Knave Hacks & Procedures
Knave Hacks & Procedures
by Tim Bannock
Characters
Melee & Ranged Attacks: 2-handed melee weapons =+2 damage. Two-weapon melee fighting
= +2 attack roll. Melee attacks threaten 5 ft.; polearms 10 ft. DEX instead of WIS for ranged.
Coins & Item Slots: All costs, values, etc. are simply “coins.” For the purposes of treasure
rewards, convert everything to gold pieces, and assume 1 gold piece = 1 coin. Items designed
to be worn or carried take up 1 slot, unless they are a “bundle item”, in which case 1 bundle = 1
slot. See the Equipment Appendix for more information.
Leveling Up: Replace this section entirely, as follows: Whenever a PC accumulates enough XP,
they gain a level. They gain XP at a rate of 1 XP for each 1 gp of coin, gems, or art brought back to
their haven, plus 1 XP per 2 gp spent to improve their social standing, improve the settlement
itself, or construct a stronghold.
They also raise one ability’s defense and bonus score by 1 point each time they level up. Starting
at level 2, and at every even level thereafter (4, 6, 8, 10, etc.), they may raise an additional
ability’s defense and bonus score by 1 point, so long as they choose two different abilities at each
even level (one ability for the standard +1 from leveling up, and a different one for the +1 from
being an even numbered level).
Rest & Recovery: Once per 24-hour period, during a turn or watch of rest, you can expend a
ration and recover 1d8 + CON bonus hit points (up to your max HP). Once per 24-hour period,
when you rest for a watch, you recover (Level x [1d8 + CON bonus]) hit points (up to your max
HP).
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Combat
Actions On Your Turn: The actions you can take on your turn are:
Attack. Attack an opponent. Cast A Spell. Unleash a magical effect.
Dash. Take a second move. Disengage. Your move doesn’t provoke opportunity
attacks.
Dodge. Your opponents suffer disadvantage to attack Help. Give an ally advantage to attack or make some
you. other save on their turn.
Hide. Attempt to become hidden. Ready. Setup a trigger in which to react with a
different action.
Search. Devote your attention to finding something. Use An Object. Interact with a complex object.
Ranged Attacks & Melee: When you are threatened by an opponent’s melee reach, your
ranged attacks have disadvantage. When failing an attack against a target threatened in
melee with others, the referee randomly determines one of the other creatures engaged with
that target, then compares the attack roll to their defense to see if you score a hit.
Flanking: When an ally is on the opposite side of an opponent from you, you and your ally gain
advantage on your attacks against that enemy.
Opportunity Attacks: When a creature leaves the reach of your weapon, you may make a
melee attack with that weapon as a free reaction, which occurs just before they leave your
reach. You can only do this once; it refreshes at the start of your turn.
Difficult Terrain: Every 1 foot of difficult terrain costs 2 feet of speed to move through.
➢ You can move through an ally’s space without difficulty. You can move through a
creature’s space who is two sizes or more larger than you as difficult terrain.
➢ Squeezing into a smaller size space gives you disadvantage on attacks and saves, and
gives your enemies advantage on their attacks.
Cover: When a creature has cover, they gain the following benefits:
Damage Types: Acid, Bludgeoning, Cold, Fire, Force, Lightning, Necrotic, Piercing, Poison,
Psychic, Radiant, Slashing, Thunder. Most monsters have at least one vulnerability.
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Hazards & Challenges
Climb, Crawl, Swim: Unless you have a feature that gives you a specific speed with another
movement mode, you climb, crawl, and swim at half your speed.
Drowning: A creature can hold its breath for CON bonus x 30 seconds. Once out of breath or
when choking, it drops to 0 HP, can’t regain HP until it can breathe again, and makes a CON 15
save each round or dies.
Extreme Cold & Heat: A torch deals 1 fire, a campfire 1d6, a bonfire 4d6, and lava instantly kills
an unprotected creature. In cold environs without proper clothing or protection, take 1d6 cold
damage each turn.
Falling: You take 1d6 bludgeoning damage per 10 feet fallen (max 20d6).
Light & Obscurity: Light sources shed light that is either bright or dim. Aside from light, fog,
foliage, and other environmental effects can cause areas of obscurity.
Starvation & Thirst: All a character’s food and water needs are taken care of by eating 1 ration
every day (this is an abstraction). A character can heal when they do so, otherwise they can’t
heal; see Rest & Recovery. If they don’t have food or water, they take 1d6 exhaustion each
day without food and water.
Fantastic Terrain
Acidic Bog: An area of acidic bog is difficult terrain, and any creature that ends its turn in it
takes 1d4 acid damage.
