TEXT:  
  FANTASY ROLE PLAYING GAME 
  BY JOHN M. STATER 
   
  BBllooooddyy  
  BBaassiicc  
   
  THIS IS THE BASIC VERSION OF THE BLOOD & TREASURE FANTASY ROLE PLAYING GAME. IT SERVES 
  AS AN INTRODUCTION TO THE BLOOD & TREASURE SYSTEM WITH A WEIRD FANTASY THEME  
  WEIRD FANTASY EDITION 
  
   
  I. Introduction 
  1 
  II. Making a Character 
  2 
  III. Ability Scores 
  3 
  IV. Races 
  4 
  V. Classes 
  5 
      The Idolator Class 
  6 
      The Magus Class 
  8 
      The Puissant Class 
  10 
      The Thief Class 
  12 
  VI. Retainers 
  14 
  VII. Equipment 
  14 
  VIII. Wonder 
  18 
  IX. Rules of Play 
  19 
  X. Dungeons and Wilderness 
  22 
  XI. Monsters 
  25 
      Aberrations 
  26 
      Animals 
  27 
      Constructs 
  27 
      Demons and Devils 
  28 
      Dragons 
  30 
      Elementals 
  30 
      Fey 
  31 
      Giants and Humanoids 
  32 
      Magical Beasts 
  33 
      Monstrous Humanoids 
  34 
      Oozes 
  35 
      Plants 
  36 
      Undead 
  36 
  XII. Experience and Treasure 
  38 
  XIII. Thesaurus 
  43 
  XIV. Conclusion 
  45 
   
   
  Bloody Basic – Weird Fantasy Edition is Copyright 2015 John M. Stater 
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc. 
   
  WRITTEN BY 
  John M. Stater 
  EDITED BY 
  Tanner Yea 
  David Jenks 
  COVER ILLUSTRATION 
  Sidney Sime 
  INTERIOR ILLUSTRATIONS 
  Aubrey Beardsley 
  Mahlon Blaine 
  Dwight A Boyce 
  Claude Fayette Bragdon 
  Harry Clarke 
  Boris Dalgov 
  Sidney Sime 
   
  Silhouette of potions by Telecanter 
   
  Cartography (page 23) by Dyson Logos 
   
   
  BBllooooddyy  
  BBaassiicc  
  FFaannttaassyy  RRoollee  PPllaayyiinngg  G
  Gaam
  mee  
  
   
   
   
   
  
  BLOODY BASIC 
  1 
   
  Weird fantasy is a cornerstone of fantasy role-playing games, 
  influencing the earliest games and lending them their unique 
  flavor. Born from the Romantic Movement and symbolism, 
  weird fantasy was a reaction to the modern world in which the 
  authors lived. Weird fantasy was lush and decadent and 
  yearned for meaning and release. It consisted of simple stories 
  set in ornate worlds, and reveled in obscure, flowery and 
  archaic text. The weird fantasy author and his characters were 
  like tourists drinking in exotic places that existed only in their 
  dreams. It has in its genes both pseudo-historical romances, 
  Orientalism and fairy tales, though not fairy tales fit for 
  children. The fairy tales that parented weird fantasy were 
  never stripped of their violence or their erotic overtones. 
  Weird fantasy is both steeped in meaning and bereft of it. It is 
  quiet and noisy and ridiculous and sublime … and makes an 
  excellent place for players to explore and indulge their sense 
  of wonder. Weird fantasy characters seek escape from the 
  tedium and constrictions of the industrial age. They are errant 
  knights, burglars, wise women, mystery priests and magicians. 
  They are bent on one last grand adventure, one chance to 
  crack open the bones of drudgery and suck out the marrow of 
  life, one final opportunity to live deeply and truly and 
  transform the mundane into the beautiful … are you? 
  I. INTRODUCTION 
  Bloody Basic is a role playing game set in a fantasy world of 
  demons, dragons, magic and treasure. It is a “basic” version of 
  the more advanced Blood & Treasure RPG.  
  Bloody Basic is a “pen & paper” game that requires a group of 
  players to sit around a table with pencils, pieces of paper and 
  dice and interact with one another to make things happen. One 
  of the players is declared the Referee, or Treasure Keeper (TK) 
  and has the task of running the game. The other players take 
  on the roles of fantasy characters delving into donjons in 
  search of treasure. Most games have four to six players, but it 
  is possible to play with more or fewer players. 
  THE DICE 
  Dice are absolutely vital to a game of Bloody Basic. The game 
  consists of several people weaving a tale of adventure and 
  exploration. In order to keep the game from being a series of 
  arguments over whether the actions in the game are 
  successful or not, dice are used to determine how the events 
  unfold. 
  The game uses the six-sided dice most people are familiar with 
  and several other types of dice that generate different ranges 
  of numbers. These dice can be purchased on the internet or in 
  most gaming stores. 
  Four sided dice are abbreviated “d4” 
  Six sided dice are abbreviated as “d6” 
  Eight sided dice are abbreviated as “d8” 
  Ten sided dice are abbreviated as “d10” 
  Twelve sided dice are abbreviated as “d12” 
  Twenty sided dice are abbreviated as “d20” 
   
   
   
   
  
  BLOODY BASIC 
  2 
   
  When the game calls for a certain dice to be rolled, it uses 
  these abbreviations and precedes them with the number of 
  dice to be rolled. If the game needs you to roll one twenty 
  sided dice, it asks you to roll “1d20”. If the game needs you to 
  roll three six sided dice, it asks you to roll “3d6”.  
  There are three additional types of “dice” that are sometimes 
  called for in the game. None of these dice technically exist, but 
  other dice can be used for such rolls. 
  Two sided dice are abbreviated d2. A two sided dice can be 
  simulated by flipping a coin (you must agree in advance 
  whether heads or tails count as 1 or 2) or rolling a d6 and 
  treating a roll of 1 to 3 as “1” and 4 to 6 as “2”. 
  Three sided dice are abbreviated d3. A three sided dice can be 
  simulated by rolling a d6 and treating a roll of 1 to 2 as “1”, a 
  roll of 3 to 4 as “2” and a roll of 5 to 6 as “3”. 
  Percentile dice are abbreviated d100 or d%. To simulate a one 
  hundred sided dice, roll two d10. The first dice counts as the 
  ten’s place, the second as the one’s place. 
  Thus, if the first dice was a “7” and the second 
  dice was a “5”, the roll would be considered a 
  “75”. A roll of “0” and “0” is “100”. 
  II. MAKING A CHARACTER 
  For players of Bloody Basic, the character they 
  play is their window to the world. Characters 
  can be male or female, young or old, and one of 
  several different races and classes. Some aspects of 
  a character are rolled randomly, and thus are outside 
  the control of the player. Other aspects are chosen by 
  the player. Before you create a character, you need to 
  understand the following game-related terms. 
  TREASURE KEEPER – The referee for the game is referred to 
  as the Treasure Keeper, or TK. 
  CHARACTER – A character is a person or creature either 
  controlled by a player (a “player character”, or PC) or by the 
  referee (a “non-player character”, or NPC). 
  ABILITY SCORE – An ability score reflects a character’s 
  potency in six different measures, three physical and three 
  mental. Determining ability scores is the first step in creating a 
  character. 
  RACE – A character’s race, human or otherwise, sets various 
  benefits and limitations that will have an impact on the 
  character during play. After ability scores are rolled, a player 
  chooses his character’s race. 
  CLASS – Class is a character’s profession. Class determines 
  how good a character is at combat, whether they can cast 
  magic spells and what kinds of tasks they are trained in. After 
  a character’s race has been decided, a class is chosen. 
  EXPERIENCE POINTS – Experience points (XP) are a numerical 
  measure of a character’s deeds. XP are earned by overcoming 
  challenges such as monsters and traps, and claiming treasures. 
  LEVEL – The more XP a character earns, the higher their level. 
  Just as an ability score measures how strong or weak a 
  character is, their level measures how accomplished they are 
  at their chosen profession. Most characters begin at 1st level. 
  HIT DICE – A character earns a Hit Dice (HD) at each level. A 
  HD is a dice rolled to determine a character’s hit points (see 
  below). The more skilled a class is at fighting, the larger their 
  HD. Puissants roll the largest HD, a d8, while magi roll the 
  smallest, a d4. 
  HIT POINTS – Hit points (hp) are a measure of one’s ability to 
  survive danger. When hit points are reduced to 0, 
  a character may die, be knocked unconscious 
  or subdued. 
  ATTACK BONUS – A character’s attack bonus 
  is the number they add to dice rolls when 
  trying to deal damage to or overcome an 
  opponent in combat.  
  SAVING THROWS – A saving throw is a dice roll 
  in which a player rolls a twenty-sided dice (1d20) 
  and attempts to roll a number equal to or higher than 
  their saving throw value. There are two times saving 
  throws are used in the game. The first kind is used to see if a 
  character can escape danger or destruction from traps, magic 
  spells and other hazards. The second is used when a character 
  attempts a non-combat task, and is called a Task Check. When 
  the rules permit you to re-roll a saving throw, you may only 
  attempt the re-roll once. 
  ARMOR CLASS – A character’s Armor Class (AC) is a target 
  number that an attacker must overcome with his or her attack 
  roll to inflict damage. Armor Class starts at 10 and increases 
  due to a high Dexterity score, wearing armor and/or carrying 
  a shield. 
  TASKS – Tasks are non-combat actions that some character 
  classes have as skills. A character that is skilled in a task gets 
  better at performing that task as they gain levels. A character 
  with a knack in a task is better at doing it than most, but does 
  not improve over time. 
   
