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6 Hack

Six-Hack is a roleplaying game that combines classic elements from The Original Fantasy Roleplaying Game with modern features, including a unified action resolution system and a focus on player-defined codes instead of traditional alignments. Players create characters by choosing classes, races, and backgrounds, and the game emphasizes a 'rulings not rules' approach, allowing for flexibility in gameplay. Essential components for play include six-sided dice, character tracking materials, and a group of players, with a light rule system designed to enhance collaborative fun.

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Tim Rudolph
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© All Rights Reserved
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0% found this document useful (0 votes)
8 views33 pages

6 Hack

Six-Hack is a roleplaying game that combines classic elements from The Original Fantasy Roleplaying Game with modern features, including a unified action resolution system and a focus on player-defined codes instead of traditional alignments. Players create characters by choosing classes, races, and backgrounds, and the game emphasizes a 'rulings not rules' approach, allowing for flexibility in gameplay. Essential components for play include six-sided dice, character tracking materials, and a group of players, with a light rule system designed to enhance collaborative fun.

Uploaded by

Tim Rudolph
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

1

Six-Hack by James D. Hargrove What This Is


Writing and Game Design by James D. Hargrove Six-Hack is a simple set of guidelines for roleplaying
in the spirit of The Original Fantasy Roleplaying
Layout and Graphic Design by jim pinto Game (1974). It pays homage to that classic game,
but introduces some modern sensibilities, as well. It
Cover Art by James V. West includes a unified action resolution system, an Action
Point economy, templates for creating mutable monsters,
Interior Art by Carlos Castilho and HODAG RPG and an abstract commerce system. It further includes a
wealth of advice for Referees and, finally, it also kills
Editing Assistance courtesy of Brian Ashford some “sacred cows” — for example, there are no longer
any ability scores or ability score modifiers, alignments
have been replaced with player-defined codes, and an
encounter economy replaces Experience Points.

Six-Hack very much subscribes to the “rulings not


rules” ethos of old school roleplaying games. It doesn’t
provide rules for every conceivable situation that may
arise during play, nor should it. Six-Hack assumes
that the players are at the table to work together in the
pursuit of fun and are capable of doing so. Six-Hack is
what some would consider a “light” rule system, and
it is, though I used The Original Fantasy Roleplaying
Game (1974) as a writer’s bible of sorts when designing
the game (you’ll see familiar races and classes, a similar
yet different magic system, and even some classic
monsters).

What You Need to Play


In order to play a game of Six-Hack, you’ll need some
six-sided dice (these are cube-shaped dice numbered
from one to six, as you may find in many board games),
some index cards or blank sheets of paper to keep track
of character details, some pencils (although pens will
work in a pinch), and one or more friends to play the
game with you (one of you will need to serve as the
Referee).

2
Character Creation adventuring party, the one who handles the perils of the
adventuring environment itself. You may choose to be
Choose a Class (if Human) a stealthy assassin, a burly street tough, or even a crafty
You are a Fighter, trained in battle and in the use of cat burglar. A Rogue’s mastery of the larcenous arts
armor and weapons or unarmed combat. Perhaps counts as a favorable circumstance when attempting to
you are a ferocious Viking raider, a warrior monk, resolve related actions.
or a medieval knight. Whatever type of Fighter you
choose to play, you will probably end up on the front Choose a Race (if not Human)
lines of your adventuring party, going toe-to-toe with You are a Dwarf, a short but sturdy warrior descended
baddies. A Fighter’s martial skill counts as a favorable from the heroes of Underearth. You gain the features
circumstance when resolving combat actions. of a Fighter, but do not gain the benefits of Character
Growth past six tiers. Further, you reduce any magical
You are a Magic-User, a mysterious figure, a master of damage dealt against you by 1d6 Hit Points, you
arcane powers and spell casting. Magic-Users can be automatically note worked stone in otherwise natural
devastating opponents, despite being physically weaker stone surroundings (including concealed doors and
than other adventuring classes. You might be a druidic traps at the Referee’s discretion), you are able to see
priestess, a sinister cultist, a wise shaman, or a shining up to 18” on the tabletop in the dark (90 feet in the
cleric of the faith blessed with holy powers. A Magic- game world), and you are able to speak the languages of
User’s knowledge of the arcane counts as a favorable Dwarves, Elves, and Goblins in addition to the common
circumstance when resolving spell casting attempts. tongue of humanity.
You are a Rogue, a figure in the shadows, an expert You are an Elf, appearing lithe and delicate, but
in stealth and delicate tasks. Locks, traps, and scouting harboring an inner fury. You begin play with either
are your trade; you are the eyes and ears of the the features of a Fighter or a Magic-User and may
switch from one of these classes to the other between
adventures (but not during an adventure). You do not
gain the benefits of Character Growth past four tiers as
a Fighter or past eight tiers as a Magic-User. Further,
you automatically notice concealed doors and can speak
the languages of Dwarves, Elves, and Orcs in addition
to the common tongue of humanity.

You are a Wee’un, a small but mighty hero who


has given up a life of relative comfort for one of
thrilling adventure! You gain the features of a
Rogue, but do not gain the benefits of Character
Growth past four tiers. Further, you reduce any
magical damage dealt against you by 1d6 Hit
Points and add +3 to any damage you inflict with a
missile weapon (e.g. arrow, blown dart, crossbow bolt,
sling bullet, etc) in combat. This bonus is not added
to thrown melee weapons. You can speak the common
tongue of humanity.

Character Backgrounds (Option)


This option exists to add a little bit of individuality to
player characters in a Six-Hack campaign. A character’s
background is the culture that a character was born to
and raised up in (and that they abandoned to take up the

3
mantle of an adventurer). A character’s culture gives Describe Your Accouterments
them a favorable circumstance when resolving certain Describe the two weapons most favored by your
non-combat tasks (see The Basics). Choose one of the character, even if they are just your hands and feet.
following three backgrounds for your character: After you have done this, define what armor (if any)
and clothes your character wears. This step of character
Aristocrats grew up in the upper echelons of civilized creation is entirely symbolic, but it does define how
society and, as such, have the benefit of a wealthy your character looks and how they can be expected to
upbringing. Typically, they live in the city, although act in combat or other situations. In addition to defined
they may have grown up in a family-owned castle or accouterments, every character is assumed to possess
manor house. An Aristocrat’s former station counts as any easily portable equipment that makes sense for
a favorable circumstance when resolving related action them to possess (e.g. a Rogue is assumed to always be
(e.g. bribing an official, impressing a fellow Aristocrat, in possession of things like lock picks).
negotiating a contract, etc.)

Commoners may live in the country or the city but, Ablative Armor (Option)
regardless, spring from the lower rungs of society Although, by default, armor in Six-Hack is purely
and grew up working hard to earn a living plying a symbolic and is, mechanically, represented in the
trade craft. Choose a specific trade craft to specialize abstract in part by a character’s Hit Points, a Referee
in. A Commoner’s trade craft counts as a favorable may wish to offer a meatier alternative in actual play
circumstance when resolving action related to it (especially if they’re also using the Variable Weapon
(e.g. building traps, farming crops, forging weapons, Damage option discussed later).
repairing armor, etc.)
In such instances, armor is considered to come in three
Wildlings are folk who grew up living off the land varieties or weights: Light Armor (e.g. cloth or leather
in the wild areas of the world or on the very edge armor), Medium Armor (e.g. chain shirts or shields),
of civilization. This lifestyle has made them tough and Heavy Armor (e.g. plate armor). Each of these
beyond measure, capable of dealing with life’s many armor types can sustain a specified amount of damage
hardships. A Wildling’s background counts as a before it is rendered useless and must be repaired by an
favorable circumstance when resolving related action armor smith or other skilled craftsman.
(e.g. building a snare trap in the woods, starting a fire
during a storm, tracking prey, etc.)

4
Light Armor can absorb three points of damage before
it needs to be repaired, Medium Armor can sustain five Playing the Game
points of damage before it needs to be repaired, and The Basics
Heavy Armor can sustain eight points of damage before Whenever a character wants to perform an action in Six-
it needs to be repaired. Hack, it is automatically successful — provided that it
is not against the game world’s established physics and
Do note that weighty armor also has its drawbacks. is not risky or being performed under duress. If it is
For instance, as a rule, unless the Referee is extremely risky or is being performed under duress, a player must
generous in her rulings, it’s probably impossible for a roll 1d6 (a six-sided die) to resolve the action attempt
character to swim while wearing any kind of Heavy and should explain in as much detail as possible how
Armor (and, perhaps, Medium Armor, as well). they are attempting to perform the action in question
(e.g. the player states that their PC is using their ten
Codes, Not Alignments foot pole to tap the flagstones of the corridor in front
Instead of choosing an alignment, have players write of them, looking for pit traps or other hidden hazards).
out a five-point code of conduct. List five rules that
your character lives by — these can represent either a If the action is not impacted by a favorable circumstance,
personal code of honor, a chivalric code of a knightly the player needs to produce a roll result of 5+ on the
order, a vow to a deity, or even a fiendish pact brokered die to succeed. If the action is impacted by a favorable
with an otherworldly patron. circumstance, the player needs only to produce a roll
result of 3+ on the die to succeed. In the event of opposed
During the game, player characters should act in action attempts, the character with the highest roll wins
accordance with their defined codes, with the Referee and ties favor player characters (if two player characters
determining what (if any) complications may arise as a are opposing each other, ties are re-rolled). Results of
result of deviating from these codes during actual play. 1 are always a failure. Note that, if a character’s rolled
action attempt succeeds, then it succeeds. Period. A
Determine Hit Points good Referee will not cheapen a winning outcome by
Fighters (and Dwarves) roll 3d6 for starting Hit Points, trying to impose a “gotcha” result.
Magic-Users roll 1d6 for starting Hit Points, and
Rogues (and Wee’uns) roll 2d6 for starting Hit Points. Finally, if a player does not like the results of a die roll,
Elves roll as a Fighter or Magic-User, depending upon they may spend an Action Point to re-roll that die and
which class they’re currently emulating. ignore the first result. Once re-rolled, the second die
roll result must be accepted as final.
Record Action Points
Every character begins play with 3 Action Points. Spent Surprise!
Action Points are replenished in full at the beginning of Characters may be surprised by creatures, monsters,
every game session. or other adversaries while traveling, depending upon
the terrain and other travel conditions. Any time that
a character may be surprised, the Referee should allow
the player of that character to make a roll per The Basics
to avoid being surprised. In the event that a group of
characters stands to be surprised, the Referee and the
players should designate one player to make this roll on
the group’s behalf. If this roll is successful, the character
or group of characters is not surprised and Order of
Combat, if combat follows, is determined as below. If
this roll is failed, the character or group of characters
is surprised, and the attacking enemies get one ‘free’
attack each with a favorable circumstance bonus before
Order of Combat is determined.

