“The ToadStool Hack”

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Alright this is obviously house rules.  It's a bunch of rules and things from my head.  I am borrowing heavily from Matt Finch’s Swords & Wizardry, WOTC’s 5th edition SRD, TSR’s D&D B/X, Chris Gonnerman’s Basic Fantasy, Daniel Proctor’s Labyrinth Lord, Michael Thomas’s Blueholme.

Note: Our gaming group does not have any occurrences of ADHD, or the consumption of alcohol while playing.  Anyone using these rules only needs 2 dice, one for almost all the rolls (d20) and one for all damage (d6).  If a dice falls on the floor, it is spent and the roll does not count, your turn is forfeit and we move on.  (it’s a NEW house rule I just made up!).  

Also note: I’m doing this from memory, I’m not working off of the texts mentioned above.  Well I am, I am just not doing it directly.  So let’s call it a re-imaginging.  I should also note, that this hack is not a reference to “the Black hack” and its iterations, however the black hack is pretty awesome! I just used the term “hack” because that’s what it is.  

Introduction

You are not a hero, you might be some day.  But for the purposes of this game, you start off as a peon, with a lot of ambition, some willpower and hopefully good luck.

ABILITIES

Standard roll 3d6 in order.

STRENGTH

INTELLIGENCE

WISDOM

DEXTERITY

CONSTITUTION

CHARISMA

 

Ability Score

Modifier

3-8

-1

9-12

0

13-18

+1

Races

Human +1 to any 3 abilities, dwarf +1 to strength & con, halfling +1 to dex and con, elf +1 to int and dex,

Classes

All classes are start with 6 Hit Points + constitution modifier.  Wizard, warrior, thief, cleric.  

Restrictions: Wizards cannot wear armour.  Thieves can only wear leather armour, Clerics can only use bludgeoning weapons.  Clerics must have Wis of 9, Thieves Dex Of 9, Fighters Strength Of 9, Magic Users Intelligence of 9.

Fighters

As fighters level they have the ability to do “heroic” tests of strength and they are allowed multiple attacks. A heroic test entails all of the following feats of strength (ugh feats…):  Bend Bars, Lift gates, break down doors, throw large boulders, etc.  Heroic tests are based on d20 rolls.  Target number is 17 and progressively gets easier.  Obviously other classes can attempt these however they do not get an extra modifier for it.  Multiple attacks start at level 3.

Level

Modifier to Heroic Test

Multiple attacks

1

+1

1 Attack

2

+1

1 Attack

3

+1

2 Attacks

4

+2

2 Attacks

5

+3

2 Attacks +1 Damage

Thief Skills

Based on d20 rolls.  Target number is 17 and progressively gets easier.  This covers everything, add dex modifier to roll & thievery modifier.  Backstab modifier is to attack & damage rolls.

Level

Modifier to thievery

Backstab

1

+1

+1

2

+1

+1

3

+1

+1

4

+2

+2

5

+3

+3

Experience

Characters get XP for gold & for killing monsters. 1 Gold Pieces equals 1 Experience point.

Level

Experience needed

Attack Bonus

1

0

+1

2

1500

+2

3

3000

+3

4

6000

+4

5

12, 000

+5

Levelling Up

All characters can re-roll one stat.  3d6, if the roll is higher than current score it can be kept.  Players receive 1d6 + Constitution modifier upon levelling.  Attack bonus goes up.

Alignment:  Chaotic, Neutral, Good.

Spells

Wizards/Clerics can cast as many spells per day as their level.  There are no spell levels.  Wizards & Clerics start off with 2 spells.  Upon levelling Clerics receive one new spell from their deity.  At any time a wizard can copy a spell from a scroll into their spellbook (DC 10 INT roll).

As usual Wizards must memorize the spells they intend to cast.

Casting Spells: Offensive spells need to hit armour class of monster.

Wizard Spells

Magic Missile:  Does 1d6 damage + level.

Dispel Magic:  Dispels magic, save 10 + caster level

Charm:  Monster is charmed for 1d6 rounds. Save 10 + caster level

Frenzy:  Monster attacks anything around it.  Lasts for 1d6 rounds, Save 10+Caster Level.

Mage Armour:  Armour class is increased to 17 for 1d6 rounds.

Invisibility:  Becomes invisible for 1d6 rounds.

Monster Summoning: Out of the blue a 1 HD monster appears.  The amount of monsters that appear x caster level.  

Web:  Casts a web around monsters, lasts 1d6 rounds.  Save 10 + caster level to escape.

Cleric Spells

Heal: Heals 1d6 hit points

Light:  Casts light for 1d6 rounds

Detect Evil:  Can detect the presence of evil in the general vicinity

Detect Magic: Can detect the presence of magic in the general vicinity

Remove Fear/Curse:  Is reversible.  Save 10 + caster level.

Protection From Evil: Last for 1d6 rounds, creates a barrier between the players and monsters.

Purify Food & Water: Self explanatory.

Bless:  Can increase any players attribute to 18 for 1d6 rounds.

Saints Spell:  Will allow any player to reroll any dice once.

Holy Flame:  Casts bolt of holy flame 1d6+level damage.

Holy Water:  Creates a bucket of holy water that can be thrown. 1d6+level damage.