   
   
  
  BLOODY BASIC 
  3 
   
  III. ABILITY SCORES 
  Each character is defined by six ability scores: Strength, 
  Intelligence, Wisdom, Dexterity, Constitution and Charisma. 
  These scores represent the character’s mental and physical 
  faculties and can apply a bonus or penalty to the actions they 
  attempt over the course of a game.  
  Strength (Str) 
  Roll three six-sided dice (3d6) and record the number next to 
  Strength. If the number you rolled was between 3 and 8, your 
  character is effete. You must deduct one from the roll when 
  you roll dice to attack with a melee weapon, roll dice to 
  determine damage from a successful melee attack, or roll dice 
  when performing a Strength task. If the number you rolled was 
  between 13 and 18, your character is mighty. You add one to 
  the roll when you roll dice to attack with a melee weapon, roll 
  dice to determine damage from a successful attack, or roll dice 
  when performing a Strength task associated. If you rolled a 
  number between 9 and 12, you character has average strength 
  and neither adds nor subtracts when rolling dice as above. 
  Intelligence (Int) 
  Roll three six-sided dice (3d6) and record the number next to 
  Intelligence. If the number you rolled was between 3 and 8, 
  your character is a mooncalf. You must deduct one from the 
  roll when you roll dice when performing a Knowledge task. If 
  the number you rolled was between 13 and 18, your character 
  is canny. You add one to the roll when you roll dice when 
  performing a Knowledge task. If you rolled a number between 
  9 and 12, you character has average intelligence and neither 
  adds nor subtracts when rolling dice as described above. 
  Mooncalves know one language. Average characters know 3 
  languages. Canny characters know 6 languages. 
  Wisdom (Wis) 
  Roll three six-sided dice (3d6) and record the number next to 
  Wisdom. If the number you rolled was between 3 and 8, your 
  character is foolish. You must deduct one from the roll when 
  you roll dice to make a Will saving throw, or roll dice when 
  performing a Perception task. If the number you rolled was 
  between 13 and 18, your character is sophic. You add one to 
  the roll when you roll dice to make a Will saving throw, or roll 
  dice when performing a Perception task. If you rolled a 
  number between 9 and 12, you character has average wisdom 
  and neither adds nor subtracts when rolling dice as above. 
   
   
  Dexterity (Dex) 
  Roll three six-sided dice (3d6) and record the number next to 
  Dexterity. If the number you rolled was between 3 and 8, your 
  character is oafish. You must deduct one from your Armor 
  Class, and the roll when you roll dice to attack with a missile 
  weapon, roll a Reflex saving throw, or roll dice when 
  performing an Agility task. If the number you rolled was 
  between 13 and 18, your character is nimble. You add one to 
  your Armor Class, when you roll dice to attack with a missile 
  weapon, roll a Reflex saving throw, or roll dice when 
  performing an Agility task. If you rolled a number between 9 
  and 12, you character has average dexterity and neither adds 
  nor subtracts when rolling dice as above. 
  Constitution (Con) 
  Roll three six-sided dice (3d6) and record the number next to 
  Constitution. If the number you rolled was between 3 and 8, 
  your character is frail. You must deduct one from the roll 
  when you roll dice for Hit Points, roll dice for a Fortitude 
  saving throw, or roll dice when performing an Endurance task. 
  If the number you rolled was between 13 and 18, your 
  character is stalwart. You add one to the roll when you roll 
  dice for Hit Points, roll dice for a Fortitude saving throw, or 
  roll dice when performing an Endurance task. If you rolled a 
  number between 9 and 12, you character has average 
  constitution and neither adds nor subtracts when rolling dice 
  as described above. 
   
  NAME:
  Oswidune
  CLASS:
  Puissant
  RACE:
  Human
  XP:
  0
  LEVEL:
  1 (Blade)
  STR:
  13 (Strong)
  Hit Points:
  5
  Fortitude: 12
  INT:
  10
  Armor Class:
  14
  Reflex:
  15
  WIS:
  8 (Foolish)
  Movement:
  30'
  Will:
  16
  DEX:
  10
  Melee Attack:
  +2
  CON:
  11
  Missile Attack: +1
  CHA:
  9
  Encumbrance:
  28
  SPECIAL ABILITIES:
  Combat Feats (one first level feat per day)
  LANGUAGES:
  Common, elven, gibbelin
  EQUIPMENT
  Cuir boille
  Torches (10)
  Kite shield
  Rope (50')
  Sallet helm
  Rations (week)
  Longsword (1d8 damage)
  Pole (10')
  Sling (1d4 damage)
  Iron spikes
  Bullets (20)
  Hammer
  Backpack
  Flint and steel
  Tunic
  Cloak
  Boots
  Bedroll
  Hose
  Platinum:
  Gold:
  1
  Electrum:
  Silver:
  5
  Copper: 9
  Treasure:
  None (yet!)
   
   
   
  
  BLOODY BASIC 
  4 
   
  Charisma (Cha) 
  Roll three six-sided dice (3d6) and record the number next to 
  Charisma. If the number you rolled was between 3 and 8, your 
  character is vile. You must deduct one from the roll when you 
  roll dice when performing a Charisma task. If the number you 
  rolled was between 13 and 18, your character is charming. 
  You add one to the roll when performing a Charisma task. If 
  you rolled a number between 9 and 12, you character has 
  average charisma and neither adds nor subtracts when rolling 
  dice as above. 
  Now that you have a sketch of your character’s basic physical 
  and mental abilities, you get to choose your character’s race 
  (human, elf, grotesque or satyr) and then class. 
  IV. RACES 
  Characters in Bloody Basic can be of one of four different races. 
  Each race has a unique perspective and different special 
  abilities and limitations that it brings to the game. 
  Some races can “multi-class”. This means advancing in two 
  classes at the same time. Multi-class characters divide their XP 
  evenly between their two classes. When they gain a new level 
  in one class, they roll hit points for that class and divide the 
  result by two, adding this to their total. They can use all the 
  special abilities of their classes, the best saving throw of either 
  class, the least restrictive weapon restrictions of their classes, 
  and the most restrictive armor restrictions of their classes. 
  Humans 
  Humans should require no description, for weird fantasy 
  humans and real humans are not terribly different. Of course, 
  in a fantasy world, “human” can be extended to creatures that 
  look inhuman (strange colors of skin, bony protrusions), but 
  which are essentially human beings.  
  Humans have a movement rate of 30’ per round. 
  Humans can advance as far as possible in any class, and are 
  permitted to take levels in the various sub-classes in the game. 
  Elves 
  Elves are graceful fairy creatures with thin faces, pointed ears 
  and vivid eyes. Soulless, they have neither mercy nor 
  compassion for others, and exist only to please themselves. 
  Elves look much like humans, though their ears are slightly 
  pointed, and they are usually quite beautiful. Elves are ageless 
  when they reach maturity, but can be killed by injury, poison 
  and disease. 
  Elves have a movement rate of 40’ per round. They adjust their 
  Dexterity scores up by one point, and adjust their Constitution 
  scores down by one point. 
  Elves can see in the dark to a range of 60’.  
  Elves have a knack for finding secret doors. They need only 
  pass within 5’ of such things to have a chance to notice them, 
  even if they were not actively looking.  
  Elves are immune to a ghoul’s paralysis touch. 
  Elves can advance to 4th level as idolators, puissants and 
  thieves, and to 5th level as magi. They can also choose to 
  multi-class as magus/puissants, advancing up to 4th level. 
  Grotesques 
  Men and women of monstrous mien, a grotesque’s bizarre 
  visage is said to hide a bestial nature and a soul steeped in 
  vice. Grotesques are humanoid creatures with one or more 
  exaggerated or bestial features. Most are eccentric loners, and 
  their lack of charisma drives many to become bitter and 
  misanthropic. The exact physical description of a grotesque 
  depends on the character’s player, but their odd features must 
  never contribute a palpable bonus during play. 
  Grotesques have a movement rate of 30’ per round. They 
  adjust their Strength score up by one point, and adjust their 
  Charisma score down one point. 
  Grotesques can cast the orison malison once per day. They 
  enjoy a +2 bonus on saving throws against fear. 
  Grotesques are often slaves to their passions. When 
  confronted with temptations of an illicit nature, grotesques 
  must pass a Will saving throws to resist the impulse. 
  Grotesques can advance in any class, as do humans. 
   
