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A game by Kobayashi

BLACK SWORD HACK


Ult imate Chaos Edit ion
Old School Dark Fantasy

THE MERRY MUSHMEN


“There is no Truth but that of Eternal struggle.”
Michael Moorcock,
The Weird of the White Wolf
Thanks to Olivier and Eric for helping me turning this game into a better one.

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

Proofreading Sarah Grove Special Guests Evlyn Moreau, Rob Matthews


BBBBBBBBBBBBBBBB
Published by The Merry Mushmen & Kamchatka Publishing
103 Chemin de Nin, 64240 Urt - FRANCE
www.themerrymushmen.com
MADE BY
HUMANS Printed in Euskadi - February 2023
Most of the text of this game is under a Creative Commons license (CC-BY-4.0).
The System Reference Document at https://www.themerrymushmen.com/ressources-tmm/ contains the material
you can reuse freely. Please check it out before copying text from this book!
The art is © Goran Gligović and the maps are © Rob Matthews (p. 62-69) and © Evlyn Moreau (p. 101).
Foreword

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.

06 – Black Sword Hack –


These days in Old School Renaissance thousands of individuals expressing their
circles there is a tendency to identify OSR own vision. For me it was never about
play with certain tropes. XP for gold, high retroclones, or megadungeons or sticking
lethality, emergent storytelling. And those it to the storygamers. It was about all of
things were certainly there, but the thing the strange and wonderful new stuff I
that remains with me to this day is that could suddenly get my hands on which
feeling of being able to visit other worlds. bore no resemblance to the pasteurised,
To live an alternate life in the sort of places homogenised coffee table books that the
I had been reading about back then and modern fantasy gaming industry produces.
could take part in only as a passenger Which brings me to the book you hold in
inside a work of fiction. That was an your hands. It is a great example of what I
enormous innovation. am talking about. I am a huge fan of The
Fantasy as a genre was much smaller. It Black Hack and Koyabashi has produced
had not ossified into a huge industry with some superb variants on it. The first edition
numerous sub-genres, many of which was one of the best I have read. It claimed
reflect the influence of gaming and gamers. to be sword and sorcery of the Moorcock/
It was pulpier and far more individualistic. Leiber/Karl Edward Wagner sort, and it
Every book felt different and this was in was, but not by slavish imitation of the
a time when it was still possible to keep worlds and style of those writers. Instead it
up with most of what was released in provided you with a toolkit to build worlds
the genre. I was a kid from a small town of your own in that genre. I loved it and I
in Scotland and I had read pretty much was impressed by the game design chops
everything in Appendix N by the time that of its creator. The first edition was one of
came out. my favourite works of modern game design
Looking back at that 70s RPG explosion, and I am excited to see what can be done
I think of its almost contemporary with this new version.
phenomenon, Punk, and its street level
creativity. All of the zines distributed by Bill King,
friends in clubs and the bands starting up Prague, 2022.
in bedsits, a democratising reaction to the
megabands and stadium rock that had
emerged in the same epoch.
The OSR is something similar but more
recent. The thing I liked most about it was
the creativity, the weirdness, the sense of

– Black Sword Hack – 07


D
oomed princes, cunning vagabonds and greedy
mercenaries try to survive and prevail in a world torn
apart by Law and Chaos. Those who survive the trials of
their humble beginnings may soon find themselves at the
centre of this struggle. Will they usher the dawn of a new
age? Give the last push to a world on the brink of oblivion? Or simply
make the best of a dying world as long as they can?
Black Sword Hack is a dark fantasy roleplaying game; inspired by
(but not limited to) the works of R.E. Howard, Michael Moorcock,
Karl Edward Wagner's Kane series, Fritz Lieber's Lankhmar and Jack
Vance's Dying Earth books. These inspirations are merely a starting
point for the gamemaster. The game gives them the tools to build
their own cosmic battlefield, drawing from every source they deem
appropriate.
Players should have free rein to explore that world in any way they
want: there is no campaign arc here, each sessions should be built on
the ruins of the last, letting the characters carve their own fate in the
conflict between Law and Chaos.
From a system standpoint it is a stand-alone game that uses The
Black Hack 2nd Edition rules as a foundation.. This means swift action
resolution, fast and deadly combat, and a system where players roll
the dice 99% of the time, letting the GM focus on the consequences
of the characters' actions.
Black Sword Hack adds the following: characters defined by their
origins and not constrained by a class, free to grow in any way they
want. You'll also find a sorcery system that will corrupt even the best
intentioned players who think they can use sorcery for "good" .

08 – Black Sword Hack –


Table of Contents
Rules 12
Combat 16
Character Creation 20
Equipment 26
Experience 30
Dark Pacts 32
Demonic Pacts (34), Spirit Alliances (36), Sorcery (38), Fairie Ties (42),
Twisted Science (44), Rune Weapons (46)

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)

Character Sheets 106


Glossary 108

10 – Black Sword Hack –


Rules
Turns HERE ARE A FEW EXAMPLES:
• “I want to do some shopping.”
To make sure everyone at the table has Here they have their move (going to the
a chance to speak, the game uses Turns. shops) and their action (shopping). If the
At the table, a Turn is the time needed character just wants to resupply, they
for a character to move and act, it simply can go to several shops, if it's more
refers to that moment you say to a player: involved (looking for specific and rare
"it's your turn, what do you do?". In game item or having something custom made)
time, a Turn may represent a few moments they can only do one shop. Then go to
(during combat), a few minutes (while the next player!
exploring a house), a few hours (exploring
a city) or even a few days (travelling to • “I’d like to do some research.”
another city). Regardless, the game is al- Here you'll have to ask the player to
ways played in Turns be a bit more specific: what kind of
information do they seek and where?
WHAT DOES THAT MEAN? If they answer "I want to learn about
Suppose the action takes place in a the nearby ruins and so I'll ask around
bustling city, as a GM you simply ask in taverns and make a trip to the local
each player, one after another, what library", you'll have to say "Well,
they wish to do during their turn. As a spending times with drunks or studying
group, you decide that in this situation, books requires some time, that would
a Turn is half a day. be two actions and you can only have
one: taverns or library, what will it be?".
ONE TURN, TWO ACTIONS
To make sure no player hogs the spot- This helps players prioritise what their
light, a character can move and take one character wants or needs to do. If you're
action during their turn. The action's comp- playing online, this is a life-saver as it
lexity (and the distance covered with a avoids players cutting each other off.
move) depends on the length of the Turn As any rule in this game, see it as a guide-
as established by the GM (moments, min- line: players should still talk between them-
utes, hours; etc.). selves to come up with crazy plans. Think
of Turns as a metronome that only the GM
can hear and helps pace the session.

12 – Black Sword Hack –


The Attribute Tests THREAT LEVEL
When a roll affects an NPC or creature
When a character wants to do something (intimidation, influence, combat, etc.), and
that has a chance to fail, the player makes their level is higher than the character's,
an attribute test by rolling a d20. The the player must add the level difference to
attributes description on p.10 will tell the roll.
you which one to use depending on the
situation. GROUP TEST
• The roll is under the attribute: In a group effort, if half the characters
the character succeeds. succeed at their attribute test, the whole
• The roll is on or over the attribute: group does. This is useful when all charac-
the character fails or succeeds at a cost. ters try to be stealthy (Dexterity test) or
need to push forward while crossing across
WHAT IS SUCCEEDING AT A COST? a mountain pass (Constitution test);
This is meant as a way to avoid a game in short, use this rule whenever the
to avoid a game stalling simply because characters are doing the same thing and
of a failed roll. Here are a few examples are able to help each other.
tied to specific situations:
- Stealth: “You manage to stay hidden
but leave traces of your passage behind Advantage
you.” and disadvantage
- Study: “You find the information you
seek but attract unwanted attention” Having Advantage or Disadvantage on a
or “The information is incomplete and roll means that you roll two dice:
points to an unexpected direction.” • Advantage allows the Player to choose
- Climbing: “You don't fall off the cliff, which result to use.
but you lose your sword” (or another • Disadvantage means the GM chooses
important item). the result to use.
- Survival: “You find water and food
but the quality is so bad you don't get - For the GM: use this rule to reflect
the benefits of a full or short rest. You're bad or good conditions that can
not starving though...” influence an attribute test or a roll, this
- Influence: “Your target interlocutor might be a strained relationship (you
agrees with you but asks for more...” try to bribe a guard that dislikes you for
(more money, more information, more example) or having the right tools for
time, whatever fits the situation). the job.
- For the player: try to create situations
where your character can get Advan-
CRITICAL SUCCESS AND FAILURE tage: find a better position, help another
No matter what the circumstances are: character, offer a bribe, etc.
• A roll of 1 is always a critical success
• A roll of 20 is always a critical failure Advantage and Disadvantage can apply
For attack rolls, a critical success means to all die rolls: attribute tests, damage rolls,
the character does maximum damage and and any Usage die (see below).
adds another damage die on top. If a roll happens to have both Advantage
Whatever the roll, a critical failure and Disadvantage, they cancel each other
means you have to roll your Doom die (no matter how many Advantages and
immediately. Disadvantages you have).

– Black Sword Hack – 13


Usage Die (Ud) Distances
Some things in the game are represented Black Sword Hack uses four ranges: Close,
by a Usage die (Ud) to model the fact that Nearby, Far away, and Distant. Moving
they are available in limited quantities. one range requires one move. Depending
In Black Sword Hack we like to use this on the length of a Turn, the actual distance
mechanic to represent mostly abstract covered by the character will vary, for
resources: such as influence, debts, etc. example in combat:
The Usage die should be seen as a "push
your luck" mechanic. It can grant you FOR EXAMPLE IN COMBAT:
some advantages but it can also blow Close • 1,50m • 1 square
up in your face at the worst possible Nearby • 10m • 6 squares
moment. Some games use this mechanic Faraway • 20m • 12 squares
to manage concrete resources like rations, Distant • Beyond 20m
or arrows. Not so in Black Sword Hack.
Counting 20 arrows is not rocket science Outside of combat, measuring distances
nor is recording the use of a week's worth can be important in situations like chases.
of rations. A Usage die should represent
something important, not the content of FOR EXAMPLE:
one's backpack. - Hadidja the Swift pursues her target on
When a resource is used, you roll its Usage the rooftops of the Jade city. The target is
die; a result of 1 or 2 means the Usage die Far away, meaning Hadidja has to cover
is downgraded to the next smallest die: two range bands to get close to her target
(from Far away to Nearby, and then from
Ud20>Ud12>Ud10>Ud8>Ud6>Ud4 Nearby to Close). The GM simply asks
Hadidja's player to make Dexterity tests.
When you roll a 1 or 2 on a Ud4, the Once they get two successes Hadidja
resource is depleted. catches up with her target but if she gets
As a guide the average number of uses two failures first, the target runs away.
until the die is depleted for each Ud is as - Our band of heroes have entered an
follows: underground necropolis. The GM
Ud20(30), Ud12(20), Ud10(14), Ud8(9), decides that the tomb the characters are
Ud6(5), Ud4(2). looking for is Distant, so it takes three
moves to reach it (from Distant to Far
AN EXAMPLE: away, from Far away to Nearby, and then
During the campaign, the GM thinks that from Nearby to Close).
an NPC, a mercenary, owes a debt to How long should each Turn last?
one of the player characters who saved The GM wants the necropolis to be
their life. The GM decides to represent pretty big, so they go for a half-hour Turn
this debt as a d6 Usage die. What does length. Their choice is based on the
this mean? Each time the PC asks the average speed of a walking human
mercenary for help, they roll the debt (5km/3 miles per hour).
Ud6. Once the die is depleted, the mer-
cenary will consider their debt paid and TURNS AND DISTANCES
will no longer help the character for free. Using Turns with distances will help you
keep track of the passage of time. Even
using an overland map, always make sure
the players know how long a journey can

14 – Black Sword Hack –


take. As a rule of thumb, characters travel Doom
at 5km (3 miles) per hour when walking,
55 km (35 miles) per day on horseback, Once they decide to go adventuring, the
200km (120 miles) per day on a sailing characters bring the attention of Law and
ship. These numbers assume good travel Chaos on themselves. This is represented
conditions (roads or trails, wind, etc.). by the Doom die. Each time a character
Divide them by two otherwise (off-road goes beyond their limits and tempts fate,
travel, rain, rough sea...). they must roll their Doom die: the forces of
Law and Chaos can, and will, turn the tide
one way or another.
Perception The Doom die is is a Usage die; when it
is depleted, the character has brought
When characters are actively looking for doom upon themselves.
something, they find it. If the time taken to In game terms the Doom die is usually
find it is a factor, ask for an INT test. rolled when a character:
• Takes the same action twice during a
combat Turn (roll before making the test)*.
• Uses a Gift that requires it.
• Gets a critical failure on an attribute
test.

*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.

Players can choose to "call on Doom"


Doom":
roll Doom and subtract the result from an
attribute test. The Doom die automatically
degrades.
No Doom die anymore? You can't use
actions requiring you roll it.
Once the Doom die is depleted
depleted,
the character is considered Doomed.
All their attribute tests and damage rolls
are made with Disadvantage until the
character can take a long rest.

– Black Sword Hack – 15


Combat
Blood and Souls! DEFENDING
First and foremost, the players roll all the Defending is done during the enemy's
dice in combat: when monsters attack, turn; it doesn't count against the two-
they simply roll to defend. action limit you get during your own
turn. You can defend as many times as
INITIATIVE you need during your turn.
At the beginning of a combat, every
player makes a WIS test. Those who suc- • Parrying: make a STR test
ceed act before the opposition (monsters • Dodging: make a DEX test
and enemy NPCs), starting with the player
seated at the left side of the GM. The rest Note: The character must be holding
acts after the opposition, once again, in a something to be able to parry. Ranged
clockwise fashion. attacks can only be dodged.
• A critical success on the initiative roll A failed defence roll means you take
means you get three actions instead of two damage.
on your first turn. A critical failure means your armour is
• A critical failure on the initiative roll ignored.
means you only get one action instead of
two on your first turn. THREAT LEVEL
If an opponent’s level is higher than
WHAT CAN YOU DO? the character’s level, the player adds the
During their turn, your character can take difference between the two levels to the
two actions (move, attack, use something, d20 when making any attribute tests to
cast a spell, etc.). Don't forget you must attack (if the character's level is higher, no
roll your Doom die if you take the same modifier is applied).
action twice .
WEAPONS AND DAMAGE
ATTACKING Characters are trained fighters: the
• Using a melee weapon: damage they cause with any weapon is
make a STR test. the same (normally 1d6). Their unarmed
• Using a ranged weapon: damage is 1d4. These may change with
make a DEX test. Backgrounds (p. 24) and Gifts (p.31).
A successful attack deals damage (you
roll your damage die). ARMOUR
A critical success deals maximum The armour's protection rating is
damage, and you add another damage subtracted from the incoming damage
die on top of that. (which can be reduced to zero).

