TEXT: THE 
  BLACK
  HACK
  
  An ‘OSR’ First Edition Hack
  -   developed by   -
  DAVID BLACK
  - . -
  With elements borrowed from ‘original’ era 
  rpg gaming and modern d20 theory. 
  THANKS TO
  In no particular order - Peter Regan, Tony Tucker, Olav Nygård, 
  Chris McDowall, Mick Reddick, Eric Nieudan, Brian Wille, 
  Jarret Crader, Greg Welty, All the work the Grognards have put 
  into the game, UK OSR Hangouts crew, Everyone who backed the 
  Kickstarter (you're all ace!) plus all those other people  who had a 
  hand in developing the hobby we get so much mileage from.
  
  WHAT’S THIS?
  The Black Hack (TBH) is a traditional 
  tabletop roleplaying game, played with 
  paper, pencils and dice - it uses that 
  Original 1970s Fantasy Roleplaying 
  Game as a base. But it adds and takes 
  away elements to make it a distinct 
  streamlined flavour of the original 
  roleplaying game. 
  THE CORE MECHANIC
  Everything a character might possibly 
  attempt that could result in failure is 
  resolved by testing attribute stats, in 
  order to successfully test a stat - a player 
  must roll below it on a d20.
  Monsters don’t make tests - a character 
  must avoid their attacks by making a 
  test, the only time a monster would roll 
  is for damage.
  ROLLING STATS
  Stats are generated with 3d6 in the 
  following order Strength (STR), 
  Dexterity (DEX), Constitution (CON), 
  Intelligence (INT), Wisdom (WIS), 
  Charisma (CHA). If a stat of 15+ is rolled 
  the next must be rolled with 2d6 + 2, 
  then continue with 3d6 until the end or 
  another 15+ is rolled. Once all stats are 
  generated 2 may be swapped around.
  CHOOSE A CLASS
  There are 4 choices. Warrior, Cleric, 
  Conjurer, Thief - your class determines 
  how much damage you do, your Hit 
  Points and unique abilities.
  BUY EQUIPMENT
  Every new character starts with 3d6 x 10 
  coins with which to buy their equipment. 
  They also start with a set of clothes and a 
  one handed weapon as allowed by their 
  class.
  ARMOR POINTS
  Armor provides protection by reducing 
  all incoming damage. Each type will 
  reduce damage by a limited amount. 
  Armor Points are regained after a 
  character rests. Once the player or 
  monster has used armor to absorb its 
  maximum amount, they are too tired 
  or wounded to make effective use of 
  it again - they then begin taking full 
  damage.
  TYPE
  POINTS
  Gambeson
  2
  Leather
  4
  Chain Mail
  6
  Plate & Mail
  8
  Small Shield
  2
  Large Shield
  4
  Monsters have 1 point of armor for every 
  HD above 1, to figure this out quickly 
  simply -1 from their HD - They can also 
  carry shields. (All to a maximum of 10)
  ARMOR PROFICIENCY
  If a character wears armor that is not 
  listed in their class, they add their total 
  Armor points (despite how many they 
  have used) to any rolls to Attack or Avoid 
  Damage.
  
  ITEM
  COST
  USAGE
  DIE
  NOTES
  Gambeson
  50
  -
  2 Armor Points
  Leather
  100
  -
  4 Armor Points
  Chain Mail
  350
  -
  6 Armor Points
  Plate & Mail
  600
  -
  8 Armor Point
  Shield, Small/Large
  50/100
  -
  2/4 Armor Points
  Backpack
  5
  -
  Carry +2 extra
  Flask of Oil
  2
  d6
  -
  Work Tools
  2
  -
  -
  Holy Symbol
  25
  -
  +2 to WIS when banishing
  Holy Water
  25
  d4
  -
  Iron Spikes
  1
  -
  -
  Lantern
  10
  -
  -
  Handheld Mirror
  5
  -
  -
  Preserved Rations
  15
  d8
  -
  Fresh Rations
  5
  d4
  -
  50’ Rope
  1
  -
  -
  Small Sack
  1
  -
  -
  Large Sack
  2
  -
  -
  Thieves’ Tools
  25
  -
  -
  Flint & Steel
  3
  -
  -
  Torches (6)
  1
  d6
  Each Torch has a Usage Die
  Wineskin
  1
  d6
  -
  Wine
  1
  -
  -
  Assorted Common Herbs
  10
  d8
  -
  10’ Pole 
  1
  -
  -
  Quiver of Arrows / Bolts
  10
  d10
  -
  2-Handed Weapon
  50
  -
  -
  