Ashen Dust: Highly caustic acidic dust is disturbed if anyone enters or starts their turn in the
area of ashen dust, causing the creature to make a CON save or take 1d4 acid damage.
Catapult Geyser: A creature that starts its turn in an area with a catapult geyser must make a
DEX save. On a success, it may ride the geyser vertically to its top (decided before combat)
and leap 10 feet in a chosen direction as a bonus action. On a failure, it is pushed 20 feet in a
random direction, takes 1d6 bludgeoning damage, and falls prone, ending its turn.
Cave Slime: Cave slime is difficult terrain, and a creature that enters a square filled with cave
slime must succeed at a DEX save or fall prone.
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Dimensional Shunt: A creature that teleports into an area with a dimensional shunt slides 1d4
x 5 feet in a random direction after teleporting; roll 1d4: 1) north, 2) east, 3) south, 4) west.
Divine Pillar: A divine pillar has 1d6 charges and has an alignment; before combat begins,
choose or roll a d4: 1) good, 2) law, 3) chaos, 4) evil. A creature that begins its turn adjacent to
this pillar is affected by it. A pillar of good heals 1d6 hit points; a pillar of law grants all of your
attacks an additional 1d6 radiant damage for 1 turn; a pillar of chaos deals 1d6 psychic damage;
and a pillar of evil deals 1d6 necrotic damage.
Divine Ray: A divine light shines from this 5 foot area, illuminating as a torch. The area has 1d6
charges. Any living creature that ends its turn in this square expends a charge and heals 1d6
hit points. Any undead creature that enters the square expends a charge and takes 2d6
radiant damage. When all charges are expended, the divine light fades away forever.
Elemental Stone: Choose or roll for the element before combat begins; use a d4 if rolling: 1)
cold, 2) fire, 3) lightning, 4) thunder. When a creature enters a patch of elemental stone, it
takes 1d6 damage of a type based on the element.
Enervating Lichen: A living creature that ends its turn in an area of enervating lichen takes 1d6
exhaustion.
Fire Moss: Fire moss gives off dim light within its area. A creature in a patch of fire moss takes
1d6 additional fire damage whenever they are targeted by a fire attack.
Fire Patch: Although usually made of infernal flames or magical pyres, a fire patch can be
created by mundane or magical means: a large cookfire, bonfire, or patch of burning
alchemist’s fire all work. Anyone in an adjacent square can use the fire to light an arrow or
crossbow bolt as part of their attack, dealing an additional 1d4 fire damage on a hit.
Ice Slick: Any creature that enters or starts its turn in a patch of ice slick takes 1d6 cold
damage and must make a DEX save or fall prone.
Insect Swarm: An area swarmed by insects might be lightly obscured and requires a creature
that ends its turn in it to make a CON save, or suffer an ill effect. Choose or roll a d4: 1) take 1
exhaustion, 2) you’re poisoned for 1d4 rounds (repeat the save at the end of your turn to clear
it), 3) take 1 poison damage, 4) take 1 piercing damage.
Lodestone: Patches of lodestone are a magically dense material that interferes with gravity. It
is considered difficult terrain, and ranged attacks that pass through a loadstone patch suffer
disadvantage.
Mudsuck. Areas of this mud are difficult terrain and requires a creature that ends its turn in it
to make a STR save or be restrained.
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Noxious Fumes: Caustic magical smoke fills an area, providing light or heavy obscurity (choose
or roll randomly before combat begins). Anyone that ends its turn in the area takes 1d6 fire
and 1d6 poison damage. (Sometimes the magic has a sentience of its own, or is affected by
winds, and moves 1d6 x 5 feet in a direction of the referee’s choice.)
Poison Gas: Areas of poison gas are lightly obscured, and anyone that ends their turn in them
must make a CON save or gain the poisoned condition for 1d6 rounds; repeat the save at the
end of each of your turns. (Especially potent ones may have an additional effect as long as the
creature has the poisoned condition, such as inflicting another condition or causing magical
sleep for 1d6 turns.)
Scalding Geyser: Anyone that enters an area with a scalding geyser must make a DEX save or
take 1d4 fire damage.
Shifting Portals: Whenever a creature ends its turn in a 5 foot area with a shifting portal, they
must make a WIS save. On a success, they immediately teleport anywhere they wish within 30
feet. If they fail, they are teleported 1d4 x 5 feet in a random direction; roll 1d4 for the
direction: 1) north, 2) east, 3) south, 4) west.