16 – Black Sword Hack –


SHIELDS HIT POINTS
Shields give you Advantage to your de- When a monster's or NPC's hit points
fence tests when parrying. At the GM's reach 0, they are dead. At 0 hit points
discretion, they may let you use your DEX a character is Helpless, unable to do
to defend against arrows. A critical failure anything except talk feebly. Once the fight
means the shield is broken. is over (or the character is dragged to a
safe place), the player rolls a d6:
TWO-HANDED WEAPONS
These weapons give you Advantage to Helpless (d6)
their damage rolls. 1. Scratched: the character is good to go
except for a new scar.
ATTACK EFFECT 2. Missed: one random piece of
If you want to add an effect to your at- equipment is destroyed.
tack, say so before you make your attribute 3. Impaired: Disadvantage on DEX tests
test and then make a Doom roll. NPCs for the rest of the session.
don't have access to weapon effects. 4. Injured: Disadvantage on all attribute
• Break: you break your opponent's tests for the rest of the session.
weapon (or a piece of equipment). 5. Butchered: lose 1 point of (roll a d6):
• Brutal: add the Doom die's result to 1-3: STR, 4-6: DEX permanently.
the damage you inflict. 6. Killed: create a new character (of the
• Disarm: you do no damage but your same level).
target is disarmed. A surviving character (results 1 to 5)
• Entangle: you do no damage, all attacks immediately gets d4 HP back.
against the target during this Turn are done
with Advantage.
• Flurry: inflict regular damage and Recovery
immediately get an additional attack.
• Pin down: inflict regular damage and As soon as they opted for a life of vio-
your target cannot move this Turn. lence, characters have shown an unnatural
• Sacrifice: inflict double damage capacity to heal. It is said that the powers
(triple if your attack is a critical hit) but of Law and Chaos tend to favour those
your weapon breaks. who fit into their plans. Anyone witnessing
• Shove: you do no damage but push the PCs' unnatural healing grows suspi-
your opponent (to the ground, overboard, cious of them. People associated with the
etc.). powers that be usually bring bad luck and
• Sweep: damage everyone Close to you death with them... In game terms, it simply
(friend and foe). means player characters recover HP by
• Vicious: inflict regular and ongoing taking a short rest or a long rest. Everyone
damage (Ud4). else needs medical attention and several
weeks of bed rest.
ONGOING DAMAGE • Short rests can be taken anywhere:
Things like acid, poison, or fire deal they last 1 hour, characters recover a
ongoing damage. Roll for damage using number of hit points equal to half their
a Usage die (generally Ud4 or Ud6) each CON score (rounded down). A character
Turn until the die is depleted. There should can take one short rest per day.
always be ways to stop the damage, like • Long rests can only be taken in safe
jump in water to douse the flames or apply environments: they lasts 6 hours, and
anti-venom unguent. characters recover all their hit points. Their

18 – Black Sword Hack –


Doom dice are fully restored as well. Some you only get one action this time because
backgrounds and gifts may require a long of your crappy initiative roll.
rest to refresh. This is mentioned in their Akem_Yeah I rolled a 1! That’s called
description (see p.24 and 31). karma, I stab this guy in the face!
What counts as a safe environment is GM_Your damage die is a d6 so you do 6
up to the GM. It is usually a settlement of points of damage plus another d6 but don’t
some kind with some degree of provided bother because 6 is enough to kill this guy.
comfort. A campsite in the wilderness, New round of combat, Morgelt, you’re up!
where night attacks or interruptions are Morgelt_I attack twice so I have to roll my
a possibility, is never a safe environment. Doom die first yes?
You shouldn't expect to have long rests GM_Exactly. You attack the same cultist
while in the wild. twice?
Morgelt_No, one attack is against the
cultist attacking me the other one is against
Combat Example the one that is still attacking Akem if he’s
close enough.
Let us join two level 1 heroes, Morgelt GM_Yeah I guess you can [the GM thinks
and Akem as they face four cultists who it’s not unreasonable and it makes the fight
don’t seem to be open to negotiation. more dynamic].
GM_Make your wisdom rolls! Morgelt_First my Doom die: I rolled a 4,
Morgelt_Success! I’m fine, I roll my two attacks: two successes,
Akem_I must be doomed: 20! I roll damage I get a 1 and a 5.
GM_Ok you’ll only get one action on this GM_You only scratched the one facing you
first round. Morgelt you go first what do but killed the other one. It’s his turn, he’s
you do? attacking you.
Morgelt_I charge them! Do I get a bonus? Morgelt_I roll a parry and, fail, crap.
GM_You’re too close, roll your attack. GM_You take 3 points of damage. Akem
They're level 1 so you add 1 to your attack it’s your turn.
roll. Akem_Hey! We’re both attacking this guy,
Morgelt_Success! I roll for damage...6! don’t I get an advantage?
GM_Ok this cultist bites the dust, how did GM_Well, no, you didn’t get a disadvan-
you do it? tage when they were attacking you?
Morgelt_Uh, I guess I just crushed his head Akem_Fair enough. I roll to attack and it’s
with my mace. a success! I roll damage: 4!
GM_Now it’s my turn, one of the cultists GM_Okay he was already down 1 HP so
tries to stab you, how do you defend: parry you killed him.
or dodge? Akem_This is our first fight and I already
Morgelt_Parry and it’s a success! lost 30% of my HP... Are you sure we
GM_Akem, two cultists go for you, how should go on?
do you defend? Morgelt_Next time there will be more of
Morgelt_I dodge, my Strength score is them and they’ll be waiting for us, we push
crap. forward. I have some healing balms in my
GM_Ok roll twice [one against each rucksack.
cultists] Once again, you get +1 to the roll Akem_*Sigh*
[as the cultists are level 2].
Akem_One success and one failure...
GM_One of the cultists successfully stabs .
you, you lose 3 HP. Akem it’s your turn,

– Black Sword Hack – 19


Character
Creation
Creating a character is a three-step process: the player rolls their character's attributes,
picks an origin and finally chooses backgrounds.

Attributes
A character is made of six attributes.

• STRENGTH (STR) • INTELLIGENCE (INT)


Raw physical power. The ability to apply one's knowledge to
Use STR to... Bash skulls, parry, perform the situation at hand.
feats of brawn. Use INT when... Deciphering a dusty
tome, looking for an enemy's weakness or
• DEXTERITY (DEX) the exit to a maze.
Deftness and agility.
Use DEX to... Shoot people in the face, • WISDOM (WIS)
dodge, ride, pick locks. Steadiness in a stressful situation.
Use WIS for... Initiative, overcoming fear,
• CONSTITUTION (CON) and resisting mental stress.
The body's capacity to resist physical
stress. • CHARISMA (CHA)
Use CON when... Resisting fatigue, poi- A measure of a character's ability to
son, or diseases, etc. influence others.
Use CHA to... Persuade or intimidate NPCs.

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

20 – Black Sword Hack –


Character Creation

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.

22 – Black Sword Hack –


BIRTH CIVILIZED
Your character was born (roll a d20)...
1 ...in the city's worst slums.
2 ...in the shadows of a theocracy.
3 ...aboard a plague ship, somehow the only survivor.
4 ...in a bustling mining town.
5 ...during an expedition searching for a mythical city.
6 ...On the street, as your family was fleeing revolutionary forces.
7 ...in a foreign land after your parents' ship got wrecked.
8 ...inside an invocation pentacle, near the sorcerer's body.
9 ...on the prison island where the monarch's political opponents are sent.
10 ...on the day the king was beheaded by your father.
11 ...aboard a ship sent to find a new maritime route.
12 ...in a military academy where your parents were teaching.
13 ...in a fortress later burned by your family's enemies.
14 ...in the biggest mansion of the city's merchant quarter.
15 ...in the middle of a mercenary camp.
16 ...in a secluded religious community.
17 ...in the dilapidated manor of your ruined family.
18 ...in an isolated farm on the frontier.
19 ...in the richest palace of the Caliphate.
20 ...in a hideout for the assassin's guild.

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.

– Black Sword Hack – 23


Backgrounds
Pick three backgrounds: two tied to your origin • Bookworm: You can substitute any attri-
and another one from any list. You cannot take bute test with an INT test (explain how and
two backgrounds described as unique. Back- why your knowledge helps you). Replenishes
grounds raise one of your attributes and have after a long rest. +1 INT
mechanical effects; they can also help define • Diplomat: You know two additional lan-
your character's motivations, potential allies and guages (see p.25) and can make yourself un-
enemies, etc. derstood by anyone willing to do so. If all you
do is talk you can act first at the beginning of
BARBARIAN any combat Turn. +1 CHA
• Berserker (unique): When you go berserk, • Inventor (unique): You know how to build
add a d6 to the damage you deal. The damage two scientific marvels (see p.35). +1 INT.
you receive is divided by 2. Your rage stops when • Legionnaire: You are used to fighting in
you roll a 1 on the d6. You need a long rest to be groups. Three times per session, a Nearby ally
able to go berserk again. +1 STR. can re-roll a failed dodge, parry, or attack roll.
• Chieftain: You can use Strength instead of +1 STR
Charisma when trying to intimidate someone. • Sophist: You can make someone believe
+ 1 STR a blatant lie if you succeed at a CHA test. The
• Herbalist: You can create d6 doses of healing "effect" lasts one hour. +1 CHA
balm (each one restores d6 + Level HP), halluci- • Street urchin: Get Advantage on actions
nogenic drugs, or poison (d6 damage per dose). involving stealth, pick-pocketing, eavesdrop-
You need a long rest close to nature to replenish ping, and streetwise. +1 DEX.
your stock. +1 INT • Surgeon: Make an INT test when attending
• Hunter: In combat your first arrow always someone with 0 HP. They roll a d4 on the Help-
hits, and you add your level to its damage. less table instead of a d6 if you succeed. +1 INT
+1 DEX • Sword master: You can use DEX instead
• Raider: When you get a critical success on an of STR when making a melee attacks with
attack roll, you inflict damage equal to your Strength one-handed bladed weapons. +1 DEX
score (no need to roll the damage). +1 STR
• Scout: You get Advantage on your Initiative DECADENT
rolls. +1 WIS • Assassin (unique): Your first attack against
• Shaman: You have made a pact with two an unaware target is an automatic hit that
spirits (see p.29). +1 WIS deals damage equal to your Dexterity score.
• Storyteller: You always know d4 interesting +1 DEX
things about objects, places, or people (one roll • Changeling: You were abducted as a baby
per session). While you tell a story, your audience and raised by very different folk. Choose two
doesn't notice what happens Nearby. +1 CHA. faerie ties (see p. 42). +1 CHA
• Survivor: It takes you d6 minutes to find • Forbidden knowledge: You start the game
something that can be used as a knife or club. with 4 randomly selected spells (see p.31).
+1 CON. +1 INT
• Wildling: You can take a long rest anywhere, • Pit-fighter: Your unarmed damage is equal
regardless of the situation. +1 CON. to your weapon damage. +1 STR
• Snake blood: You're immune to poisons
CIVILIZED and venoms. +1 CON
• Bodyguard: If you use an action to protect a • Vicious: Your weapon damage die is now
Close character during your turn, you absorb any d8 (d6 unarmed). +1 STR
damage from attacks against them, but you divide • Warlock: You have a pact with two de-
it by two (rounded up). +1 CON mons (see p.25). +1 CHA

24 – Black Sword Hack –


Don’t leave without...
HIT POINTS LANGUAGES
Your hit points (HP) total is equal to your All characters probably speak Thyrenian
CON score. and another language tied to their origin.
Discuss this with the GM.
DOOM - Alashan... .an corrupt empire mired
All characters start with Ud6 as their in corruption
Doom die. - Amaric... .the Caliphate
- Askavian.... a dusty, crumbling empire
WEAPON AND UNARMED DAMAGE - Chalidim.... the desert tribes
Characters start with d6 weapon damage - Duhuang.... the Forbidden City and the
and d4 unarmed damage. Eastern Principalities
- Jurka... .the Iron Horde
STARTING EQUIPMENT - Naruan.... the Golden Archipelago
Characters usually begin their adventures - Pictish.... Picts from the highlands
with a set of clothes, a few coins depend- - Thyrenian.... the Merchant league
ing on their origin, and two weapons. - Urgic.... Northern raiders

• Barbarian origin:: 25 coins


• Civilized origin:: 50 coins
• Decadent:: 100 coins

For your two weapons roll two d10


on the tables on page 20. Roll once
on the table tied to your origin
and once on the table of your
choice. A result of 0 (or 10)
means no weapon with
that roll.

– Black Sword Hack – 25


Equipment
Cost of living
At the beginning of each adventure, characters lose a number of coins
equal to their CON. This represents their daily expenses between two adventures.
If your character couldn't or wouldn't pay, they can either
have taken a job or loan (roll on one of the tables below)

.
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

26 – Black Sword Hack –


Price List
WHY VARIABLE PRICE?
Some items may be rare or plentiful according to the place you find yourself in or the state
of the economy. Instead of modelling all these variables with numerous game mechanics
we opted for a simpler rule: want to buy something? Roll to know how much it's going to
cost you. As always the GM is encouraged to make a ruling if a price doesn't make sense
(or even better, come up with an interesting explanation!).

D6 COINS D6 x 10 COINS D6 x 100 COINS


A night at the tavern Boots Cart or wagon
A hearty meal Caltrops Gem
Backpack Clothes (noble)* Horse
Clothes (peasant)* Crowbar Medium armour
Grappling hook Drugs and poisons Metal weapons
Mirror Holy water (sword, battle axe...)
Oil flask Lantern
Parchment, ink and quill Light armour
Rations (per day) Musical instrument
Rope Saddle bags
Scrolls Shovel, pick, etc.
Waterskin Simple weapons
Whistle Spyglass
Wooden stakes Tent
Waterproof case
* The main difference between peasant and noble clothes are the colours. Nobles and rich
merchants can afford all sorts of cloth while peasants are usually dressed in white, gray, or
brown clothes. Wearing raven black or bright colours means you have money. Beware!

Poisons & Drugs


Here is a bunch of poisons, herbs and drugs listed according to their effects. Prices should
vary between d6x10 and d6x100 depending on context.
• Anaesthetics (Succeed at a CON test • Healing (heal d6 HP)
or fall asleep), King's laurel, Angel tail
Witchdrop, Snowseed • Pain (Succeed at a CON test
• Death (Succeed at a CON test or die) or have Disadvantage on all rolls)
Blackseal, Nooseberries Trollbark, Blood ash
• Hallucinations (Succeed at a CON test • Stimulant (get the benefits of a short rest)
or lose touch) Hawkleaf, Steel seeds
Prophet's thistle, Dragonweed • Weakness (Disadvantage on all physical rolls)
Spider cress, Plague root

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.

28 – Black Sword Hack –


Weapons
BARBARIAN CIVILIZED DECADENT
WEAPONS WEAPONS WEAPONS
1. Bone bow* 1. Cestus 1. Blood metal sickle
2. Chakram 2. Dagger 2. Crossbow*
3. Claymore* 3. Engraved longbow* 3. Inquisitor's long sword*
4. Hunting knife 4. Executioner's cleaver* 4. Maul
5. Iwisa 5. Flail 5. Razor whip
6. Spear* 6. Katana 6. Rusted harpoon
7. Nomad scimitar 7. Legion gladius 7. Scythe*
8. Raider’s great axe* 8. Rapier 8. Shiv
9. Warhammer 9. Pilgrilm’s staff* 9. Serrated sword

*Two-handed weapons give Advantage on damage rolls.

Armour & Shields


Suits of armour come with a protection rating: this number is subtracted from
most damage the character receives in combat.

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.

– Black Sword Hack – 29


Experience
Each time a character survives an adventure, they gain a story: write down
the title of the adventure on your character sheet (or make one up). Characters gain a
level once they have a number of stories equal to their current level. The maximum level
a character can reach is 10.

LEVEL & ASSOCIATED BENEFITS

2. +1 to an attribute (maximum score is 18), +1 HP


3. Gain a gift, +1 HP
4. +1 to two attributes (maximum score is 18), +1 HP
5. Gain a gift, +1 HP
6. +1 to an attribute (maximum score is 18), +1 HP
7. Gain a gift, +1 HP
8. +1 to two attributes (maximum score is 18), +1 HP
9. Gain a gift, +1 HP
10. Your Doom die is now a Ud8

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.

30 – Black Sword Hack –


Gifts
Each Gift can only be taken once. Gifts can come from the powers of Balance, Chaos, or
Law. A time may come when these choices affect your character... The GM will find more
information about this in the Endgame section (p.70).

GIFTS OF BALANCE GIFTS OF CHAOS GIFTS OF LAW


Fortress of the mind Armour of scars Battle hardened
get Advantage on your You reduce the damage In combat, you get a
attribute tests when you receive taken by 1 critical success on an
resisting spells. when you're not wearing unmodified roll of 1 to 3.
Meditation any armour. Resourceful
Your Doom die Bloodlust Replenish a Usage die
replenishes after a short Upgrade your damage die (except Doom) once per
rest. by one size. session without needing
Second wind Dark revelation a rest.
Regain a number of HP Make your Torn Veil rolls Riddle of steel
equal to your level once with Advantage One of your weapons now
per day, even in combat. (see p. 38). inflicts d12 damage but if
Spirit alliance Dubious friendships you get a 1 on its damage
Get Advantage when Make your Demon's roll, it breaks.
summoning a specific revenge rolls with Tough as nails
spirit (see p. 36). Advantage (see p.34). If you survived after rolling
Survivor’s luck Paranoid on the Helpless table, add
Once per game session, You have Advantage on your level to the HP you
ignore all damage done your initiative tests. get back.
by an attack but lose a Will to live
weapon in the process. You get Advantage when
you roll on the Helpless
table.