  CONVERTING SAVES
  The Black Hack ignores saves and 
  instead asks the player to roll attribute 
  tests when any spell, trap or effect would 
  impact them - using the below as a guide. 
  Remember the advice in the Powerful 
  Opponents section.
  STR
  DEX
  CON
  Physical 
  Harm that 
  cannot be 
  dodged.
  Physical 
  Harm that 
  can be 
  dodged.
  Poison, 
  Disease or 
  Death.
  INT
  WIS
  CHA
  Resisting 
  Spells and 
  Magic.
  Deception 
  and 
  Illusions.
  Charming 
  effects.
  PLAYERS TURN
  During a player’s turn a character may 
  move and perform an action. They could 
  attack, look for a clue, talk with an NPC, 
  cast a spell - interacting with the world 
  is an action. Often they will test their 
  attributes to determine the outcome. 
  TIME & TURNS
  There are 2 important types of tracked 
  time - Moments (rounds) and Minutes 
  (turns). Moments are used during 
  combat and fast paced scenes of danger 
  and Minutes are used when exploring 
  and adventuring. A GM may advance the 
  clock as they need substituting Minutes 
  for Hours, Days or even Months should 
  the adventure require it.
  MOVEMENT & 
  DISTANCE 
  Rather than track precise numbers, TBH 
  uses 4 abstract ranges for measuring 
  distances. Close, Nearby, Far-Away and 
  Distant. On their turn every character 
  can move somewhere Nearby as part of 
  an action, performing that action at any 
  stage of the move. They can forgo their 
  action and move somewhere Far-Away 
  instead. Anything beyond Far-Away can 
  be classified as Distant and would take 3 
  moves to get to.
  This system is designed to support the 
  narrative ‘theatre of the mind’ style 
  of play, and is less concerned about 
  tracking squares and fiddly distances. 
  For converting existing movement rates 
  or measures (for spells or areas of effect) 
  use the following as a guide :
  CLOSE
  NEARBY 
  FAR 
  AWAY
  0 - 5ft
  5 - 60ft
  60 - 120ft
  INITIATIVE 
  When combat breaks out, everyone must 
  be sorted into an order so they each get 
  to act and react in turn. Every character 
  tests their DEX, those that succeed, 
  take their turn before their opponents, 
  they must then act as a group - deciding 
  their own order for actions. Those 
  that fail their DEX tests, go after their 
  opponents.
  MONSTER HD
  HD represents a monster's level and the 
  number of d8 rolled to determine its HP.
  
  ATTACKING, 
  DEFENDING &
  DAMAGE 
  When a character attacks a creature 
  they must roll below their STR stat for 
  a Melee Attack or DEX for a Ranged 
  Attack. Likewise, when a creature 
  attacks, the character must roll below 
  its STR against a Melee Attack and DEX 
  against a Ranged Attack to avoid taking 
  damage. A GM will often give the stat 
  required for the test.
  The damage an attack deals is based on 
  the character’s class or the number of 
  HD a monster has.
  To make a Melee Attack an opponent 
  must be Close. Ranged Attacks against 
  Close opponents are possible, but the 
  attacker suffers a Disadvantage.
  Monsters deal damage based on their 
  HD - refer to the table opposite, but if you’d 
  prefer to use the damage stats listed in 
  a module that you are playing, you can 
  certainly do that instead.
  TWO HANDED 
  WEAPONS
  Larger, more deadly weapons are 
  handled simply by adding +2 to any dice 
  rolled with them. They deal additional 
  damage, but are also harder to hit with.
  CRITICAL DAMAGE
  If a player making an attack rolls a 1, they 
  double the result of the damage dice they 
  roll. If they roll a 20 when avoiding an 
  attack, they take double damage. Armor 
  Points are used normally. 
  MONSTER 
  HD
  DAMAGE
  1
  d4 (2)
  2
  d6 (3)
  3
  2d4 (4)
  4
  d10 (5)
  5
  d12 (6)
  6
  d6 + d8 (7)
  7
  2d8 (8)
  8
  3d6 (9)
  9
  2d10 (10)
  10
  d10 + d12 (11)
  DEATH & DYING
  When a character is reduced to zero 
  Hit Points (HP) they are taken Out of 
  Action (OofA), they are unconscious and 
  cannot make any actions. When the fight 
  is over/are out of danger, a character 
  that is taken OofA can roll on the table 
  (following page) to see what happens to 
  them. If they survive they gain 1d4 HP.
  If the characters lose the fight or are unable 
  to recover the body of the character, they are 
  lost forever!
  POWERFUL 
  OPPONENTS
  For every HD above the character’s level, 
  add +1 to every roll the player makes for  
  any attribute test that would determine 
  the outcome of a conflict between them 
  and an NPC. - A level 3 character defending 
  against a HD 5 monsters attack would add +2 
  to their roll.
  