   
   
  
  BLOODY BASIC 
  5 
   
  Satyrs 
  Satyrs are bestial creatures with the upper bodies of humans 
  or elves, and the lower bodies of goats, deer or other such 
  animals. Their half-bestial appearance is matched by a half-
  bestial personality, for there are known to be wild and 
  uninhibited. 
  Satyrs have a movement rate of 30’ per round. They adjust 
  their Constitution score up by one point, and adjust their 
  Wisdom score down one point. 
  Satyrs can see in the dark up to 60’. 
  They can use the horns on their heads to gain an extra head 
  butt attack each round that inflicts 1d4 points of damage. 
  Satyrs enjoy a +2 bonus to saving throws against the special 
  abilities of magical beasts and the fey. 
  Satyrs can advance to 4th level as idolators, magi and 
  puissants, and to 5th level as thieves. They can also choose to 
  multi-class as magus/thieves, advancing up to 4th level. 
  V. CLASSES 
  After a character’s ability scores have been rolled and 
  recorded, and their race has been chosen, it is time for the 
  player to choose their character’s class. 
  A class is something like a profession, and determines how 
  well the character fights, how well they avoid certain dangers, 
  and any special abilities they might have. 
  The Idolator Class 
  Idolators expound on the divine mysteries of the universe for 
  the betterment or chastisement of their fellow men. Servants 
  of gods and goddesses, they call upon the ultramundane and 
  trade their obeisance for divine favors. 
  Idolators must observe any number of taboos placed upon 
  them by their masters (see below). 
  REQUIREMENTS & RESTRICTIONS – Idolators must have a 
  Wisdom score of 9 or higher. They are permitted to use light 
  and medium weapons, and can use shields and wear aketons, 
  brigandines and maile in combat. Idolators can use allowable 
  magic armor and weapons, potions, scrolls, wands, staves and 
  wondrous items. 
  SPECIAL ABILITIES – Idolators have two special abilities, the 
  ability to shun their enemies and to cast orisons. 
  “Shunning” means to present an idol and cause the idolator’s 
  enemies to recoil in fear or be even more terribly impacted, 
  depending on the creature’s type. When attempting to shun, an 
  idolator must present an idol and utter a holy chant. The 
  idolator’s player then rolls 1d20 and compares his roll to the 
  table below, based on the idolator’s level and the hit dice of the 
  creature type they are attempting to shun. 
   
  Idolator Level 
  HD 
  1 
  2 
  3 
  4 
  5 
  6 
  1 
  10 
  7 
  4 
  3 
  2 
  D 
  2 
  13 
  10 
  7 
  4 
  3 
  2 
  3 
  16 
  13 
  10 
  7 
  4 
  3 
  4 
  19 
  16 
  13 
  10 
  7 
  4 
  5-6 
  20 
  19 
  16 
  13 
  10 
  7 
  7-8 
  - 
  20 
  19 
  16 
  13 
  10 
  9-10 
  - 
  - 
  20 
  19 
  16 
  13 
  11-12 
  - 
  - 
  - 
  20 
  19 
  16 
   
  When a shunning attempt is made, a d20 should be rolled and 
  the table above consulted for the result. If the number on the 
  die is equal to or greater than the number shown on the table, 
  all creatures of the targeted type flee for 3d6 rounds, or cower 
  helplessly if they cannot flee.  
  If the table indicates “D”, the creature is affect as follows: 
  Aberrations and the undead crumble into dust. 
  Animals, fey, humanoids, magical beast and monstrous 
  humanoids must serve the idolator loyally for 24 hours. 
   
   
   
  
  BLOODY BASIC 
  6 
   
  Constructs are made inanimate; this is permanent for non-
  sentient constructs, and lasts for 24 hours for sentient 
  constructs. 
  Demons, Devil and Elementals are forced back to their home 
  dimension, and are barred from returning for a year and a day. 
  Dragons are subdued, as humanoids above, but only until the 
  dragon feels it can get the best of its master and destroy them. 
  An idolator can shun once per day per level. 
  Idolator orisons represent their knowledge of the divine 
  mysteries. All idolators are schooled in a variety of mystery 
  cults, and by accepting random taboos they can curry enough 
  favor from the deities behind those mysteries to get their 
  prayers to those deities answered. 
  There are nine mystery cults that can be prayed to in exchange 
  for access to their special cult orisons. There is no limit to the 
  number of mysteries to which the idolator can gain access, but 
  for each one he must accept a different taboo. These taboos 
  are rolled on the following table: 
  d10 
  Taboo or Dictum 
  1 
  Foreswear the use of animals for any purpose 
  2 
  Foreswear any contact with the opposite sex 
  3 
  Foreswear speech, except when casting orisons 
  4 
  Foreswear killing and the use of edged weapons 
  5 
  Foreswear the taking or holding of wealth 
  6 
  Foreswear eating and drinking (including potions) 
  7 
  Foreswear generosity (no possession may be shared) 
  8 
  Foreswear mercy (all who oppose you must die) 
  9 
  Sacrifice all material wealth found that day (destroy or cast 
  away so that none may retrieve it) 
  10 
  Sacrifice the first sentient being you come across (not 
  including your compatriots) with a sacrificial dagger 
   
  The breaking of a taboo means that no orisons from its 
  associated cult may be cast for the remainder of the day, and 
  for each orison of that cult already cast, the idolator suffers 
  1d4 points of damage per orison level. Thus, if an idolator 
  casts a third level orison and then breaks the taboo associated 
  with it, he suffers 3d4 points of damage. 
  The following divine mysteries may be followed by Idolators: 
  The All-Seeing Eye (ASE), Azoth (AZO), Cromm (CRM), The 
  Great God Pan (PAN), Hastur the Shepherd (HAS), Isis the 
  Queen (ISS), Mitra the Bull (MTR), Nodens the Traveler (NOD), 
  The Worm Ouroboros (OUR) and The Sepulchral God (SEP). 
  The cult associated with an orison is given in parentheses after 
  the name of the orison. 
  First Level Orisons 
  1. BLESS (MTR) – The recipient of this orison receives a +1 
  bonus to attack rolls and to saving throws against fear effects 
  for one hour. 
  2. ENTANGLE (PAN) – Plants in a 40-foot radius tangle your 
  enemies, holding them fast unless they pass a Strength task 
  check to break free from the vegetation. 
  3. FORFEND (NOD) – While under the protection of this orison, 
  a person cannot be touched by a demon, devil or undead 
  unless they attack the creature first or the monster passes a 
  Will save. In addition, they can re-roll failed saving throws 
  against magic from evil creatures. The orison lasts for 2 hours. 
  4. GUIDANCE (OUR) – A creature touched by the idolator gains 
  divine insight in the form of a +1 bonus to one attack or one 
  saving throw. The orison lasts until this bonus is used. 
  5. ILLUMINATE (AZO) – The idolator’s idol glows with light as 
  bright as a lantern for two hours. 
  6. MALISON (CRM) – The target of this orison receives a -1 
  penalty to attack rolls and to saving throws against fear effects 
  for one hour. 
  7. MORDACIOUS TOUCH (SEP) – The target of the orison 
  instantly suffers 1d6 hit points of damage. The target of the 
  orison must be touched by the caster. 
  8. PURIFY FOOD & DRINK (HAS) – This orison removes all 
  poison, disease and other contaminants from food and drink. 
  9. REVEAL DWEOMERS (ASE) – You detect magic spells, items 
  and similar effects within a 60’ range for one hour. 
  10. UNCTIOUS TOUCH (ISS) – The recipient of the orison is 
  instantly cured of 1d6 hit points of damage. The recipient of 
  the orison must be touched by the caster. 
  Second Level Orisons 
  1. AUGURY (OUR) – You learn whether an action you might 
  take in the next hour will have a “good” or “bad” result, with a 
  75% chance of this information being correct. 
  2. BANISH PESTILENCE (ISS) – The idolator eradicates disease 
  in the recipient of this orison. Any effects of the disease 
  already suffered are not reversed. The reverse of this orison 
  infects people the cultist touches with disease (q.v.). 
  3. CHANT (MTR) – As long as you chant, you and your allies 
  gain a +1 bonus on attack rolls, weapon damage rolls and 
   
