shouldn't be the
case in a Black Sword Hack campaign: kingdoms and empires will disappear, and the
world itself is not safe. The setting at the beginning and at the end of a campaign shouldn't
be the same. Whether the characters are agents of that change is for the players to decide.
Nothing is ever clean or safe. Any weapon you buy still has blood on it. If you go to
a library, someone else is looking for the same information. The moment you step in-
side a tavern, you're being sized up — are you predator or prey? Cities are not a place
to rest and recuperate. Tensions are visible everywhere: the innkeeper has a black eye,
a sweet little kid is being bullied by the city watch, the dockers are on strike, a crowd
gathers for yet another public execution... Cities are dangerous and dirty.
CITY NAME
PEOPLE
You need the following information: a name, an occupation, an affiliation – it all fits
on one line, and it is enough to give you a rough idea of their looks, demeanor, and
objectives. No need to flesh them out further as some hero might crush their head as soon
as they meet them.
POWER
Factions gain power by controlling a specific domain: politics, religion, organized
crime, labour, etc. Their main goals usually revolve around keeping the power they have
or gaining more. Faction members often have specific or personal goals, and use their
faction to achieve them.
PLACES
People and factions are related to places. These can be obvious (the imperial palace)
or hidden (the warehouse where the revolutionaries meet). Whenever the heroes are in
a city, share a map or sketch, no matter how crude. The players can refer to this
representation at any time. Encourage them to write on it: they can note points of interest
and NPC names. These notes will bring the city to life for your players.
PROBLEMS
And by problems, we mean conflicts. Between people, between factions, and of course
inside factions. No organisation is monolithic, tensions come from diverging point of
views ("do we strive for a peaceful revolution or a violent one?") to more personal matters
("our leader caused the death of my brother, she must pay!"). To solve these conflicts,
factions often need outsiders and that's where our heroes come in.
TRAVEL COMBAT
The captain makes an INT test. If The players roll a d20 for each mast the ship has. Each
the ship has more than one mast, roll below the Crew's score is a success. Successes can
the test is made with Advantage. be spent as follows:
A success means the travel time is - one success to destroy one enemy mast
unchanged - two successes to attempt a boarding action
A critical success means the trav- - three successes to distance an enemy ship
el time is divided by two If none or the rolls are a success, the players have to
A failure means the travel time is choose one of the following consequences:
doubled - the ship is loses one mast
A critical failure means the ship - the crew score decreases by 1
faces the perils of the sea - the ship is boarded
Wrapping Things Up
A good way to end the session is when the characters leave for the nearest town. They
probably want to follow a particular lead or answer a question: Why did they go to the
Redemption Spire? Who was this Narvas who went with them? Do they want to help
Tharkus rebuild her flying pirate ship? What do they do with the black lotus they found?
* if you want to use them again, the Karst Brome society is a covenant of vampire scholars aligned with
Law. Immortality suits those who seek knowledge as it's a never ending task. It also makes sure you want
to avoid the end of the world as much as any mortal.
IN THE FORTRESS
and 50 more to get a miner guiding them Infiltration and Stealth meter
to the source. Each time a character fails a DEX test or does
A hero with a noble or military something that can obviously reveal their presence
background knows that these fortresses they roll a d6 and subtract the result from the party's
usually have at least one escape tunnel. Stealth Meter. If you have three players or less, the
The exit is located in the village's temple group's Stealth Meter is equal to the highest Dex-
(which receives generous donations from terity score in the group. If you have four players or
Rackhmoor). more, add the lowest Dexterity score. If the Stealth
Meter drops to 0, the fortress goes on high alert: the
Blood Warriors (all hundred of them!) awaken until
Samin Toras they're ordered by Rackhmoor to stand down.