Slide: Slides are difficult terrain, and anyone who enters one must make a DEX save or slide
immediately to the end of the slide and fall prone, ending its turn. Climbing a slide without
proper equipment requires a DEX save at the end of a creature’s turn.
Spider Webs: Giant spider webs are difficult terrain and create areas of light obscurity.
Entering or starting a turn in one requires a creature to make a DEX save or become
restrained.
Spore Patch: As soon as a creature enters a patch of these mushrooms, the mushrooms burst,
creating a thick cloud of spores. The square is lightly obscured for 1 turn. The spore patch
regenerates in 1d6 days unless cleared with fire.
Steam Vent: Anyone that enters an area with a steam vent must make a DEX save or take 1d4
fire damage.
Thorn Hedge: Thorn hedge is difficult terrain. Anyone entering or starting its turn in a patch of
thorn hedge takes 1d6 slashing damage.
Voidlight: Areas of voidlight are dimly lit by ephemeral, scintillating lights. These areas can
never be brightly lit, however: any bright light entering these areas seems to be partially
drowned by shadowy apparitions.
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Conditions
Blind: A blinded creature can’t see and fails any save that requires sight. Attack rolls against
the creature have advantage, and the creature’s attack rolls have disadvantage.
Charmed: A charmed creature can’t attack the charmer or target the charmer with harmful
abilities or magical effects. The charmer has advantage on any save to interact socially with
the charmed creature.
Deafened: A deafened creature can’t hear and fails any saves that require hearing.
Encumbered: A creature carrying more items than it has inventory slots is encumbered: its
speed is halved. Every turn or watch it is active, it must make a DC 15 CON save. On a failure, it
takes 1 exhaustion.
Exhaustion: Whenever some game effect inflicts 1 exhaustion, the creature takes 1 damage (it
has no type).
Frightened: A frightened creature has disadvantage on saves and attack rolls while the source
of its fear is within line of sight. The creature can’t willingly move closer to the source of its
fear.
Grappled: A grappled creature’s speed becomes 0, and it can’t benefit from any bonus to its
speed. The condition ends if the grappler is incapacitated, or if an effect removes the grappled
creature from the reach of the grappler or grappling effect, such as when a creature is
forcefully hurled away by a spell or special ability.
Hidden: A hidden creature is one that is both unseen and unheard. Attack rolls against the
creature have disadvantage, and the creature’s attack rolls have advantage. After it makes an
attack, the creature loses the hidden condition regardless if the attack hits or misses. The
creature’s location can be detected by any noise it makes or any tracks it leaves.
Paralyzed: A paralyzed creature is incapacitated (see the condition) and can’t move or speak.
The creature fails STR and DEX saves. Attack rolls against the creature have advantage. Any
attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.
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Prone: A prone creature’s only movement option is to crawl, unless it stands up and thereby
ends the condition. (It costs the creature half its speed to stand up.) The creature has
disadvantage on attack rolls. An attack roll against the creature has advantage if the attacker
is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.
Restrained: A restrained creature’s speed becomes 0, and it can’t benefit from any bonus to
its speed. Attack rolls against the creature have advantage, and the creature’s attack rolls
have disadvantage. The creature has disadvantage on DEX saves.
Stunned: A stunned creature is incapacitated (see the condition), can’t move, and can speak
only falteringly. The creature fails STR and DEX saves. Attack rolls against the creature have
advantage.
1. Roll event die: Roll 1d12 to determine any events in this turn.
2. Actions: The party decides on actions: moving, searching, listening, etc..
3. Description: The referee describes what happens (using any procedures).
4. End of turn: The referee updates time records (durations, need to rest, etc.)
Movement: Characters move 120 feet per turn (24 five-foot squares) when exploring (this
takes into account mapping and note-taking, using a 10-foot pole to trigger traps in a corridor,
etc.). When moving through familiar areas they may move up to 2400 feet per turn (480
five-foot squares); they’ll be surprised by all encounters and spring all traps. When fleeing,
PCs move 120 feet per round and monsters move their full speed per round (3 x speed if only
combat speed is listed), and pursuit takes effect.
➢ Line of sight: Most monsters will not continue a pursuit if the characters get out of
the monster’s range of vision.
➢ Dropping treasure or food: Roll 2d6 for reaction if the party drops food or treasure.
Pursuit continues only on hostile or unfriendly results.
➢ Obstacles: Burning oil or other obstacles may also slow or stop a pursuit.
Searching: Searching a 20 x 20 foot area takes one turn, and allows a character to make an
INT save to discover hidden objects (secret doors, room traps, etc.). If a character describes
how they are searching in such a way that they would naturally interact with a hidden object,
they discover it automatically. Treasure traps cannot normally be found without special
abilities.