– Black Sword Hack – 31


32 – Black Sword Hack –
& OTHER VILENESS
Signing a pact with immortal creatures made of
deviousness, rage and hate? You're welcome to try.
Such bargains tend to blur the line between master and
servant. Whatever your original intentions, working with
demons and practicing magic means you'll be serving
Chaos in the end.

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!

– Black Sword Hack – 33


Demonic Pacts
Characters with the Warlock background have two demons at their service
(choose their types overleaf). Demons are associated with Chaos but have no trouble
serving someone aligned with Law or Balance.

INVOKING A DEMON POWER CREATING A NEW PACT


Roll your Doom die, with Disadvantage if It is of course possible for a character to
it isn't the first time you summon a demon form a pact with a demon during play. It
today (this resets after a long rest). If the always should be arduous and the result of
Doom Usage die is depleted while invok- a dangerous adventure or quest.
ing a demon, roll on the Demon's revenge
table below. Additionally, if the Doom die How to find the demon you seek
rolls a 1, there is a side effect (detailed in 1. By killing its master, a prominent figure
the demon's description). in this town
DEMON’S REVENGE (D6) 2. In a well, posing as a divining spirit,
spreading awful rumours
1. You cannot invoke this demon until
3. In the queen's secret jewel
the next sunrise
cabinet
2. The demon steals one of your 4. Hidden inside a map, on the shelves of
possessions a forgotten library
3. The demon destroys a weapon 5. Inside a small gem owned by a
belonging to one of your allies clueless noble
4. The demon pays itself in blood: 6. In a cup used by a cult to drug their
lose d6 HP acolytes
7. In the memories of an amnesiac
5. Broken pact: you cannot invoke Chaos priest
this particular demon ever again 8. In the broken sword of a banished
6. The demon appears and inflicts you Templar
3d6 damage before wandering off. The 9. Trapped in the wedding ring of an
pact is broken (as above) undying king
10. In a cryptic tome, sealed by another
DEMON MANIFESTATION demon
As a rule, demons are never seen, as 11. In the breastplate of a dead knight left
they don't need to appear physically to on a battlefield
influence their targets. Demonic magic 12. Inside a stone circle, ready to serve
is insidious, drawing its strength from the whoever can best it in a duel.
weaknesses of its victims. The name of the 13. Haunting the castle where its last
summoned demon must be clearly spoken master was murdered
by the warlock. 14. Enslaved by a powerful oracle

34 – Black Sword Hack –


15. In a heathen relic that releases it Isolation - No one seems to care about
once per month the target: it can't be heard or seen for d6
16. Carved into the gravestone of an hours. On a roll of 1 the you cannot see
emperor them either.
17. Inside the only toy owned by an Gluttony - Your target attacks (randomly
orphan selected) people and tries to eat them. It
18. In the liver of the Inquisitor it is stops when they have eaten 2d6 HP worth
possessing of people. On a roll of 1, the target wants
19. Hidden in its castle, on a nightmarish to eat you.
demonic plane Nightmare - The target loses sleep for the
20. In the mouth of a dead dragon, night: all attribute tests made against them
guarded by superstitious locals have Advantage on the following day. On a
roll of 1, anger takes over and tests against
DEMON TYPES the target are made with Disadvantage
Abyss - The target becomes monstrous, instead.
misshapen, or disfigured; an object of fear Oblivion - The target disappears from
and disgust for the next d6 hours. On a roll everyone's memories for the next d6
of 1 the effect is permanent. hours. On a roll of 1, the demon steals one
Envy - The target tries to take a specific Background from you as well. You will
object of your choosing that is in its sight, recover it after a long rest.
by force if necessary. On a roll of 1, the Ruin - Breaks a piece of equipment
object is a piece of your equipment. which can be up to the size of a cart.
Fear - You learn your target's deepest On a roll of 1, a piece of your own gear
fear. On a roll of 1, the they learn your breaks as well.
deepest fear as well. Sloth - The target falls asleep.
Greed - Creates 4d6 fake coins that will On a roll of 1, they never wake up.
revert to their natural state (beans, rocks, Suspicion - Choose someone in sight as
whatever you had on hand) within one the object of your target's suspicions. On
hour. On a roll of 1, the demon steals 4d6 a roll of 1 you become the centre of the
coins from you (or your allies) as well. target's attention.
Hate - Your target verbally abuses some- Wrath - The target becomes berserk and
one of your choosing for d6 minutes. On attacks everyone in sight, seeking to inflict
a roll of 1, you shout insults at your target pain rather than kill. On a roll of 1, you are
as well. affected as well.

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).

Demon names (d20)


1. Beleth - 2. Abaddon - 3. Ulshedra - 4. Marduk - 5. Raum - 6. Halphas - 7. Ashurban
8. Ordog - 9. Charun - 10. Surgat - 11. Ahriman - 12. Wissigo - 13. Furcas - 14. Keldim
15. Gorgo - 16. Rahab - 17. Gaki - 18. Samnu - 19. Namtar - 20. Baalberith

– Black Sword Hack – 35


Spirit Alliances
The spirit world is one parallel to our own: demons don't exist there.
Spirits represent the raw power of nature: animals, storms, savagery... They're not
aligned with any specific power. You can find Law, Balance, and Chaos in nature.
Characters who have the Shaman background have two spirits at their service.
Choose them from the list below.

their lives doing so)


CALLING A SPIRIT or stop attacking
Roll your Doom die, with Dis- you. On a roll
advantage if it isn't the first time of 1 the animals
you summon a spirit today (this flee (or attack
resets after a long rest). Spirit you if they are
use is more open-ended predators).
than any other type of
powers. Each spirit has Disease spirit
its own guidelines; the The target is
goal is to help players plagued with a
make good use of their non-lethal but
powers without going debilitating disease,
overboard. forcing them to be
bedridden until a
SPIRIT TYPES proper cure is found.
Ancestor spirit On a roll of 1 the
The wise counsel of an disease is contagious.
ancestor gives you Ad-
vantage to one attribute Fire spirit
test. You must possess an An existing fire can be
object that belonged to manipulated: doubled in
the ancestor to be able to size, given any shape or
summon them. On a roll of form, moved around, etc. It
1 the ancestor disapproves can inflict d6 damage (and then
of your action and gives you d6 ongoing damage). A roll of 20
Disadvantage instead. means you are burned as well. A roll
of 1 makes the target fire die.
Animal lord spirit
All animal species have an animal lord: a Forest spirit
being representing all the qualities that an- This spirit can help you find your way,
imal possesses See them as the "ultimate" food, water, or shelter when you're in
version of an animal. The animal lord's a forest (or jungle or whatever wild
subjects come to your help (but do not risk environment you have in your campaign).

36 – Black Sword Hack –


It can also summon plants that will hinder CREATING A NEW PACT
your enemies (Advantage on attribute If you encounter or summon a spirit, you
tests against them for one turn). A roll of can attempt to bind it. There will always be
1 means the spirit makes sure you have a a price.
miserable time: no short or long rest for the
next two days. What price does the spirit ask for?
1. Destroy another spirit
Hunger spirit
2. Bind the spirit to your main weapon.
The target immediately searches for food
and water and will not stop until it has 3. Destroy a specific building
eaten a full meal. A roll of 1 means the (windmill, dam, sawmill...)
shaman is affected as well. 4. Make a pilgrimage in the spirit world
5. Bring the corpse of a shaman to
Pain spirit
hallowed grounds
Causing pain that prevents the target from
acting for one Turn is a common use of 6. Free it from another alliance
this spirit. A roll of 1 means the shaman is 7. Permanently lose 1 hit point to seal
afflicted at the same time. the alliance
8. Renounce an alliance with another
River spirit spirit
Water must be present and, as with a fire
spirit, it can be manipulated in many ways: 9. Imprison another spirit
doubled in size, shaped, moved around, 10. Use it to kill a cult leader
etc. On a roll of 1, the target body of water 11. Stop a creature that feeds on spirits
disappears.
12. Let it feed on the enemies you kill
Wind spirit 13. Close a gate to the spirit world
This spirit can be invoked to extinguish 14. Follow a specific rule (don't eat meat,
flames, dissipate toxic fumes, or even force wear red, no alcohol, etc.)
humanoids to the ground. A result of 1 15. Stop a disease spreading through the
has the opposite effect: flames are fanned, spirit world
toxic fumes move towards the shaman, etc.
16. Free an animal used as a pet by the
SACRIFICING A SPIRIT ALLIANCE local ruler
A shaman can choose to sacrifice its 17. Let it possess your body for one day
relationship with a spirit to be granted a 18. Sacrifice your best weapon to seal the
huge effect: create a firestorm, create a alliance
hurricane, summon a beast lord themselves.
19. Give away d6x100 coins to seal the
As a consequence, the shaman will be
alliance
shunned by spirits of this type and denied
any further alliances. 20. Find and kill a corrupted shaman

– Black Sword Hack – 37


Sorcery
Sorcery is Chaos using humans as conduits and letting them think they're in control.
Of course, bending reality to your will has a price, but you are ready to let others pay it
for you. Characters with the Forbidden knowledge background start with 4 randomly
selected spells. Roll d100 on the list below.

Casting a Spell Spell List


Make an INT test. If the spell was already 1-2. Acid blood: You can turn 3 HP
cast on the same day, roll with Disadvan- worth of your blood into acid. Does d6
tage. A failure means the spell cannot be damage or dissolves an item the size of a
cast before the character has taken a long small book.
rest. On a critical failure, roll on the Torn 3-5. Animate mirror: You can animate
Veil table: your own reflection in a mirror. It will
attack anyone that passes near it (d6
Torn Veil (d6) damage). Lasts until dispelled or the
1. You cannot cast spells until the next mirror is destroyed.
sunrise 6-7. Blood mark: You can mark one
2. The spell's energy ravages your of your possessions with your blood,
body: loose d6 HP permanently losing 1 hit point. You
3. You provoke an explosion of arcane always know where the item is. If it is
energy, causing d6 damage to anyone destroyed, of the mark is erased, your HP
Nearby comes back.
4. Your body pays the price of your 8-10. Call the Id: You summon an
hubris: permanently lose 1 HP invisible creature made of anger. it can
5. Your mind is shattered by the magical remove a physical obstacle or inflict 2d6
energies: permanently lose 1 point damage before disappearing.
of INT 11-12. Curse of the mute: The target
6. A tentacled monstrosity appears cannot speak. On a spellcasting roll of 1,
and takes you to another plane the affliction is permanent.
13-14. Darkness: d6 target(s) are blinded
RANGE AND DURATION for d6 minutes.
Unless otherwise stated in its description, 15-17. Dead man's map: The blood of a
you must be able to see the spell's target. dead creature draws a map that indicates
Spells that don't have a duration stated in the rough location of the murderer.
their description end at the next dawn. 18-20. Deafening scream: A horrendous
scream paralyses everyone hearing it for a
HOW MANY SPELLS CAN I LEARN? few seconds. Children and animals die.
You can learn a number of spells equal to 21-22. Demon's breath: All light sources
your INT score. in the same room as you are extinguished.

38 – Black Sword Hack –


A fire also starts in another room of the Dodge 11, d6 damage, 10 HP). It dies at
building. the end of the fight whatever happens.
23-24. Dream guardian: Animates a 52-53. Impotent arrows: All projectiles
doll, puppet, or stuffed animal that stands hitting the target of the spell during
guard while you sleep. It screams if it the next turn do no damage. On a
sees someone you haven't designated as spellcasting result of 1, your allies'
friendly. The spell does not work during projectiles are also harmless.
the day. 54-56. Inquisition: the target must be
25-27. Dream message: Send a message tied up. It is submitted to intense pain. It
to someone you know through a dream. will answer d4 questions. The GM rolls
The target has to be asleep, but no line of the dice. If the caster asks more questions
sight is required. than the number rolled, the victim dies.
28-29. Fading memories: The target 57-58. Iron ghost: Makes a weapon no
forgets all interactions with you in the last larger than a sword invisible. The spell
d6 hours (or years on a roll of 1). ends when the weapon is used. If the
30-31. Feather crash: The target weapon does not injure anyone on the
survives an otherwise deadly fall. All their turn it is drawn, you lose d6 HP.
equipment is destroyed. 59-61. Murmurs: The target hears
32-34. Feeding the fire: Make an strange voices whispering in their hears,
existing flame burst by feeding it with revealing their darkest secrets.
your anger. Inflicts d6 damage to all 62-63. Never-ending music: The target
Nearby targets. hears a repetitive tune in their head.
35-36. Fireflies: You call forth a swarm All rolls against them are made with
of fireflies that give as much light as a Advantage.
torch. They disappear at the slightest sign 64-66. Poisonous projectile: You make
of violence. a projectile or thrown weapon deadly.
37-38. Fleabag: Assume the form of a The victim dies in d6 minute(s).
dog until sunset or sunrise (whichever 67-68. Portal: You create a portal to
comes first). You cannot end the spell a place you already know. You end up
early. Your abilities and HP are the same totally naked on the other side. Other
and you can bite for unarmed damage. people must roll a d6 if they follow you:
You can't talk but you can bark. on a 6, they disappear…
39-41. Ghost pains: The victim feels like 69-70. Red trap: Make a small pool of
they have lost something very important your own blood (loosing 2 HP until the
and believe the caster can give it back. spell is cancelled). Anyone stepping in the
42-43. Gloomy Lullaby: Your target pool cannot move further.
loses consciousness. A result of 1 on the 71-72. Rotten fumes: Get Advantage
spellcasting roll means the target will not on all tests made against those Nearby
wake up. the target (human or object). The target is
44-46. Greedy hand: One item the unaffected. Lasts d6 minutes.
targets holds in its hand flies to yours. On 73-75. Serpent bones: The target’s body
a casting roll of 1, the object is destroyed. becomes boneless, allowing them to
47-48. Guiding rat: When underground, escape any bonds or to squeeze into tight
summon a rat that guides you to the passages. Lasts d6 minutes.
nearest exit. It must be fed d4 hit points 76-77. Sharing the pain: You transfer
worth of of blood to do so. a loss of HP caused by a wound to a
49-51. Hellhound: Turns a regular dog companion.
into a raging killing machine (Attack 11, 78-79. Soundkiller: All sounds Nearby

40 – Black Sword Hack –


are muffled. the spell lasts 2d6 minutes Finding and
and follows you around. Learning New Spells
80-82. Soul-eater: You literally
chomp on your target’s soul. They lose Spells are tools of power, sorcerers don't
consciousness, or die if you get a 1 on leave them lying around. Finding a new spell
your spellcasting roll. is an adventure in and of itself. Once you have
83-85. Spontaneous combustion: the spell's formula, the item it is mystically
Your target bursts into flames and suffers bonded to, or a mentor to teach it to you, make
continuous damage (d4). If you roll a 1 an INT roll. A failure means you have to find
on the spellcasting roll, everyone present another version of the spell and a critical failure
bursts into flames. means you can never learn this specific spell.
86-87. Steal life: You steal d6 HP from
a target you can touch. Your own HP Where is that spell?
cannot go beyond their maximum. 1. In the hands of an entombed queen waiting
88-90.Tongue thief: You can speak up to be awoken.
to six words through the mouth of your 2. Hidden in a treasure map that leads to a trap.
target. 3. Engraved on the bones of an everliving
91-92. Unnatural speed: The target can mummy.
move to a Far distance on their Turn. On 4. In a block of ice, inside a long forgotten
a 1, a randomly selected piece of the city waiting to rise again.
target's equipment is destroyed. 5. In the hideout of a bloodthirsty gang.
93-95. War drums: The target is 6. In an underwater temple guarded by
experiencing all the horrors of war. Roll ghost sharks.
a d6: on 1-4 the target panics, on a 5-6 7. In the bag of a sorcerer's apprentice who
they go berserk. murdered their master.
96-97. Wine of death: the spell affects 8. Half of the spell was sent to you with an
a jug or cup of wine you touch. Those invitation to a distant castle.
who drink this wine quickly start looking 9. In a bookshop located in a besieged city.
for a fight. A result of 1 on the casting 10. On a sacrificial blade owned by a remorseful
roll means the drinkers try to kill each priest.
other. 11. In the hold of a pirate ship with the rest of
98-100. Withering: Your target has the the loot.
strength and vitality of a 90-year old for 12. In the hands of a skeleton, the latest victim of
the next d6 hours. the Fanged Forest.
13. A voice in your head says "Spill a friend's blood
on a black stone slab".
14. Engraved on top of a pillar said to reach to the
heavens.
15. Encoded in the text of a lost play that turns its
audience into monsters.
16. Tattooed on the backs of its conceptor's three
children.
17. In the cellar of a retired inquisitor.
18. Hidden inside your mind, revealed when you're
down to 0 HP.
19. Hidden in a painting that gives nightmares to
most people.
20. On a moon, near the wreck of a strange ship.