  HEALING
  Characters can gain Hit Points from 
  Spells, Potions, and Abilities. They can 
  never gain more than their maximum 
  - and can never go below zero either. 
  When healing a character who is OofA, 
  just start at zero and count up. That 
  character is now back on their feet and 
  no longer OofA.
  1
  KO’d - Just knocked out.
  2
  Fat Head - Disadvantage on 
  all tests for the next hour.
  3
  Cracked Bones - STR, DEX 
  and CON are temp. -2 for 
  the next day.
  4
  Crippled - STR or DEX is 
  permanently reduced by 2
  5
  Disfigured - CHA reduced 
  to 4.
  6
  Dead - Not alive anymore.
  ADVANTAGE & 
  DISADVANTAGE
  A GM may decide that a particular course 
  of action or task has a higher or lower 
  chance of success. They will ask a player 
  to roll an additional d20 when making a 
  test - with advantage the lower result is 
  used and with disadvantage, the higher.
  RESTING
  When characters rest for about an  hour, 
  they regain the use of all their Armor 
  points. Also once per day, after resting, 
  they may roll a Hit Die associated with 
  their class and regain that many HP.
  EXPERIENCE 
  Adventurers learn through defeating 
  and overcoming obstacles. Killing one 
  boring Kobold won’t bring a revelation 
  of learning to someone. Surviving a 
  dungeon, completing a quest or simply 
  living to tell the tale are the things that 
  bring perspective and growth. The old 
  experience system has been completely 
  discarded.
  For every session / dungeon level / quest 
  / major event the character survives they 
  gain a level. 
  The GM will decide which, and it’s 
  recommended that this decision remains more 
  or less a constant throughout the campaign 
  - and a GM should be clear and upfront with 
  the players so they know where the ‘goalposts’ 
  are.
  GAINING LEVELS
  When a character levels up, their 
  maximum Hit Points increase by rolling 
  the Hit Die for the class. Also a player 
  should roll a d20 for each Stat, if the 
  result is higher - that Stat increases by 1.
  ENCUMBRANCE
  A character can carry a number of 
  items equal to their STR with no issues. 
  Carrying over this amount means they 
  are encumbered and all attribute tests 
  are taken with Disadvantage  - you 
  can also only ever move to somewhere 
  Nearby. They simply cannot carry more 
  than double their STR.
  CLASS WEAPONS
  When using a weapon not listed in their 
  class, combat tests have Disadvantage.
  OUT OF ACTION
  