Doors
Forcing: To force a door, make a Strength save; DC is based on the door, usually 15. (It might
be 20 for a barred door, 25 for a magical lock, etc.) Monsters can usually open doors (even
stuck doors) automatically, unless they are blocked, magically closed, or wedged shut with
spikes. A failed attempt to force open a door eliminates any possibility of surprise that the
party may have against any monsters on the other side of the door.
Doors Swinging Shut: Doors opened by adventurers (by whatever means) are likely to swing
shut after they pass. To prevent this, doors may be held open using spikes or other wedges.
Listening at Doors: PCs have disadvantage on WIS saves when detecting subtle sounds
beyond a shut door. This attempt may only be made one time at any door by a character.
Some monsters, such as undead, do not make any noise.
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Traps
Trap Types: Treasure traps are small traps placed on an item, to prevent it being tampered
with or stolen (e.g. a poison needle on a chest or lock). Room traps are large traps designed to
affect anyone who enters the area (e.g. a pit that opens in the floor).
Triggering Traps: Each trap is triggered by a specific action (e.g. opening a door or walking
over a particular area). Every time a character makes an action that could trigger a trap
(whether blundering into it or prodding it with a 10-foot pole, for example), there is a 2-in-6
chance of the trap being sprung. Monsters may be able to bypass traps without risk, if the
referee wishes.
Disabling Traps: Taking actions that would logically disable, disarm, or prevent the trap from
going off work automatically. In some cases, it may require using or losing gear to do so
however: keeping a firing mechanism pinned with an iron spike or nail, using a dagger as a
wedge, etc. An attempt to disable a trap with tools might trigger it if the roll fails.
Trap Effects: When a trap goes off successfully, it usually triggers a saving throw of some kind:
STR = resist physical restraint, DEX = incoming targeted attacks or violent area effects, CON =
resist poison or infection, INT = resist psychic assault or confusion, WIS = see through illusions,
and CHA = resist mental manipulation. Conditions applied by traps usually require consecutive
saves (at the end of your turn) to end. Damage is based on deadliness: d4 = setback, d6 to d8
= dangerous, d10+ = deadly.
1d12 Event
1 Encounter: roll on the appropriate table for the outcome.
2-4 Sign of encounter: roll as for Encounter, but it's just signs of passage.
5-6 Hardship: Lanterns burn low, and weariness seeps into their bones.
➢ 5 A lantern goes out, if one is in use, otherwise see 6.
➢ 6 Rest for 1 turn or take 1 exhaustion.
7-8 Torch Burns: A torch burns out, if one is in use, otherwise nothing.
9-12 Nothing*
* Optionally, Secrets Revealed: Off-screen change; consider a cut-scene or vignette:
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Wilderness Adventuring
Wilderness journeys occur in turns of watches: about 6 hours per watch (4 watches per day).
Normally, each day is broken up into two watches of travel, one rest, and one is an activity
watch. The procedure for a day is:
1. Determine weather: Roll for the weather outlook for the day.
2. Decide course: The players decide on their course of travel for the day.
3. Losing direction: The referee determines whether the party gets lost.
4. Manage watches: Follow any procedures for specific watches.
5. End of day: The referee updates time records (rations, durations, rest).
Weather: Roll the weather die to determine the outlook for the day. (Alternatively, you may
use the Weather Hexflower.) If precipitation and/or wind are noted, roll 1d6 for each to
determine severity: 1-4 light and 5-6 heavy. If both appear and are heavy, then it becomes a
hazardous storm. Roll the direction die for wind direction, if needed.
Navigation: At the start of each travel watch, the party chooses one character to navigate. If
they have a map or landmarks, it’s automatic. Otherwise make a WIS save based on the
terrain (usually DC 10-15). If you fail, you veer by 1 hex face determined randomly by the
referee. If you roll a 1, you veer using the diagram below: roll 1d10.
Veer Diagram. The blue arrow is the intended direction. Roll 1d10 to determine veer.
Movement: Characters move two 6-mile hexes per watch when journeying (three if they are
mounted), or can explore a single hex over the course of a watch. If the party wishes to do a
forced march, they use up their activity watch as another travel watch, then suffer 1d6
exhaustion. When fleeing during overland movement, PCs move up to 1 additional hex per
travel watch, and their pursuers must make an INT or WIS save (their choice) to track them. At
the end of each watch of pursuit, both parties suffer 1 exhaustion. (Forced march during
pursuit leads to 1d6+1 exhaustion at the end of the activity watch.)