   
   
  
  BLOODY BASIC 
  7 
   
  saving throws while your foes take a –1 penalty on the same. 
  Any interruption ends this orison. 
  4. ENCHANT BEAST (HAS) – The target of this orison must be 
  an animal. If they fail a Will saving throw they regard the 
  idolator as a friend until the orison is dispelled. 
  5. FIND TRAPS (ASE) – The idolator can detect the presence of 
  traps, both magical and mundane, within 60’. 
  6. IMMOBILIZE (CRM) – The humanoid target of this orison is 
  unable to move for 90 minutes unless they pass a Will save. 
  7. MADNESS (PAN) – For one minute, a creature you touch 
  goes completely insane. They may take no actions that require 
  conscious thought, and have a 1 in 6 chance of fleeing. 
  8. QUIETUS (SEP) – You touch a living creature with only 1 hit 
  point left and it dies if it fails a Fortitude saving throw. If it 
  dies, you gain 1d6 hit points that last for 10 minutes. 
  9. REMOVE PARALYSIS (NOD) – The recipient of this orison 
  has all paralyzing effects removed from them.  
  10. SILENCE (AZO) – You cast this orison on a person or object. 
  All sound within 15’ of that person or object is negated for 2 
  hours. 
  Third Level Orisons 
  1. ANIMATE DEAD (SEP) – This orison creates 1d6 skeletons 
  from bones or 1d4 zombies from dead bodies. These undead 
  are under the idolator’s command and they last until 
  destroyed. An idolator cannot have more than 12 HD worth of 
  undead under his control at any one time. 
  2. DANSE EMPYREAL (NOD) – For 1d6 x 10 minutes the 
  subject of this orison can fly at a movement rate of 60’, or a 
  movement rate of 30’ if encumbered. 
  3. DRAUGHTS AND ALIMENTS (HAS) – This spell creates a 
  one-day supply of food and drinking water for 24 men (or, for 
  game purposes, horses). 
  4. GREATER UNCTIOUS TOUCH (ISS) – The recipient of the 
  orison is instantly cured of 3d6 hit points of damage. The 
  target of the orison must be touched by the caster. 
  5. LANTHORN (AZO) – This orison is cast on objects, making 
  them glow (as the illuminate orison) permanently. 
  6. LOCATE OBJECT (ASE) – This orison points the caster in the 
  direction of the nonliving object he seeks, so long as it is 
  within 500 feet. 
  7. NECROMANCY (OUR) – The idolator can ask a nearby 
  corpse three questions and it will answer as best it can. 
  8. RAGE (PAN) – One creature you touch goes into a berserk 
  rage, gaining one additional attack per round for 1 minute. 
  9. REMOVE CURSE (MTR) – This orison removes one curse 
  from the recipient of the orison. 
  10. RUINOUS BLAST (CRM) – You smite the enemies of your 
  faith in a 10-ft. radius burst. The orison deals 1 point of 
  damage per level to each creature you brand a heretic and 
  cause it to be blinded for 1 round (Will save to negate). 
  Idolator 
  Orisons per Day per Orison Level 
  Level 
  1st 
  2nd 
  3rd 
  1 
  3 
  - 
  - 
  2 
  4 
  - 
  - 
  3 
  5 
  - 
  - 
  4 
  6 
  3 
  - 
  5 
  6 
  4 
  - 
  6 
  6 
  5 
  3 
   
  At sixth level, an idolator gains a retainer. The retainer is a 
  loyal companion under the control of the idolator’s player. The 
  retainer is rolled randomly on the retainer table in Section VI. 
  The TK should roll ability scores for the retainer and assign 
  them a name. The idolator must pay for his retainer’s room 
  and board. Retainers receive 25% of the experience points 
  earned by the idolator. 
  XP 
  Level 
  Hit Points 
  Attack Bonus 
  Title 
  0 
  1 
  1d6 
  +0 
  Neophyte 
  2,000 
  2 
  2d6 
  +1 
  Initiate 
  4,000 
  3 
  3d6 
  +1 
  Thaumaturge 
  8,000 
  4 
  4d6 
  +2 
  Priest 
  16,000 
  5 
  5d6 
  +3 
  Mystic 
  32,000  
  6 
  6d6 
  +3 
  Idolator 
   
  Level 
  Fortitude 
  Reflexes 
  Will 
  1st to 2nd 
  13 
  15 
  13 
  3rd to 4th  
  12 
  14 
  12 
  5th to 6th  
  11 
  13 
  11 
   
   
   
   
   
   
  
  BLOODY BASIC 
  8 
   
  The Magus Class 
  Magi are mystics that can access the widest variety of magic 
  spells in the game. They are scholars and thus fairly weak 
  combatants, but their magical might more than makes up for 
  any physical shortcomings of the class. 
  REQUIREMENTS & RESTRICTIONS – Magi must have an 
  Intelligence score of 9 or higher. Magi cannot use armor of any 
  kind, and can only fight with clubs, daggers, slings and staves. 
  They can use magic weapons, potions, scrolls, wands, staves 
  and wondrous items. 
  SPECIAL ABILITIES – Magi can cast cantraps. The process of 
  casting a cantrap is not dissimilar from the process of 
  idolators casting orisons. The magus must wave her hands, say 
  some magic words, and then the cantrap goes off. 
  A magus must prepare his cantraps in the morning, 
  committing them to his memory. Magi can prepare and cast a 
  limited number of cantraps per level. Once a magus casts a 
  cantrap, it is erased from his mind and cannot be used again 
  until it is prepared again. 
  Magi can only prepare cantraps they have learned and copied 
  into their grimoires. The one exception to this is the read 
  magic cantrap, which magi can prepare from memory. At first 
  level, a magus begins the game with three first level cantraps 
  in her grimoire. 
  Magus 
  Cantraps per Level per Cantrap Level 
  Level 
  1st 
  2nd 
  3rd 
  1 
  1 
  - 
  - 
  2 
  2 
  - 
  - 
  3 
  2 
  1 
  - 
  4 
  3 
  2 
  - 
  5 
  3 
  2 
  1 
  6 
  3 
  3 
  2 
   
  At sixth level, a magus gains a retainer. The retainer is a loyal 
  companion under the control of the magus’ player. The 
  retainer is rolled randomly on the retainer table at the end of 
  this section. The TK should roll ability scores for the retainer 
  and assign them a name and personality. The magus must pay 
  for his retainer’s room and board. Retainers receive 25% of 
  the experience points earned by the magus. 
  First Level Cantraps 
  1. AUDIBLE GLAMER – You create an illusory sound that lasts 
  for ten minutes. You can produce as much sound as 4 people. 
  2. COLOR SPRAY – A vivid dash of colors springs from your 
  hand. Creatures with 2 HD or less are knocked unconscious for 
  2d4 damage. Creatures with 3 or 4 HD are blinded for 1d4 
  rounds. Creatures with 5 or more HD are stunned for 1 round. 
  A Will saving throw negates these effects. 
  3. ELDRITCH BOLTS – The magus conjures a missile of pure 
  force that he can direct at any target within 200’. The missile 
  deals 1d4+1 points of damage. A sixth level magus can conjure 
  two such missiles at a time. 
  4. HOLD PORTAL – The magus can cause one door or lid to be 
  stuck fast and impossible to open for one hour. 
  5. KALINOTH’S ABJURATION – As the orison forfend, except 
  that it lasts for one hour instead of two. 
  6. KEN GIBBERISH – For one hour, the magus can understand 
  all languages, whether they are spoken or written. 
  7. ILLUMINATE – As the orison of the same name, except it is 
  the magus’ pointer finger that glows. 
  8. PRITHIAN’S JUVENILE LUST – The humanoid target of this 
  cantrap develops a terrible crush on the spellcaster, and does 
  their best to stay in his or her good graces. A Will saving throw 
  negates the effect. The spell lasts until dispelled.  
   