5
Order of Combat be based on line of sight or touch (i.e. they can affect a
During combat, time is divided into turns. During any target that a caster can see or touch).
given turn, a character may move and attempt to perform
one action, making a check as required. To determine Health and Damage
the order in which characters can take these actions, at When a character hits an opponent with an attack
the beginning of a combat turn, each side rolls Initiative (magical or mundane) in combat, the attacker rolls
on a d6; high roll wins. The winning side acts first — 1d6 to determine damage (the one exception to this
moving and attacking, casting a spell, or taking another rule may be a magic attack, which can potentially deal
action. Individual characters on a given side of combat multiple d6s worth of damage). A player may spend an
act in an order decided upon by the players of those Action Point to re-roll this result if displeased the first
characters. The other side takes damage and casualties, time around. As with resolving basic action, this second
and then gets its turn. Initiative rolls may result in a tie. roll result must be kept. Further, the player of a Fighter,
When this happens, the PCs act first. Dwarf, or Elf who is currently a Fighter, can spend
an Action Point to roll another 1d6 and add
A player may spend an Action Point to have their this result to the first 1d6 rolled, causing extra
character take an additional action during their damage. Finally, a Rogue (or Wee’un) doubles
turn. This may only be done once per turn but the amount rolled on their dice if attacking an
may be done multiple times in a single opponent from behind or from ambush.
combat if the player so chooses.
If a character is undertaking a risky
Combat action that could conceivably cause
them to be injured and they fail their
Considerations dice roll, they sustain 1d6 damage,
During a combat turn,
with a few exceptions as noted
each character may move
below.
a distance up to 6”
on the tabletop Disease or Poison — If
(i.e. 30 feet in a character is exposed
the game world) to poison or disease,
for free or, if they have their player
sacrifice their action on roll per The Basics
any given combat turn, to avoid suffering
they may move double its effects. Should
that distance instead (12” on they fail to generate a
the tabletop or 60 feet in the success when making this
game world). roll, they are impacted by
the poison or disease. Poisons
All weapons/attacks (including
and diseases come in many varieties,
spell attacks) have ranges within
from those that cause basic damage to
which they are effective (i.e. are
those that cause paralysis. Further,
capable of striking a target). Ranges
some are slow acting, while
are as follow: Near (within range
others take effect quickly.
of a handheld melee weapon), Far
The specific details
(within range of a thrown ranged weapon
of a given poison
or mechanically assisted ranged weapon),
or disease’s
Distant (within range of a mechanically assisted
effects are
ranged weapon only), and Out of Range (unable to
left up to the
be hit by any weapon). Additionally, if making
Referee.
a ranged weapon attack, the target of said
attack must be in the line of sight of the
attacking character. Spell attacks tend to

6
Falling — If a player fails to generate a success on a When a combatant successfully strikes with what the
roll that would cause their character to fall from a height Referee deems a Light weapon (e.g. Dagger, Hand Axe,
of more than ten feet, the character sustains 1d6 points Short Bow) in combat, roll 2d6 to determine damage
of damage for each increment of ten feet or portion and take the lowest die result produced.
thereof that they fall (e.g. a character who falls from 21
feet would sustain 3d6 points of damage). Armor does When a combatant successfully strikes with what the
not defend against falling damage, though landing on Referee deems a Medium weapon (e.g. Mace, Long
something soft-ish may. Bow, Sword) in combat, roll 1d6 as normal to determine
damage.
Fire — If a character is set aflame, their player may
make a roll per The Basics to attempt to put the flames When a combatant successfully strikes with what the
out. If they generate a success, they have done so. If Referee determines is a Heavy weapon (e.g. Composite
they fail to generate a success, they take 1d6 points of Bow, Halberd, Two-Handed Sword) in combat, roll 2d6
damage for every 30 second interval that they remain to determine damage and take the highest die result
on fire. They can attempt extinguishing the flames produced.
again after each time they take damage. Fire damage
is not defended against by armor (if using the optional Finally, when a combatant strikes with an unarmed
rules for armor). attack or with an improvised weapon (i.e. an object not
designed as a weapon) in combat, roll 1d6 to determine
Suffocating — When a character is in danger of damage. A result of 1-2 = 1 damage dealt and a result
drowning or suffocating, the Referee should have their of 4-6 = 2 damage dealt.
player make a roll per The Basics to keep the character’s
head above water and/or hold their breath. Success The Art of Magic
allows a character to avoid drowning or suffocating for Anybody can call upon magic, but only Magic-Users
a minute (in the game world). Once this minute has (and Elves who are currently acting as a Magic-User)
passed, they take 1d6 points of damage for each further gain the benefit of a favorable circumstance when
30 second interval that they remain in the smoke/water/ doing so and only these characters can cast spells from
etc. Suffocation is not defended against by armor (again, memory (assuming a source to memorize from). Other
assuming the use of the optional armor rules). characters must read from a written source to cast spells.

Damage is subtracted from the target’s Hit Point total. A Magic-User (or Elf who is currently a Magic-User)
Once a character’s Hit Points have been reduced to can memorize a number of spells each day equal to
zero, they are dead. Injured characters (who are not their current tier (see Character Growth), plus one.
dead) heal 1d6 Hit Points of damage per eight hours of Multiple instances of a given spell count toward this
rest that they receive. Magical healing is also possible limit. Finally, note that memorizing spells does take
and is discussed under Scrolls of Sorcery. time. A character can memorize their full complement
of spells daily by with two or three hours of dedicated
study. This study can occur at any time during the day
but must be uninterrupted.

Casting a spell is rolled like any other action (when


appropriate) and failed applications of magic still do
something — just not the something that the player
Variable Weapon Damage (Option) intended. Magical setbacks result in the caster or her
While weapons in Six-Hack all do 1d6 damage by companions being hampered in some way or form (e.g.
default, as in The Original Fantasy Roleplaying Game a monster is summoned, the caster sustains magical
(1974), some Referees may opt to introduce variable damage, etc).
weapon damage. In such instances, weapons are
considered to come in Light, Medium, and Heavy
weights.

7
Scrolls of Sorcery
What follows is a non-comprehensive list of spells
known to exist in the world of Six-Hack. The Referee
should feel free to expand upon it as she sees fit.

Arcane Filter — Casting this spell allows the caster to


read languages/scripts with which they are otherwise
unfamiliar, including those of a magical nature. This
spell has a duration of ten minutes (in the game world).
Cure — This spell allows the caster to lay hands upon
Ball of Fire — This spell summons a ball of fire a single target and remove from that target any curse,
and brimstone that the caster can hurl at opponents, disease, poison, or other effect currently causing them
whereupon it explodes at a point designated by the harm.
caster that she can see, inflicting 1d6 Hit Points of
damage to all targets within a 6” radius of this point on Danziger’s Magic Dart — This spell creates a single
the tabletop (30 feet in the game world). bolt of magical energy that deals 1d6 Hit Points worth
of damage to a target that the caster can see, although
Banishment — Casting this spell successfully a Magic-User or Elf’s player may spend an Action
allows the caster to target and end one spell effect in Point to summon additional darts (one dart for every
their immediate vicinity (range to be adjudicated by AP spent), each of which does 1d6 damage (multiple
the Referee). It cannot remove magical effects from opponents may be targeted in this manner).
enchanted items.
Detect Traps — Casting this spell allows the caster
Bar The Way — This spell bars passage through a to magically detect any traps within 3” of their current
doorway or portal (including magical ones) for 2d6 position on the tabletop (15 feet in the game world).
minutes of time in the game world. The caster may This spell has a duration of five minutes in the game
spend an Action Point to make this duration permanent world.
(until the magic is dispelled by casting Banishment).
Heal — This spell heals one target that the caster can
Bog Light — This spell creates a glowing sphere of touch of 1d6 Hit Points of damage (not to exceed a
pale, yellow, light that illuminates a 6” radius on the target’s max Hit Points). This spell may only be applied
tabletop (30 feet in the game world) extending from a once to a character in a 24-hour day, although a Magic-
point of the caster’s choosing. Bog Light has a duration User or Elf’s player may spend an Action Point to roll
of 30 minutes or until it is dispelled. This spell is useful an additional 1d6 and add the result to the first 1d6
for lighting environments where torches or lanterns rolled for Hit Points recovered.
would be a liability.
Healing Wind — Casting this spell allows the caster
Bountiful Feast — Casting this spell creates enough to heal a number of targets that she can see equal to
food and water to nourish up to twelve small to man- their current tier. Each target recovers 1d6 Hit Points
sized humanoids and up to four beasts of burden or of damage (not to exceed a character’s max Hit Points).
riding mounts for 48 hours, fending off starvation. This spell may be cast multiple times per day, but the
amount of damage that it heals cannot be boosted as
Charm — Casting this spell allows the caster to target discussed above.
one sentient creature of low intellect (e.g. animated
skeleton, wolf, zombie, etc.) that she can see. This Howling Gale — This spell produces a furious gale
creature becomes unwaveringly loyal to the caster and of wind centered on a single target that the caster can
will obey her commands until such time that they take see, affecting a 12” radius on the tabletop (60’ radius in
damage or the spell is otherwise broken (e.g. by way the game world). All targets in this area must make a
of a Banishment spell). A caster can charm multiple successful action check to resist. A failed check means
creatures by casting this spell multiple times. a target is knocked prone and is unable to take any
action for 1d6 turns.

8
Mage Sight — This spell allows the caster to physically Sending — Casting this spell allows the caster to
see the presence of magic as a colored aura. It has a transmit a short, two sentence, message into the psyche
duration of five minutes (in the game world) and is of any target that they can envision in their mind’s eye,
limited only by line of sight (i.e. the caster must be no matter where that target may currently be (including
able to see the magicked creature or item to discern its another land mass or even on another plane of existence).
nature).
Trigger — This spell sets off another designated spell
Planeshift — This spell allows a caster to shift herself by way of an inscribed magic symbol. When said trigger
and up to 1d6 additional targets that she can see is tripped, the linked spell is immediately set off. Spells
from one plane of existence to another instantly (e.g. that require a caster to see a target to be cast can be
transporting the party from the prime material plane to triggered with this spell and are, instead, centered on
the astral plane). The caster only has control over what the trigger. Such a trigger can be detected by the Detect
plane is shifted to, not where upon the target plane the Traps spell.
shift deposits them.
Ward Against Evil
Purification — Casting — Drawing a circle
this spell allows on the floor and
the caster to make then imbuing it with
undrinkable liquids magical energy
drinkable and by way of casting
inedible food edible. this spell protects
Purified foods and all within the
liquids lose all flavor but circle from evil
will provide nutrition as creatures. An
normal food and drink. evil creature subtracts
Each application of one from their dice
this spell can treat rolls whenever
up to ten pounds attempting to attack
of food and five (either physically or
gallons of liquid. magically) a being
inside of the circle.
Raise the Dead This spell lasts for 1d6
— This spell combat turns.
animates
1d6 dead Windwalking — This
creatures that spell allows the caster
the caster to teleport herself and
can see as up to 1d6 additional
skeletons or targets that she can
zombies when see to any place upon
cast (it does their current plane of
not return dead existence that they have
creatures to been to before and can
life). This spell visualize in their mind’s
lasts until the eye. A failed spell casting
target creatures are roll indicates that the
destroyed or the targets of the spell have
spell effect is ended been teleported to an
(e.g. per way of a unintended place.
Banishment spell).

9
Wealth and Commerce Character Growth
Wealth in Six-Hack is not tracked in terms of counting Characters advance a tier after completing 13 combat
coins or scrip, nor by way of a dedicated mechanical or social encounters. All characters gain 1d6 HP after
rating. Instead, whenever a character wishes to purchase every tier that they complete to the satisfaction of all
something, be it a good or service, they need to roll 1d6 involved. Additionally, Fighters (as well as Dwarves
and produce a specific die result. If they produce this or Elves advancing as a Fighter) do an extra point
required die result, then they have successfully purchased of damage to opponents in combat for every such
the good or service. If they do not produce this required tier that they complete, Magic-User characters (and
die result, then they have failed to purchase the good or Elves advancing as a Magic-User) can memorize an
service. The expense, quality, or rarity of the item or additional spell for every tier that they complete, and
service that a character is attempting to acquire directly Rogue characters (and Wee’uns) gain an additional
impacts the result needed to successfully complete a Action Point (added to their Action Point maximum)
purchase, as outlined on the following table: for every two such tiers they complete.