Visibility: Characters can usually see for three miles around them, in open terrain. This range
may sometimes be reduced (e.g. in overgrown terrain such as a forest) or increased (e.g.
looking out from the top of a mountain).
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Activities: An activity watch may be spent doing any of the following tasks.
Peril Band: Hexes are grouped in areas that are considered safe, borderlands, or wilds. In a
safe hex, roll the event die with advantage (take the higher roll), and in wilds roll the event die
with disadvantage (take the lower roll).
Rest Watch: During the rest watch, you treat it as one peril band safer, plus treat the Location
result as Nothing.
1d12 Event
1 Encounter: roll on the appropriate table for the outcome.
2-4 Sign of encounter: roll as for Encounter, but just signs of passage.
5-6 Hardship: roll 1d6 for defense (1. STR, 2. DEX, 3. CON, 4. INT, 5. WIS, 6. CHA)
and 10 + 2d4 for the DC, then make a group check: half or more of the party
must succeed, or else everyone takes 1d6 exhaustion.
7-8 Location: the party discovers a hidden location in a hex they travel through,
or roll for a random one if you have an appropriate table.
9-12 Nothing*
* Optionally, Secrets Revealed: Off-screen change; consider a cut-scene or vignette:
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Encounters
What’s It Doing? Roll 1d8 to see what a creature is up to when you first encounter it:
Needs and desires: To give monsters & NPCs more interesting needs or agendas so that
combat isn’t the only solution, roll 1d6 (top row) then 1d10 (column) on the table below.
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Defeating Enemies & Conceding
An enemy is defeated when its hit points are reduced to 0, or it fails a morale check and
successfully flees. Players can define defeat — kill, capture, daze, arrested — means.
A PC is defeated when their hit points are reduced to 0. They awaken as soon as a healer’s kit
use is expended or they receive magical healing. In gritty campaigns, further attacks that hit
them will kill them. Otherwise, when tended to, they make a CON 15 save or die.
A player can concede a conflict at any time. They interrupt any action at any time before the
roll is made to declare they concede the conflict. Concession gives their enemies the success
of what they wanted, but the PC avoids the worst possible fate (usually death; sometimes
simply a “spark of hope” remains). If all players concede, the party successfully flees.
Moderate Stakes: Robbed, item(s) broken, resource depleted, distracted, delayed, alarm
raised, split the party.
High Stakes: Hurt or killed, ally targeted, captured, reputation permanently affected,
allegiances shattered, surrender.
Roll to Return
When a dungeon or wilderness adventure approaches the session end without resolution, you
can use the following table to see what happens when the party attempts to return to the
closest settlement or safe point.
1d12 Situation
1 Encounter: Each PC rolls their best save DC 15, taking 1d6 damage if they fail.
Anyone reduced to 0 HP is lost in the dungeon (recover them later!).
2-4 Chase: Each PC rolls 1d20 and loses an item in that inventory slot, if they have
one. This represents items dropped/lost/used when fleeing from the
adventure site. (At the referee’s discretion, it could simply be -1 Quality.)
5-6 Hardship: roll 1d6 for defense (1. STR, 2. DEX, 3. CON, 4. INT, 5. WIS, 6. CHA)
and 10 + 2d4 for the DC, then make a group check: half or more of the party
must succeed, or else everyone takes 1d6 exhaustion. Anyone reduced to 0
hit points as a result of this is carried back by the party.
7-8 Location: the party discovers a hidden safe location nearby, developed
randomly or designed for the start of the next session. It may be temporary.
9-12 Safe: the party arrives back at their safe haven without incident.
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Options
Harvesting Monster Parts
Harvesting a monster’s body part requires 10 minutes, butchery tools, and an INT save against
the monster’s save defense to avoid spoiling it. The most useful organs are the ones that
produce the monster’s special abilities. For example: A dragon’s lung (fire breathing), a
dragon’s eye (unsleeping), a dragon’s scales (fireproof). Each monster part has a level equal
to the monster’s HD. To appropriate collectors or craftsfolk, such parts are worth 10 x level
gp.
Each part takes up at least one slot, due to the packaging and fluids it must be preserved in.
Large parts may fill more slots.
Once you have the right materials and the amount of time it will take to craft the item, make
an INT save against a DC equal to all of the parts’ levels + 10. On a success, the parts are used
up and the item is created after the time has elapsed. On a failure, the parts are used up and
you create the item but the time it takes is doubled. On a failure by 5+, the parts are used up
and the allotted time expended, but the item is useless.
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