   
   
  
  BLOODY BASIC 
  9 
   
  9. READ MAGIC – This cantrap allows the magus to read magic 
  spells in spellbooks and scrolls. 
  10. REVEAL DWEOMERS – As the orison of the same name. 
  11. SIGIL OF DEFLECTION – By tracing a sigil on her palm, the 
  magus projects an invisible shield of force that grants a +1 
  bonus to Armor Class. The cantrap lasts for ten minutes. 
  12. SLUMBER – This cantrap puts enemies into an enchanted 
  slumber for one hour. The victims do not receive a saving 
  throw. A total of 2d8 hit dice or levels of victims is put asleep 
  by the cantrap, starting with the victims nearest the caster, 
  and affecting lower hit dice or level victims before higher hit 
  dice or level victims. 
  Second Level Cantraps 
  1. ALARUM – Sounds an alarm when evil approaches within 30 
  feet of the magus. 
  2. ATTERCOP’S EJECTION – Fibrous, sticky webs burst from 
  the magus’ mouth and fill an area up to 10’ x 10’ x 10’. It is 
  difficult to get through the mass of strands, taking one turn if 
  torch, sword or flaming sword is used, and creatures larger 
  than a horse can break through in 2 turns (see Combat below). 
  Humans take longer to break through, perhaps 3-4 turns or 
  longer. The webs last for 8 hours and then disintegrate. The 
  web can be dodged with a successful Reflex saving throw. 
  3. CONTINUAL LIGHT – As orison of the same name. 
  4. DETECT INVISIBILITY – The magus can detect the presence 
  and location of invisible creatures within 30’. 
  5. E.S.P. – The magus can read the minds of humans, demi-
  humans and humanoids within 30’ for 10 minutes. 
  6. HIDEOUS LAUGHTER – This cantrap afflicts the target with 
  uncontrollable laughter. The subject can take no actions while 
  infected with the manic laughter for 10 minutes. 
  7. HYPNOTIC PATTERN – The magus weaves a pattern of color 
  into the air that hypnotizes all within 120 feet that fail a Will 
  saving throw. Hypnotized creatures stand still and pay rapt 
  attention to the magus, ignoring everything but danger. 
  8. INVISIBILITY – The recipient becomes unseeable, though 
  she can still be heard. They become visible if they attack. 
  9. KNOCK – The magus causes a door to open, even if the door 
  is locked or held or wizard locked by another magus. 
  10. LEVITATE – You can levitate up and down at a rate of 20’ 
  per round for 10 minutes per level. 
  11. LOCATE OBJECT – As orison of same name. 
  12. MALAGRUGROUS TAUNT – You force humanoids of 2 HD 
  or less within the sound of your voice to make a morale check. 
  13. MIRROR IMAGE – For one hour, this cantrap creates 1d4 
  images of the magus that mimic his movements. Attackers 
  cannot tell the real from the unreal without attacking and 
  hitting them. When a mirror image is hit, it disappears. 
  14. PHANTASMAL FORCE – This cantrap creates the visual 
  illusion of an object, creature, or force, as visualized by you. 
  The illusion does not create sound, smell, texture, or 
  temperature. You can move the image as long as it stays within 
  500’ of you. 
  15. PHANTOM STEED – You conjure a large, quasi-real, palfrey. 
  The steed can be ridden only by you or by the one person 
  designated by you. It has a saddle, bit and bridle. It does not 
  fight, but animals shun it and refuse to attack it. A phantom 
  steed has the stats of a light warhorse. 
  16. PYROTECHNICS – You create fireworks or blinding smoke 
  from a normal fire. This lasts for up to one hour. 
  17. RESIST ENERGY – For one hour, the recipient of this 
  cantrap suffers half damage from one energy type, chosen 
  when the cantrap is cast: Acid, cold, electricity or fire. 
  18. SPIDER CLIMB – For 30 minutes, the recipient of this 
  cantrap can walk on walls and ceilings. 
  19. UMBRAL FIELD – Creates a field of darkness 15’ in radius 
  around an object touched. The darkness lasts for one hour. 
  20. WIZARD LOCK – As hold portal, but permanent until the 
  cantrap is dispelled. 
  Third Level Cantraps 
  1. AMPHIBIOS – The recipient of the cantrap is able to breathe 
  underwater for two hours. 
  2. BALDAK’S ENVAPOREMENT – The recipient of this cantrap 
  and all its gear become an invisible gas for ten minutes. They 
  cannot attack or cast cantraps, but can fly at a speed of 10’.  
  3. CLAIRSENTIENCE – With this cantrap, you can see and hear 
  through solid stone and other obstacles within a range of 60 ft. 
  The cantrap’s effect cannot pass through even a thin sheet of 
  lead. The cantrap can be cast through a crystal ball. This 
  cantrap lasts for 2 hours. 
   
   
   
  
  BLOODY BASIC 
  10 
   
  4. CUMBERSOME CURSE – In a 60’ radius area around you, as 
  many as 24 creatures failing a Will saving throw can only 
  move at half speed and attack every other round. 
  5. DANSE EMPYREAL – For 1d6 x 10 minutes the subject of 
  this cantrap can fly at a movement rate of 60’, or a movement 
  rate of 30’ if encumbered. 
  6. DISPEL MAGIC – This cantrap nullifies magical effects for up 
  to 10 minutes. When dispelling an effect cast by another 
  magus or an idolator, you must roll 1d20, add your level, and 
  exceed an amount equal to 10 plus the original caster’s level. 
  7. FRECK – For 30 minutes, one recipient for every level you 
  have moves at double his or her normal movement rate, and 
  can make two attacks per round. 
  8. FULMINATE – This cantrap allows you to throw a 150’ long 
  bolt of lightning. All within 10’ of the bolt suffer 1d6 points of 
  electricity damage for each of your levels. A successful Reflex 
  save cuts this damage in half. 
  9. GRIMALKIN’S EYES – For one day you can see up to 60’ 
  through complete darkness, as a dwarf or elf. 
  10. IGNEOUS METEOR – This cantrap allows you to throw a 
  ball of fire up to 500’ away. The ball explodes on your 
  command, filling a 20’ radius area with fire and inflicting 1d6 
  points of damage for every level you possess. A successful 
  Reflex saving throw cuts this damage in half. 
  11. IMMOBILIZE – As the orison of the same name. 
  12. MAGIC CIRCLE – As Kalinoth’s abjuration, but it affects an 
  area 10’ in radius around you. 
  13. MENSONN’S TURBULENT CANTO – For two hours, you are 
  immune to arrows, bolts, bullets and similar missiles. 
  14. NOISOME POTHER – This cantrap creates a cloud of 
  nauseating vapors. All within the cloud must pass a Fortitude 
  save each round or be sickened and unable to do anything but 
  crawl about (move 5’ per round) gasping and vomiting. 
  15. PIRION’S SPATIAL TRANSPOSITION – The magus can 
  teleport himself, an object, or another person to the stated 
  location, as long as it is within the spell’s range. 
  16. SEPIA SNAKE SIGIL – When you cast this cantrap, a small 
  symbol appears in the text of one written work such as a book, 
  scroll, or map. When anyone reads the text, the sepia snake 
  springs into being and strikes the reader. If the reader fails a 
  Reflex save, they are surrounded by a shimmering amber field 
  and are immobilized until released or after 1 week. While 
  trapped, time does not pass for the subject. 
  17. SPECTRAL FORCE – This cantrap works like phantasmal 
  force, except that sound, smells and thermal properties can be 
  added to the illusion. It lasts for up to ten minutes. 
  18. SUGGESTION – You make a hypnotic suggestion to the 
  victim of this cantrap. If the victim fails a Will saving throw, he 
  carries out the suggestion as best as he can for up to one week. 
  A command to commit suicide is carried out 1% of the time. 
  19. SUMMON MONSTER – You summon from the aether one 
  monster with one hit dice (i.e. 1d6 hit points), or two monsters 
  with zero hit dice (i.e. 1d4 hit points). 
  20. TONGUES – The recipient of this cantrap can speak the 
  language of any intelligent creature for up to one hour. 
  XP 
  Level 
  Hit Points 
  Attack Bonus 
  Title 
  0 
  1 
  1d4 
  +0 
  Initiate 
  2,500 
  2 
  2d4 
  +0 
  Neophyte 
  5,000 
  3 
  3d4 
  +1 
  Philosopher 
  10,000 
  4 
  4d4 
  +1 
  Adept 
  20,000 
  5 
  5d4 
  +1 
  Magister 
  40,000 
  6 
  6d4 
  +2 
  Magus 
   