Required Milestone Advancement (Option)


Item or Service Is Die Result Instead of meticulously tracking combat and social
encounters to determine when characters gain a tier
Cheap/Poor/Commonplace 3+ during a Six-Hack campaign, a Referee may, instead,
Affordable/Fair/Uncommon 4+ opt to simply award tiers at such a time as they deem
a character (or a party of characters) has achieved a
Expensive/Good/Rare 5+ notable milestone in the campaign. Such milestones
Exorbitant/Exceptional/Unique 6 may be based on specific meta character achievements
during actual play (e.g. completing an adventure or a

10
leg of a longer campaign) or notable narrative events The High Gods
(e.g. learning the identity of a big bad villain). Whatever The High Gods of Kestrel are those valiant deities who
method of determining milestones that a Referee uses is embody the forces of good in the world, fighting a
ultimately left up to her best judgment. never-ending war against the Low Gods and doing their
best to push back against the Nothingness.

Arthos — Arthos is the god of the hunt, depicted as


a bearded wild man with ebony skin who roams the
untamed regions of the world, stalking the twisted
creatures that the Low Gods have released into the
wilderness. Arthos is primarily worshiped by hunters,
but also by villages who depend upon the bounty of the
The Kingdom of Kestrel hunt to survive.
This section of Six-Hack is intended for both players and
the Referee alike. Herein you will find an overview of Mam — Mam is the Mother Goddess, holding sway
religion in the kingdom of Kestrel and a brief gazetteer over health and fertility, both of the fields and of the
that details the lay of the land, as well as important womb. Mam is worshiped by most everybody in
secular organizations in the kingdom. Kestrel, but farmers and women who are with child pay
her special attention. Mam is commonly depicted as
The Current State of the World a pregnant woman with hair like golden corn silk and
Gone are the elven kingdoms, gone is the subterranean skin like ivory.
dwarven empire, gone are the days when wee’uns held
court in the woods, and gone are the traveling clans of Solon — Depicted as an elderly man with long white
cyclopes. In the distant past, prior to the war between hair and a flowing beard, Solon is the ‘king’ of the High
the Gods and the ancient Magi during the Age of Magic, Gods, ruler of the celestial heavens and embodiment
beings of magic (e.g. dwarves, elves, etc.) sundered the of justice in the world. Like Mam, he is worshiped by
way between their native realm and the material world. most everybody in Kestrel, though the ruling class calls
upon him the most, so that their own governing policies
The demi-humans that inhabit the material world today may be guided by his hand.
are the few remaining descendants of those that chose
to remain behind after the Exodus. They live amongst Talas — The wisest of the High Gods, Talas is the
humans, bereft of their own societies. Indeed, the world keeper of secrets and protector of knowledge. Depicted
of Kestrel is, today, a world of humans. A new age of as having the head and body of a lion with the wings
exploration and adventure is dawning. Demi-humans of a condor, Talas is the only one of the High Gods
stand to reclaim their heritage and humans to reclaim whose physical form is distinctly non-human. Talas
treasures long thought lost. is worshiped by all seekers of heavenly knowledge,
though both priests and sorcerers are especially wont
to seek him out.
Gods of Kestrel
There are two primary pantheons of deities worshiped Thena — Depicted as a beautiful maiden with flowing
in the kingdom of Kestrel today: The High Gods and the golden hair, wearing shiny plated armor, Thena is the
Low Gods. There were once many gods in each of these goddess of both love and war in Kestrel. Worshiped by
pantheons, though many long ago fell out of favor with all manner of soldiers and fighters, from royal knights to
the common man and were forgotten as time marched lawless mercenaries, Thena is also prayed to by lovers
on without them. There once also existed the Old Gods, seeking to keep romance in their lives.
primal beings who created the cosmos and everything
in it, including the heavens and the world itself, but who
disappeared untold aeons before the High Gods and
Low Gods claimed the world as their own.

11
The Low Gods The Old Gods
The Low Gods of Kestrel tend to be either deliberately Little is known about the Old Gods except that they
vile or simply uncaring deities who embody forces such created the whole of the cosmos untold aeons ago.
as evil, chaos, and entropy in the world. Some ancient ruins in Kestrel are attributed to the Old
Gods in hearth tales, though this connection has not
Borza — The god of storms, Borza is a temperamental been proven. Who exactly the Old Gods were, why they
god who can visit either nourishing, gentle, rains or mass disappeared, and where they went are all mysteries that
destruction upon Kestrel as it suits him. Commonly have been pondered by scholars of Kestrel for many
depicted as a lithe young man with a shock of white centuries.
hair, Borza is worshiped primarily by farmers, though
when he visits blizzards, tornadoes, or other destructive
storms upon the land or sea, many people beg for his
favor.

Furas — Furas, most often depicted as a muscular young


man with bright red hair, is the wild and unpredictable
god of forge and fire, worshiped by craftsmen and
prayed to by all when his flames come licking at their
door. Furas is characterized as being a powerful creative
force, but also as being temperamental and cruel.

Gwyar — Commonly referred to as “Taker” for fear Secular Organizations


that invoking his true name will summon him forth, Cataloged here are the most prominent examples of
Gwyar is the god of death in Kestrel, often depicted as Kestrel’s many secular organizations — the merchant
a pale, sickly, man. Uncaring and remorseless, Gwyar houses and trade guilds.
collects the souls of the deceased, whisking them off
to the realm of the dead. He is worshiped by almost
noone, save for those who hope to elude his icy grasp
Merchant Houses
Commodities trade in Kestrel is controlled almost
by striking a bargain with him and the occasional sect
entirely by merchant houses; powerful noble families
of disturbed cultists.
who have carved out their own trade empires within the
Krall — Krall is the god of famine and plague in borders of the kingdom. The following three merchant
Kestrel, commonly depicted as an elderly man arrayed houses are widely recognized as the most powerful in
in torn rags. Like his brother Gwyar, Krall is worshiped Kestrel.
by few, as he has little to offer the common man of
House de Souza — A notoriously corrupt merchant
Kestrel, save for deliverance from his ravages. When it
house, House de Souza is known to have close ties to
suits him to do so.
the Thieves’ Guild of Kestrel and is rumored to employ
Rhuma — If Talas is the keeper of heavenly knowledge, ritual sacrifice and foul magic to fill their coffers.
Rhuma is the protector of hellish secrets and dark,
House Donogol — The most influential merchant house
forbidden, lore. Depicted as a beautiful ebony skinned
in Izer, House Donogol works with the Antiquarians’
woman with long, white, tresses, Rhuma is worshiped
Guild to recover ancient technology from the Grey
almost exclusively by evil sorcerers who seek to enrich
Marches and resell it on the open market, enriching the
themselves by way of exploiting her teachings.
entire kingdom of Kestrel immeasurably.

House Fiore — The nobles of House Fiore have a


reputation for honest dealings and are widely respected
throughout Kestrel and the surrounding kingdoms,
many of whom they have established trade agreements
with.

12
Trade Guilds The Lay of the Land
Trade guilds fill an important role in the economy of This section of Six-Hack concerns itself specifically
Kestrel, working to procure steady employment for with the many natural features of the landscape and
dues paying members in exchange for a percentage of other prominent mapped locations of Kestrel.
their earnings. The following trade guilds are among
the most prominent in the kingdom. Natural Features
The following myriad of natural features make up the
Antiquarians’ Guild — The Antiquarians’ Guild geographic landscape of Kestrel (for more detail see the
of Kestrel specializes in the reclaiming, study, map of Kestrel).
and subsequent sale of ancient technology. The
Antiquarians’ Guild is responsible for funding Grey Marches, The — The Grey Marches are a
several large expeditions into Kestrel’s many network of perpetually fog shrouded bogs that form
ancient ruins each year, working closely with Kestrel’s southern border. The region is particularly
other trade guilds to procure the various inhospitable, not least in part because of the
personnel necessary for such undertakings. soft ground, high water, and plague carrying
rats that infest it. That said, hearth tales of
Navigators’ Guild — As an sunken cities and lost treasures whispered
organization, the Navigators’ Guild of in hushed tones draw many adventurers to
Kestrel is composed of professional the region every year.
cartographers, navigators, and
skilled overland guides. The guild Mount Perilous — The highest peak in
both procures employment for the Snowy Mountains, Mount Perilous
such individuals and offers their is so named for the number of lives
services to others for a modest that it claims every year. The altitude,
fee. The Navigators’ Guild works year-round bad weather, and hostile
closely with the Antiquarians’ fauna all make the mountain a
Guild and with the various dangerous place to tread. Despite
merchant houses of Kestrel. this, a religious order rumored to
watch over the fabled Book of Days
Thieves’ Guild — The Thieves’ has established a monastery near the
Guild of Kestrel exists primarily top of the peak.
to arrange meetings between thieves
and their prospective clients, as well as Northern Expanse — The Northern Expanse
fencing illegal goods on the kingdom’s is a desolate region between the Windswept
black market. That having been said, the Plains and the foot of the Snowy Mountains.
guild also provides a number of services Once thought to be rich in precious minerals,
permissible by Kestrel law, including wars were waged over control of the territory
the burglar proofing of properties, prior to Kestrel’s unification as one kingdom
staffing personal security details, under the rule of wise King Despereaux I
and intelligence gathering. during the Age of Heroes.

Torchbearers’ Guild, The Snake River — The


— When people need porters, winding Snake River
torchbearers, or any other descends from the Snowy
unskilled laborers in the kingdom Mountains in the north, runs across the Windswept
of Kestrel, this is the trade guild that they turn to. One Plains, and continues southeast through the Spookwood,
of the oldest trade guilds in Kestrel, The Torchbearer’s exiting the kingdom of Kestrel. Most of Kestrel’s major
Guild has representatives everywhere and is well cities are situated along the Snake River, as are its most
respected, both due to the treatment that it affords its important farming communities.
members and the quality of services that it provides.