  RANDOM ENCOUNTERS
  The GM should roll a d4 every 15 minutes 
  of real world play (you are paying 
  attention, right?) A result of 1-2 means 
  the players will encounter a randomly 
  generated creature or distraction in the 
  following Minutes (turn). 
  CREATURE REACTIONS
  Some monsters and NPCs will have 
  predetermined personalities and goals 
  that will guide a GM when choosing 
  their actions and feelings towards the 
  characters. Those that do not, such as 
  randomly encountered creatures, make a 
  Reaction roll  on the following table :
  ROLL
  REACTION
  1
  Flee then roll again.
  2
  Avoid the PCs entirely.
  3
  Trade with PCs.
  4
  Give the PCs aid.
  5
  Mistake the PCs for friends.
  6
  Trick the PCs (roll again).
  7
  Call for Reinforcements.
  8
  Capture/Kill/Eat the PCs.
  BANISHING UNDEAD
  Clerics can attempt to banish all 
  nearby undead as an action. They must 
  successfully test their WIS for each 
  group of creatures they are attempting 
  to banish, adding the creature's HD 
  to the roll. A GM will determine which 
  creatures are in any particular group.
  Undead monsters that are Banished by 
  Clerics must spend all their movement 
  (and convert actions to movement) 
  to move away from the Cleric for 2d4 
  Moments after being Banished.
  USAGE DIE
  Any item listed in the equipment section 
  that has a Usage die is considered a 
  consumable, limited item. When that 
  item is used the next Minute (turn) its 
  Usage die is rolled. If the roll is 1-2 then 
  the usage die is downgraded to the next 
  lower die in the following chain:
  d20  >  d12  >  d10  >  d8  >  d6  >  d4
  When you roll a 1-2 on a d4 the item is 
  expended and the character has no more 
  of it left.
  MAGIC ITEMS
  Magic weapons typically add +1 to any 
  attribute being tested whilst using the 
  weapon and +1 to each damage dice 
  rolled. More powerful weapons (+2/3) 
  can be found if the GM includes them.
  Magic Armor doubles the amount of AP 
  armor would normally have, for example 
  Magic Chain Mail has 12 Armor Points.
   They operate per the normal Armor 
  Points rules.
  Traditional OSR games deal with magic 
  items by adding +1 or +2 to attack rolls 
  and AC. If the GM intends to give out 
  stronger magic armor (+2/3) to high level 
  players, carefully consider tripling the 
  Armor Points.
  
  WARRIOR
  Starting HP : d10 + 4 
  HP Per Level/Resting : 1d10
  Weapons & Armor : Any and All
  Attack Damage : 1d8 / 1d6 Unarmed or 
  Improvising
  SPECIAL FEATURES
  Once per hour, whilst in combat, a Warrior can 
  regain d8 lost HP.
  As part of their action a Warrior can make 1 
  attack per level.
  If a Warrior fails a STR or DEX test and would 
  be dealt damage from an attack, they can opt to 
  sunder (destroy) their shield - if they have one 
  equipped - and ignore the damage. 
  LEVELING UP 
  Roll to see if attributes increase, roll twice for 
  STR and DEX.
  
  THIEF
  Starting HP : d6 + 4 
  HP Per Level/Resting : 1d6
  Weapons & Armor : All Swords, All Bows, 
  Daggers, Gambeson, Leather, Small Shields
  Attack Damage : 1d6 / 1d4 Unarmed or 
  Improvising
  SPECIAL FEATURES
  Roll with Advantage when testing DEX  to 
  avoid damage or effects from traps and magical 
  devices.
  Rolls with Advantage when attacking from 
  behind and deals 2d6 / 2d4 + the Thief's level 
  damage.
  Rolls with Advantage when performing delicate 
  tasks, climbing, hearing sounds, moving silently, 
  understanding written languages and opening 
  locks.
  LEVELING UP 
  Roll to see if attributes increase, roll twice for 
  DEX or WIS.
  
  CLERIC
  Starting HP : d8 + 4 
  HP Per Level/Resting : 1d8
  Weapons & Armor : All Blunt Weapons, 
  Gambeson, Leather, Chain Mail, All Shields
  Attack Damage : 1d6 / 1d4 Unarmed or 
  Improvising
  SPECIAL FEATURES
  Roll with Advantage when testing CON to avoid 
  damage from poison or being paralyzed.
  A Cleric can spend an action to banish all Nearby 
  undead by testing their WIS and adding the 
  creature's HD to the roll. 
  LEVELING UP 
  Roll to see if attributes increase, roll twice for 
  STR or WIS.
  DIVINE SPELLCASTING
  Beginning at second level, Clerics can cast 
  a number of Divine Spells per day, see the 
  Spellcasting section.
  SPELLBOOK
  Clerics start with a large spellbook containing a 
  total of 1d4 spells from the Level 1 and 2 Divine 
  Spell lists.
  
  CONJURER
  Starting HP : d4 + 4 
  HP Per Level/Resting : 1d4
  Weapons & Armor :  1-handed Sword and Staff
  Attack Damage : 1d4 / 1 Unarmed or Improvising
  SPECIAL FEATURES
  Roll with Advantage when testing INT to avoid 
  damage or effects from spells or magical devices.
  LEVELING UP 
  Roll to see if attributes increase, roll twice for 
  INT or WIS.
  ARCANE SPELLCASTING
  Conjurers can cast a number of Arcane Spells per 
  day, see the Spellcasting section.
  SPELLBOOK
  Conjurers start with a large spellbook containing 
  a total of 1d4+2 spells from the Level 1 and 2 
  Arcane Spell lists.
  