  Level 
  Fortitude 
  Reflexes 
  Will 
  1st to 2nd 
  15 
  15 
  13 
  3rd to 4th  
  14 
  14 
  12 
  5th to 6th  
  13 
  13 
  11 
   
  The Puissant Class 
  The puissant is a master of fence, trained to dominate utterly 
  the field of battle. While any sort of historical warrior can be 
  portrayed using the puissant class, most puissants gravitate 
  towards being heavily armored knights. 
  REQUIREMENTS & RESTRICTIONS – Puissants must have a 
  Strength score of 9 or higher. Puissants can use any weapon 
  and wear any armor. Puissants can use magic armor, weapons, 
  swords, potions and wondrous items. 
  SPECIAL ABILITIES – Puissants have the ability to perform 
  feats of combat excellence while fighting. A puissant’s combat 
  feats are not unlike a magi’s cantraps. A puissant can perform 
  a limited number of feats per day, based on the puissant’s level 
  and the level of difficulty of the feat. Like magi, puissants know 
  only a limited number of feats, beginning with three first level 
  feats at first level. A puissant learns a new feat each time they 
  advance in level. They might also learn additional feats from 
  other puissants. 
   
   
   
  
  BLOODY BASIC 
  11 
   
  At sixth level, a puissant gains a retainer. The retainer is a loyal 
  companion under the control of the puissant’s player. The 
  retainer is rolled randomly on the retainer table at the end of 
  this section. The TK should roll ability scores for the retainer 
  and assign them a name. The puissant must pay for his 
  retainer’s room and board. Retainers receive 25% of the 
  experience points earned by the puissant. 
  Puissant 
  Feats per Level per Feat Level 
  Level 
  1st 
  2nd 
  3rd 
  1 
  1 
  - 
  - 
  2 
  2 
  - 
  - 
  3 
  2 
  1 
  - 
  4 
  3 
  2 
  - 
  5 
  3 
  2 
  1 
  6 
  3 
  3 
  2 
   
  First Level Puissant Feats 
  1. ARTFUL DODGE – You avoid one enemy attack this round, 
  provided you are capable of moving.  
  2. CLEAVE – If you slay an opponent this round, you get an 
  extra attack against another opponent within reach. 
  3. CRITICAL HIT – One successful attack you make this round 
  does an extra 1d6 points of damage. 
  4. FAR SHOT – You double the range of a missile attack. 
  5. FIGHT BLIND – You can make one attack while blind 
  without suffering any penalty on the attack. 
  6. GUARDS & WARDS – You accept a penalty to hit, and gain a 
  bonus equal to that penalty to your own Armor Class. 
  7. IRON FIST – You may deal 1d4 points of damage with an 
  unarmed strike this round. 
  8. POWER ATTACK – You accept a penalty to hit, and if your 
  attack is successful gain an equivalent bonus to damage. 
  9. QUICK – You add +1 to your initiative roll next round. 
  10. SHIELD BASH – You may attack with a shield at no penalty, 
  scoring 1d4 points of damage if successful. 
  11. SWORD & DAGGER – You may attack with two weapons 
  you are holding this round. One weapon can be of medium 
  weight, the other must be light. The light weapon attacks at a 
  penalty of -4 to your attack roll. 
  12. WEAPON FOCUS – Choose one weapon. For the remainder 
  of this combat, you gain a +1 bonus to hit with that weapon. 
  Second Level Puissant Feats 
  1. BULL RUSH – Any opponent you successfully attack this 
  round is also knocked out of your way (up to 5 feet).  
  2. DEFLECT ARROWS – For one minute you can negate hits on 
  you from missile weapons with a successful Reflex save. 
  3. DISARM – Any opponent you successful attack this round is 
  also disarmed of their weapon or any other item they are 
  holding. 
  4. FEINT – Any opponent you successful attack this round is 
  fooled into moving into an awkward position, and is denied an 
  attack on their next turn (whether this round or the next). 
  5. GRAPPLE – Any opponent you successfully attack with an 
  unarmed strike this round is also held and pinned by you. This 
  pin is maintained until they make a successful attack roll 
  against you. 
  6. STUNNING FIST – Any opponent you successfully attack 
   
   
   
  
  BLOODY BASIC 
  12 
   
  with your unarmed strike is dazed for 1d4 rounds. While 
  dazed, they may not move or attack, but can defend 
  themselves. 
  7. SUNDER – Any opponent you attack this round also has 
  their weapon, shield or some other item they are holding 
  sundered in twain. Fragile items are broken instantly. Wooden 
  items have a 2 in 6 chance of surviving. Metal items have a 4 in 
  6 chance. 
  8. TRIP – Any opponent you successfully attack this round is 
  also knocked prone to the ground. 
  Third Level Puissant Feats 
  1. GREAT CLEAVE – As long as you keep slaying opponents, 
  you keep gaining extra attacks against new opponents that are 
  within reach. 
  2. SHOT ON THE RUN – You may make a full run and still shoot 
  or throw missiles without any penalty to your attacks. 
  3. SNATCH ARROWS – As deflect arrows, but you actually 
  catch the missiles and may immediately, out of turn, throw 
  them back at your attackers (if they are within range). 
  4. SPRING ATTACK – You may make a move, attack, and then 
  make a second move. 
  5. WHIRLWIND ATTACK – You make one attack against every 
  opponent within reach of your weapon. A penalty equal to the 
  total number of attacks you are making is applied to each and 
  every one of these attacks. Attacking five people, therefore, 
  results in a -5 penalty to each of those five attacks.  
  The Rake Subclass 
  Puissants with a Dexterity score of 13 or higher can choose to 
  become rakes. Rakes are both masters of swordsmanship and 
  terrible libertines. Rakes may not wear more than an aketon 
  or gambeson. In exchange, the rake gains the climb sheer 
  surfaces, hide in shadows, move silently and pick pocket skills 
  of a thief (see below), and the thief’s backstab ability as a third 
  level feat. 
  XP 
  Level 
  Hit Points 
  Attack Bonus 
  Title 
  0 
  1 
  1d8 
  +1 
  Blade 
  2,000 
  2 
  2d8 
  +2 
  Dueler 
  4,000 
  3 
  3d8 
  +3 
  Fencer 
  8,000 
  4 
  4d8 
  +4 
  Swordsman 
  16,000 
  5 
  5d8 
  +5 
  Maestro 
  32,000  
  6 
  6d8 
  +5 
  Bravazzo 
   
  Level 
  Fortitude 
  Reflexes 
  Will 
  1st to 2nd 
  13 
  15 
  15 
  3rd to 4th  
  12 
  14 
  14 
  5th to 6th  
  11 
  13 
  13 
   
  THE THIEF CLASS 
  Thieves are men and women of an unreliable, villainous cast, 
  who focus their attentions on knavery and pilferage, rather 
  than the magical arts of the magus or the physical sciences of 
  the puissant. Thieves are not powerful combatants, but they 
  are quite good at stabbing people in the back. 
  REQUIREMENTS & RESTRICTIONS – Thieves must have a 
  Dexterity score of 9 or higher. They can use aketon and 
  brigandine, but not shields. They can use most weapons, but 
  may not use greatswords, battleaxes or pole arms. Thieves can 
  use magic armor, weapons, potions and wondrous items. 
  SPECIAL ABILITIES – Thieves can backstab their opponents 
  and use many special skills. 
  When a thief surprise attacks a person from behind, he 
  doubles his damage (i.e. rolls damage twice). At sixth level, a 
  thief inflicts triple damage with a backstab attack. 
  Thieves have the following specialized skills: 
  Appraise Jewel — Thieves can appraise the value of a jewel to 
  within 10% of its actual value. 
  Climb Sheer Surfaces — Thieves can attempt to climb surfaces 
  that have no apparent hand and foot holds. 
  Concoct Poison — Thieves can concoct a sleeping draught. It 
  takes one day and 10 gp to produce enough for one person, 
  and is as effective as the slumber cantrap. 
  Find & Remove Traps — Thieves can find hidden traps, and 
  remove them safely with a set of thieves’ tools. 
  Hide in Shadows — Thieves can attempt to hide with nothing 
  to obscure them but the shadows. 
  Listen at Door – Thieves can attempt to hear conversations 
  and other noises clearly on the other side of a door. 
  Move Silently — When a thief moves silently, they move 
  without making any sound whatsoever, and thus there is no 
  chance that someone will hear them. 
  Open Locks — Thieves can use their tools to pick locks, and 
  use their keen hearing and nimble fingers to crack safes. 
   