– Black Sword Hack – 41


Faerie Ties
The Changeling background lets players choose two ties with the realms of
Faerie. New ties can be made during play at the GM's discretion.

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...

42 – Black Sword Hack –


Changeling knowledge
As a human adopted by the fey, you learned all about (choose two): hunting and
tracking, history and myth, courtly manners and intrigue, philosophy and metaphysics,
strategy and tactics, metallurgy and mining, or some other subject (with the GM’s
approval). Roll with Advantage when making a test relevant to your area of expertise.

Cold iron weapon


You inherited, stole, or otherwise came into the possession of a legendary blade. It has
a name and a legend, perhaps also a dark prophecy. It deals an extra d6 damage to all
denizens of faerie.

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.

– Black Sword Hack – 43


Twisted
Science
Human ingenuity can produce wonderful gadgets and terrifying weapons.
A character with the Inventor background can make the world a better place
or burn it to the ground.

Building a Marvel Twisted Science


Your character makes gadgets and other
Marvels
devices using invention points. You get as - Acid spray [2]: an enemy's weapon
many invention points as your INT score damage die automatically degrades one
at the beginning of the week. The cost of step.
each marvel is indicated in brackets after - Blood-tinted spyglass [4]: the user can
its name. You must have access to a well- see any living being (with blood in their
equipped workshop to build a marvel. veins), even those hiding behind cover or
Your invention points reset at the begin- in darkness.
ning of each week. - Bomb [4] [Single-use]: d8 damage to
anyone Nearby. A critical failure means the
MAINTENANCE bomb explodes near you.
Substract half the cost of your gadgets that - Firelance [6]: as the name implies,
are still active from the invention points you a ranged weapon that spits fire at your
get each week. The good news is you don't enemies. Add d4 ongoing damage to a
need a workshop to do maintenance work. successful attack.
- Freezing warhammer [6]: freezes any
GADGET COST non-living matter it hits. Frozen objects are
You also need some materials to build easy to shatter. On a roll of 20, when using
your gadgets. As a rule of thumb, each the warhammer, the wielder suffers d6
marvel requires 20 coins worth of materials frost damage and the hammer is destroyed.
per invention point required. Same goes - Gas mask [2]: you'll excuse us if we
for the maintenance... don't follow the traditions of RPG writing
and don't feel the need to always state the
USAGE DIE obvious: you know what a gas mask does.
Unless they are single use items, your - Hallucinogenic gas [4] [Single-use]:
creations come with a Ud6. Roll it after indoors only. Roll a d6 for every person
each use (or after a fight for weapons). in the room, 1-2: relaxed state making the

44 – Black Sword Hack –


target easy to influence, 3-5: vivid dreams, Creating
making users oblivious to anything
happening around them 6: nightmarish
New Objects
visions, lots of panicking and screaming. Steampunk novels, movies and animes
- Image crystal [4]: a small crystal that are a great source of twisted science
projects a human-sized (or smaller) image gadgets. Take 19th century and early 20th
of your choosing. The image must be century items then add a dash of madness:
decided when you build the crystal. X-ray googles, two-way radios communi-
- Metal Owl [4]:: an owl automaton that cating with the dead, trench lightning gun,
can follow simple orders (up to six words). flashbang marbles, etc.
It has 4 HP and can distract a foe but
cannot attack.
- Prosthetic limb [10]:: no Usage die
needed. Works as the original. Can be
sacrificed to negate the damage from
one attack.
- Resurrection shot [4]
[Single-use]: the target doesn't
have to roll on the Helpless table
(page 18) but needs to roll a d20. On
a result of 20, they die (probably in a
gruesome way).
- Sleep box [4]:: a music box that
plunges every living creature
hearing its melody into
a trance. The Usage
die roll tells you how
long the effect lasts (in
minutes).
- Targeting monocle [4]:
lets you ignore any
penalties on your ranged
attack rolls (including those
related to your target's level).
- Terror gas grenade [2]
[Single-use]: roll a d6 for all
NPCs breathing it. 1-4: they flee
in terror, 5-6: they go berserk
and add d4 to their damage.
- Truth serum [4] [Single-use]:
once injected with the serum, they
tell everything they know. Roll a d20.
On a result of 15-20, the NPC dies
before they can speak.

– Black Sword Hack – 45


Runic
Weapons
Runic weapons are very powerful and of Chaos, Law, or Balance. Followers of
extremely dangerous. They should be Law and Balance usually dislike the idea of
extremely rare, probably no more than becoming immortal, even in such a way.
two in your whole campaign world. These
sentient weapons relish the pain they inflict A runic weapon has an Intelligence score
to others but enjoy the suffering of their (rolled the same way it is for characters,
wielder even more. see p.10). The GM makes an INT test for
From the above, it should be obvious the weapon at the beginning of each session.
that runic weapons are usually associated If successful, the weapon will kill the
with Chaos, though exceptions may character if they ever become helpless
exist in your world. Legends say that runic during that session. At the GM's discretion,
weapons are the result of the fusion of a the weapon can take the life of an
blade and its wielder, often a champion important NPC instead.

The... of... (roll on each column)

1. Warhammer 1. Eternal 1. Soul


2. Rapier 2. Devouring 2. Oblivion
3. Bastard sword 3. Bringer 3. Skull
4. Cleaver 4. Decaying 4. Winter
5. Lance 5. Silent 5. Crow
6. Scimitar 6. Flaying 6. Shadow
7. Dagger 7. Hunter 7. Death
8. Long sword 8. Withering 8. Storm
9. Axe 9. Past 9. Horde
10.Naginata 10. Splitting 10. Light
11. Flail 11. Everlasting 11. Dust
12 Scythe 12. Last 12. Curse

Example: I roll 3, 8 and 10. Behold the Bastard Sword of Withering Light!
(Or Witherlight, or the Witherer of Light...)

46 – Black Sword Hack –


Runic Weapons Properties
A runic weapon can talk to its wielder through telepathy. The GM can do it but if the
table agrees, a player can play the role of another's weapon. Players cannot "act" with the
weapon in any way but they can speak to the wielder now and then. The goal is to make
sure the weapon has a personality that contributes to the story, not to make your friends'
lives miserable.

The weapon inflicts damage equal to one of the wielder's attribute,


which gives a hint about the weapon's personality. (d6)
1. STR (brutal, always calling for action)
2. DEX (vicious, often mocking the wielder)
3. CON (patient, treating the wielder as a child)
4. INT (cunning and distrustful, encouraging suspicion)
5. WIS (judgemental, always second guessing the wielder’s decisions)
6. CHA (prideful, pushing the wielder to be more ambitious)

When an enemy is killed the weapon...


The weapon seems to be made of.... (d12) (roll or pick according to the weapon’s name)
1. Bone 7. Glass 1. Devours their soul
2. Obsidian 8. Shell 2. Absorb their memories
3. Quicksilver 9. Bronze 3. Grants d6 HP back to the wielder
4. Rusted metal 10. Stone 4. Turns their body to ashes
5. Engraved steel 11. Coral 5. Their face appears as a tattoo on the
6. Cold iron 12. Mix two results wielder's body
6. Makes their body explode messily

The weapon can be found...


1. in the dead hand of a king 8. on a plague ship 15. in a secret library
2 in the ashes of a funeral pyre 9. in a forgotten asylum 16. in one’s own nightmares
3. hidden in a monastery 10. on a floating island 17. at the emperor’s side
4. in the hands of a young thief 11. in a monster’s belly 18. on a haunted battlefield
5. inside a shipwreck 12. on the moon 19. in the forge of dead gods
6. in the dreams of a poet 13. inside a maelstrom 20. in a forbidden museum
7. in the tomb of a priest 14. in a buried necropolis

– Black Sword Hack – 47


Bestiary
Antagonists are presented as follows: their name and level, a short description, traits or
technical peculiarities, and actions (marked with ) they can take on their Turn. If an
action can be avoided or stopped with an attribute test, the attribute is written in bracket
next to the action's name. The number listed after is the damage if the test is failed.
The GM is free to improvise actions as needed. A disarmed peasant can punch (if angry
enough), a first born soldier can attempt to trip or shove a character when fighting on a
narrow bridge, a giant boar can gore if it doesn't have enough room to charge, etc. The
damage should fit with the other actions presented.
Enemies get one action and one move each turn. They can't use the same action twice.

NPC Stats On The Fly


The following table tells the GM how ARMOURED OPPONENTS
much damage an average NPC of a specific To avoid unnecessary arithmetics, simply
level should be able to take (HP column) add a few HP: 2 (light armour), 3 (medium
and dish out (damage column). armour) or 4 (Full plate or equivalent).

Level HP Damage VULNERABILITY & RESISTANCE


1 5 4 A vulnerability means attackers get
2 10 5 Advantage on their damage roll while
resistance means they get Disadvantage on
3 15 6
damage. Popular choices include fire, frost,
4 20 7 lightning, Chaotic or Lawful attackers, etc.
5 25 8
6 30 9 ENEMY MORALE
7 35 10 Aside from the most die-hard fanatic,
8 40 11 human antagonists will surrender or flee if
9 45 12 they have less than 3 HP left or if they lose
half of their forces. Same goes if the char-
10 50 13
acters use runic weapons, magic, demons,
or spirits against unsuspecting foes (and
this may affect the characters' reputation
as well).
See also Appendix X
48 – Black Sword Hack –
ABERRATION [LVL 8] DEMONS
These horrors were created by the Demons range from minor servants
scientists and sorcerers of ancient tempting mortals to the dukes and queens
civilizations. Designed for wars lost long of Hellworlds. They all have unique abilities
ago, they still roam the world in search of linked to their types (see p. 34), inclinations,
prey – or maybe it is peace? and demesnes.
- Terrifying: Characters seeing the ab-
erration for the first time must roll Doom • INCORPOREAL DEMONS [LVL 3 to 6]
Acid spit (DEX): Destroys a point of When a demon escapes its summoner's control,
armour or inflicts 10 damage to an unar- it wanders the world looking for victims until
moured opponent recalled by its masters or summoned again.
Grab and squeeze (DEX): Suffer 5 Temptation (WIS): use an ability from
damage each Turn until free (STR test) p. 35
Possess (WIS): take control of a human
body until a WIS test is successful (causes 5
ANGRY PEASANT [LVL 1] damage when leaving)
You don't know when you're going to end Corrupt flesh (CON): 6 to 9
up at the wrong end of a pitchfork held by
a fearful farmer. Once at 0 HP, assume the • INCARNATED DEMONS [LVL 7 to 10]
mob flees. Very rarely, a demon can possess the body
Pitchfork (DEX or STR) 3 of a powerful creature or particularly suitable
Torch (DEX) ongoing damage person, making it a formidable killing machine
and potent user of magic. Soon though, the
body will break under the stress. A demon
BLIND HUNTERS can also be encountered in its physical form
Children are taken (or bought) by vicious when one visits a plane of Chaos.
cult members who remove their eyes and Talons, teeth, etc (DEX or STR): 10 to 15
pump them full of drugs for years, training Infernal weapon (DEX or STR): 5 to 10. If
them to become the ultimate hunters. hit, INT test needed or become enslaved to
Blind hunters will always find you. the demon's will until the roll is succesful
Vulnerability: sound-based attacks At least one magical attack (DEX):
affects all non-demons Nearby for damage
• SNIFFER [LVL 3] according to level. Think firestorm, rain of
The sniffer's role is to distract you while rusty nails, swarm of flying worms, etc.
the killer does the dirty work.
Distract (WIS): target suffers
Disadvantage during its next Turn EATERS OF THE DEAD
Two short-swords (DEX or STR): 6 Some remote tribes think they gain power by
Flee:: Moves twice this turn
Flee eating people's flesh. Their shamans tend to
prove this is true, which is a bit disturbing.
• KILLER [LVL 4]
As the name implies, this individual has • VULTURE [LVL 2]
one very specific goal in mind that doesn't For this warrior you're not a person, you're a
leave much space for negotiations. meal.
True arrow (DEX) 8 , ignores armour Crude weapon (DEX or STR) 6
Poisoned blades (DEX or STR) 6 + Just a scratch: once per fight the Vulture
Ud4 ongoing damage halves the damage (round down) taken this
Flee:: Moves twice this turn
Flee Turn

50 – Black Sword Hack –


• SHAMAN [LVL 4] • FIRST BORN LORD [LVL 5]
The spiritual leader of the tribe but not The lords and ladies of the First Born are a
always the smartest one. Shamans are divided lot. Three factions are currently at
fanatics. odds: those who wish to remain hidden,
Evil eye: a target suffers Disadvantage those who want to join the outside world,
during its next Turn and finally those who ache to rule the
Puny knife (DEX or STR) 3 world again.
Insect swarm (WIS): ongoing damage Katana death dance (DEX or STR): 8,
attacks all Nearby characters
• CHIEF [LVL 4] Insect juice: once per fight, the lord
For the tribe's leader, the survival of recovers d6 HP
the community takes precedence over Web bomb (DEX): a target is stuck
everything else, including the shaman's until it succeeds at a STR test
authority.
Crush (DEX or STR): 7
Blade fodder:
fodder: summons d4 Vultures DESICCATED DRAGON [LVL 10]
that show up in d4 Turns Scholars believe dragons are a thing
Fury (DEX or STR): once per fight, of the past, but incredibly old ones can
attack everyone Close still be found. They do not care for
riches, honour, or flattery.
Dragons who have been alive for this
FIRST BORN many millenia are only interested in
At the time humans crawled out of complex mind games.
their caves, the First Born (as they call Dimwits and bores are quickly turned
themselves) were ruling the world. to ashes.
Most of their technology is based on the Gas (DEX) 14 + ongoing damage
use and control of insects. Wings flap (DEX): fall on your ass, no
move next turn
• FIRST BORN SOLDIER [LVL 3 ] Suggestion (WIS): attack a Close ally
Disciplined and well trained, most First Resistance: mundane weapons
Born soldiers wait for the day they will
conquer the world again.
Electric lance (DEX or STR): ranged, 7 GHOST LEGIONNAIRES
Katana (DEX or STR): 7 Ancient wars have left many souls hungry
for revenge or atonement. Soldiers who
• FIRST BORN INSECT MASTER [LVL 2] died in an ambush before they could prove
The insect masters take care of their worth, entire legions obliterated in
everything in the last cities of the First a pointless battle. In some cases, whole
Born, from medical treatment to waste armies can sometimes be encountered (or
management, using a wide variety of bugs summoned!).
of all sizes. Resistance: Ghost Legionnaires are in-
Healing swarm (DEX): restores d6 HP corporeal. Attacks ignore armour; Ghost
to all Nearby First Born Legionnaires are also immune to mundane
Giant wasp (DEX): 5 damage. They can only be harmed in the
Tracker (WIS): a tiny bug allows the moonlight.
insect master to find you as long as The GM may come up with variants: for
you're within 10 kilometres example weapons bathed in blood, or tied
to the souls of ghost legion victims.