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  - spell slot level -
  1
  2
  3
  4
  5
  6
  7
  -
  -
  -
  -
  -
  -
  -
  1
  -
  -
  -
  -
  -
  -
  2
  1
  -
  -
  -
  -
  -
  2
  2
  -
  -
  -
  -
  -
  2
  2
  1
  -
  -
  -
  -
  2
  2
  2
  -
  -
  -
  -
  2
  2
  2
  1
  -
  -
  -
  2
  2
  2
  2
  1
  -
  -
  3
  3
  2
  2
  2
  1
  -
  3
  3
  3
  2
  2
  2
  1
  - character level - 
  DAILY CLERIC SPELLS
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  - spell slot level -
  1
  2
  3
  4
  5
  6
  7
  1
  -
  -
  -
  -
  -
  -
  2
  -
  -
  -
  -
  -
  -
  3
  1
  -
  -
  -
  -
  -
  3
  2
  -
  -
  -
  -
  -
  4
  2
  1
  -
  -
  -
  -
  4
  3
  2
  -
  -
  -
  -
  4
  3
  2
  1
  -
  -
  -
  4
  3
  3
  2
  1
  -
  -
  4
  3
  3
  2
  2
  1
  -
  4
  3
  3
  2
  2
  2
  1
  - character level - 
  DAILY CONJURER SPELLS
  SPELLCASTING
  Conjurers and Clerics have the ability 
  to cast spells that are chosen from their 
  appropriate class list (on the following 
  pages).
  They can cast any spell they know by 
  reading from their spellbook or can 
  memorise a number of spells equal to 
  their Level and cast those without it. 
  They have a number of 'spell slots' they 
  can cast each day - as shown in the two 
  tables opposite. These represent a magic 
  user's 'energy' and the taxing nature of 
  casting spells over a long period. When 
  they run out of spell slots, they cannot 
  cast any more spells.
  Once a spell is cast the Cleric/Conjurer 
  must test their WIS/INT - adding the 
  spell's level to the roll. If they fail then 
  they reduce the number of 'spell slots' 
  corresponding to the spell level just cast 
  by 1. When a memorised spell is cast it is 
  not forgotten. 
  After roughly 8 hours rest, the number of 
  'spell slots' a character has refreshes to 
  its maximum.
  If a spell from a traditional OSR or 
  original era game calls for a creature 
  to make a save, the character must test 
  their INT or WIS - to see if the magic 
  cast was powerful enough to overcome 
  their defences (remember the Powerful 
  Opponents rule).
  