FORTRESS OF THE SLAYERS Blood God visions
The main inspiration for Rackhmoor’s Any character dealing in magic (sorcery,
fortress is Kerak castle in Jordan. You can demon pacts or spirit alliances) will have a vision of
find a lot of pictures online to give you a impending doom: a blood red sea under a red sky
feel for the place. with thousands of corpses floating around, as far as
An old castle that bears the scars of cen- the eye can see.
turies old battles, made of a kind of red
stone that gives it an ominous look at dusk
and dawn, as though blood was seeping ons. Their barrack is guarded day and
from its every wall. There are always half night by two Blood Warriors. Two of the
a dozen Blood Warriors manning the ram- volunteers are starting to have serious
parts. Motionless figures standing guard, doubts about their career choice and might
they only stir if someone tries to break into join the heroes if given enough evidence
the castle or the alarm is (they will be sacrificed tonight).
sounded. The double doors
of rusted steel only open 2. THE STABLES - The company's
when the company marches horses are made the same way as the
in or out. They have a pos- Blood Warriors: they’re born from the
tern and a peephole in case blood of a slaughtered horse. They
of visitors. Four Slayers are here stand in the stables, clad in rust red
at all times, close to a gong of armour, waiting for Rackhmoor’s
red metal. order to awaken.
Captain
Rackhmoor – Black Sword Hack – 83
• RACKHMOOR MELIOC - LVL 4]
20 HP, Sword (DEX or STR) 7 dmg. could slice their throats and create the Red
Though disturbed, Rackhmoor is still a mercenary Pool. Marton doesn’t want to know what
captain, quite capable of killing fools who make happened that night, or what has been
the mistake of attacking him head on. Always happening since. He has very little work for
following him is Devourer, a massive war hound generous pay. The screams of his master at
that keeps running away during fights. The dog's night do disturb his sleep though.
a coward but Rackhmoor loves him nonetheless. LEVEL 2 RACKHMOOR’S STUDY
Rackhmoor can control his Slayers with his The place is a mess: maps, journals,
thoughts. If he’s unconscious, they first try to re- contracts are piled up everywhere. This
trieve him (following his trail relentlessly if he's tak- is where the heroes find Rackhmoor
en away) and then kill all intruders in the fortress. during the day, preparing for his next cam-
TALKING WITH RACKHMOOR paign. A ten-minute search will unearth
If the heroes are immediately perceived as threat- Rackhmoor’s diary. The last few entries
ening, reaching out to Rackhmoor proves impos- talk of the sorcerer's capture and the very
sible. He tries to subdue the characters so he can last one is just the words: “What have I
use all their precious blood to create more Blood done?” with multiple blood stains.
Warriors (but he will settle for however much isn't LEVEL 3 RACKHMOOR’S BEDROOM
spilled if he has to kill them). If the heroes get here at night, roll a d6,
Characters who attempt to reason with him may there are always 4 Blood Warriors standing
very well see the proud captain break: the visions guard outside his room.
sent by the Blood God are slowly eating away at If the heroes come during the day, roll
his sanity. He listens to any proposition to free him a d6. 1-3: Rackhmoor is here; 4-6: he’s
from the nightmares. A character may be able to at the Red Pool. If they come during the
entice a powerful spirit or demon to help here, but night, the captain is here. Roll a d6. 1-3:
they make it clear that it means making an enemy he's sleeping fitfully; 4-6: his nightmares
of the Blood God. The Karst Brome society would are keeping him awake. The Blood God is
agree to remove the ritual without killing him, flay- sending him horrific visions of the future
ing the skin off his torso and back before burning as he’s close to inadvertently creating the
it. Roll a d6. 1-3: Rackhmoor dies; 4: he goes stark first legion. Note that if he's threatened,
raving mad from the pain; 5-6: he is shaken but Rackhmoor can call on his Slayers with a
alive and sane. He will probably vow to spend thought.
the rest of his life hunting down all practitioners of UPPER LEVELS
magic. This part of Samin Toras is in utter ruins.