   
   
  
  BLOODY BASIC 
  13 
   
  Pick Pockets — Thieves can attempt to pick pockets without 
  any chance of their victims knowing they have been robbed. In 
  addition, a thief can use this skill to palm small objects and 
  perform other acts of legerdemain. 
  Use of these skills is resolved as per a skilled task check (see 
  Task Checks for more information). 
  At sixth level, a thief gains a retainer. The retainer is a loyal 
  companion under the control of the thief’s player. The retainer 
  is rolled randomly on the retainer table at the end of this 
  section. The TK should roll ability scores for the retainer and 
  assign them a name. The thief must pay for his retainer’s room 
  and board. Retainers receive 25% of the experience points 
  earned by the thief. 
   
   
   
  The Demimonde Subclass 
  Thieves with Charisma scores of 15 or higher can choose 
  to become demimondes. Demimondes and demimon-
  daines are hedonistic aristocrats. Unbound by morality, 
  religion or tradition, they live for beauty. The men are 
  dandies, the women vain, and they treat all they meet as 
  little more than their servants. Demimondes only earn 
  experience points for treasure if they spend that treasure 
  on hedonistic pursuits (see VIII. Wonder below), gaining 2 
  XP per gold piece spent. Their cold attitudes permit them a 
  saving throw to avoid Wisdom or Constitution loss when 
  they gain an epiphany. 
  Demimondes lose the thief’s skill at climbing sheer 
  surfaces and finding and removing traps. In their place, 
  they gain a retainer at 4th level and 6th level. They also 
  begin the game with double the normal amount of money. 
  The Odalisque Subclass 
  Thieves with a Charisma of 13 or higher and a Dexterity of 
  13 or higher may become odalisques. The odalisque (a 
  man is called a rakka) is a seductive dancer. Usually slaves, 
  an adventuring odalisque may be an escaped slave, a free 
  concubine or they may be accompanying their master or 
  mistress, who is a fellow adventurer. Odalisques lose the 
  back stab ability of the normal thief, but they can 
  hypnotize an audience with their dancing. The members of 
  the audience must pass a Will saving throw or stare 
  fascinated at the odalisque’s performance, ignoring 
  everything else but mortal danger. A sixth level odalisque 
  can cast cantraps as a first level magus. 
  XP 
  LEVEL 
  HIT POINTS 
  ATTACK  BONUS 
  TITLE 
  0 
  1 
  1d6 
  +0 
  Clipper 
  1,500 
  2 
  2d6 
  +1 
  Pilferer 
  3,000 
  3 
  3d6 
  +1 
  Cad 
  6,000 
  4 
  4d6 
  +2 
  Burglar 
  12,000 
  5 
  5d6 
  +3 
  Robber 
  24,000 
  6 
  6d6 
  +3 
  Thief 
   
  LEVEL 
  FORTITUDE 
  REFLEXES 
  WILL 
  1st to 2nd 
  15 
  13 
  15 
  3rd to 4th  
  14 
  12 
  14 
  5th to 6th  
  13 
  11 
  13 
   
   
   
   
   
  
  BLOODY BASIC 
  14 
   
  VI. RETAINERS 
  Retainers are loyal sidekicks gained by sixth level characters. 
  When a character reaches sixth level, their player should roll 
  on the table below to determine what sidekick they attract.  
  d20 
  Retainer 
  1 
  Aimless Rambler (2nd level traveler, dagger) 
  2 
  Alluring Bayadere (2nd level odalisque, seven veils, dagger) 
  3 
  Ardent Pikebearer (2nd level puissant, haubergeon, pole arm) 
  4 
  Audacious Myrmidon (2nd level puissant, haubergeon, spear) 
  5 
  Base Anchorite (2nd level idolator, staff, idols) 
  6 
  Cantankerous Tinker (1 HD armorer, tools, dagger) 
  7 
  Cunning Fakir (2nd level magus, staff, grimoire) 
  8 
  Elegant Eunuch (2nd level demimonde, dagger) 
  9 
  Furious Virago (2 HD cannibal, battleaxe) 
  10 
  Gallant Cavalier (2nd level puissant, haubergeon, kite shield, 
  lance, sword) 
  11 
  Haughty Courtier (2nd level demimonde, gambeson, sword) 
  12 
  Malevolent Assassin (2nd level thief, dagger) 
  13 
  Oafish Poltroon (2nd level thief, club) 
  14 
  Pensive Trouvere (2nd level thief, lute, dagger) 
  15 
  Sardonic Rake (2nd level rake, sword, dagger) 
  16 
  Saturnine Savant (2nd level magus, club, grimoire) 
  17 
  Steadfast Archer (2nd level puissant, brigandine, bow, dagger) 
  18 
  Sullen Thrall (2nd level thief, club) 
  19 
  Wily Picaroon (2nd level thief, dagger) 
  20 
  Zealous Proselyte (2nd level idolator, mace, idol) 
   
  VII. EQUIPMENT & MONEY 
  Money comes in five denominations – platinum pieces (pp), 
  gold pieces (gp), electrum pieces (ep), silver pieces (sp) and 
  copper pieces (cp). One platinum piece is worth ten gold 
  pieces, one gold piece is worth five electrum pieces, one 
  electrum piece is worth two silver pieces, and one silver piece 
  is worth 10 copper pieces. That means one gold piece is worth 
  100 copper pieces. 
  Characters begin the game with 10 gp per point of Charisma. 
  Encumbrance 
  Characters adventuring into mysterious, dangerous places will 
  want to carry all the gear they might possibly need, but they 
  are limited by the weight of this gear. 
  Weight in Bloody Basic is simplified (of course), with each item 
  in the game being assigned one of three weight classes – light, 
  medium or heavy. For our purposes, a medium object weighs 
  as much as three light objects, and a heavy object weighs as 
  much as six light objects. 100 coins count as a single light item. 
  A normal character can carry 24 light objects without being 
  encumbered. 
  An effete character (i.e. Strength 8 or lower) can carry 14 light 
  items without being encumbered. 
  A mighty character (i.e. Strength 13 or higher) can carry 34 
  light items without being encumbered. 
  An encumbered character’s movement rate is reduced by 10. 
  Armor 
  A character’s Armor Class (AC) is based on their dexterity 
  score and the armor they wear. If the character is oafish, one 
  point is deducted from their AC. If the character is nimble, one 
  point is added to their Armor Class. 
   