13
Snowy Mountains — The imposing Snowy Mountains Dearborne — A small farming and trade community
form the northernmost border of Kestrel, towering over in southeastern Kestrel on the Snake River, near
the Northern Expanse to the south. The mountains Spookwood, Dearborne serves as the gateway to
continue to be a draw for adventurers, as it is rumored the east. Dearborne is the first true city that greets
that the long lost dwarven kingdom of ancient merchants who enter Kestrel from the neighboring
Angernoth and its many fabled treasure stores are Empire of Kurdan.
hidden somewhere amongst the snowcapped peaks.
Dunraven — Dunraven is a small village located on
Spookwood — The site of a great battle during the Age the edge of the Grey Marches, serving as a way station
of Magic, Spookwood is just what it sounds like. A very for adventurers in the region. Despite its inhospitable
haunted forest. Tainted by foul magics and the blood location, the residents of Dunraven live well due to
of fallen gods, Spookwood is haunted by the souls of the number of adventurers who choose to launch their
those who died there. Here, the Nothingness is known exploratory expeditions from the village.
to be at work and creatures of unlife are commonly
encountered. Wise adventurers avoid Spookwood at all Falcon — From the city of Falcon, located in the very
costs. heart of Kestrel on the Snake River, King Despereaux
VII rules the land. In addition to serving as the center
Tanglewood — Tanglewood is a dark, twisted, forest of government in Kestrel, Falcon is also the kingdom’s
that runs the length of Kestrel’s western border. A former central trade city. Here, in the winding corridors of
holding of the fae prior to the Exodus, Tanglewood has the bustling merchant quarter, an adventurer can find
grown unkempt in their absence. Today, Tanglewood anything that their heart desires. If they are willing to
is an overgrown, inhospitable, place littered with the pay the price.
crumbling ruins of former elven outposts.
Fort Allen — Fort Allen is located at the foot of the
Windswept Plains — The Windswept Plains account Snowy Mountains in far northeastern Kestrel. An
for most of Kestrel’s geographic footprint, spanning the isolated wilderness outpost, Fort Allen serves as a
area from the southern edge of the Northern Expanse jumping off point for exploratory expeditions into the
to the Grey Marches in the South, and from the nearby mountains and as the first line of defense should
Tanglewood in the West to the Wall of Perdain in the the kingdom of Guldor to the north try to invade.
east. The Windswept Plains enjoy a temperate climate
year-round. Izer — A small walled city located in southwestern
Kestrel where Tanglewood meets the Grey Marches, Izer
Cities, Towns, and Villages is home to King Despereaux’s opulent winter palace.
The following cities, towns, and villages play major Several adventurers launch expeditions into the Grey
roles in the kingdom of Kestrel, be they as farming Marches from Izer, although the heightened security
communities, seats of political power, or important during the Winter months due to the King’s presence
military holdings. poses an issue for less than scrupulous operators.

Kingstown — Kingstown is a very important farming


community, producing more than a full third of
Kestrel’s annual grain harvest. The town is so named
for King Harmast who ruled the region during the Age
of Magic. Kingstown is situated at the southern edge of
the Northern Expanse on the Snake River. The warrior
priest Daegmar and her legendary magical armor,
Magebane, are rumored to be buried in a hidden tomb
somewhere near the town.

14
Midian — Situated to the south and west of Falcon,
Midian is yet another important farming community in
Kestrel, serving as the chief producer of feed grain for
livestock in the kingdom.

Wester — Located on the eastern edge of Tanglewood


and built atop the ruins of an ancient elven outpost,
the city of Wester is home to the College Arcane and
the Council of High Sorcery. Practitioners of sorcery,
young and old, seek out Wester to hone their spellcasting
abilities and study under the undisputed masters of the
Council. It is rumored that one volume of the legendary
Library of Secrets is kept here, under the watchful eye
of the Council.

Other Sites of Import


The following sites of interest fall into neither of the
previous two categories yet are worth mentioning as
they play important roles in the kingdom of Kestrel.

Caer Corone — The winter palace of King Despereaux


VII, Caer Corone stands in the center of Izer, overlooking
the entire city. Built atop the ruins of a former elven
citadel, Caer Corone still radiates magic, causing some
sorcerers to speculate that a powerful artifact rests
within its walls.

Caer Despereaux — The summer palace of King


Despereaux VII, Caer Despereaux stands on the northern
edge of Falcon, overlooking the city. It is rumored that
an extensive network of catacombs stretches from
beneath the castle into and under the nearby hillside.

College Arcane — A massive tower of granite and


quartz constructed at the end of the Age of Magic, the
College Arcane is recognized as one of the world’s
foremost learning institutions and serves as home to
the Council of High Sorcery, who are the undisputed
masters of sorcery in the world.

Wall of Perdain — Running almost the entire length


of Kestrel’s eastern border is the Wall of Perdain, a
massive man-made limestone wall constructed during
the Age of Heroes by Perdain, a storied hero of the era.
Today the entire wall has fallen into disrepair, though
some of the remaining towers along its length have
been repurposed to serve as temporary shelters for
weary travelers.

15
Guidance for Referees If you need to, take notes of your rulings as you play the
game. Such a written record will ensure that you remain
Rulings, Not Rules consistent in the rulings you apply when running Six-
It may not go unnoticed that there is a large amount of Hack.
ambiguity in these rules. This is intentional. Six-Hack
intends to serve as a loose framework of advice, best The Basics of Monsters and NPCs
practices, and guidelines that is malleable at its very Baseline monsters and NPCs (i.e. non-protagonist
core, so that every group and every Referee can make it characters) for Six-Hack are defined only by Hit
their very own. Dice (#d6) and Hit Points (determined by rolling the
prescribed number of Hit Dice). They attack as player
There isn’t a lot of handholding here. The Six-Hack characters, though they do not have Action Points (with
guidelines are written in a straightforward manner, some exceptions, as discussed below) and are capable
trusting that the Referee and other players can implement of making only one attack per turn (although some of
them in a way that is not only entertaining, but sensible. them may have special attacks). They roll damage on
The one bit of guidance I have to offer in this regard is six-sided dice as player characters do. Baseline NPCs
this: Be consistent in your rulings. have a number of Hit Points as if they were player
characters (e.g. an NPC who is a Fighter and who has
These guidelines can be interpreted and applied in
survived five tiers of adventure would have 7d6 Hit
many ways, but consistency is key. If, for instance, you
Points).
rule early on in your campaign that characters can’t
swim when overburdened, that ruling should apply for Elite monsters and NPCs are the most fearsome or
the rest of the campaign. Don’t change that ruling later noteworthy creatures in a group monster encounter.
unless a significant differing factor is in play. Usually, elite monsters serve as the leaders of other
monsters in such an encounter (sometimes they are
just tougher members of the group). To create an elite
monster or NPC, start with a base monster or NPC,
double its Hit Points and give it access to a number of
Action Points equal to the number of player characters
present in combat. It may spend these Action Points as
a Fighter does, as well as using them to re-roll damage
and gain extra actions in combat. Additionally, at the
Referee’s discretion, such monsters or NPCs may be
capable of using magic or possess abilities that mimic
magic mechanically.

Solo monsters and NPCs are the most fearsome of all


monsters that player characters will encounter and, by
definition, must be faced alone. To create a solo monster
or NPC, choose a base monster or NPC, multiply its
Hit Points by the number of player characters present
in combat, and give it access to a number of Action
Points equal to twice the number of player characters
present. As above, it may spend these Action Points as
a Fighter does, as well as using them to re-roll damage
and gain extra actions in combat. As was the case with
elite monsters, at the Referee’s discretion, solo monsters
or NPCs may be capable of using magic or possess
abilities that mimic magic mechanically.

16
A Basic Bestiary Gelatinous Bears — Gelatinous bears are odd creatures
Animated Skeletons — Animated skeletons are, as with jelly-like, translucent, skin that somewhat
one might suppose, the skeletal frames of once living resemble a bear is size and shape. Unlike a normal
creatures given animus. As such, skeletons range in bear, the gelatinous bear attacks by enveloping its prey
size from the small (e.g. dog skeletons) to the colossal within its central body mass (requires a successful hit
(e.g. giant skeletons). Baseline animated skeletons have in combat) where a highly corrosive acid dissolves it,
half the Hit Dice (rounded down) that the creature they doing 1d6 damage per turn that the prey remains there.
belonged to did in life and, if that creature gained a A successful action check must be made by ensnared
bonus to damage dealt in combat due to size or strength, prey on its turn in order to break free. Gelatinous bears
so does its skeleton. Other undead creatures, constructs, are typically found deep in the wild, though some have
gelatinous creatures, and oozes cannot become animated been known to lair in old ruins. Baseline gelatinous
skeletons. bears have 5d6 Hit Dice.

Animal Swarm — An animal swarm consists of small Ghouls — Ghouls are thin, pale, man-sized humanoids
animals (e.g. bats, insects, rats). Each such swarm with sunken pale eyes and claw-like hands who survive
attacks and takes damage as if it were one creature. on the flesh of the living (or recently deceased) and are
Baseline animal swarms have 1d6 Hit Dice. most frequently encountered in cemeteries and other
such places. Any creature or character that a ghoul
Basilisk — A large lizard that resembles a komodo successfully hits in combat is immediately paralyzed
dragon, in addition to dealing normal combat damage, via the ghoul’s poisonous claws and is unable to take
the basilisk can turn to stone any creature that meets its any action for 1d6 turns. Any character killed by a
gaze. It can, itself, be turned to stone if forced to look ghoul will immediately arise as a ghoul on the following
upon itself in a mirrored surface. Baseline basilisks combat turn. Baseline ghouls have 2d6 Hit Dice.
have 6d6 Hit Dice.
Giants (Various) — Giants are exceptionally tall,
Black Ooze — A black ooze is a minimally sentient muscular, humanoids who stand anywhere from
amorphous black blob that lives only to eat, growing roughly 12’ tall to 20’ tall. Depending upon their size,
in size as it does so. A black ooze attacks in combat giants may deal anywhere from +2 damage to +3
by using pseudopods, either to strike or grapple an dice of damage on a successful hit in combat due to
opponent. Any opponent successfully hit by a black ooze their immense strength. Further, some giants may be
in combat takes +2 damage, with any grappled creature affiliated with an element of nature (e.g. air, earth, fire,
taking an automatic (no roll required) 1d6 damage per water) and will take no damage from attacks of that
turn until they break free by making a successful action type. Finally, baseline giants may have anywhere from
check on their turn. While grappled, the only action a 8d6 to 12d6 Hit Dice.
creature can take is attempting to break free. Any non-
magical weapon used to strike a black ooze becomes Giant Worms — Gargantuan burrowing creatures,
corroded/useless in 1d6 turns. Baseline black oozes giant worms are usually found in subterranean cavern
have 8d6 Hit Dice. systems, though they have been known to break through
the ground to attack creatures on the world’s surface.
Doppelgangers — Doppelgangers are strange beings Any time a giant worm hits with a bite attack in combat,
that are able to take on the shapes of those they they do 2d6 damage. Additionally, any time that they
encounter. In its natural form, the creature is humanoid, hit with a bite attack, roll an extra 1d6. On a result
but slender and frail, with gangly limbs and half- of five or more, they have swallowed their opponent
formed features. The flesh is pale and hairless. Its whole. A swallowed creature takes an automatic (no
large, bulging eyes are yellow with slitted pupils. A roll required) 1d6 points of damage per turn until either
doppelganger’s appearance is deceiving even when it’s the worm or the swallowed creature is killed. Baseline
in its true form. A doppelganger is hardy, with a natural giant worms have 10d6 Hit Dice.
agility not in keeping with its frail appearance. Baseline
doppelgangers have 4d6 Hit Dice.

17
Horses — Horses are the primary means of personal
transport in the world, be they ridden or used to
pull wagons. Horses can and will attempt to trample
opponents in combat when frightened, though will flee
as soon as possible. Baseline horses have 2d6+2 Hit
Dice.

Hydra — A huge beast with the body of a serpent and


six heads, the hydra has poisonous breath that inflicts
+2 damage upon a successful hit in combat. Further,
the blood of a hydra is so toxic that it deals 1d6 damage
to any who come in contact with it, even after the hydra
is slain. Baseline hydras have 6d6 Hit Dice (one for
each head).