Light-footed characters might still be able
• BLOOD WARRIOR - [LVL 2] to hide there. A fall would mean a broken
10 HP, Sword or axe (DEX or STR) 4 dmg. leg at the very least (2d6 damage).
Also known as the Slayers of the Blood God, these
soldiers are statuesque, cold-skinned hoplites clad 4.THE RED POOL
in armour the colour of rust. They only respond to In the vaulted catacombs of the old
Rackhmoor and are able to follow sequences such fortress, along with larders and prisoner
as “guard this room, sound the alert, attack intrud- cells, was a temple to an elemental spirit
ers” or “kill every able-bodied adult in the city” but lord. The fountain where ritual ablutions
improvisation is not their strong suit. and drownings took place is now a large
They have one weak point: their “heart”, a small reservoir of blood, scarlet and undulating,
rock of congealed blood. To strike it a PC needs almost like a miniature sea.
to either roll a critical success, or succeed at an Here, volunteers to the Blood God's army
attack with Disadvantage.This kills the warrior get their throats slit. As their blood feeds
instantly. A single attack dealing 10 or more dam- the Red Pool, a new Slayer emerges from
age also kills a Slayer. Finally, burning Rackhmoor
immediately destroys all Blood Warriors (and pisses
off the Blood God, but who's counting?).
the pool, armed and armoured. Two other • 4-6: the heroes arrive as a sacrifice
Blood Warriors help the new-born to their is underway. Attacking immediately
feet. raises the alarm as the Slayers respond to
WHAT HAPPENS WHEN THE HEROES Rackhmoor’s psychic orders.
GET THERE... Roll a d6. For each new Blood Warrior created,
• 1-3: the temple is empty except for roll a d6. On a 6, it was the thousandth.
the Pool. Everyone must make a Wisdom The first Legion of the Blood Good is now
test: complete. It escapes Rackhmoor's control
- critical success: the hero has a vision of and starts slaughtering as many people as it
the sacrifice ceremony as a spectator can, creating new Red Pools as it conquers
- success: the character experiences a and slaughters its way across
sacrifice as the executioner, Rackhmoor the land.
himself Congrats! Your campaign
- failure: the PC lives through world has now a new
the sacrifice as the victim, rts major threat.
m pa
an unknown hand a
er
wielding the knife th
To
- critical failure:
as above but the
vision is so vivid 1 WELL 2
that the char- To the mine
acter takes d4
damage DS
AR
1 RTY
COU
the 3
t a i rs to nnel
S e tu
p
esca
Empty cellar
4
To the village's temple
Epilogue
Some questions remain unanswered. Feel free to answer them in further adventures:
who was the sorcerer who gave the ritual to Rackhmmor? What further horrors does the
Book of the Blood God contain? Who might want to take it from the Karst Brome Society?
Heimdallir
Port of the North
The northernmost port of the land, Heimdallir is subject to cold winds and hot tempers,
short days and long winters. This is not a bustling frontier town or a wealthy port of
commerce. This is the end of the line, the place you go to hide from your enemies,
your family, or the gods.
An extinct civilisation built Heimdallir to resist the harsh climate of the North: most of its
dwellings are underground. The city is lit by luminescent algae floating in glass containers
and following a day and night cycle. The harbour is underground as well, its maw shaped
entrance carved into the cliff.
THE WRITING ON THE WALL family ties, and alcohol. Fights erupt from
Every inch of the city is covered in an time to time but are broken up before
ancient writing no one has been able to weapons come out. If caught, you're
decipher so far. Looking at these writings expected to pay for destroyed or stolen
for too long brings a sense of unease, property, including animals and people. If
as if unseen ghosts were caressing one’s your crime is serious enough, you're cast
brain through their skull. No Heimdaller out in the tundra with buta knife to hunt
wants to talk about this, especially with and a wolf pelt to keep you warm.
newcomers.
THE THULE PEOPLE
LAW AND ORDER IN HEIMDALLIR Outside Heimdallir, the tundra is inhab-
There's no city guard or watch in ited by tribes calling themselves the Thule
Heimdallir, you're supposed to take care people. They sometimes come to trade
of yourself and protect your kin. It works furs and meat. They're mostly ignored by
pretty well as the population is a tight-knit the city inhabitants who consider them
community, brought together by work, savages.