  6
  7
  5
  3
  4
  1
  2
  Cure Light Wounds : Heal 1d8 HP to a Nearby target.
  Detect Evil : Everything Nearby that is evil glows - 5mins.
  Light : Create dim light from a Nearby spot or object - 1hr.
  Protection from Evil : Advantage on all harmful tests from an Evil source - 1hr.
  Purify Food and Drink : Removes all diseases from all Nearby food and drink.
  Bless : Nearby allies gain +1 to stats when making attacks and saves - 1hr.
  Find Traps : Notice all nearby traps - 1omins.
  Hold Person : Paralyse 1d4 Nearby targets. Test WIS each turn to see if the effect lasts.
  Silence : Magical silence covering everything Nearby to a target - 1hr.
  Speak with Animals : Can understand and talk with animals - 1hr.
  Daylight : A nearby area is illuminated by sunlight - 1hr.
  Cure Disease : Cures a Nearby target of all diseases.
  Locate Object : Sense direction of a known object - 1 minute/level.
  Prayer : All Nearby allies defend against attacks with Advantage - 1d4 moments.
  Remove Curse : Removes a curse from a Nearby target.
  Speak with Dead : Ask a Nearby corpse 3 questions.
  Create Food/Water : Create enough food/water for all Nearby creatures for a day.
  Cure Serious Wounds  : Heal 3d8+3 HP to a Nearby target.
  Neutralise Poison : Remove/Immunise poison from a Nearby target - 10mins.
  Protection from Evil : Nearby allies gain 6 temp AP against evil creatures - 10mins.
  Commune : The Cleric's deity truthfully answers 3 questions - 10mins.
  Dispel Evil : Removes a Nearby Divine (Evil) spell.
  Finger of Death : Choose a Nearby target and test WIS, if a pass the target is OofA.
  Plague : Test WIS for all Nearby targets, they lose 2d8 HP for the next 1d6 turns.
  Quest : Force a Nearby creature to obey an order.
  Raise Dead : Return a Nearby willing target to life, who's died within the last 7 days.
  Animate Object : Give a Nearby object motion and  a simple intelligence - 10mins.
  Blade Barrier : Wall covers a Nearby area, WIS to attack Close targets (3d8) - 10mins.
  Conjure Elemental : Summons an elemental with HD equal to caster's lvl -1hr.
  Find Path : The path to a chosen location is made known - 1hr.
  Speak with Monsters : Can understand and talk with monsters - 1hr.
  Word of Recall : Give ability to teleport back to the location this spell was cast - 1year.
  Aerial Servant : Summons a servant to recover a distant object.
  Astral Spell : Projects an avatar of the caster onto a chosen plane - 1hr.
  Control Weather : Control the Nearby weather to all extremes - 10mins.
  Earthquake : Test WIS for all Nearby creatures, passes are taken OofA.
  Holy Word : Nearby creatures with less than 5HD die, 6-10HD paralysed for 1d4 turns.
  Wind Walk : Turn into mist and back, at will - 1day. 
  Restoration : Returns all levels lost to monsters with level drain.
  DIVINE SPELLS
  
  6
  7
  5
  3
  4
  1
  2
  Charm : A Nearby target obeys commands. Test WIS each turn to see if the effect lasts.
  Detect Magic : Everything Nearby that is magic glows - 5mins.
  Light : Create dim light from a Nearby spot or object - 1hr.
  Magic Missile : A Nearby, Far-Away or Distant target takes 1d4 damage/level.
  Shield : Gain 2 AP/ level.
  Sleep : Puts 4d6 HD 'worth' of beings to sleep - 8hrs.
  Darkness : Creates darkness covering a Nearby area that blocks all types of vision - 1hr.
  Invisibility : A nearby creature is made invisible until it attacks or dispelled.
  Knock : A Nearby door or lock is opened.
  Levitate : The caster floats up to 6 feet from the ground - 10mins/level.
  Web : Traps a Nearby area, stopping movement. Test WIS/hr to see if the effect lasts.
  Darkvision : See in absolute darkness - 10min/level.
  Dispel Magic : Removes a Nearby Arcane spell.
  Fireball : 1d6 Nearby creatures take 1d6/level damage.
  Read Language/Magic : Read all languages and magic - 10mins.
  Magic Mouth : Creates an illusory mouth that repeats a phrase to all Nearby creatures.
  Confusion : 2d6 Nearby targets immediately make a Reaction roll.
  Dimension Door : Teleport a target to a Distant Location.
  Polymorph Self/Other :  Transform a creature to have the appearance of another.
  Remove Curse : Removes a curse from a Nearby target.
  Wall of Fire/Ice : Wall covers a Nearby area, WIS to attack Close targets (3d6) - 10mins.
  Wall of Stone/Iron : A wall covers a Nearby area - 1hr.
  Animate Dead : Create 2d4 Skeletons/Zombies with HD/level, from nearby bodies.
  Cloudkill : Anyone with less than 5HD that touches it must test INT or be OofA – 1hr.
  Conjure Elemental : Create an Elemental of chosen type with 3d4 HD.
  Contact Higher Plane : Ask 1 question/level.
  Feeblemind : Reduce a Nearby target's INT to 4 - 10mins/level.
  Telekinesis : Move Nearby objects - 1hr.
  Teleport : Transports a Nearby target to any place known to the caster.
  Anti Magic Shell : Creates a Nearby Zone around the caster blocking all magic.
  Death Spell : 2d8 Nearby targets with 7HD or fewer die.
  Disintegrate : Makes one Nearby target or object turn into a fine powder.
  Invisible Stalker : Summons an extra-dimensional monster to perform one task.
  Stone to Flesh : Turns a Nearby target into stone (or vice versa).
  Limited Wish : Change reality in a limited way or time.
  Power Word, Kill : A Nearby target with 50HP or fewer dies and cannot be resurrected.
  Conjuration of Demons : Summons a Demon with 2HD/level.
  Meteor Swarm : Effects the same as casting Fireball 4 times.
  Time Stop : Stops time completely in a Nearby area - 1d4+1 Moments.
  ARCANE SPELLS
  