Juggernauts — Juggernauts are huge, lumbering,


magical constructs of animated stone and metal left over
from an unknown war fought aeons long since passed.
Slow and plodding, they roam the wilds, crushing all
in their path, driven by unknown magic to destroy
everything that they perceive. They range in size from
30’ tall to an almost impossible 50’ tall and do 2d6 to
4d6 damage on a successful hit in combat due to the
inhuman strength that they bring to bear in combat.
Baseline juggernauts have 12d6 Hit Dice.

Manticores — A horrible beast with the face of a man,


the body of a lion, leathery wings, and a tail tipped
with a spiked ball that can be used as a melee weapon
Goblins — Small, green-skinned, humanoids with or that can launch spikes six at a time per combat turn
shifty yellow eyes and sharp teeth, goblins most often (each such spike being resolved and dealing damage as
dwell underground and, as a result, can see well in the a separate attack). It can only launch 12 spikes in this
dark but suffer a –1 penalty to their attack rolls when manner per day. Baseline manticores have 6d6 Hit Dice.
fighting in sunlight. Goblins are chaotic, disorganized,
Merfolk — Man-sized, blue-skinned, amphibious
beasties who lack a cohesive society and live mostly to
humanoids who dwell under the sea in large cities
eat, sleep, and breed. Baseline goblins have ½ Hit Dice
constructed of coral and shells, merfolk gain a +1 to
(i.e. 1d3).
their attack rolls when fighting in the water and a –1
Gorgons — A horrible beast with the body and head to their attack rolls when fighting on land. Baseline
of a human, but with hair fashioned of living snakes merfolk have 1d6 Hit Dice.
and a pair of leathery wings protruding from its back.
Mules — Inexpensive beasts of burden, mules are used
Any creature who locks eyes with a gorgon is turned to
to carry small loads on roads that larger beasts of burden
stone, though like the basilisk, the gorgon itself can be
cannot easily navigate, such as narrow mountain trails.
turned to stone if forced to look upon its own visage in a
Baseline mules have 1d6+2 Hit Dice.
mirrored surface. Finally, the snakes upon the gorgon’s
head bite with deadly poison that kills within 2d6 turns Ogres — Large, green-skinned, humanoids, ogres
if left untreated. Baseline gorgons have 4d6 Hit Dice. stand nearly ten feet tall and hit with such force that
they deal +2 damage in combat on a successful hit.
Usually solitary in nature, ogres have been known to

18
band together to perform organized raids under the Thunderbirds — Gargantuan birds with a wingspan
direction of another, more intelligent, leader (usually of nearly 25 feet that live atop a flying mountain high
another monstrous humanoid such as an orc or giant). above the clouds, thunderbirds can call upon the power
Baseline ogres have 4d6 Hit Dice. of storms in combat, invoking both lightning and gales
of wind. A thunderbird’s basic bite and claw attacks do
Orcs — Man-sized, green-skinned, humanoids, orcs are +2 damage, their lightning attacks do 2d6 damage on
hunters and gatherers who dwell in small communities a successful hit, and any targets hit by a gale of wind
upon the open plains. Although not normally (12” radius on the tabletop — 60’ radius in the game
hostile, orcs will attack if they feel that they or their world — centered on a single target) must make a
encampments are threatened. Orcs who are encountered successful action check to resist. A failed check means
in hunting parties, war bands, or at an encampment are that a character is knocked prone and is unable to take
almost always accompanied by one or more elite Orcs. action for 1d6 turns. Baseline thunderbirds have 8d10
Orc leaders are typically solo monsters. Baseline Orcs Hit Dice.
have 1d6 Hit Dice.
Trolls — Almost plant-like, trolls are large, rubbery,
Specters — A malevolent, incorporeal, undead spirit green, creatures that stand nearly 12 feet tall and are
that lingers on the physical plane of existence, often as capable of regenerating lost hit points during combat.
the manifestation of a creature who met a violent end. At the beginning of each turn (after the first) in
Being incorporeal, specters are immune to attacks from combat, a Troll regains three hit points, up to its hit
non-magic weapons (including silvered weapons) or point maximum. Only burning a Troll will stop this
attacks. Specters deal 2d6 damage on a successful hit regeneration from taking place. Indeed, even a troll
in combat and all hit points lost due to a specter’s attack reduced to -5 hit points or less can rise as a result of
cannot be replenished by healing, only by gaining tiers. this regeneration if its remains are not burned. As an
Any character killed by a specter will arise as a specter ogre, a troll is so strong that it deals an extra +2 damage
under the control of the one who killed him on the in combat on a successful hit. Baseline trolls have 6d6
following turn. Baseline specters have 6d6 Hit Dice. Hit Dice.

Vampires — Man-sized, humanoid, undead creatures,


vampires present as pale-skinned humans with dull,
yellow, eyes. Vampires can only be hit in combat with
magic weapons or attacks, but when reduced to zero hit
points in this manner, rather than die, they transform
into a swarm of bats and flee. Injured vampires
regenerate health as trolls do. Only exposing a vampire
to direct daylight, driving a stake through their heart,
or decapitating them will kill them for good (and does
so immediately). This can most easily be accomplished
during the day, when a vampire must return to his
resting place (often a coffin). Further, vampires can
be repelled by a holy symbol wielded by somebody
with religious conviction (requires a successful action
check). Vampires deal 2d6 damage on a successful hit in
combat and all hit points lost due to a vampire’s attack
are permanently lost (i.e., they cannot be replenished
by healing, only by gaining tiers). Finally, any character
killed by a vampire will arise as a vampire under the
control of the one who turned him. Baseline vampires
have 8d6 Hit Dice.

19
Wight — Man-sized undead creatures with skeletal Traps!
features and taut, dry, skin, who are often found Traps are most often used to guard valuable items or
haunting burial mounds and cemeteries. Any creature otherwise make life difficult for adventurers. While
or character that a wight successfully hits in combat is chests and doors are the most commonly trapped
immediately paralyzed and unable to take any action objects in Six-Hack, the truth is that the Referee
for 1d6 turns. Further, all hit points lost due to may implement traps wherever she sees fit. The
a wight’s attack are permanently lost (i.e. they following simple guidelines are meant to help
cannot be replenished by healing, only by gaining the Referee handle traps.
tiers). A character killed by a wight in this manner
will immediately rise as a wight on the following There are two basic kinds of traps in a Six-
combat turn. Finally, wights can only be damaged Hack campaign — lethal traps and non-lethal
by magic or silvered weapons and other magic traps. Lethal traps are those that cause
attacks. Baseline wights have 3d6 Hit Dice. damage to characters (e.g. spike filled
pits, bellows filled with poisonous
Wolves — A common sight in the gas, etc), while non-lethal traps do
wilderness, wolves travel and attack in not cause damage, but otherwise
packs, with each pack led by an elite inconvenience characters (e.g.
wolf. Baseline wolves have 1d6 Hit bellows filled with knockout gas,
Dice. a trip wire that sounds an alarm,
attracting enemies to the players’
Zombies — Zombies are the bodies location, etc).
of recently deceased creatures
given animus. As such, zombies Lethal traps, in turn, come in four
range in size from the small different varieties: Minimally
(e.g. dogs) to the colossal (e.g. Lethal, Moderately Lethal, Very
giants). Baseline Zombies have Lethal, and Extremely Lethal.
the same number of Hit Dice Each of these types of trap inflicts
as they did in life and retain any a specific amount of base damage
special bonuses to damage dealt in as outlined on the table below.
combat due to size or strength. All This base damage may be further
damage dealt to zombies is halved, as modified as deemed necessary by
they do not feel pain and will continue the Referee dependent upon the
to attack until dismembered. Other needs of the narrative (a poison
undead creatures, constructs, gelatinous trap, for example, may inflict
creatures, and oozes cannot become ongoing damage or conditions
zombies. such as paralysis, while a trap that
shoots a gout of flame may set a
character on fire).

Trap Type Base Damage Dealt


Minimally Lethal 1d2 Damage
Moderately Lethal 1d3 Damage
Very Lethal 1d6+2 Damage
Extremely Lethal 1d6+4 Damage

20
Note that you may roll 1d6 to mimic a two-sided die Antagonist Organizations
by reading even numbers as a result of “2” and odd The following organizations exist in Kestrel to serve
numbers as a result of “1”. You may, likewise, roll 1d6 as adversaries for player characters, although it is also
to mimic a three-sided die by reading results of 1–2 possible for player characters to join their ranks, should
as “1”, 3–4 as “2” and 5–6 as “3”. Six-sided dice are the Referee choose to allow it.
versatile!
Brotherhood, The — The Brotherhood is a secretive
Non-lethal traps, rather than inflicting damage, impose political cult composed of battle hardened soldiers who
an inconvenience to those who trip said traps, based serve as assassins, spies, personal guards, and military
upon the needs of the narrative. For example, a trip wire advisers for some of the kingdom’s most powerful
attached to a series of bells may alert nearby enemies leaders. In this capacity, The Brotherhood has offered
to the presence of player characters should they trigger their martial expertise for several centuries, using their
said trap. Similarly, a set of bellows filled with knockout positions of influence to mold the political landscape of
gas may expel that gas, knocking any character who Kestrel.
breathes it in unconscious (whether or not a player is
allowed to make a roll to hold their breath per the rules Crimson League, The — A shadowy organization
for suffocation is up to the Referee). Non-lethal traps whose membership is composed of bona fide villains
come in many different varieties — get creative! and those who aspire to such status, the Crimson
League works to further grand villainous schemes. As
Characters can make a roll per The Basics to search for an organization, they are behind the corruption of the
traps and a further roll to attempt to disarm them, should Torchbearers’ Guild, as well as countless assassinations,
they be found. Note that, while a Rogue’s occupational military coups, and wars around the world. The League
experience counts as a favorable circumstance when is extremely dangerous, having infiltrated numerous
making such rolls, any character can make such an organizations in Kestrel, as well as other kingdoms.
attempt to locate or disarm a trap. Should a roll to
locate a trap fail, there exists a likelihood that a trap, if Order of Ashes, The — Based in the city of Izer, the
existent, will be triggered by the characters. Similarly, a members of this secretive cult hold the act of ritual
failed roll to disarm a trap will likely result in its being murder sacred. It is worth noting that the Brotherhood
triggered. Ultimately, the result of such failed rolls is is not an assassin’s guild despite some of its members
up to the best judgement of the Referee and the needs occasionally murdering for hire but, rather, an
of the narrative. organization of truly sick and disturbed individuals
who view murder as an art form and kill others because
Regarding searching for traps, as briefly touched upon they enjoy it.
under The Basics, a player should state with specificity
both how and where their character is searching for traps Torchbearers’ Guild, The — To the unaware
— simply stating “I search for traps” is not sufficient. citizen of Kestrel, the Torchbearers’ Guild functions
If a character does not search where a trap exists, they as detailed earlier in this document. Indeed, the
will find no trap, no matter the die roll result. Similarly, organization’s beginnings are rooted in the provision
if a character does not employ a sound method to locate of services detailed there — many years past, however,
a trap, they will find none, regardless of the roll result. the organization was corrupted by the Crimson League.
For instance, if a player states that their character is Now the organization exists primarily to observe the
searching the floor in front of them for a trap using various adventuring parties, exploratory expeditions,
visual inspection only when a trap is, instead, hidden in and mercenary companies to which they provide their
the ceiling above them, they’re probably going to have services, reporting their findings back to the League.
a very bad day. If, on the other hand, a player states
that their character is tapping both the floor and ceiling
in front of them with a ten-foot pole as they slowly
and methodically advance down a hallway — and roll
a success — they will find any traps hidden in those
locations.