This isn’t just a game Playing Black Sword Hack solo is a great experience for
both players and GMs. It's not a lesser version of the game, or a clutch for GMs deprived
of players. It's an exercise in pure creativity that will develop your improvisation muscles.
Imagination is a skill, these rules are you weapon master. Nothing can be too absurd, too
far-fetched or too crazy. You have no audience but yourself. You can make mistakes, experiment
with new things without anyone looking over your shoulder. Be kind, be open-minded, and
these qualities will follow you to the gaming table once your personal adventures are over.
1 - Find a title map: the adventure starts here, use the result
The best way to learn is to start doing it. to select your prologue (see below).
Grab a pen and a sheet of paper or notebook,
and give a title to your adventures. Look at 4 - Prologue
your RPG or books collection, mix and match How does your adventure start? For your
words until something sounds right, meaning first adventure we'll help you kickstart your
be damned. Here are a few examples (or roll campaign. Use the result of the d6 you
a d8): dropped on your map to learn how this all
1. The Dark Fate of the Wind Howlers begins:
2. This Axe is Mine, an Executioner's Tale 1. You just got out of your cell in your
3. Devious Drusk, King of the Wasteland father's castle...
4. Five Swords Against the Blood God 2. You wake on a beach, the image of your
5. Night of the Bladespawns brother pushing you off a cliff still vivid
6. The Twisted Destiny of the Scarlet in your mind...
Princess 3. You hide in the sewers as your city
7 Oksana: Thief, Gladiator, Queen burns, you hear footsteps approaching...
8. Trials and Tribulations of a Former 4. Someone's banging at your door, there's
Chaos Priest a dead body in your bed and a blade in
your hand...
2 - Create a character 5. Your bounty took refuge in forbidden
Now go back to page 10 and create a char- ruins; you reach them at sunset...
acter. No, not later; do it now or you'll never 6. The card reader told you you'll die in
do it. Trust the dice, do not re-roll, use what a week, killed by a headless monster.
you're given. Don't try to make the character Now what do you do?
fit the title above or your own preconcep-
tions. Tread new paths lest you want your 5 - Now play!
mind to wither. Act as your character would. When dice and
rules are needed, use them; when you have
3 - Create your world a question, ask the Dark Gods' Oracle (see
Simply place the names of each nation as p.98). There's not much more to it. There's no
you see fit. You don't have to draw anything, "right" way to do this: you're right as long as
you just need a rough idea of where they all you're engaged and want to know what hap-
are relative to each other. Roll a d6 on your pens to your character
COMICS
Mazeworld by Alan Grant and Arthur Ranson • Berserk by Kentaro Miura • Tales of Telguuth
by Steve Moore and many artists • Bone by Jeff Smith • The Quest for the Time Bird by Serge
le Tendre and Régis Loisel
OPTIONS
• You can use more than one book. Randomise them for each step of the process if you like, or
swap books in the middle of things.
• And yes, you can use an RPG sourcebook, but why would you?
Rolling doubles
An unexpected event occurs! Is it positive or negative for the protagonist?
11 Very negative 22 Negative 33 Negative but... 44 Positive but... 55 Positive 66 Positive and...
Roll d66 twice to learn about the theme and subject of the event.
THEME
11. Death 21. Escape 31. Conquest 41. Revenge 51. Oppression 61. Stagnation
12. Treachery 22. Fear 32. Friendship 42. Greed 52. Destruction 62. Redemption
13. Infiltration 23. Hunt 33. Love 43. Isolation 53. Ignorance 63. Failure
14. Desperation 24. Division 34. Sacrifice 44. Preservation 54. Purification 64. Help
15. Instability 25. Falsehood 35. Decay 45. Loss 55. Scarcity 65. Corruption
16. Suspicion 26. Celebration 36. Exile 46. Rebirth 56. Quest 66. Rebellion
SUBJECT
11. Army 21. Omen 31. Crusaders 41. Ruins 51. Healers 61. Judges
12. Church 22. Ally 32. Vagrant 42. Knowledge 52. Cult 62. Storm
13. Ghost 23. Family 33. Rival 43. Cave 53. Guardian 63. Demon
14. Nobility 24. Wizard 34. Artifact 44. Dream 54. Settlers 64. Court
15. Otherworldly 25. Guild 35. Messenger 45. Hamlet 55. Monument 65. Theater
16. Plague 26. Architect 36. Inquisitors 46. Outlaws 56. Food 66. Assassins
Law and Chaos both have a Cosmic - The win is exalted or glorious: roll with
usage die Advantage.