– Black Sword Hack – 51


• AQUILIFER [LVL 2] use them to destroy settlements encroaching
The standard bearer of the legionnaires. on their territory. Sorcerers create them to
The Legion’s standard bearer, the aquilifer is wreak havoc on their enemies, and demons
usually heavily defended by the troops. possess them to have some gory fun.
Summon ghosts: d4 Legionnaires - Relentless: When at 0 hit points, it
appear in d4 Turns comes back with 1 HP on a roll of 5-6 on
Gladius (DEX or STR): 6 a d6
Deafening scream (CON): roll Doom No refuge: Breaks down any door,
wall, or barricade in d4 Turns
• CENTURION [LVL 4] Charge (DEX): 8
Perhaps the angriest of the ghosts,
centurions were denied fortune and • GIANT CROCODILE [LVL 5]
glory when they were alive. Crocodiles are sometimes possessed by the
- Tactician: While Legionnaires are souls of a long disappeared species. They
Nearby, they inflict 1 damage even if the seek to protect the ruins of their civilisation,
target parries or dodges successfully unaware that their world is long gone.
Charge! One Legionnaire moves - Lightning fast: Move twice before a bite
twice and attack during its Turn Bite (STR or DEX): 8
Battle axe (DEX or STR): 7
• GIANT SCORPION [LVL 4]
• LEGIONNAIRE [LVL 2] These creatures are generally guarding a place
The ghostly existence of a Legionnaire is or object. They will fight to the death to pre-
sustained by resentment and hate, but if vent intruders and thieves from trespassing.
you can offer them glory and a worthy Pincer (DEX): 7 damage every Turn for
cause at last... 1d6 Turns (poison)
Pilum (STR or DEX): 6 Sting (DEX) 5 + Ud4 ongoing damage
Shield push (DEX or STR): fall prone, (poison)
no move next Turn
• GIANT SERPENT [LVL 4]
GIANT BEASTS Great sovereigns once used these foul
Mundane animals can sometimes be creatures as pets, feeding them with those
possessed by angry spirits or devious who dared to oppose their authority. Giant
demons that grant them enormous power. serpents have lost most of their masters but
They may also be created by sorcerers not their appetite.
or spontaneously appear as a reaction to Hypnotise (WIS): You cannot attack
intense (or magical) pain and fear. the serpent directly
Grab (DEX): no damage, but you are in
• GIANT BEAR [LVL 4] its mouth
The raw power of bears makes them a Swallow (STR): 6 every Turn after a
regular choice for a sorcerer seeking to kill Grab
a specific individual.
Hug (DEX): 7 every round until a • GIANT SHARK [LVL 5]
successful DEX roll is made Giant sharks generally appear when their
Maul (DEX or STR): 7 habitat is threatened.
- Lightning fast: Move twice before a Jaws
• GIANT BOAR [LVL 5] attack
The summoning of a giant boar can only Jaws (DEX or STR) 6 (a target reaching
have one purpose: total destruction. Spirits 0 hit points is immediately devoured)

52 – Black Sword Hack –


• GIANT SPIDER [LVL 3] GOLEMS
Giant spiders often have specific objectives: Created by sorcerers or communities as guardians.
find an object or a person and bring it Many a ruin is still guarded by these silent warriors.
back to its master. They usually avoid
fights, seeking to accomplish their mission. • BLADE GOLEM LVL 5]
Venomous bite (DEX): 3 + Ud6 Made from blades found on a battlefield, held
ongoing damage together by blood and hate. They do not stop
Web (DEX): The target is paralysed until the enemy is chopped to bits.
for d4 Turns Slice and dice (DEX or STR): 9
Absorb weapon (STR): Lose weapon in hand
• GIANT WOLF [LVL 5] and the golem gets 1 HP back
Giant wolves are used by spirits to protect Resistance: bladed weapons
remote places that serve as portals to the
spirit world. • FLESH GOLEM [LVL 3]
Bite (STR or DEX): 8 A hodgepodge of rotting body parts, the stench of
Pounce (STR or DEX): Fall on your the flesh golem is enough to make a goat puke.
ass, no move next turn Gas (CON): The target suffers Disadvantage
Howling (WIS): roll Doom during its next Turn
Bursting ganglion (DEX): You are covered in
pus and gore. Roll Doom
Punch (DEX or STR): 6

• HOUSE GOLEM [LVL 7]


These golems were made of houses and
watchtowers parts. Standing 20 meters tall they
leave nothing of trespassers but a greasy mark on
their stone hands.
Stomp (DEX): 10
Throw debris (DEX) ranged: 8
Regenerate: recovers d6 HP using debris
around it
Vulnerability: fire

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

– Black Sword Hack – 53


• ABBOT [LVL 4] • HERO
The Abbot usually rules over a monastery and [LVL 7]
is the most likely to fight the characters. Infusing a hero’s statue with magic is a
Go there! A monk under the abbot’s long and costly process, making them
command can move twice and attack during very rare. Some have killed their
its Turn creators and now explore the world,
Mace (DEX or STR): 6 desperately trying to find a way to
Get up! A monk recovers d6 hit points become human.
Heroic weapon (DEX or STR): 10
• ARCHIMANDRITE [LVL 6]
This piece of work reigns over multiple monas-
teries and intends to create even more. MERCENARIES
Army of flesh: Any monk Close to the Killing, maiming, and looting turned out
Archimandrite falling to 0 hit points gets back to be legitimate activities at the end of
up with 1 HP if the GM rolls 5 or 6 on a d6 the world.
Meat shields: Damage meant for the Ar-
chimandrite hurts another Close monk • ARCHER
Chain whip (DEX or STR): 9 [LVL 2]
As the name implies, they'd rather pick
you out from a distance.
LIVING STATUES Shoot (DEX): 5
Unlike golems, living statues are almost never Fleet-footed: Moves twice this turn
created by a sorcerer. They are receptacles Knife attack (DEX or STR): 3
for spirits, demons, or beings from another
dimension. • HIRED BLADE
Resistance: Bladed weapons and arrow [LVL 3]
Mercenaries won't fight to the death, no
• ANGEL [LVL 6] matter the pay.
The angels are beings from another dimension Claymore (STR): 6
that enter the world each time a work of art Warband (DEX or STR): If other
is destroyed. They seek those responsible to mercenaries are present, take ongoing
turn them into work of art (though very twisted damage
ones, using the victim's blood, skin and viscera
as raw material). • CAPTAIN
Strangle (DEX): 9 every Turn until one of the [LVL 5]
angel's arms is broken (inflict 10 damage with Part soldier, part businessman, the
one attack or bring the angel down to 0 HP) captain is open to negotiations as long
Wings of stone: Angels use their wings to as the money flows.
protect themselves, Disadvantage on attack - Commander: While mercenaries are
rolls for the Turn Nearby, they inflict 1 damage even if
the target parries or dodges success-
• ANIMAL [LVL 3 to 6] fully
Animal statues are sometimes possessed by Sword slash (DEX or STR): 7
the spirit of a slain beast. This statue seeks Healing balm: The captain
revenge against the hunters who killed it and recovers d6 hit points
will not stop until at least one of them dies.
Natural weapon (DEX or STR): 6 to 9
Trample (DEX) 6 to 9

54 – Black Sword Hack –


PRIMORDIALS QUEEN OF THE DEAD [LVL 7]
Creatures born when the world was A sorceress that made a pact with Death itself,
young can still be found in the margins but immortality was just the beginning though.
of adventurers' maps. Which power will the dead choose to serve:
Chaos, Law, or Balance?
• ARACHKNIFE [LVL 3] Frightening presence (once per fight): Every-
Chitin covered abominations stalking on one seeing the Queen must roll Doom
eight bladed legs. The arachknives flee as Gut-wrenching scream (WIS): roll Doom
soon as one of them is killed. Scythe (DEX or STR): 10
Grab (DEX): The arachknife immobil- Resistance: Bladed weapons and arrows
ises you until you make a STR test, letting
the others damage you automatically
Bite (DEX): 5 SERPENT PEOPLE
Claws (DEX or STR): 6 Claiming to be the first civilisation that
sculpted the world out of Chaos,
• CRIMSON MAW [LVL 6] the serpent people are Law's oldest
The ultimate apex servants. Most of them wait for the
predator will end in of the world in hibernation.
wreak havoc A few remain behind, ready to fight
on any group to their last breath.
of adventurers.
This 10-foot • GUARDIAN [LVL 3]
tall eyeless These fierce warriors are Law's
mountain of most dedicated forces. They will
flesh only a fight to the death against anything
circular maw full or anyone they perceive as an
of razor-sharp agent of Chaos.
teeth. Its leathery Katana (DEX or STR) 6
skin is covered in Poisonous spit (DEX):
bio-luminescent Blinded for d4 Turns
circular patterns that
hypnotise its prey. • INQUISITOR [LVL 4]
Characters should Tasked with finding the
have the opportunity agents of Chaos, Inquisitors are
to see the beast coming gifted with psychic powers to
for them as it's not par- track the enemies of Order.
ticularly sneaky. Mind probe (WIS): A successful
Hypnotise (WIS): mind probe tells the Inquisitor
Anyone looking at the which power the target serves
Maw cannot move Fire whip (DEX): 7.
Stomp (DEX): 9 The inquisitor lashes
Devour with a tongue of
(DEX): The Maw flame appearing
eats you alive, in their hand
take 6 damage
each turn

– Black Sword Hack – 55


SKELETONS • SKELETON WARRIOR [LVL 3]
Undead that "survive" long enough lose their These ancient soldiers might still recognize a
flesh, sinews, and tendons. All that is left is symbol of their kingdom or tribe, which may
bone and cunning forged through years of stop their attacks.
combat. - Relentless: Once at 0 HP, comes back with
1 HP on a roll of 5-6 an a d6
• GIANT SKELETON [LVL 7] Scimitar (DEX or STR): 6
The last vestige of an extinct species, giant Bag of bones (STR): Your weapon is stuck
skeletons stand 3 meters tall, their bones in the skeleton until you succeed at a STR test
carved with incantations in a defunct
language. SORCERERS
Battle axe sweep (DEX or STR): 8 to all The pursuit of forbidden knowledge always
Nearby enemies comes with a heavy price. Paying that price
Kick (DEX): 6 and end up prone Nearby means you have no qualms about hurting or
Hurled rock (DEX): 7 killing other living being to reach your goals.

• 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

• SHADOW KNIGHT [LVL 7]


Steel and sorcery make for a very potent foe.
Many adventurers won't survive a fight against
a shadow knight.
Shadow blade (DEX or STR): 10, ignores
armour
Shadow tendrils (DEX): Disarms a Close
attacker
Lightning (DEX), ranged: 5, ignores armour.

FAILED CONJURER [LVL 1 to 3]


Studying magic is never a cakewalk. Most of
those who persist often end up old, poor,
and bitter in a lonely and drafty tower.
The most determined sometimes sell their
meager powers to a band of ruffians or
mercenaries at their own peril.
Flea you fools!* You're covered in
fleas and suffer a Disadvantage on your
rolls for d4 rounds
Vicious stab (DEX)
(DEX): 4 to 6 + Ud4
ongoing damage (poison)

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

– Black Sword Hack – 57


Create
Your
World
Each group playing Black Sword Hack creates its own setting.
This chapter contains the tool to help you build the worlds
you will destroy.

58 – Black Sword Hack –


Law and Chaos in Your World
At the centre of it all is the struggle between the forces of Law and Chaos. Thanks to
decades of arguments over the nature and relevance of alignment in fantasy games, or
simply the reading of Poul Anderson and Michael Moorcock's books, you know as well as
we do that these two don't stand for good and evil.
A society dominated by Order could be characterized as stable and well-organised,
but these same qualities can make it repressive, stagnant, and rigid. A society dominated
by Chaos can be seen as dynamic, diverse, and thriving but also be subject to vast
inequalities, internal strife, and an unhealthy appetite for conquest.

Is the main antagonist tied to the forces of Order?


1. A dying Empress floating in a vat of regenerative fluids
2. A network of brains enclosed in runic bronze casings
3. The Silent Council, made of linked psychics
4. A long-awaited messiah of unimaginable power
5. The spirit of an ancient king, changing bodies every century
6. An artificial lifeform, devoid of human feelings

Or is the villain serving Chaos?


1. A desiccated warlock sustained by dark energies
2. A nature spirit eager to end the spread of civilization
3. An ancient monarch brought back from the dead
4. A pool of intelligent protoplasm created by a forbidden experiment
5. The leader of a rag-tag army known as the Hunger Horde
6. A former Champion of Order

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.

What do Law’s troops look like?


1. Golden legions named after the emperor's children
2. The Order of Truth, their armour adorned with sacred writings
3. The Martyrs, self-mutilated knights eager to spill blood
4. The Sun Hussars and their firelances (see p. 44)
5. An army of automatons built to look like grim angels
6. The Tattooed Janissaries, bearing on their skin the names of those they killed

Behold the mighty armies of Chaos!


1. The Flailed Footmen and their transparent skin
2. The Arachnid Legion and their scorpion platemail
3. The Howling Phalanxes and their breastplates made of screaming human faces
4. A host of bio-engineered monsters
5. Death battalions, made of desperate convicts
6. The Bone Beasts, skeletons of known and unknown creatures

60 – Black Sword Hack –


The Struggle
Now it's time to define who is resisting, who is collaborating, and who has the luxury
to do neither. The character creation chapter hints at a few political entities: use them to
loosely define your setting and add your own. Some of your players will also come up with
interesting ideas for their character's origin. Make (or reuse) a blank map and write down
the name of each nation or region you plan to use initially, paying attention to geographical
borders and the relationships these dictate. The rest can always come up later.
Take a blank map and note the name of each place as you see fit:
Forbidden City • Mercenary bands • Amber Enclave •Golden Archipelago
Northern Raiders • Merchant League • Flotsam Kingdom • Eastern Principalities
Pict Territories • Iron Horde • Land of the Black Pyramids • Grey Spires Dominion
The last city of a dying species • City of Thieves • Theocracy • Dust Empire

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

The End Is Nigh


On top of the struggle between Law and Chaos, the world may suffer from one of the
following calamities. What kind of political unbalance will these lead to? Using them
solely to ramp up the body count and offer a few cheap thrills might be a waste of your time.
Natural disaster (d10) Plague (d10)
Hurricanes and storms 1 Kills most of the livestock
Earthquakes and tsunamis 2 Kills mostly children
Ice age 3 Kills mostly elders
Drought 4 Causes horrible mutations
Unending rain and floods 5 Kills mostly men
Asteroid impact(s) 6 Kills mostly women
Volcanic eruptions 7 Turns people into murderers
Blight(s) 8 Turns animals into monsters
Reality failure 9 Causes blindness
Rise of seal levels 10 Kills indiscriminately
Political event (d12)
1. Civil war 2. Slave uprising 3. Piracy and raids 4. Succession war
5. Religious crusade 6. Conquest 7. Religious war 8. Conquered country rebellion
9. Regime change 10. Counterfeit money 11. Invasion 12. Isolation

– Black Sword Hack – 61


Regional Adventure Seeds
Here you'll find a list of events the characters could get involved in as well as a few
questions that will help define your world.

FORBIDDEN CITY MERCENARY BANDS


Why is the city forbidden? Are the reasons Is there room for freelancers or is the busi-
religious or political? Both? Is the City quar- ness fully controlled by large companies?
antined? Which companies stand out?
1}- There is a way to enter the Forbidden 1}- Signing up for mercenary work while
City via the spirit world. A spirit guide must drunk was a bad idea. Especially when one
be found to lead the way. Also, the portal is surrounded and about to get crushed by
leads into the City's distant past, when it the opposing army.
was the capital of a ruthless empire. 2}- A new mercenary band made of autom-
2}- A vast army secretly plans to conquer atons shows up, offering to work cheaply.
the Forbidden City and the heroes hear of Where does it come from and who leads it?
it. What will they do with this information? Worried mercenary captains want to know.
3}- All noble families must send their first- 3}- To reach a position of power and
born to work as a scribe in the Forbidden wealth, a mercenary captain sells out their
City. Some refuse and hire adventurers to warband. Survivors seek revenge.
bring their child back. 4}- Some villagers approach the charac-
4}- An angel appears above the city, pro- ters to hire them. The job is to protect the
claiming it will be destroyed in one moon. village against mercenary raids. If you have
Finding more about this angel will be gen- seven players, it's even better.
erously rewarded (the right to enter the City 5}- Mercenaries decide to create an inde-
or even citizenship). pendent state. This doesn't go too well with
5}- The Forbidden City grants citizenship to the neighbours, though some already plot
anyone bringing a unique grimoire. to use this to their advantage.
6}- The true master of the City dies, and a 6}- The campaign's main antagonist decides
replacement must be found quickly without to disband and ban all companies. But mer-
the authorities finding out. Hiring outsiders cenaries won't go down without a fight.
will help keep things discreet.