21
Concerning the Nothingness The difficult travel time is the greatest number of miles
The Nothingness is a green-tinged, tenebrous, fog that that one can travel under sub-optimal conditions (e.g.
flows forth from beneath the world’s crust in those bad weather, difficult terrain, utilizing uncharted trails)
places that have been tainted by death, evil, or madness in a 24-hour period.
(e.g. sites of large battles, catacomb complexes, etc.).
The Nothingness appears to possess a malign sentience, Finally, note that all foot and mounted travel time is
fueling the creatures of unlife for an as yet unknown halved (round down) whenever a character or their
purpose and granting misguided mortals immortality mount is deemed to be overburdened as determined by
by way of undeath. the Referee.

In truth, the Nothingness is the purest essence of the Handling mounts proficiently is simply not possible
banished Old God, Othros the Evil, seeping back into when a character or their mount is overburdened and,
the world of Kestrel through the cracks that time has likewise, foot travel is hindered when one is carrying
opened in the walls of his extra-dimensional prison. more weight than is comfortable.
Othros is the last surviving Old God, his prison
As an expedition can only travel as fast and as far as
becoming his salvation — while the rest of his race
its slowest member, a group of wise adventurers will
destroyed each other in a war that raged across the
carefully plan out their means of transportation when
cosmos, he remained protected, sealed away from the
equipping for a lengthy journey.
rest of creation. Now, after untold aeons in isolation, his
once inescapable prison has finally begun to crumble.
Becoming Exhausted
The exact nature of Othros’ crimes as well as the As it turns out, extensive travel will exhaust even the
specific nature of his current intentions are left up to hardiest of adventurers and the most robust of mounts
the Referee, allowing them to tailor this otherworldly and beasts of burden, lest careful precautions be taken.
threat to their own Six-Hack campaign. The following are a set of simple guidelines for handling
both the exhaustion of travelers and mounts due to travel
Travel Time and Distance in campaigns of Six-Hack. These rules are particularly
On the following table are given guidelines for travel well-suited to games that focus on exploration (e.g.
times and distances for travel by way of the most popular hexcrawls).
conveyances in a campaign using Six-Hack. The base
First, if traveling on foot, characters must rest for at least
travel time is the greatest number of miles that one can
six hours after a full 24-hours of travel, or they will
travel under optimum conditions, in a 24-hour period,
become exhausted. If characters become exhausted,
using the noted mode of conveyance.
until they rest, they halve their travel time as if crossing
difficult terrain, and all rolls made on their behalf
require a 6+ to succeed.

22
Conveyance Type Base Difficultly
Foot Travel 25 17
Horse Drawn Cart or Wagon 20 13
Mule 20 13
Heavy Horse 35 23
Medium Horse 40 27
Light Horse 55 37
Rowboat or Skiff 48 32
River Barge 24 16
Galley (Sea-Faring Ship) 96 64
Galleon (Sea-Faring Ship) 72 48

Beasts of burden (e.g. mules, oxen, etc.) can be driven Player characters and most other small to man-sized
for up to five days of travel without rest, after which they humanoids can go without food for up to 21 days and
will collapse from exhaustion. At this point, animals without water for up to four days, before they start
must be allowed to rest for one full 24-hour day before physically wasting away. For every subsequent day
they are fit to begin traveling again. that they go without food or water, they suffer 1d3 Hit
Points of damage.
TTrained riding mounts can be driven for up to three
days of travel without rest, after which they will collapse While magic or magic potions can be used to treat (i.e.
from exhaustion. At this point, animals must be allowed heal) damage sustained due to lack of food or water,
to rest for one full 24-hour day before they are fit to such damage will continue to accrue until the afflicted
begin traveling again. individual receives food or water. Nothing else will end
this suffering, save for death.
Hunger and Starvation
Hunger, like exhaustion, can beset even the most hardy Beasts of burden (e.g. mules, oxen, etc) must be grazed
and skilled of adventurers and, indeed, has historically or fed every 96 hours and drink five to ten gallons of
been the downfall of many an ill-fated expedition water every 48 hours to avoid becoming starved or
into hostile climates or unknown lands on the edge of dehydrated, which results in travel being treated as
civilization. The following simple guidelines exist to difficult.
introduce such dangers into your hexcrawl campaign.
Trained mounts must be grazed or fed every 48 hours
Player characters and most other small to man-sized and drink from five to ten gallons of water every 24
humanoids can go 13 days without food and two days hours to avoid becoming starved or dehydrated, which,
without water before they begin to experience starvation again, results in travel being treated as difficult per the
or dehydration respectively, resulting in exhaustion (as aforementioned table.
discussed previously) and mental instability. How such
Both beasts of burden and trained mounts can continue
mental instability is portrayed is ultimately up to the
traveling for up to fifteen days without the benefit of
Referee and the players, although I recommend having
food before they collapse and die from starvation and
a discussion about such things as a group before actual
up to six days without water before they collapse and
play begins.
die due to dehydration.

23
Weather and Travel Subterranean Exploration
While traveling, preparing appropriately for the Subterranean exploration, be it the delving of caverns,
weather plays a crucial role in surviving the ravages of caves, or the ancient dwarven passages of Underearth,
the elements in games of Six-Hack. Whether this means is a popular pastime in the world of Six-Hack. The rules
dressing to protect oneself against the freezing cold or herein concern themselves with such exploration, most
properly hydrating oneself under a hot sun, Six-Hack notably with matters of light, sight, and clean air.
keeps things simple with regard to rules for such things.
First off, there are no weird-o, all-encompassing, one
First, hot sun halves the number of days rounded to size fits all architectural standards when it comes to
the nearest whole number (since this has caused some designing tunnel and cavern systems in Six-Hack.
confusion, per the rules of basic mathematics, results Tunnels, caverns, and caves in Six-Hack are, simply,
of .5 are always rounded up) before the physical effects whatever size they need to be as determined by the
of dehydration (as discussed previously) start to kick Referee. Of course, if the Referee wants all tunnels
in. Under a hot sun, for instance, a player character may and rooms to be measured in five-foot squares, that’s
only go without water for two days before they start to entirely their prerogative.
physically waste away. Such rates are similarly divided
for beasts of burden and riding mounts. When delving subterranean tunnels, unless one is a
dwarf (who can see up to 18” on the tabletop in the
In winter conditions, on the other hand, a character dark — or 90’ in the game world — due to genetic
needs to dress for the weather, removing metal armor disposition), one will need to light their way — and
and layering their clothing. Similarly, beasts of burden there are many options to do so, from magic to crude
and riding mounts must be protected from the weather. torches.
Failure to do so will result in a character or animal
sustaining 1d6 Hit Points of damage per day spent The best method to light one’s way in the dark is
exposed in winter weather. Dressing appropriately or arguably by way of the Bog Light spell. This spell
finding shelter (with warmth) from the ice, wind, or provides ample light while consuming no clean air (see
snow will negate any potential cold weather damage the discussion of torches below), thus eliminating the
(although it will not heal such damage already risk of suffocation and likewise eliminating the danger
sustained). of igniting natural gas (see the discussion of lanterns
and torches below), which can be quite prevalent in
underground passages.

The next best method to light one’s way underground


is by use of a lantern. There are two types of lanterns
predominantly used by explorers — carbide lanterns
and candle lanterns. Both of these lanterns provide light
as a Bog Light spell and burn a relatively small amount
of clean air, making them an acceptable substitute
for magic in that regard. Unfortunately, both of these
lanterns also burn an open flame, which carries the
risk of igniting pockets of natural gas in underground
warrens. Whenever a character wielding such a lantern
enters a new room in an underground warren, their
player should roll 1d6. On a result of 1, the character
has discovered and ignited such a pocket of natural
gas, causing it to explode as though a Ball of Fire spell
has been cast centered on them, dealing 1d6 damage
to all creatures or characters within a 6” radius of the
character.

24
Waterborne Adventures
These guidelines concern four types of waterborne
vessels, as previously mentioned travel times and
distance. These four vessel types are: rowboats or skiffs,
river barges, galleys, and galleons. Each of the vessel
types is larger than the last, respectively (i.e. a river
barge is larger than a rowboat or skiff, a galley is larger
than a river barge, and a galleon is larger than a galley).
Each of these vessel types can sustain a number of
points of damage (their Damage Capacity) as outlined
on the table below before being sunk or reduced to an
unrepairable mess.

Vessel Type Damage Capacity


Finally, the absolutely least desirable method of lighting
one’s way underground is with a torch. Yes, torches Rowboat or Skiff 6
are cheap and illuminate a 12” radius centered on the
River Barge 12
torchbearer (60 feet in the game world), but they’re also
unwieldy, burn off clean air, and carry a significant risk Galley 24
of igniting natural gas pockets. Whenever a character
Galleon 48
burns a torch for more than ten minutes in an enclosed
system of underground caverns or tunnels, they will Note that personal weaponry (swords and such) will
begin to suffocate (see the rules for suffocation). not meaningfully damage a waterborne vessel, but ship-
Further, whenever a character wielding a torch enters mounted artillery such as canons (should gunpowder
a new room in an underground warren, their player exist in your campaign setting) and arbalests (very heavy
should roll 1d6. On a result of 1–2, the character has siege crossbows) may and, at the Referee’s discretion,
discovered and ignited a pocket of natural gas, causing so may spells such as Ball of Fire. The exact amount
it to explode as though a Ball of Fire spell has been cast of damage dealt by such weapons is ultimately up to
centered on them, dealing 1d6 damage to all creatures the Referee, though by default, these rules assume they
or characters within a 6” radius of the character. inflict the standard 1d6 damage. Similarly, fantastic sea
creatures of the Referee’s devising (e.g. giant squids)
In addition to lighting one’s way, mapping underground
may also inflict damage directly to a ship, while sea-
warrens whilst exploring them is vitally important, lest
dwelling foes may board a ship and attack the crew
one become utterly lost (a highly undesirable situation).
directly (a combat to be resolved using the regular Six-
Mapping underground cavern systems and other
Hack rules for such things).
subterranean delves in extreme detail while exploration
is underway just isn’t very realistic (so no mapping out Now, all of that having been said, it’s entirely possible
5’ x 5’ squares and precisely measuring rooms). In this for ship-mounted artillery to damage individual
regard, an adventurer’s two best available tools are chalk characters should they be unlucky enough to get
and twine. Both can be laid down right on the floor (or caught up in the crossfire (one cannot reliably aim at
walls in the case of chalk) to guide one’s way through an individual character with ship-mounted artillery).
a maze of underground tunnels — just follow the twine To see if a character has been hit with ship-mounted
or chalk markings to find your way (let the Referee artillery, roll an additional 1d6 for every character in
handle the actual mapping)! Further, one can sketch out potential striking distance whenever said artillery is
a quick map on paper using simple lines to represent fired. If the die rolled for any character turns up a result
tunnels or passages and squares or circles to represent of 1, then that character has been hit by an incoming
rooms or chambers — doing so is absolutely within the artillery barrage and takes an amount of damage equal
bounds of reason (having a given party member serve to 1d6 multiplied by two (ship-mounted artillery is
as the dedicated mapper is also a wise decision that will deadly).
aid in deciphering maps).