  CREATURE
  HD
  ACTIONS AND SPECIALS
  Fire Beetle
  1
  Light glands have a usage die of d8.
  Giant Vampire Bat 
  1
  1d6 damage next moment after attack.
  Deadly Centipede
  1
  Bite (0) plus CON test or ‘OofA’ - only has 1-2hp.
  Manes Demon
  1
  2 Claws (1d2) + 1 Bite (1d4), Half damage from 
  non-magic weapons.
  Goblin
  1
  Only has 1d6 hp.
  Hobgoblin 
  1
  Usually has a backup shield if one is sundered.
  Human Berserker
  1
  Disadvantage on defense rolls when Berserker 
  attacks.
  Giant Ant Warrior
  2
  Poisonous Bite (1d6) + CON test or add 2d6 damage 
  to the attack.
  Carrion Creeper
  2
  Bite (1) + 6 Tentacles (0) + CON test or Paralysed.
  Ghoul
  2
  2 claws (1d3) + 1 bite (1d4) + CON test or Paralysed.
  Giant Leech
  2
  Drains a Level the moment after dealing damage.
  Bugbear 
  3
  All DEX tests are rolled with disadvantage.
  Harpy
  3
  Song - CHA test or PCs must move towards it.
  Wererat
  3
  Cannot gain Advantage when attempting to 
  surprise a Wererat.
  Shadow
  3
  Touch (1d4 and  -1 STR), only hit by magic weapons.
  Doppleganger
  3
  Change form in a moment, disadvantage against 
  magic tests.
  Wight
  3
  Can only be hit by magical or silver weapons, Drain 
  1 Level with Hit.
  Blink Dog
  4
  Teleport nearby once per fight.
  Grizzly Bear
  4
  2 claws (1d3) + if both hit hug for 1d8 damage.
  Gargoyle
  4
  2 claws (1d3) + 1 bite (1d4) + 1 horn (1d6).
  Gelatinous Cube
  4
  CON test on touch or be Paralysed, immune to cold 
  and lightning.
  Werewolf
  4
  Only silver weapons can hurt it.
  
  CREATURE
  HD
  ACTIONS AND SPECIALS
  Ogre
  4
  Gives advantage on all CHA tests made against it.
  Cockatrice
  5
  Bite (1d3) and CON test or Petrified.
  Owlbear
  5
  2 claws (1d6) + 1 bite (2d6) + Hug for 2d8 if to-hit 
  roll is 1-4.
  Basilisk
  6
  CON test on eye contact or be petrified.
  Succubus/Incubus
  6
  2 Claws (1d3), Advantage on magic tests, immune 
  to non magic weapons, level drain (-1) with kiss. 
  Can cast Charm person (spell) once per hour.
  Mummy 
  6
  Attacks stop healing until cure wounds cast, 
  immune to normal weapons, half damage from 
  magic weapons.
  Banshee
  7
  Shriek - CON test or Paralysed for 2d6 moments.
  Djinni
  7
  Can take Gaseous Form, Create Objects, Create 
  Illusions, Cast Invisibility (spell) as action.
  Spectre
  8
  A person killed by a Spectre will become a Spectre 
  in 1d6 minutes.
  Chimera 
  8
  2 Claws (1d3) + 2 Goat horns (1d4) + 1 Lion bite (2d4) 
  + 1 Dragon bite (3d4) or Breathes fire as a Dragon 
  (3d8).
  Balor Demon
  9
  Sword (1d12+2) + Whip (0) DEX test or be pulled 
  Close to the Balor and burnt for 3d6 fire damage.
  Hezrou Demon
  9
  2 Claws (1d3) + 1 Bite (2d8), Cause Fear (as per
  Banish) or Darkness (spell) - each once per fight.
  Black Pudding
  10
  Metal objects that touch it melt the next moment.
  Frost Giant
  10
  Throws boulders or great chunks of ice.
  Stone Golem
  12
  Only spells that affect rock or stone work, weapons 
  must be +2 or better to damage it.
  Giant Slug
  12
  Spit Acid - d4+2 nearby targets (1d12) test DEX for 
  1/2 damage.
  Dragon
  9 to 11
  2 Claws (1d8) + Bite (1d10), Breathes fire - d4+2 
  nearby targets  (3d8) Can cast 1d4 1st level spells + 
  1d2 2nd level spells.
  