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.

68 – Black Sword Hack –


THEOCRACY DUST EMPIRE
Is this a land of repression, superstition, In what kind of desert does it survive? Ash,
and ignorance? Or the last refuge of art sand, salt, rocks? Is it on its last legs, or a
and knowledge? How many factions exist conquering power?
within the Church? What are their goals: 1}- One of the many volcanoes found in
conquest, isolation, purification? the empire explodes, plunging the land
1}- A group of monks approach a charac- into ashy darkness. Undead demons take
ter, saying they're the reincarnation of a this opportunity to seize power.
famous saint. Honour and fortune await, as 2}- The Empire's water reserves are spiked
well as many enemies... with a drug that keeps the population doc-
2}- The Church's High Archon is accused ile. A traitor in the Imperial Guard wants
of corruption, beginning a secret but the characters to smuggle proof of this out
brutal war of succession. Outsiders with of the Empire.
loose morals and sharp blades are in high 3}- Independent tribes still resist the
demand. Emperor's rule. Cunning elders created a
3}- The Theocracy searches for sacred rel- prophecy about a leader that would unite
ics everywhere, granting generous rewards the tribes. It is a puppet they want, not a
to those who can find them. However, a saviour.
sect within the Church seeks to destroy 4}- One of the last dragons is imprisoned
those relics, for they harbour too much beneath the Empire's capital, yearning for
power. revenge.
4}- A young woman performs miracles all 5}- Surviving a three-day pilgrimage in the
over the Theocracy, spreading the word hottest part of the empire, with no water

Maps by Rob Matthews


that the Church has become corrupt. More or protection, grants a pardon from the
and more people gather around her, and Emperor for any and all crimes.
the old regime fears a revolt. 6}- As a last resort, the Dust Empire can
5}- A being calling itself the Last Cherubim summon a tidal wave of sand that engulfs
appears above the Theocracy's capital and a threatening neighbour, turning the whole
orders a great crusade against the neigh- region into a desert. They will summon
bouring nations. Finding out the creature's it soon… unless someone offers them a
true nature might stop this madness. better solution.
6}- A popular pilgrimage has the faithful
cross the continent on foot. They're always
in need of bodyguards.
What About Balance?
True Balance only exists in a secluded location, far away from the struggle, obviously
refusing to take part in it. Its role is merely to offer a temporary refuge to the characters.
It should almost always appear ancient, forgotten, or decaying, reflecting the state of the
world and the end of Balance.

Balance stronghold (d6)


1. A hidden monastery
2. A city floating in the air
3. A decaying fortress that can only
be reached in dreams
4. An underground refuge, built by
an advanced civilisation
5. A caravan, endlessly travelling the world
6. A simple looking tavern with doors
connecting to every part of the world

The End Game


Your campaign may end with the characters having to side with Law or Chaos. If that's
the case, characters lose all gifts and powers associated with the power they choose to
fight. If characters take different sides, let them duke it out. And if your players choose to
let kings, queens, and emperors decide the fate of the world, they should still have to deal
with the consequences.

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.

See also Appendix VII

70 – Black Sword Hack –


Create
Your City
To help you create cities in the frame of the game, picture them as battlegrounds
where factions compete for power. Inside those factions are people with their own
agendas, putting them in conflict with others. Truces are temporary and any state of
equilibrium doesn't last. As the people living in them, cities will change in the course
of your campaign. Some might even die, maybe at the hand of the heroes.

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.

72 – Black Sword Hack –


– Black Sword Hack – 71
Birth Of A city
You need three things to run an urban session: people, places, and problems. The good
news is you don't have to come up with everything at once. Pick a name for the city, think
about the place the heroes will stay in or the NPC they’ll meet, and build from there.

CITY NAME

1. Nastoria 6. Golsundria 11. Vikaruun 16. Castigaris


2. Golgorod 7. Infernus 12. Kaltassar 17. Holmensar
3. Aklamakan 8. Decimation 13. Anaximandia 18. Alissar
4. Itasadum 9. Beleth-Nagar 14. Cronopolis 19. Malranbator
5. Summabira 10. Manduris 15. Tarentus 20. Ashkenbeck

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.

74 – Black Sword Hack –


THE CITY IS KNOWN FOR...

1. Being built upon the skeleton of a Leviathan


2. The gigantic brain that rules the city form its dome of flesh and steel
3. Having a city watch composed exclusively of ghosts
4. Being made entirely of metal
5. The 1,000-foot tall granite stairs that lead to the floating city above
6. The sorcery-cancelling storm that protects it,
the city being in the eye of the storm
7. The lake of blood at its centre. Anyone’s reflection in it is surrounded by everyone they
killed. Its shores are usually empty except for judges and murder suspects...
8. The fact that it takes the form of a gigantic statue
9. Its residents are all undead, keeping their sentience as long as they stay here
10. Its floating black obelisk known to give visions to some visitors
11. Being entirely covered by a thick coat of vegetation that
kills everyone engaging in combat
12. Being entirely underground, warmed by a miniature sun
13. Its hundreds of forges producing weapons made with
the red iron from beneath the city
14. Its seven cyclopean buildings made of unbreakable crystal
15. The fact that the only buildings in the city are interconnected
towers with no streets below
16. The fact that it's a dead city: you must be dead to enter it. Executioners wait for you at
the gates. When you exit the city, you must roll on the Helpless table
17. The frozen volcano it stands upon
18. The jade portals connecting its people to three other cities
19. Petrifying its criminals and using the resulting statues as ornaments
20. Moving to another dimension during each full moon

– Black Sword Hack – 75


Traveler
Tales
Use these rules to inspire events during the characters’ travels. Don't treat them as
ellipses: each journey can lead the players to an unexpected adventure.
And that is the whole point: by not letting travel interfere with what you or the players
have in mind, you are depriving yourself of the strange and wonderful developments
you wouldn't have devised otherwise.

HOW LONG IS THE TRIP? SUBJECT


If you don't have a precise map yet or wish 1. Antagonist 12. Cult
to create it as you go, use the following 2. Animal 13. Community
values: d4+3 days to reach the nearest city, 3. Hermit 14. Ghost
d4 days to reach the closest town, or one 4. Spirit 15. Outlaws
day to reach the next village. 5. Potentate 16. Artists
6. Demon 17. Soldiers
WHAT HAPPENS 7. Explorer 18. Sorcerer
DURING THE JOURNEY? 8. Merchant 19. Vagrant
The world is never empty, each journey 9. Caves 20. Natural
will lead to an encounter (it doesn't need 10. Messenger disaster
to be a violent one!). Simply make two rolls 11. Ruins
for the whole journey:
One to learn the event's theme and one Examples: As they are crossing the
to determine its subject. desert towards the Grey Oasis, what kind
of event will the heroes face? I roll a 3
THEME (Discovery) and a 15 (Outlaws).
1 Aggression As no violence is assumed (yet), I might say
2 Exchange that the characters discover the hideout
3 Discovery of a band of desert raiders. That was easy,
4 Revelation let’s try again: a 1 (aggression) and a 17
5 Pursuit (soldiers). The easiest way to interpret this
6 Lost would be to let the PCs fight a bunch of
7 Isolation soldiers but that's a bit boring (unless the
8 Death players are itching for a fight). The heroes
9 Escape could witness an attack by deserters on
10 Change an oasis, unless they’re the ones being
attacked? This is a bit better, as it lets the
players choose their course of action
instead of forcing a fight on them.

76 – Black Sword Hack –


Of Ships and the Sea
As far as these rules are concerned, a ship can be a sky galleon, a deep-sea leviathan, or
a transdimensional pyramid. A ship is defined by its number of masts, from one to three.
You can replace masts with "blood crystals, reactor cores, or whatever fits your setting.
And by its crew,, represented by a score from 8-13 (you can roll d6+7).

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

Perils of the sea


1. Storm: Minor damage to the BOARDING ACTION
ship, one day to repair Whether it’s offensive or defensive, you can resolve a
boarding action one of two ways:
2. Pirates! One ship with two masts
• Character centred: each character takes an action
and a small crew (5)
that helps boarding or defending. If half the characters
3. Overboard: Part of the crew is succeed, the action is a success. For each character
lost (-1 to the crew rating) who failed, the crew score is reduced by 1.
4. Reavers! One ship with three • Crew centred: the players make a crew test:a
masts and a large crew (6) success means the party is successful but it loses a few
5. Tempest: Major damage (a men (decrease the crew score by 1).
week to repair) and the ship - a critical success means the enemy ship is swiftly
loses its way captured with no casualties on your side
- a failure means the boarding party is repelled (or the
6. Shipwreck: The ship sinks, char- ship is taken depending on which side the characters
acters awake on an island are). The crew loses 1 point.
Once the peril is resolved, - a critical failure means the same as above but lose 2
the captain needs to roll again. crew points instead.

– Black Sword Hack – 77


Adventure:
dark seeds
This adventure is meant to kickstart your campaign. It gives your players threads to follow
as they wish. It will also allow your table to set the tone: will the heroes work for the greater
good or out of self-interest?

How does it start?


You wake up inside the ruins of a temple, warband (twice the number of PCs). They
you're naked and covered in blood. With wear makeshift armour and carry various
you is a flayed corpse, standing. They make weapons, bows, claymores, war hammers.
a gesture and your gear and clothes appear Roll for initiative!
on the ground. The body then speaks:
"You have served your sentence and the • THE RAIDERS [LVL 1] 5 HP two with
memories of your crime were erased, as bows, the rest with melee weapons (3
requested." The figure turns into a red mist damage). They try to flee as soon as half
and disappears through the cracks in the of them are down. One of them carries
roof. a map (opposite – give a copy to the
players). They also carry water and some
What do the dried meat (the equivalent of a day's
characters know? ration). Any prisoners can describe each
Only what was established during place on the map and can take the PCs to
character creation, the rest is a blur. They their hideout (lying about their numbers:
do remember each other’s faces (let the "you got all of us here")..
players describe their characters) and
have the feeling they can trust each other. IF THE CHARACTERS ARE OVERWHELMED
GM note: is this happening in a desert? A Two hooded figures kill half the raiders
tundra? A dark forest? That's up to you! with their bows and disappear. These are
Place this adventure wherever you want watchers from the Retribution Company.
on your world map. Some people want to take revenge on the
penitents and pay the Company to keep
What’s outside? watch on those the Redemption Spire
The ruins of a city. Behind the temple is spits out.
a massive tower made of some strange
green metal. Its name comes back to the What happens next?
characters: the Redemption Spire. The characters have the map. They’re
As soon as they step out though, they free to go wherever they please. The rest of
hear someone shout: "Fresh meat from the adventure will depend on the players’
the Spire!", the cry comes from a small decisions.

78 – Black Sword Hack –


Raiders' map

THE WASTES streets are vitrified by unimaginable heat.


There's no way humans can survive the There's nothing to be found in the ruins,
wastes (it might be due to scorching heat, scavengers and scholars have long taken
freezing cold, or any environmental anything of interest. There are however
or magical condition, two watchers lingering here: they're
depending on the region). not aggressive and gladly explain
their task: some people wish to take
REDEMPTION SPIRE revenge on those from the Spire
The tower doesn't and want to be warned as soon
have any doors. Its as someone is released. If the char-
walls are abun- acters ask if someone is looking for
dantly decorated them, the watchers say they're not
with strange creatures, un- allowed to answer. (If
known characters, and other the PCs manage to get
markings. Touching it requires the answer anyway,
a WIS test. On a success, the they'll learn that a
character has a vision of their man named Narvas
body being torn apart by bears them great inter-
beings made of flesh and est – see the captains
metal, and on a failure they quarters below).
lose 1 HP (2 for a critical • Watchers [LVL 3]
failure). Claymore (STR): 6
Warband (DEX or
RUINS STR): If other watchers
All that remains of the are present, take ongoing
city are a few buildings and damage
the temple the heroes woke
up in. Besides the ravages
of time, the town bears the
traces of a fierce battle:
huge claws have defaced Tharkus,
raiders leader
some buildings, parts of the

– Black Sword Hack – 79


THE HIDEOUT use Narvas as you see fit, perhaps in
The hideout is located inside a ship- relation with the characters' past).
wreck. The ship seems to have crashed on • d100 coins.
top of a hill (and if there's no body of water • A collection of weapons (roll a few
around, it's even better). Once the char- times on the weapons table on page 29).
acters get closer they'll notice the ship has
been patched up quite recently. THE VILLAGE OF FLOWERS
When the characters arrive, they find all
WHAT’S GOING ON HERE? the villagers dead, as well as a number of
The raiders are led by a woman named soldiers. They all seem to have been torn
Tharsus. Her plan is to get the flying ship apart by wild beasts.
repaired, recruit a crew, and go back to
her life as a sky pirate (or a space pirate, WHAT HAPPENED?
you decide!). Four raiders are still here: Hannon the alchemist has produced
one is a lookout, the other three are a new variety of black lotus with an
below decks, working on the ship's unexpected side effect: once the user
demonic engine. falls asleep, their nightmares appear as
Whether they learn this depends on their monstrous creatures that kill everyone in
approach. Though a character with the sight. A few villagers tried the new drug,
right background will figure out what and unwittingly unleashed murderous
the raiders are trying to achieve: they nightmares on their people.
still lack a few materials that need to be Two villagers are still alive, Lazalla and
bought in the nearest city (and of course, Garam, who both took the lotus and slept
they're quite pricey). Let's call the missing through the massacre. They're in shock,
piece... An orichalcum gyroscope? having no clue of what really happened,
• THARKUS, RAIDERS LEADER [LVL 3] and will try to eat more lotus as soon as
Blood-stained axe (STR or DEX) 6 dmg they can. If the characters are still around
Cannon fodder (DEX or STR) if other when these two fall asleep, the monsters
raiders are present, take ongoing damage. will return.
• Two nightmare spiders [LVL 3]
WHAT’S IN THE CAPTAIN’S QUARTERS? Sting (DEX) 6 dmg.
• The upper half of a humanoid made of Killing Lazalla and Garam makes the
flesh and steel (looking like the ones in the spiders disappear.
Spire’s vision). It only has one remaining
function: to tell the raiders when penitents What can the characters find in the
are being released from the tower. If asked village?
questions, it can partake with this bit of d50 coins and ten sacks full of dried
information: the heroes arrived at the black lotus, the village's latest harvest.
Redemption Spire exactly one year ago. You can imagine what will happen if
Another person was with them: a man these are sold in a big city... Though the
who looked like a monk, named Narvas. PCs can earn 200 coins per sack before
(This is left deliberately vague so you can all goes to hell the next night.

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?

80 – Black Sword Hack –


Adventure:
Slayers of
the Blood God
This adventure is designed as a more straightforward affair and can be played in two
hours with reasonably pro-active players. The heroes are sent after a mercenary captain,
Rackhmoor Melioc, to stop him from using a dangerous ritual.