• They could both start at d8 but you can - The win is minimal: roll with Disadvantage.
also start with an unbalanced world. When Chaos and Law fight without the in-
• If a Cosmic Usage die goes under d4 or tervention of the player characters: roll their
above d12, it triggers the end of the world. usage dice, the higher result wins. A 1 or 2
• When both cosmic dice are equal, the means a disaster (downgrade the Ud as usual).
Cosmic Balance is in equilibrium. So aligned player characters can cause the end
of the world by crushing the opposition (de-
At the end of an advenutre pleting its Usage die) or by being too success-
• Roll the Usage die of the defeated or hin- ful (bringing their side’s Cosmic die over d12).
dered side: on a result of 1-2, its Cosmic die
is downgraded. Optional rule: cosmic momentum
- The defeat was extra hurtful (the death of a • When your side’s Cosmic die increases,
champion, etc.): roll with Disadvantage. your Doom die is stepped up for the duration
- The loss was minimal: roll with Advantage. of the next adventure.
• Roll the usage die of the winning side: on • For characters aligned with Balance, this
the maximum result it is stepped up to the happens when both Cosmic dice are the
next highest die size. same.
Roll a die for each NPC fighting The die you roll on the Allies' Oracle depends on the
on the characters’ side. level difference between the NPC and who or what
• 1-2: they are wounded and lose d6 hit they’re fighting.
points
NPC level < Opponent level: roll d4
• 3-4: they are hit (losing d6 HP) but also
NPC level = Opponent level: roll d6
attack the enemy successfully, inflicting
NPC level > Opponent level: roll d8
d6 damage
• 5+: they attack successfully and inflict The above assumes the equals symbol (=) is a rough
d6 damage estimation: you should roll a d6 if the difference in
If the character has special abilities, use levels is 1, even sometimes 2. Circumstances, weap-
the result to decide how well they work onry, motivation, etc. can also impact the die type.
(okay on 3-4, well on 5+). Use your best judgment and agree with the players.
Appendix IX By Evlyn Moreau
Evlyn’s World
This world was built by Evlyn Moreau and shared on her blog after the release of Black Sword
Hack 1st Edition. We thought it would be a great example for you to draw on and get inspired
by – especially since she doesn’t follow the procedure as written!
Impossible Creatures
It is a well known fact that you can never have too many monsters.
So here's a way to create a hundred more!
and...
a spider or scorpion 1 6 a butterly or dragonfly
a cockroach or centipeded 2 7 a lamprey or leech
a child 3 8 a carnivorous vine or orchid
a snail or slug 4 9 a classical statue
a bat or moth 5 10 an octopus or jellyfish
(optional)
even weirder, it is made of...