25
26
If a vessel takes more than half of its Damage Capacity discretion), grappling another vessel that is 1” or closer
but less than all of its Damage Capacity in damage, it on the tabletop (rolled as an attack, but entangles the
must return to port in order to be repaired. However, if it target vessel with ropes and hooks rather than dealing
takes less than half of its Damage Capacity in damage, damage), or closing to board (after a successful
a well-manned crew (assuming a full complement of grappling attack has been made).
hirelings, not simply a group of PCs, unless the vessel
is a mere rowboat or skiff) will be able to repair it at Once another ship has been grappled and boarded,
sea with enough time, effort, and materials salvaged combat is “zoomed in” and is resolved using the
from elsewhere on the ship (most likely from cargo). standard Six-Hack rules for combat between individual
How much time, effort, and material is needed in characters as discussed earlier.
such circumstances is up to the Referee. A ship whose
Damage Capacity has been reduced to zero or less Losing One’s Way
than zero is a complete loss, either sunk or sinking and It is possible for player characters to get lost while
beyond repair. traveling should they leave known roads, trails, or
established shipping lanes and should they not have a
As is the case in regular combat, time is divided into navigator or guide in their employ (see below). Roll a
turns when resolving waterborne conflict. During any d6 whenever there is a chance that the player characters
turn, a given vessel may attempt to perform one action have become lost. On a result of 4 or less, they are lost.
in addition to moving, making a check as previously
described under The Basics. To determine the order in Whenever a character (or group of characters) becomes
which ships can take those actions, at the beginning of a lost, a character should be allowed to make a dice roll
turn, each side rolls Initiative on a d6; high roll wins. The per The Basics to get their bearings again. A given
winning side acts first — moving and attacking (casting character may only attempt this die roll one time per day
a Ball of Fire spell counts as an attack for the purposes (in the game world), although other characters traveling
of waterborne conflict) or taking another action (see with the group may also make such a roll.
below). Other sides in the conflict take damage and
casualties, and then take turns in descending order Getting Help (Hirelings)
of Initiative rolled. Initiative rolls may result in a tie. Adventuring is tough. If player characters don’t eat,
When this happens, the PC vessels act first. they’ll starve. If they don’t care for their mounts,
their mount will starve. And they can’t carry an entire
Ship movement, much like character movement, is treasure hoard out of a lost city on their backs. At some
abstracted on the tabletop during actual play using point, they will need to hire some help. In games of Six-
inches of measurement. Oared movement of small Hack, hirelings should be front and center — they (both
vessels (e.g. rowboat or skiff) is limited to 15” per turn figuratively and literally) help to shoulder the heavy
on the tabletop, while oared movement of medium or burden of adventuring.
large vessels (e.g. barge or galley) is limited to 10” per
turn on the tabletop. Medium sailing vessels may move Exploratory expeditions or trade caravans are best
up to 20” per turn on the tabletop and large sailing looked at through the lens of Victorian Age exploration
vessels may move up to 30” per turn on the tabletop. and, to a lesser degree, modern age exploration. A well-
Choppy waters or other external phenomena (e.g. sea organized expedition isn’t three or four adventurers with
monsters) may impact these movement rates however a treasure map. It’s three or four adventurers to start.
the Referee sees fit. And then some guides. And an interpreter or two. And
half a dozen porters. And probably a cook. Maybe two.
In addition to movement, actions that a vessel may take And some animal handlers. Finally, all of this is often
on its turn include, but are not limited to: attacking funded by one or more patrons who expect something
another vessel or sea creature with ship-mounted in return for their investment.
artillery (or having a character onboard the vessel
cast a spell), attempting to ram another vessel or sea While player characters are obviously free to undertake
creature for 1d6 damage (a risky move as it may also exploratory excursions without any aid, the Referee
damage the vessel doing the ramming at the Referee’s may wish to remind them that even excursions led by

27
experienced explorers have ended in disaster, often Accouterments Revisited
because three or four explorers, no matter how plucky As mentioned earlier (in Describe Your Accouterments),
and determined, are not a match for the many perils of equipment in Six-Hack is largely symbolic. Six-Hack
an unexplored and untamed wilderness. Read up on is not an equipment depot. There are, however, some
Percy Fawcett for one such cautionary tale. exceptions to this rule. For example, you may have
noticed that some monsters (e.g. wights and vampires)
Hirelings are, mechanically, treated as baseline non- can only be damaged by magic or silvered weapons in
protagonist characters, as discussed earlier. Additionally, combat. This distinction is, therefore, important.
a hireling is granted a favorable circumstance on action
resolution rolls related to their specific profession (e.g. Should a character be armed with a magic or silver
cooks are skilled at preparing nutritious meals, guides weapon, this quality should be noted by both the player
are skilled at pathfinding and navigation through and Referee. Any other special properties that such
familiar terrain, interpreters are skilled at translating equipment possesses (e.g. armor that renders its wearer
from one language to another, and so on). invisible) should also be noted.

Other magic items should, likewise, be carefully


noted by both the Referee and the player whose
character possesses them — although a character
may not immediately be aware of a magic item’s
specific properties (at the Referee’s discretion some
experimentation with said item may be necessary
in order to discover the specifics of how it functions
and what the extent of its properties are).

Magic Item Guidelines


Regarding magic items, the Referee rolls 1d6 at the
beginning of every adventure. If a die result of 5+ is
obtained, then a magic item will be discovered. Magic
items are defined however the Referee likes, though
they are always considered to be unique items
for the purposes of attempting to purchase
them (magic items are extremely scarce and
people who possess them generally aren’t
motivated to sell).

Mechanically, some magic items may


confer a favorable circumstance (per The
Basics) to a specified dice roll under specific
conditions as defined by the Referee. For
example, a magic sword may grant
a favorable circumstance to attack
rolls when wielded against a specific
type of creature while a magic ring that turns
its wearer invisible may grant a favorable
circumstance to a character who is trying to
hide while wearing it.

Magic items may, additionally, confer other


benefits at the discretion of the Referee. For
instance, the Referee may decide that a

28
magical amulet keeps the character who wears it from
being surprised in combat. In this last regard, magic
items can be thought of as being a way to break the
written rules of Six-Hack with the express permission
of the Referee. The Referee should get creative here!

Treasures of Kestrel
Kestrel, being a world of adventure, is rife with treasures
for the taking. Herein are presented some of the world’s
legendary treasures as they are spoken of in hearth lore
and folk tales. Do note that these are unique, wondrous
treasures, not mere trinkets that can be purchased at
a store. These items should serve as examples for an
enterprising Referee to fire their own imagination when
creating magic items for use in a Six-Hack game.
Legend holds that Magebane consisted of three pieces
Kinslayer — The dagger Kinslayer has played a role in — a helm, a shield, and a jeweled breastplate. The helm
countless power coups throughout the centuries since was said to protect its wearer from magic that affects
it was forged, toppling many kingdoms, influencing the mind, the shield is said to reflect magic back at a
many wars, and changing the unnumbered destinies of caster who targets its wielder, and the breastplate is said
the men and women who have wielded it against those to protect against spells tied to the four elements.
of their own blood.
Magebane is famously tied to the heroine Daegmar, a
The current whereabouts of the legendary sword are not warrior priestess of the High God, Thena and witch
known, though the last recorded use of the blade was hunter in the Mage War. Daegmar was granted the armor
at the Battle of Karst, during the War of the Northern by Thena herself according to legend. When Daegmar
Expanse in the Age of Kings when Prince Saxon Rook died in the final battle of the Mage War, it is said that
struck down his father, King Alderbrook II. she was buried with her magical armor somewhere near
the farming village of Kingstown.
Forged by a forgotten magi in the Age of Heroes,
Kinslayer grants the person who wields it against The Red Library — As the Age of Heroes drew to a
their own kin tremendous power. When used to strike close and the last of the great magi realized that their
against a blood relation, the wielder of the sword time was coming to an end, they gathered up all of
inflicts triple the amount of damage as they would with their secrets and bound them into hundreds of tomes of
a normal attack (e.g. 3d6 damage). arcane knowledge. When this task was complete, they
hid away these books from the world. Today, not even
Magebane — At the dawn of the Age of Magic, the the modern magi of the College Arcane know where
gods found themselves at war with the magi, who they the library resides.
perceived as a threat to their own dominance. During
this war, the gods supplied their mortal worshipers with Mechanically, the Library of Secrets is a chance for the
armor and weapons forged of divine metal to aid them Referee to introduce a wealth of new magic into the
in their fight. The set of armor known as “Magebane” Kestrel campaign — lost spells from the Age of Magic,
in the hearth tales of Kestrel was one such divine knowledge of other worlds, and even powerful rituals
instrument. wielded by the magi against the gods themselves.

29
Example of Actual Play Grim states that she is casting an instance of Danziger’s
Magic Dart and spending an AP to create an additional
Liz, Mykle, and Sam are playing characters named dart, with one dart targeting each of the goblins
Sarah, Grim, and Breck respectively. Sarah and Breck attacking Breck. Mykle rolls 1d6 and scores a result of
are Fighters, former mercenaries who have struck out 4 (a success with Grim’s favorable circumstance bonus
on their own, and Grim is a Magic-User who has joined for being a Magic-User). A magic dart hits each of the
up with them to seek out adventure. All are currently goblins attacking Breck for 1d6 damage. Mykle rolls
Tier 1 characters. 1d6 for each dart. The first dart does 5 damage, killing
the goblin. The Referee lets Mykle describe how the
Sarah, Grim, and Breck are traveling down a trade
goblin dies. Mykle states that the magic dart explodes
road through the central plains of Kestrel. The road is
the goblin in a suitably impressive manner. The second
bordered on both sides by fields of untended tall grass.
dart does 2 damage to its target, injuring the goblin
Hiding in the grass are four goblin raiders. The Referee
severely
lets one of the players make a roll per The Basics to
avoid being surprised. The players decide amongst Breck states that he is drawing his sword and attacking
themselves that Liz will make this roll. They convince the surviving goblin that remains in front of him on
the Referee that Sarah’s martial expertise should count the road. Sam rolls 1d6 and produces a result of 3,
as a favorable circumstance when looking for an a success with the application of Breck’s favorable
ambush. Despite this added advantage, Liz rolls 1d6 and circumstance bonus for martial expertise as a Fighter.
scores a result of 2. A failure, even with the favorable Breck hits the goblin squarely in the face and does 1d6
circumstance bonus. The characters are surprised! damage. The goblin only has one Hit Point left due to
Grim’s successful attack, so no matter what Sam rolls,
The four goblins each get a “free” attack against the
Breck will annihilate the goblin with his sword swing.
player characters because of taking them by surprise.
The Referee lets Sam describe how he kills the goblin.
Two goblins circle around behind the player characters
Sam states that Breck decapitates the goblin with a
and fire their bows at Sarah and Grim from the cover
single swing of his sword.
of the grass, while the other two goblins jump into the
road ahead of the player characters and rush Breck with Finally, Sarah takes her turn, and uses it to stand back-
their short swords drawn. The Referee rolls dice for all to-back with Breck, raising her shield to protect against
four goblins, making sure to apply the –1 penalty that further attacks. This counts as her movement. She then
goblins suffer for fighting in daylight. She rolls results draws her sword and gets ready for other goblins to
of 4, 2, 3, and 5. So two hits and two misses (a favorable close on their position. The Referee rules that Sarah
circumstance for attacking by surprise also applies). can hold her attack action until a goblin gets close
Sarah takes one hit from a goblin arrow and Breck takes enough to her for her to attack it with her sword. Which
one hit from a goblin short sword. The Referee rolls 2d6 brings us to…
for damage, producing results of 4 and 2, respectively.
This means that Sarah takes 4 points of damage and The goblins. Of the four initial goblins, only two are
Breck takes 2 points of damage. left. One rushes out of the tall grass with its sword
drawn and moves immediately toward Sarah, who
Now, acting order in combat is determined. The players, it knows has been injured. The Referee rolls 1d6 and
for their part, choose to let Sam roll for initiative on scores a result of 2. A failure. The goblin fails to strike
their behalf. Sam rolls 1d6 and produces a result of 5. Sarah but is now within easy striking distance itself.
The Referee rolls for the goblins and produces a result Liz rolls 1d6 to see if Sarah hits the goblin with her
of 3. The player characters get to go first because of sword — and scores a result of 3. A success with her
Sam’s higher die roll result. favorable circumstance bonus! She then rolls another
1d6 to determine how much damage she deals to the
After some discussion amongst themselves, the players
goblin. 6! She immediately ends this goblin’s life and
decide that Grim will act first because she is uninjured,
the Referee lets Liz describe how Sarah kills the goblin.
Breck will act second because he took relatively little
damage from the goblins, and Sarah will act last
because she took the most damage in the opening salvo.