– Black Sword Hack – 81


Captain Rackhmoor some pages from that book. He used them
to build his army. He must be stopped.
and the Pool of Blood Find these pages, bring them back here or
destroy them.".
Rackhmoor Melioc a mercenary captain,
captured a sorcerer during one of his REWARD
campaigns. Bargaining for his life the Each hero received 50 coins and was prom-
sorcerer offered Rackhmoor a way to lead ised 200 more if they bring the pages back,
an ever growing army of obedient soldiers or 100 If they choose to destroy them. As
that would never ask for pay or food, you have guessed, bringing back the pages
only blood for the Blood God's army! He means bringing Rackhmoor to the society
tattooed the ritual on Rackhmoor's body, and destroying the pages means... Well you
ensuring that the ritual could never be don't need a picture, do you?
stolen from him and the Blood God war-
riors could never hurt him. CLUES
Rackhmoor used the blood of his former The Karst Brom society offers the follow-
soldiers to create a blood pool from which ing information:
the Slayers of the Blood God emerged. To • their target is Rackhmoor Melioc, a
replace lost soldiers, Rackhmoor simply mercenary captain leading the Slayers of
adds the blood of volunteers to the pool to the Blood God company.
create new ones. The sorcerer hid a small • Rackhmoor's mercenary company lives
detail from him. Once one thousand Blood in a fortress known as Samin Toras.
warriors are created, they become the • There's a village nearby.
First legion of the Blood God, tasked with
creating ten more legions before cleansing
the world of all life, turning it into a sea of Rust
blood from which a new life will emerge. SMALL MINING VILLAGE
Rust is home to a hundred villagers, all
working in a small iron mine, that allows
The Meeting the production of the red metal the Slayers
GM note: this is meant to be played as of the Blood God are famous for.
a flashback. Be clear about the fact that A lot of wide-eyed teenagers come
each player gets to ask one question but no to the fortress to join the company.
more. You can be a bit more lenient if you Rackhmoor pays a handsome fee to their
don't have time constraints. families in exchange for a new "recruit".
The heroes recall their meeting with the Many villagers wonder what the
Karst Brome Society*. The meeting took soldiers eat. The fortress cook only buys
place at night in a noble's house. A tall enough food for two to five people. Many
gaunt woman sitting in a poorly lit study say the slayers are cannibals that eat their
greeted them and briefed them on their enemies.
mission. At moments it seemed her eyes No slayer comes to the village tavern,
where glowing red but it was simply the re- they only leave the fortress to go on a
flection of a candle in her eyes. Probably... campaign.
She speaks slowly and calmly: "There's There's a well inside the fortress, it
a book, quite important for our society. draws water from a spring that can be
It's kept away from prying eyes as its con- entered from one of the mines if you're not
tents can be... Misused. We learned that a afraid of cramped spaces. Heroes will need
mercenary captain has acquired a copy of to pay up 50 coins to get this information

* 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.

1. THE BARRACKS - The Slayers 3. RACKHMOOR’S TOWER


here are standing, motionless, LEVEL 1 KITCHEN AND
in their red armour. COOK’S ROOM
They don't react Marton the cook prepares
to anything except Rackhmoor’s meals, along with
being wounded, food for the volunteers when
which immediately there are any. He regularly
awakens all the leaves the fortress
warriors. One smaller to buy supplies in
barrack is currently Rust and sleeps
occupied by four volunteers in a small room
that want to join the ranks of near the kitch-
the Blood God’s army. They en. He helped
wear white robes and don't Rackhmoor drug
have access to any weap- his soldiers so he

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

Tower's To the underground


stairs and the Red Pool
Empty cells

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?

– Black Sword Hack – 85


A CITY TO BURN

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.

86 – Black Sword Hack –


City Quarters
THE SLAUGHTERHOUSE THE HEART
Whales are brought from the port This the city's main marketplace. Oddly quiet
and butchered, every last piece used during the winter but full of activity when the
in one way or another: oil, meat, even port is open (see The Jaw below). Most taverns
alcohol. It's a good place to hide if are found here as well as the bulk of popula-
you can bear the stench. This place tion. The Heart is a vast cavern with houses
(and the whalers) employs most of built on the walls as well as on the floor. This
Heimdallir's population. People asking is the most welcoming place for new arrivals.
questions are not welcome here and People here are used to foreigners asking for
will soon have their first taste of the work, directions, or the whereabouts of "that
Northern hospitality. distant relative". Of course, answers are sold,
Places: The House of Blood not given… and a bad attitude will soon be
(butcher's guild), the Oil Lamp (tavern). known throughout the city.
Taverns: The Salty Grave, the Whale's
THE FORGE Lament, the Red Deck.
Heimdallir's weapon makers are well
known throughout the realms: a lot of THE PIT
pirates, plunderers, and mercenaries Mercenaries, pit fighters, fugitives, and other
favour the city's emblematic battle unsavoury types make their home in the Pit.
axes. Sturdy, reliable and plentiful. The rest of Heimdallir's population comes for
After the whaling industry, the Forge is the fights in the quarter's arenas (most are in
the second employer in Heimdallir. the backroom of a musty tavern, some are in
Places: The Seven Fires (the the ruins of an ancient temple). This is the old-
workers' favourite tavern), the Blade est part of Heimdallir. Some places are haunted,
Chamber (for bulk sales). and it is said that dead gods still linger here, their
thirst for blood attracting the violent and the
THE PILLARS demented. The passages here are cramped,and
The city council and wealthiest most buildings are located at different heights,
inhabitants all live in this area. with stairs and ladders in every direction.
It's a large cave (hundreds of meters in Places: The Mush (Heimdallir’s most violent
every direction) with three pillars arena), the Red Stag (tavern).
in its centre. Inside these are carved
the luxurious dwellings of the rich, THE JAW
reaching up to the surface. Hired The city's port is blocked by ice three
muscle provides some order here; months of the year. Exports are mainly spirits,
citizens are more valued than outsiders whale meat, and oil as well as the Forge's
whose loyalty is always in question. battle axes. Imports are food, luxury goods,
Finding work here usually means and desperate individuals.
taking care of something considered Places: Warehouses made of whale
too dirty or dangerous by the locals. bones, the High-Up, an old ship used as the
Places: The Needle (city council), harbour master's office, the Gate of Oblivion
the Whale Pillar, the Steel Pillar. (the temple where the dead are thrown into
the sea).

– Black Sword Hack – 87


People of Heimdallir
Jabulani, Docker Heraklia, Tavern owner
Jabulani is a beast of burden but a bit on the Rumours insist that Heraklia was once a queen
"slow" side when it comes to intellectual pursuits. on a remote southern island. She may not have the
Jabulani sees who and what comes out of the ships looks but she definitely has the authority (and the
entering Heimdallir. He has a photographic mem- hired muscle) to run her tavern like a small king-
ory and draws everything that piques his interest. dom. Don't ask about the khopesh hanging on the
He’s more than happy to share his many drawings wall.
with people who don't treat him like an idiot.
Kaisa, Beast lord
Anton, Drug dealer In her true form, Kaisa is a giant polar bear. She
Lack of light, decent food, or cultural stimulation came to Heimdallir to study humanity in the shape
makes Heimdallir a rather gloomy place, which of a Thule woman. Depending on her findings she
is good for Anton's business. He's the man with a might call her brethren and tear the place and its
finger in every pie and friends in every place. He people apart, or go further south to learn more (if
always has some odd job for strangers in need of she finds the right companions).
information.
THE CIRCLE is what this handful of wannabe
Ilsa, Pit-fighter sorcerers call themselves. Ovonë the Witch has
Ilsa could have had a brilliant career down south apprenticed with an actual witch after she was
as a gladiator, but she's too violent, too mad, and rescued from a shipwreck by a Thule tribe.
too stubborn to fit in a civilised arena. As she never Her secret and well-funded group of blue-robed
loses, money gained from bets is slowly dwindling. ritualists is on a quest for power; they will buy any
information about ancient sorcery. The Circle have
Guilem, Whalers’ guild representative recently been careless, and rumours have been
Don't talk about Law or Chaos, right or wrong. circulating about them. Recently, all potential
Gold makes the world go round, and Guilem is here witnesses have died of a wasting disease. Kaisa
to ensure the coins keep flowing. If you're good has had dealings with them but hasn't revealed her
for business you're his friend. Otherwise, you're a true nature.
nuisance. Guilem spent twenty years on a whaler so
don't expect a pencil pusher. THE RED FINGERS.
FINGERS At the Butchers' Guild is
a man with more ambition than anyone. Patrus
Giorgi, Mercenary Longios was once a mariner with no prospects in
This mountain of a man doesn't talk very much, life. Through business acumen and ruthlessness, he
but pay him the right amount (we're talking d6x100 is now one of the wealthiest traders of Heimdallir.
coins) and he will tear your enemies apart. He knows Unfortunately, his outsider origin has stalled his rise.
a good deal about other mercenaries as well. For months now, he has been planning a coup with
likeminded people, mostly rich, well integrated, yet
Cybil, Sailor frustrated strangers like Heraklia.
Working mainly on whalers, Cybil has seen her
share of Northern lights and whale blood. She THE FUR SMUGGLERS. Not every trader en-
knows every captain and sailor that call Heimdallir joys the hard work of whaling and butchering.
their home. Alcohol and drugs will make her talk. Some prefer more profitable (and mostly illegal)
Until she remembers what she saw on the night she merchandise like drugs, poison, or sorcerous
decided to never set foot on a whaler again. reagents – no fur, the name is a joke. The bulk of
the smuggling is done on the whalers, sometimes
Magda, Surgeon inside the meat itself. This well-organised group
Magda was a physician for the richest families has greased too many palms to support a change
of the Merchant League until she made one little in government; they are actively undermining the
mistake. She's expensive, very discreet and will Red Fingers. Anton is one of their main contacts in
probably hate you and treat you like garbage like Heimdallir.
she does everyone else.

88 – Black Sword Hack –


Appendices
– Black Sword Hack – 89
Appendix I
Running the game
Here are a few tips to help you prepare and run your games smoothly.

Prepping the game: Running the game:


before the session during the session
When creating your world, you have to make As you probably know, role-playing
some choices regarding sorcery, demons, spirits, games are mainly a conversation between
and weird science. Only some of these elements the GM and the players. This conversation
should be present in your setting, or at least is driven by questions asked on both sides.
restricted to specific factions (only mad sorcerers Players ask questions to...
use spells, only the evil empire uses weird ...help them make a decision ("Does this
science, etc.). If your characters hunt demons guy seem trustworthy?")
with firelances while summoning spirits and ...get Advantage over an enemy ("Is there
casting spells, that may sound fun for a while a chandelier in room?")
but it's not what the Black Sword Hack was ...immerse themselves in the game world
designed for. The line between dark fantasy and ("Why is this city in ruins?")
dark gonzo is thin, and we would advise not to Although you’re here to give them
cross it. This means telling your players that there answers, as a GM you also have to ask
will be some limitations to the kind of characters questions:
they can play so they're able to experience a - To learn what the players want ("Why
dark fantasy campaign in the classical sense of do you seek an alchemist?")
the term. - To understand what their characters do
When getting ready for the next game, think ("Do you want to bribe or intimidate the
about what the characters did and write down if guard?")
they left some unfinished business, or attracted Some of these questions are answered by
the wrong kind of attention. Maybe the players the game system (“Your attack roll failed
had some plans for the next session. Refrain and now you’re hurt”), others by your GM
from coming with a way to counter these plans. notes (“Yes, there is a smith in the village”)
Clever and imaginative players should see their but you'll have to improvise the rest.
schemes bear fruit. It doesn't mean it should be Which is great: it means your players are
easy though, so make them fight for it. being creative, leading you to unexpected
On the practical side of things, make sure you places. Therefore, your answers should
know the players' characters: write down their help the players make decisions ("That guy
names and backgrounds. Know where they looks shifty"), get Advantage over their
stand regarding the campaign's main antagonist. enemies ("You could try to lure your enemy
After that, make a list of names specific to where beneath the chandelier") or immerse them-
your session takes place (you can draw them selves in the game world ("The city was
from the lists on page 104). Really, this will save destroyed by the neighbouring kingdom").
your life. Don’t go overboard though: twelve In short, your answers should keep them
names (with a mix of genders) and you’re good involved.
to go.

90 – Black Sword Hack –


Creating NPCs on the fly thing should happen: the battlefield changes
Non-player characters are everybody the (fire, rain, enemy movement, etc.), reinforce-
players can interact with. Sometimes, your ments appear, bystanders turn up, the enemy
players will want to meet someone you hadn’t changes somehow (they're afraid or turn into
thought of. Don't panic, you have all the clues monsters), etc. Make sure NPCs and monsters
you need: the character's occupation ("Is have motivations (even as simple as "hunger"
there an alchemist in town?") and the infor- or "greed"). Only fanatics fight to the death,
mation or help they might give ("They could and these should be few and far between.
make a sleep potion for us"). Their location
can be easily derived from their occupation
("Alchemists' laboratories are usually well Running the game: after the session
hidden"). The only things you have to come The session may be over, but your work
with are 1) a name, 2) a physical or mental isn't. There are two things you should be
trait. 1) is already taken care of (remember doing at the end of every game:
that list of names?) and 2) is easy if you take 1) Award XP to the characters. They need
notes while reading sword & sorcery books to grow to face what's coming.
or watching movies. Otherwise, just go with 2) Take notes! This is one of the few iron-
the first idea that comes to mind. It might feel clad rules we’d like to enforce. These notes
obvious to you, but we guarantee that if your will help you create your next adventure.
players don't think it's an original, unexpected Make sure you keep track of:
idea (which they might, because the first thing - The characters’ successes and failures in
that comes to your mind isn't obvious to peo- pursuing their objectives.
ple with different minds) they will enjoy the - The characters' finds: clues, enchanted
continuity in sword & sorcery tone. items, weird science gizmos, etc.
- The characters' next move: what do they
Running combat plan to do?
Combat situations are problems that need to - NPCs’ attitudes towards the characters
be solved in a limited time. That time is rep- when relevant.
resented by the characters' hit points. If that - The NPCs you had to create on the fly:
gauge reaches 0, they fail (and die). "Solving" you never know when you might need them
a fight should bring information ("you find a again.
map on one the corpses"), supplies ("you find Keep these notes in a way that’s entertain-
rations"), or new relationships ("the prisoners ing to you: grab images from the net, draw
you freed want to help you"). some doodles (it might be an NPC or simply a
The low amounts of HP the characters and scene from your last game), add some maps...
monsters possess ensure combat encounters It doesn't have to look nice but it has to be
are short and brutal affairs. Nonetheless, if its fun, find the medium and method that suits
isn't over by the end of the third round, some- you.

– Black Sword Hack – 91


Appendix II
Advice from the Great Old Ones
These illustrious storytellers may never have played a roleplaying game in their lives,
yet we can learn a lot from them…

R.E Howard Fritz Leiber


“...he had learned the jargon while a corsair.” “We have searched the wide world over
Let characters learn languages and even and not found forgetfulness.”
talents if it fits the narrative. Do not mistake No matter where the characters go, their
the experience and advancement rules (or any past will always find them.
rules!) for the Book of Law. “None can use black magic without strain-
“There is always a way, if the desire be ing the soul to the uttermost—and staining it
coupled with courage.” into the bargain.”
Always let the players follow through with The rules make sure a sorcerer character
their most crazed plans. Sometimes they will will become a monster unless they cease to
work! use their powers. Any sorcerer the characters
meet is a potential enemy down the line.
Michael Moorcock “Sorcerers don’t have mothers!”
“In an imperfect world the mysteries were Don't waste too much time on NPC
always without solution and that was why backstories. Like the characters, they live and
there was always a great choice of solutions.” die in the present.
As a GM, throw a lot of problems at your
“We bow to no man’s ultimate command,
players but don't ever come up with premade
dance to no wizard’s drumming, join no
solutions for them.
mob, hark to no wildering hate-call. “
“Farewell, friend. I was a thousand times Black Sword Hack is not a mission-based
more evil than thou!” game. Characters shouldn't wait for patrons to
There will always be things way more ma- give them work. In the end they should only
levolent and powerful than the characters. work for themselves and what they believe in.
“Gods are for children, for little, fearful “...the Mouser making an impossibly
people” long-looking lunge for one so small, and
Do gods exist in your setting? Who cares. went between two scales of the bravo’s
Faith does exist though, which makes churches, armored jerkin and between his ribs and
priests, and fanatics a great source of through his heart “
adventures for your game. Keep combat encounters short but be sure
“Death is the promise we’re all born with, to describe final blows evocatively. Asking
sir. A good death is better than a poor one.” players to describe them is even better (but
As a player, your goal isn't to have your remember that not everyone is comfortable
character survive. It is to find a meaningful with being put on the spot).
death for them.