purple slime mould 1 6 golden light
mother-of-pearl 2 7 acidic flesh
a kind of bendcrystal 3 8 smoking coals
rusty gears and nails 4 9 solidified nightmares
kinetic or sonic energy 5 10 sinew and eyeballs
(Manx) Nation:
Coobragh, Otes, Mylchreest, Austeyn, Gawne, Dolen, Otnel, Connaghyn, Burscogh, Sayle,
Hugen, Aystogh, Cubbon, Nessa, Cretney, Bahee, Huchon, Ainle, Crebbin, Ratyn, Margaid,
Parre, Lathom, Moirrey
(Samoan) Nation:
Iakopo, Asiata, Lotulelei, Akeakami, Leapai, Ioelu, Fuima Papani, Mataio, Pelesa, Rangi,
Latu, Savea, Ofo, Lofi po, Tupuasa, Malaitai, Telila, Kenese, Fili, Etena, Leniu, Malie, Fanene,
Tava'esina, Arihi, Tilo, Niu
(Norwegian) Nation:
Roe, Backe, Torbjørn, Dahl, Oddmund, Treschow, Nored, Geir, Fjelde, Kai, Stava, Steenrod,
Gjermund, Aarhus, Overbey, Kile, Eline, Kvam, Torhild, Aalberg, Balke, Ungeborg, Solbakyen,
Varvik, Skogstad, Fiske
(Oromo) Nation:
Bilisummaa, Caaltu, Dinqisee, Nabira, Elellaan, Faaya, Faantoli, Sifi , Dawwi, Filan, Ayyantu,
Ibsaa, Gammadaa, Firomsaa, Galgaloo, Eba, Keeysan, Demiksa, Caala, Bultum, Fileera, Saartu,
Bilisse, Lelise, Lalistu, Bohaarsa, Iree, Salbaan, Birraasaa
(Basque) Nation:
Etcheberry, Hirigoyen, Elissalde, Garigorta, Urrutia, Errazu, Chipirenna, Inarra-Iraegui, Hiriart,
Salaberry, Eneko, Ibanarte, Ameztoy, Jauriberry, Mizquiroz, Harosteguy, Bernaola, Ciluaga,
Fullaondo, Ondarza, Rosagaray, Tellaburu, Zubiagirre
(Mongol) Nation:
Agar, Rina, Arslan, Suren, Bayan, Sanaa, Ganbaatar, Gantulga, Khulan, Naragerel,
Munkhtsgtseg, Dölgöö, Chingis, Bilgüün, Oghul, Gÿük, Chuluunbat, Zorigt, Amarjagal,
Chinzorig, Togtokh, Gongor, Dorjsuren, Altai, Oidov, Gombojav
(made up fantasy) Nation:
Bh'osh, Arheash, D'heig, Glaetrul-Obefi th, Wwolhieh, Svel'fi os, Zelhoh, Org'shidloftha, Sshorfi
lla, Uhyat, Ltaukr'dord, Ylisvalf, Grobrelf, Vbrifilr, Esgorman, Öerkmeg, Khirkirnhuk, Hyasaungo
A.K.A... Adding a nickname on the fly to an NPC, either during the game or when creating your adventure,
is an easy way to come up with ideas for developing and interpreting them, or to give them an unexpected
backstory. Nickname lists are easy to make.
The Graceless, Two beards, the Killing Machine, Blue Belly, the Moon Child, the Giggling Killer, the Unwise,
Starwatcher, Cruddy, the Inflexible, Many Tongues, the Duteous, the Questionable, Bad Fortune, the Half Great,
He Who Listens, the Barbarous, No Horse, the Silent Devourer, Smallpox, the Night Beast, the Skullmonger, Godslayer,
the Chewer, She Who Dances For No One, the Shadow Maker, the Painful, the Pale Sinner, the Greenish, One Tooth,
the Absurdist, the Chronicler, the Unscrupulous, Demonbane, the Indomitable, the Pain Dealer, Wülf Hair,
the Silver Squirrel, the Purple Usurper, the Slavemaker, the Sceptic, the Uncrowned, the Dark Rambler, the Soulless,
the Golden, the Unafraid, the Creaky Marauder, the Eternal Loser, the Subjugator, Non-Dead, the Star King,
the Inscrutable, the Glatisant, Three Eyes, the Walking Dread, Kingmaker, the Holy Mumbler, He Who Loves The Dead,
Dogface, the Rationalist, the Ethereal Cannibal, The Wind Wanderer, She Who Comes From Below...
Doo
D
Name Level
Origin
Background
Gifts
str
Equipment
int
dex
wis
con
cha Stories & Dark Secrets
Name Name
Origin Level Origin Level
Background Background
Gifts Gifts
str str
int int
Equipment Equipment
dex dex
wis wis
con con
cha cha
str
Equipment Stories
int & Dark Secrets
Armour
Weapons
dex
Miscellaneous
wis
con
cha
MbH
BY THE MERRY
MUSHMEN MADE BY
HUMANS