  WIS
  INT
  CHA
  STR
  DEX
  CON
  NAME
  HIT DIE
  HP
  ATTACK DAMAGE          /
  LEVEL
  You can carry a 
  number of items 
  equal to your 
  STR. Carrying 
  more means 
  all tests have 
  Disadvantage.
  ENCUMBRANCE
  Put your 
  Ammunition’s 
  Usage die here.
  AMMUNITION
  Put your 
  Torch’s
  Usage
  die here.
  TORCH
  Put your 
  Ration’s
  Usage 
  die here.
  RATIONS
  1
  2
  3
  4
  5
  6
  7
  SPELLS
  
  DM : So you're in the sewer, knee deep in 
  muck, it's dark and to the north there's a 
  portcullis, what do you want to do?
  Thief : Is the portcullis Nearby?
  DM : Yeah.
  Thief : I'll move to it and as my action I’ll 
  check it for traps.
  Warrior : Assuming it's safe, I want to 
  bend the bars.
  Conjurer : And I want to cast light on my 
  staff.
  DM : Ok, Thief, test your Wisdom by 
  rolling a d20 under your WIS score - to 
  check the portcullis for traps.
  Thief : *rolls* Made it!
  DM : You're confident it's free of 
  anything designed to do you harm, 
  Warrior, still want to bend the bars? If so  
  test your Strength!
  Warrior : *rolls* Piece of cake!
  DM : Good stuff, now Conjurer, you cast 
  Light on your staff. That's a level 1 spell 
  right?
  Conjurer : Yup.
  DM : Ok, well test your Intelligence and 
  add one to your d20 roll, if you fail you 
  lose a level one spell slot for the rest of 
  the day.
  Conjurer : *rolls* I need to roll under, 
  not on it, right?
  DM : That's right.
  Conjurer : Damn, I failed.
  DM : Unlucky!  Beyond the bent iron bars 
  is a long dark sewer tunnel heading deep 
  down. What do you want to do?
  Warrior : Explore down the tunnel..?
  Thief : Agreed! I'll sneak ahead.
  Conjurer : And I’ll protect the rear!
  DM : Ok Thief, you move down the 
  sewer, still Nearby to your friends, please 
  test your Dexterity to see how quiet you 
  are - remember you get Advantage on 
  tests when sneaking, roll two d20's and 
  choose the result you like.
  Thief : *rolls* despite rolling two dice 
  I’ve got a 17 and 19. What are the odds?
  DM : Ouch. You're making so much noise 
  being sneaky, a Ghoul hiding in the 
  darkness close to you leaps and attacks!
  Thief : Bugger!
  DM : Initiative time! Everyone test their 
  Dexterity, passing means you act before 
  the Ghoul, failing means you go after. 
  Thief you test with Disadvantage.
  Warrior : I go before.
  Conjurer : I'm after.
  DM : Thief?
  Thief : How long was it to roll up a 
  character again? I go after.
  Warrior : I want to run down the 
  sewer and smash the Ghoul with my 
  Broadsword.
  DM : Ok Warrior, you move Close to the 
  Ghoul. Test your Strength to see if you 
  hit it, you should add +1 to the roll, as the 
  Ghoul's a powerful opponent.
  Warrior :  *rolls* Rolled a 7! *rolls again* 
  So that's 8HP damage.
  DM : Good hit! Now the Ghoul's turn. 
  Thief test your Dexterity to try and 
  dodge the Ghoul's paralysing
  claws and bite. Remember the +1.
  Thief : *rolls* Ugh! 18.
  DM : Oh dear. You feel a painful 
  numbing sensation run through your 
  body. Test your Constitution, if you fail 
  the Ghoul paralyses you.
  Thief : *rolls* Do I add the +1 to this too?
  DM : Yes. Conjurer, you see the Thief fall 
  rigid to the floor, what do you do?
  Conjurer : I'll start backing away slowly.
  Thief : I'll get you in the next life you git!
  EXAMPLE OF PLAY
  
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