Charm:  Monster is charmed for 1d6 rounds. Save 10 + caster level

Turning Undead

Based on monster hit dice.  Attack bonus applied to turning.

Monster Hit Dice

Target

1 HD

8

2 HD

10

3 HD

13

4 HD

15

5 HD

17

6 + HD

21

Ability Check Difficulty

Difficulty

Target Number

Easy

10

Medium

15

Hard

17

Epic

19

God Like

21

Saving Throws

Difficulty

Target Number

Easy

10

Medium

15

Hard

17

Epic

19

God Like

21

Combat

Death:  When the player reaches the negative amount of their con score they die, no save.  When a player reaches -1 they are unconscious and will not be able to act without help.

Ability modifiers are added to damage rolls (this includes INT & WIS bonus for magical spells)

Attack bonus is added to attack rolls

Natural 20s: On an attack roll of 20, damage is doubled.  Roll a second damage dice.

Natural 1s:  Something extremely bad happens.

Initiative : Initiative order is determined by dexterity, the highest going first.  The GM determines monsters Dexterity randomly by the following:  Slow monsters 1d6, normal monsters 2d6, fast monsters 3d6.

Secret Doors & Traps

All characters searching need to roll 1d6.  

Level

Chance to find

1

1

2

1 -2

3

1 -2

4

1 -3

5

1 -3

Starting Gold

2d6 x 10 Gold Pieces, 1d6 x 10 Silver pieces.  There are only 2 currencies in the game, Gold & Silver.  10 silver pieces equal 1 gold piece.

Equipment

Characters can only carry 20 items at one time (plus their strength modifier)

Armour

Type

AC

Cost in GP

Unarmoured

10

0

Leather Armour

13

30

Chain Mail

14

45

Scale Mail

15

80

Plate Mail

17

150

Shield

+1 To AC

20

Weapons & Damage

All weapons do 1d6 damage except smaller weapons, large weapons cannot be used by halflings.  Small missile weapons have a range of 30 feet, large missile weapons have a range of 60 feet.

Type

Damage

Cost in GP

Battle Axe

1d6+1

30

Short Sword

1d6

15

Dagger

1d6-1

5

Two Handed Sword

1d6+2

45

Staff

1d6

5

Hand Axe

1d6

10

Short Bow

1d6

10

Sling

1d6-1

5

Long Bow

1d6+2

45

Hand Cross Bow

1d6-1

30

Heavy Cross Bow

1d6+2

45

Using Two weapons at once:  2 attack rolls are needed, the second attack roll no attack bonus is applied, and the damage is halved.

Quarrel

Type

Cost in SP

Distance

Heavy crossbow bolts (batch of 12)

40

100’

Light crossbow bolts (batch of 12)

30

50’

Sling Stones (batch of 12)

10

40’

Arrows (batch of 12)

40

Long bow 100’’, Short 50’

Adventuring Supplies

Type

Cost in SP

Torch (10)

2

Backpack

5

Trail Mix (1 week rations)

2

Holy Symbol

4

Clothing

3

Decent trail socks

3

Tent

2

Large Sack

6

Chest

300

Encumbrance

Characters can carry 200 GPS, 100 SPs and 20 items (including weapons & armour and gear).

Resting

On a short rest (4 hours of uninterrupted sleep or concentration) the players receive 3 hps back and 1 spell.  On a long rest (let’s say a week) they revive all of their hit points and all of their spells).  

Movement

All players can move 20 feet on a grid per round.  Each square is one inch and that equals five feet.  If encumbered (over 20 items) movement is halved.  

Beasties

All beasties get d6 hit dice.  The beasties get a + to hit based on their hit dice.  So a 2 HD creature gets +2 to hit.  Dexterity for beasties are rolled on the spot: Slow monsters 1d6, normal monsters 2d6, fast monsters 3d6.

Standard stat block is as follows:  Beastie Name, HD, Attack (multiple), Damage d6, Morale. XP.

Monster Saving Throws:

Save 10 + caster level

Monster Morale Checks

Roll under (2d6)

Monster Hit Dice

Morale

1 HD

6

2 HD

7

3 HD

8

4 HD

9

5 HD

10

6 + HD

11

Monster Experience Points

Monster Hit Dice

Experience Points

1 HD

15

2 HD

30

3 HD

60

4 HD

120

5 HD

240

6 + HD

480

Inspiration:  When you play your character well you can get inspiration, which you can give to other players or use yourself to re-roll any dice.

Advantage/Disadvantage:  On occasions where it's warranted monsters or players may get adv/dis.  For example the pcs have the high ground against a bunch of monsters.  

OPEN GAME LICENSE Version 1.0a

The only thing that is “product identity in this is the reference “old school toadstool hack”.  Everything else is considered open game content.

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System Reference Document Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathon Tweet, Monte Cook, Skip Williams, based on original material by E. Gary Gygax and Dave Arneson. System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.

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Castles & Crusades: Players Handbook, Copyright 2004, Troll Lord Games; Authors Davis Chenault and Mac Golden.

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Fly, Giant from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.

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System Reference Document Copyright 2016, Wizards of the Coast, Inc.; Authors Jonathon Tweet, Monte Cook, Skip Williams, based on original material by E. Gary Gygax and Dave Arneson. System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.

3 Toadstools Publishing 2017, Shane Ward, Editing.