30
The single remaining goblin, seeing his companions The Town of Midian
brutally slaughtered in front of his eyes, decides that Midian is a very important farming community in
discretion is the better part of valor and uses the tall Kestrel, producing the lion’s share of feed grain for
grass to hide his escape, moving away from the site of the kingdom. As such, there are several local livestock
the failed ambush as quickly and stealthily as possible. operations in the area, including pig farms, cattle ranches,
and, of course, goat farms. Although the town itself
Save Uncle Grumpus’ Goats is small, the many fields of grain, silos, and livestock
operations cover vast tracts of land surrounding Midian.
This module is meant to serve as a basic introduction The town itself sits almost in the exact geographical
to Six-Hack. It isn’t especially deep, nor is it extremely middle of these enterprises, and due to the runoff from
detailed. It lays out a simple problem for player characters grain production and the various livestock operations, it
to resolve using tried and true adventuring tools and is often jokingly said that travelers can smell the town
the guidelines laid out elsewhere in this document. It is of Midian on the horizon before they can see it.
intended for a small group of beginning (Tier 1) player
characters and can lead to further adventures once the In addition to serving as an important farming center,
initial problem is resolved. Midian is also an important trade hub in Kestrel where
citizens from throughout the kingdom come to acquire
Adventure Overview grain during the harvest season (usually starting in
Augustus “Uncle” Grumpus is a cantankerous, late summer and ending in early autumn), as well as
eccentric, local farmer who lives on the outskirts of livestock. The citizens of Midian do quite well for
Midian in a small farmhouse. Next to his farmhouse themselves financially during harvest season because
are two livestock pens in which he keeps his prize- of the local economy and, as such, many have been able
winning goats, a large round top barn, and a small grain to establish local businesses that serve both residents
silo. Recently, Uncle Grumpus has had a problem with and travelers alike.
his goats. Notably, someone (or something) has been
killing them in a very brutal fashion and draining them Farrier — Lacking a proper name, this establishment
of their blood. is known only as “Smith’s” named after the muscular
woman of few words who owns the place, Greta Smith.
Now, Uncle Grumpus is not without his enemies in the Both locals and travelers need a good farrier, which
local farming community due to his cantankerous and Greta is. There are rumors that Greta once forged things
argumentative nature but is overall well liked. He does other than horseshoes, but these are just rumors.
not, however, personally know any troubleshooters who
may help with his current goat problem. Thus, Uncle General Store — Owned and operated by Stig
Grumpus has posted a flier on the Midian town message Forsberg, this tiny, unnamed, general store provides the
board and in various businesses around town asking for most basic supplies to both travelers passing through
assistance from any skilled adventurers who may be and residents of Midian. The store is small enough that
able to help him. Presumably, the player characters will Stig can handle the day-to-day operations by himself
answer this call to action. though, being a good-natured fellow, he sometimes lets
the town’s youth help in exchange for a few silver coins.
The hope is that the player characters will, through
clever deduction and careful investigation, discover The Solberg House — This twelve-room, two story,
who or what is killing Uncle Grumpus’ prize-winning boarding house provides both beds and hot meals
goats and, along the way, make some allies (or enemies) for travelers at a reasonable price (treat an overnight
whom they may interact with in the future. stay and two meals — breakfast and dinner — as an
Affordable expense). Owned by Holden Solberg, an
elderly man who inherited the business from his late
partner, Phillip, his eldest daughter Agda serves as the
cook and performs most of the manual labor necessary
to keep the business up and running.

31
Wheelwright — Like the farrier, Rolph Slovag, the Upon arriving at Uncle Grumpus’s farm, Grumpus
wheelwright, makes good money from the travelers will warmly greet the player characters and lay out
who come through Midian on their journeys. Just as the specifics of his goat problem as discussed in the
horseshoes need to be replaced or hooves trimmed Adventure Overview. He will offer the player characters
after traveling so, too, do wheels on wagons need to be free on-site lodging in the hay loft of his round top barn
replaced or repaired after a long journey. during their investigation, as well as two free meals a
day (breakfast and supper). Additionally, he will offer
Woodworker: This building serves as the storefront for them one of his prize-winning goats as a reward, should
Midian’s local carpenter, furniture maker, and purveyor they solve his problems and return things to their
of fine burial vessels, Mr. Karl Haglund. Mr. Haglund rightful order on the farm (and assuming there are any
and his three teenaged sons, Christian, Erik, and Peter goats left).
are responsible for building and repairing the town’s
many wooden structures, furnishing them, and burying The Investigation
the citizens who live in them when they are shuffled off If the player characters choose to stake out the livestock
the mortal coil. pens overnight, they will witness a large, misshapen,
wolf-like creature approach the pens shortly after
In addition to the businesses outlined above, there are
midnight when the moon hangs high in the sky. This
two dozen or so private dwellings in town constructed of
creature will attempt to accost one of the goats and, if
wood with thatched roofs and shuttered windows (there
uninterrupted, tear open the goat’s neck and drain its
is no glass in these window frames, as glass is not yet in
blood.
wide use in the default world of Six-Hack). Having said
that, the only two other places of immediate interest Should the player characters confront this creature with
are the small, stone, chapel and adjacent churchyard the intent of battling it, use the stats for a solo wolf
on Midian’s easternmost border and the large, wooden, given earlier in this book — BUT it only takes damage
long house at the center of town where the Burgomaster, from magic or silvered weapons (damage causing spells
Andreas Carlsson, his wife, Katja, and his daughter, count as magic weapons in this instance). If the creature
Eeva, live. is killed, it will transform into a naked Uncle Grumpus,
which will leave the players with some explaining to
The chapel is dedicated to no specific deity but, instead,
do when they return to Midian. They should be able to
is intended only as a place for quiet contemplation. The
discern that Uncle Grumpus was, unknown even to him,
adjacent churchyard is surrounded by a high, wrought
a were-creature responsible for his own goat problem.
iron fence, anchored by intricately carved limestone
Should the player characters, instead, choose to track
pillars. A large, open, gateway in the fence allows access
the creature back to its lair, have each of the players
to the churchyard. The churchyard and the chapel are
make an action check per The Basics on behalf of their
maintained by Mr. Haglund and his three sons.
character to remain undetected. Should they be detected,
the creature will disappear into the nearby woods and
The Hook circle back behind the group of player characters to
In all the locations listed — as well as on the town’s attack from hiding (roll to determine surprise). Combat
message board outside of the Burgomaster’s house — may then proceed as above.
one can find a handwritten flier circulated by Uncle
Grumpus, directing interested parties to his farmstead If the player characters successfully track the creature
for further details about his goat problem. Additionally, without being detected, they will discover a small cave
if the player characters aren’t interested in picking up in the forest. In the cave are two of the misshapen wolf-
a flier of their own volition, the Burgomaster can spot like creatures (the one that they tracked and another).
them and approach them with a flier in hand, briefly The cave itself is appointed with wolf pelts, a small
explaining the goat problem as it currently stands. table, two chairs, and a straw bed. When discovered, the
To further entice the player characters into assisting two creatures are asleep, curled up next to each other on
Uncle Grumpus, he may offer a small boon or favor in the straw bed, not unlike a pair of domesticated dogs.
exchange for their help as Uncle Grumpus is a good
friend of his. Should the player characters choose to attack the

32
sleeping creatures, roll to determine if the creatures The player characters may manage to divine the nature
are surprised and resolve combat as usual, with the of Uncle Grumpus’s goat problem and cast a Cure spell
aforementioned stipulations in play (e.g. immunity to upon the Grumpus creature, which will immediately
non-magical and non-silvered weapons). As was the undo the curse placed upon him and cause him to
case before, if killed, the creatures will transform intoshapeshift back into his human form. He’ll have no
naked humans (Uncle Grumpus and an unidentified memory of his time as the creature and will be slightly
female). embarrassed to find himself nude and surrounded by
strangers but is otherwise grateful. However, as long
Should the creatures merely be observed, one of them as the other creature has not been cured in a similar
(Grumpus thing) will leave the lair and, if successfully fashion to Grumpus, the goat problem will persist (and
tracked (roll as before to remain undetected), can be Grumpus may, again, find himself cursed).
seen returning to Uncle Grumpus’s house as the sun
begins to rise. Should the characters gain entry to the Should the players divine the nature of the creatures
farmhouse, they will find no creature but, instead, and cast a Cure spell upon both of them, not only will
find only an exhausted Uncle Grumpus snoring in his the creatures shapeshift back into human form, but the
bed. At this point, the player characters can probably unidentified woman will impart The Backstory (above)
surmise the true nature of Uncle Grumpus and the other and explain that she, out of loneliness, passed her curse
creature. onto Uncle Grumpus so that she would have a mate.

The Backstory Legalese


About a month ago, whilst hiking in the woods, Uncle The entire rules text of this document is ©2023, 2024
Grumpus was lured into a cave by a beautiful woman. by James D. Hargrove. Writing and design by James
This beautiful woman was, unbeknownst to Uncle D. Hargrove. The entire rules text of this document
Grumpus, a wolfware (a cursed individual who lives is released under CC BY-SA 4.0.. Feel free to contact
their life as both a human and a wolf). This wolfware bit me at d6todamage@[Link] with any questions or
Uncle Grumpus during a spirited round of lovemaking, suggestions that you have.
passing her curse onto him so that she could claim
him as a mate. Grumpus, however, remembers none of
this, running in the night as a large, bestial, wolf and
awakening in his bed, exhausted, every day at sunrise
(and minus a goat or two).

Possible Endings
The player characters may kill the Grumpus thing before
discovering that it is Grumpus or before discovering his
mate in the forest, which is probably the worst possible
ending. This ending will leave the players to explain
what happened to Grumpus and, as long as the other
creature remains undiscovered, the goat problem will
not be stopped (the other creature will continue to feed
upon the goats until the goat supply is depleted).

The player characters may discover both creatures in


the woods and kill them, which is only slightly more
desirable than killing the Grumpus thing alone. The goat
problem will be solved but, as above, Grumpus will be
killed, as will the unidentified woman. Again, this will
leave the characters with some explaining to do in town,
provided they don’t simply slink off undetected.

33

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