92 – Black Sword Hack –


Fred Saberhagen Poul Anderson
“But even the best luck is no good until it’s “Our own age is not one which can afford
used, and we must find the right way to use to call its ancestors savage.”
it.” The world is violent; there's war, intrigue,
Risk-averse players will try to avoid using and crime everywhere. Everyone has a story
their Doom die. Don't force them to use it, full of blood and grief to tell.
the game will make sure they do. “Somewhere in the boundlessness of
“Technology! How can any man who reality, anything you can imagine must
means to keep his sanity go far in such an actually exist!”
art?” No idea is too crazy or far-fetched; this is
Whether it's sorcery, spirits, or weird a game of imagination, so let yours run wild.
science, all practitioners the characters meet Some things will stick while others will wither
will, at best, have a screw loose – and at worst away. It doesn't matter as long as you keep
be evil lunatics. pushing the game forward.
“This business of Chaos versus Law,
Joe Abercrombie for example, turned out to be more than
“Rules are for children. This is war, and in religious dogma. It was a practical fact of
war the only crime is to lose.” existence, here.”
Don't pull punches when playing antago- Chaos and Law exist through their servants
nists. Fight dirty and strike hard so the charac- and those are very dedicated. The characters
ters learn to do exactly the same. should always be able to find clues indicating
“Sometimes it doesn’t matter too much that they stumbled on one or the other's plans.
what choice you make, as long as you make “So: between his home world and this,
it quick and stick to it.” some connection existed. Not only the
Things should move forward. Don't let the astronomy and geography showed parallels,
characters get comfortable for too long. the very details of history did.”
Always start a session in the middle of a History books are full of great stories,
situation, not at a tavern or shopping in a safe characters, factions, plots. Steal as much as
town. you can from them. They're often cheaper
“History is littered with dead good men.” than roleplaying games books too.
The good guys don't always win in the end.
Nobody said the characters were the good
guys though.

– Black Sword Hack – 93


TOOLS FOR ALL GMS
Appendix III All the tools we present here
can be used by GMs for their
Black Sword Hack for regular games. So even if you're
not into solo roleplaying, keep
the Lone Adventurer reading!

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

94 – Black Sword Hack –


Pacing Enemies and monsters
Play a scene, encounter, or fight – anything Don't try to balance encounters, just respect
that keeps you engaged. Once you've reached the logic of the world. Enemies try to surprise
a conclusion, move on. Maybe you'll run a trek and outnumber you. Monsters are dangerous.
through the jungle in agonizing detail, hoping There are two principles that must guide your
that your hero reaches civilization before combat encounters: firstly, people don't want
succumbing to the fever, or maybe you'll to die, and seeing that someone is armed can
resolve it with one roll because your character be enough to prevent a fight. Secondly, fleeing
has more important matters to attend to. is always an option. If your character dies at the
hands of highwaymen because you didn't want
Trust your instincts to give them your money, that's your choice,
Never listen to thoughts telling you what your not a bug in the game..
story should be like. Just run it. Don't second
guess yourself, the power of solo roleplaying is Picking up a monster
that it frees you of any preconception you (or If you need to know who's guarding those
your players) might have about what an RPG ruins, just roll a d10:
session should be. If the Oracle gives you an 1. Aberration
answer that keeps you guessing for more than 2. Blind hunters
10 seconds, roll again or go where your instinct 3. Eaters of the dead
tells you to. You may be wrong, but mistakes 4. Desiccated dragon
are the only way to learn and improve. 5. First Born
6. Ghost Legionnaires
NPCs 7. Giant animals
There's usually no need to roll on any table to 8. Golems or living statues
create an NPC. You're in a village? You'll meet 9. Hollow monks
farmers, a tavern owner, a traveling merchant, 10. Primordials
a hunter... Same goes in a city. The only thing 11. Serpent people
you need is a list of names. If you're looking for 12. Skeletons
something oddly specific (an inquisitor, your
bounty, a weapon master...), ask the Oracle! Companions
Only define the NPCs your hero is interacting Black Sword Hack is simple enough to let
with. Make a Charisma roll to determine an you run several characters through a solo
NPC’s attitude towards you if it is unclear. campaign. Create them as you would any
character, picking Origins and Backgrounds
NPC attitude (CHA) that fit and switching attribute scores as
• Critical failure: Openly hostile; doesn't want needed. Companions also provide replacement
anything to do with you, or attacks at once. heroes if your main character bites the dust or
• Failure: Lazy, unhelpful, or irritated; simply lets you tell spin-off stories if you feel like a
wants to end their interaction with you as soon change of pace or atmosphere.
as possible.
• Success: The NPC is open, talkative, or Character death
simply sympathetic to you. You can create a new character and move
• Critical success: They feel connected to on, but you can also play this character as they
you ("I see you're a veteran like me...") and will find themselves in the netherworld, desperately
help above and beyond what you ask of them. looking for a way back to the world of the living..

– Black Sword Hack – 95


Appendix IV
Bibliography (in alphabetical order)
LITERATURE
The First Law and Shattered Sea trilogies by Joe Abercrombie • Three Hearts and ThreeLions
and The Broken Sword by Poul Anderson • The Sad Tale of the Brothers Grossbart by Jesse
Bullington • Gentlemen of the Road by Michael Chabon • Everything by Robert E. Howard.
Yes, I mean everything • Elephants and Corpses by Kameron Hurley • The Gotrek & Felix
series by William King • The Lankhmar series by Fritz Leiber • The Elric, Hawkmoon, Corum,
and Erekosë series by Michael Moorcock • The Empire of the East series by Fred Saberhagen
• Disfavored Hero by Jessica Amanda Salmonson • Nifft the Lean by Michael Shea • Raum
by Carl Sherrel • We are All Legends by Darrel Schweitzer • The Dying Earth books by Jack
Vance • The Kane series by Karl Edward Wagner • The Book of the New Sun by Gene Wolfe

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

Appendix V By Eric Nieudan

Your favourite sword & sorcery book


is a plot generator
• Find a novel or short story you like.
• Open the book at random and stab at the page with your finger.
- Write down the first name or noun you come across.
- Flip to another random page and find a verb, using the same method.
- Repeat the process for another noun or name.
• Is this sentence enough, or do you need something for the characters to do?
- You can look for an action verb or a word suggesting a goal.
- You can also ask yourself and the book questions like: Who?* What? Where? Why? How?
until you have enough ideas for a possible plot.
• Drop the characters into an interesting situation. Roll on the random tables in this book if you
can’t think of anything.
• When questions arise, fill in the blanks:
- Using random tables.
- Or asking the players for details pertaining to their characters.
* Characters can be lifted as they are, or tweaked by asking the book: "How are they different?"

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?

96 – Black Sword Hack –


Appendix VI
The Dark Gods' Oracle
When to use the Oracle? The purpose of this procedure is to drive your
character's story in unpredictable directions, to keep you on your toes. The Oracle brings
danger, unexpected friendships, shocking treason... It isn't here to tell you if you can buy a
sword in the city – but if you want to know if a secret society sells vampire-slayer swords,
you might want to roll the die.

Asking the right questions


This is more of an art than a science, and you'll learn by experimenting. The question must be
framed as a yes-or-no question and both answers must keep the story moving… so don't back
yourself into a corner. This is a useful skill to develop for a GM.
Asking the question
Roll a d6, the answer is...
1. Hell no! 2. No 3. No but... 4. Yes but... 5. Yes 6. Hell yes!
Refining things up a bit
Are there things likely to influence the answer?
If so, consider the probability of a positive answer:
- Don’t think so: roll 3 dice and keep the lowest
- Unlikely: roll 2 dice and keep the lowest.
- Who knows? roll one die.
- Probably: roll 2 dice and keep the highest.
- Definitely: roll 3 dice and keep the highest.

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

98 – Black Sword Hack –


By Evlyn Moreau Appendix VII
Cosmic Usage Dice
Black Sword Hack is about the end of the world, and you may need some sort of pacing
mechanic to trigger the last chapter of its saga. You could establish that the characters reaching
level 10 triggers the end but let’s try something that follows the fiction and the characters’ actions.

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.

By Eric Nieudan Appendix VIII


Friendly NPCs in combat: the Allies' Oracle
Black Sword Hack doesn’t really let you use heroes’ allies in combat. You can of course
stat them up like a PC and have someone roll for them but should it prove too much work,
we recommend this adaption of the oracle opposite.

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!

« What attracted me to Black Sword


Hack is that instead of proposing you
should play in one of the worlds from
the novels it is inspired by, the game helps
you craft your own doomed world, and lets
your players save or destroy it.
THE WORLD
The forces of Order are championed by
a network of brains enclosed in engraved
bronze casings.
Their troops are an army of automatons
made in the image of angels.
I think that this is the best way to write an The world suffers from earthquakes and
RPG about a work of fiction: give the group tsunamis.
the tools to craft their own setting inspired by The Balance’s stronghold is a refuge built
the tropes and elements of the original works. underground by an advanced civilisation.
This way the campaign is not constrained
by the canon, and it doesn’t feel like you are NATIONS
playing in someone else’s campaign world, The Nothern Raiders are declining and
treading around a story that was already told. favourable to Chaos.
A big part of the fun was the creation of our The Dust Empire is warmongering and
doomed world. We used the random tables allied with Law.
provided in the book but instead of just the The last city of a dying species is divided
GM (me) rolling on them, I asked the players and favourable to Chaos.
to in turn roll two dice, choosing the result The Grey Spire Dominion is declining and
they liked best. This way we were able to favourable to Law.
create the world collectively. I feel like this The Land of the Black Pyramid is declining
a great way to emotionally involve the and favours diplomatic solutions.
players in the world they will save or lead to
its doom! THE RUNIC WEAPONS
The Rapier of the Devouring Horde is bru-
tal and eager to call for action. It inflicts the
STR of its wielder as damage. It is made of
quicksilver and transfers d6 HP to it wielder
whenever it takes a life. It can be found on the
Moon!
The Long Sword of Splitting Death is silent
and uncaring about its wielder. It inflicts the
WIS of its wielder as damage. It is made of
rusted metal and stone. When it kills, it
absorbs memories. It can be found on a
floating Island.

100 – Black Sword Hack –


– Black Sword Hack – 101
Appendix X By Eric Nieudan

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!

The monster is a hideous mix of...


A man or woman 1 6 A goat or elk
An ape or bear 2 7 A shark or eel
A horse or cow 3 8 A snake or lizard
An eagle or crow 4 9 An armadillo or porcupine
A lion or panther 5 10 A wolf or hound

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

and it is looking for...


shelter from the weather 1 6 a portal back to its world
victims to drain of their psychic energy 2 7 release from its miserable life
blood, the younger the better 3 8 a moment of peace and beauty
a carrion to drag back to its pups 4 9 gold and gems
a player character’s liver 5 10 the soul of a deceased friend

102 – Black Sword Hack –


Appendix XI
Strange Planes
Dimension hopping via sorcery, portals, or weird machines is a theme in a lot of the
sword & sorcery Black Sword Hack seeks to emulate. You may want to run whole
sessions in some strange hell, or just have the characters break into a warlock's private
world by mistake. Here are a couple tables to inspire you.

Where Does The Portal Lead?


1. One day into your own past. What will you change?
2. To a desert world where might makes right and writing is forbidden
3. To a new continent bearing the remains of a past civilisation
4. In the middle of a battle, having to pick a side pretty damn fast
5. On another planet and in the bodies of some of its denizens
6. In the kitchen of the world's most secure fortress
7. In the middle of a demon prince's sacrificial wedding
8. In the dream of a Great Old One. You'e better be gone when it wakes
9. In a collapsed underground city. Full of riches, angry spirits, and undead guards
10. In a far future dominated by clockwork automatons
11. In a world that will die in just one day. Enough to save it or find a way home
12. In a military camp just before it is raided by an unknown enemy
13. On a prison planet guarded by three-eyed lizard folk
14. Inside a pentagram, surrounded by dumbfounded cultists
15. On the bridge of a sailing ship heading for a black hole in the sky
16. In a seemingly infinite library. Assist the librarian so they can help you go home
17. In an underwater city under attack by intelligent jellyfish
18. Inside the belly of a beast that already swallowed a city
19. Inside another world's moon, home to an insectoid civilisation
20. In the palace of a dying Chaos lord

What Do You Need To Get Back?


1. A ritual tattooed on the back of a penitent knight
2. A key hidden in a grimoire protected by ancient magic
3. A pelt made from the hide of a hellhound
4. A runic weapon held by a Champion of Balance
5. There is no way to go back. You must travel to another world
6. To have a specific prayer written all over your body with the blood of a priest
7. A piece of music played by a talented musician
8. A deck of tarot cards willingly given to you by a demon
9. An oath to save a specific individual
10. A time travel ritual so you can stop yourself from going in the first place
11. Only a young child can open the portal. They are worshipped as a god
12. To destroy a crown that once belonged to an immortal queen

– Black Sword Hack – 103


Appendix XII By Eric Nieudan
Names by origin
You can choose one of these for each of your nations (and write its name so you won't
forget). We've included the real world origin for each list; you can can look for more
names online if all the characters in the list die before the world ends. For the nations
one or more characters are from, you should of course choose with your players.

(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

Doom Damage Hit


Die Die Points
Unarmed Max

Name Name
Origin Level Origin Level
Background Background

Gifts Gifts

str str
int int
Equipment Equipment
dex dex
wis wis

con con
cha cha

Doom Damage Hit Doom Damage Hit


Die Die Points Die Die Points
Unarmed Max Unarmed Max
Name Gifts
Origin
Level
Background

str
Equipment Stories
int & Dark Secrets
Armour

Weapons
dex
Miscellaneous
wis

con
cha

Damage Die Doom Die Hit Points

unarmed current max


Glossary
Advantage: Players roll two d20s and ed, a character suffers Disadvantage on all
choose which result to keep. attribute tests.
Attribute test: When a character tries to Far away: Usually 20m or 12 squares.
do something that has a chance of Helpless: A character that has no HP
failure, the player makes an attribute test left, making the player roll on the Helpless
by rolling a d20. Rolling below the attri- table (p. 18).
bute means the character succeeds. Rolling HP: Hit points, a rough measure of the
on or above the attribute means the character's health, luck, and will to live.
character fails or that things escalate. Intelligence (INT): A character's ability
Character or hero: A character con- to apply their knowledge to the situation
trolled by a player. at hand.
Charisma (CHA): A measure of a charac- Long rest: A rest that takes 6 hours.
ter's ability to influence others. Characters recover all their HP, and Doom
Close: Usually 1,50 metre or 1 square. gets back to its maximum die size.
Constitution (CON): The body's capacity Morale test: NPCs losing half their allies
to resist physical stress, pain, disease, etc. or their leader must make a Morale test:
Critical failure: Getting a natural 20 on the GM rolls a d12, if the result is equal or
an attribute roll is a critical failure, forcing superior to the highest level in the NPC
the player to make a Doom roll. group, they run away.
Critical success: Getting a natural 1 on Nearby: Usually 10m or 6 squares.
an attribute roll is a critical success. In NPC: A non-player character, usually
combat this means the character does controlled by the GM.
maximum damage and adds another dam- Ongoing damage: Expressed as a Usage
age die. die. Victims take damage each Turn until
Damage die: The amount of damage a the die degrades.
character inflicts in combat. Normally 1d6 Short rest: Lasts 1 hour. Characters
(1d4 when unarmed). recover a number of HP equal to half their
Dexterity (DEX): A character's deftness CON score (rounded down). A character
and agility. can take one short rest per day.
Disadvantage: The player rolls two d20s Strength (STR): A character's raw physi-
and keeps the worst result. cal power.
Distant: Beyond 20m (12 squares), the Turn: The time needed for a character to
farthest range in the game. move and act. The duration of a Turn var-
Doom: Some actions bring the world ies according to the situation.
closer to its end, triggering the use of the Usage die (Ud): A die used to represent
Doom usage die. finite resources. When a resource is used
Doomed: Once their Doom die is deplet- roll its Usage die, a result of 1-2 means it is
downgraded to the next smallest die.

108 – Black Sword Hack –


The System Reference Document of Black Sword Hack (itals)
is released under a CC-BY 4.0 license. Find it at
https://www.themerrymushmen.com/ressources-tmm/
“If life is illusion, then I am no less an illusion, and being thus,
the illusion is real to me. I live, I burn with life, I love, I slay, and am content.”
Robert E. Howard,
Queen of the Black Coast
BLACK SWORD HACK
Before the Rings had a Lord, Fantasy had other heroes.
Thieves, gladiators, kings...
LAW and CHAOS were battling over human souls
And heroes rose and fell...
Build a world, Watch it burn

MbH

BY THE MERRY
MUSHMEN MADE BY
HUMANS

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