   
   
   
  
  BLOODY BASIC 
  15 
   
  Armor 
  AC 
  Weight 
  Cost 
  None 
  10 
  - 
  - 
  Aketon 
  11 
  L 
  5 gp 
  Brigandine 
  12 
  L 
  10 gp 
  Cuir boille 
  13 
  L 
  30 gp 
  Byrnie of maille 
  14 
  M 
  75 gp 
  Haubergeon of maille 
  15 
  M 
  150 gp 
  Maille and plate 
  16 
  H 
  500 gp 
  Plate armor 
  17 
  H 
  1,500 gp 
  Helm 
   
   
   
      Sallet, morion, casque 
  +1 
  L 
  7 gp 
      Basinet, heaume, barbute 
  +2 
  L 
  15 gp 
  Shield 
   
   
   
      Buckler, targe 
  +1 
  L 
  7 gp 
      Heater, kite, Hungarian 
  +2 
  M 
  15 gp 
      Pavise 
  +3 
  H 
  30 gp 
   
  Armor can be modified with decorations. These decorations do 
  not improve the armor’s protective value, but they do add to 
  the character’s prestige (see below). 
  Decoration 
   
   
  Cost 
  Ailette 
   
   
  5 gp 
  Blueing 
   
   
  +50% 
  Crest – Horns, Wings 
   
   
  5 gp 
  Crest – Feather 
   
   
  10 gp 
  Damascening 
   
   
  +100% 
  Etching 
   
   
  +10% 
  Gilding 
   
   
  +100% 
  Niello 
   
   
  +50% 
  Pomme 
   
   
   
    Latten 
   
   
  1 gp 
    Silver 
   
   
  10 gp 
    Gold 
   
   
  100 gp 
   
  An ailette is a leather wing attached to one’s shoulder armor, 
  and upon which one’s arms are emblazoned. 
  Crests are attached to helms. Horns and wings are usually 
  made of leather. Pommes are round objects made of hollow 
  metal that are affixed to the top of a helm. 
  Blueing is a technique whereby armor is given a blueish tint. 
  Damascening means the inlaying other metals into the 
  surface of armor. Gilding means the application of gold leaf to 
  armor, while niello is the application of black inlay. These 
  decorations increase the cost of the armor by a percentage. 
  Weapons 
  When faced with a horde of greedy gnoles or a rampaging 
  wyvern, a weapon can be a character’s best friend. 
  Melee weapons are weapons used in hand-to-hand combat. 
  Missile weapons are weapons that strike from a distance. 
  Melee Weapon 
  Damage 
  Weight 
  Cost 
  Axe 
  1d6 
  L 
  6 gp 
  Battleaxe 
  1d8 
  M 
  10 gp 
  Broadsword 
  2d4 
  M 
  14 gp 
  Cinquedea 
  1d3+1 
  L 
  3 gp 
  Club 
  1d4 
  L 
  1 sp 
  Cutlass 
  1d6+1 
  M 
  12 gp 
  Dagger (dirk, poniard) 
  1d4 
  L 
  2 gp 
  Estoc (tuck) 
  1d8+1 
  M 
  20 gp 
  Flail 
  1d4+1 
  M 
  8 gp 
  Flambard 
  1d6+2 
  M 
  18 gp 
  Greatsword 
  1d10 
  H 
  50 gp 
  Holy water sprinkler 
  1d8 
  M 
  10 gp 
  Lance 
  1d6+1 
  M 
  5 gp 
  Longsword 
  1d8 
  M 
  15 gp 
  Mace 
  1d4+1 
  M 
  5 gp 
  Morning star 
  2d4 
  M 
  8 gp 
  Pole arm 
  1d10 
  H 
  10 gp 
  Rapier (backsword) 
  1d6 
  M 
  10 gp 
  Scimitar (tulwar) 
  1d8 
  M 
  15 gp 
  Spear 
  1d8 
  M 
  2 gp 
  Staff 
  1d6 
  M 
  2 sp 
  Warhammer 
  1d4+1 
  M 
  12 gp 
   
  Missile Weapon 
  Range 
  Damage 
  Weight 
  Cost 
  Axe 
  30’ 
  1d6 
  L 
  6 gp 
  Bow 
  200’ 
  1d6 
  M 
  30 gp 
  Crossbow 
  300’ 
  1d6+1 
  H 
  50 gp 
  Dagger 
  40’ 
  1d4 
  L 
  2 gp 
  Dart 
  60’ 
  1d4 
  L 
  5 sp 
  Javelin 
  90’ 
  1d6 
  L 
  1 gp 
  Musket 
  150’ 
  1d10+1 
  H 
  150 gp 
  Pistol 
  60’ 
  1d6 
  L 
  100 gp 
  Sling 
  150’ 
  1d4 
  L 
  1 cp 
   
  Missile weapons require ammunition. Bows shoot arrows, 
  crossbows shoot bolts, and muskets, pistols and slings throw 
  bullets. In a pinch, smooth stones can be used with slings. 
   
   
   
  
  BLOODY BASIC 
  16 
   
  Missiles 
   
  Weight 
  Cost 
  Arrows, quiver of 20 
   
  L 
  1 gp 
  Bolts, case of 10 
   
  L 
  2 gp 
  Bullets, sack of 20 
   
  L 
  1 sp 
   
  Vestments 
  Weird fantasy has a strong aesthetic sense, and weird fantasy 
  characters must take their wardrobe as seriously as they take 
  their armor and weapons if they are to be respected. 
  Clothing 
  Weight 
  Cost 
  Bliaut 
  L 
  10 gp 
  Caftan 
  L 
  4 gp 
  Cap, conical or Phrygian 
  - 
  1 gp 
  Cape 
  - 
  2 gp 
  Caul (cowl) 
  L 
  10 gp 
  Chaperon 
  - 
  1 gp 
  Chiton 
  L 
  3 gp 
  Coif 
  - 
  1 gp 
  Cloak 
  L 
  4 gp 
  Codpiece 
  - 
  1 gp 
  Corset or bodice 
  L 
  50 gp 
  Cotehardie 
  L 
  3 gp 
  Doublet 
  L 
  20 gp 
  Farthingale 
  L 
  40 gp 
  Girdle (belt) 
  L 
  5 gp 
  Gloves 
  L 
  8 gp 
  Gown or robes 
  L 
  10 gp 
  Hat 
  - 
  2 gp 
  Hood, French or gable 
  - 
  1 gp 
  Hose 
  L 
  3 gp 
  Houppelande 
  L 
  5 gp 
  Jerkin, leather 
  L 
  10 gp 
  Kirtle, slashed 
  L 
  5 gp 
  Mantle 
  - 
  2 gp 
  Nether-hose 
  - 
  2 gp 
  Ruffles (neck) 
  L 
  4 gp 
  Skirt 
  L 
  3 gp 
  Stomacher 
  - 
  2 gp 
  Surcoat, tunic 
  L 
  4 gp 
  Tabard 
  L 
  3 gp 
  Tarboosh, fez, turban 
  - 
  1 gp 
  Veil 
  - 
  1 gp 
  Wimple 
  - 
  1 gp 
  The values above assume that the item is made of a common 
  material, such as linen or wool. More expensive fabrics 
  multiply the cost of the item, as follow: 
  Footwear 
  Weight 
  Cost 
  Boots 
  L 
  1 gp 
  Buskins 
  - 
  1 gp 
  Caligae 
  L 
  1 gp 
  Chopine 
  L 
  2 gp 
  Pampootie, moccasin 
  - 
  5 sp 
  Pattyns, clogges, galoches 
  - 
  5 sp 
  Poulaines 
  - 
  1 gp 
  Sabots 
  L 
  1 gp 
  Sandals 
  - 
  1 cp 
  Slippers 
  - 
  5 sp 
   
  Fabric / Decoration 
  Cost 
  Bokeram 
  x 2 
  Bombast (fustian) 
  x 2 
  Brocade 
  x 4 
  Cloth-of-gold 
  x 5 
  Cloth-of-silver 
  x 4 
  Cotton, hemp or jute 
  x 2 
  Fur lining 
  x 3 
  Pearls or small gems 
  x 3 
  Silk 
  x 3 
  Silk, damask 
  x 4 
  Silk, samite and cloth-of-gold 
  x 6 
  Silk embroidery 
  x 2 
  Velvet 
  x 4 
   
  If multiple decorations apply, add the multipliers together and 
  then multiply the cost of the garment once. A normal cloak, for 
  example, costs 4 gp. A cloak made of velvet would cost 
  quadruple this, of 16 gp. A velvet cloak embroidered with 
  pearls and with a fur lining would cost 4 gp multiplied by 4 
  (for the velvet) + 3 (for the pearls) + 3 for the fur lining, or 10. 
  The fancy cloak would therefore cost 40 gp. 
   
   
   
   
  
  BLOODY BASIC 
  17 
   
  Adventure Gear 
  Since not every danger in a donjon can be solved with fighting, 
  exploration requires more than just armor and weapons.  
  Item 
  Weight 
  Cost 
  Acid (Flask) 
  L 
  10 gp 
  Ale (mug) 
  L 
  4 cp 
  Antitoxin (Vial) 
  - 
  50 gp 
  Backpack 
  L 
  2 gp 
  Barding (AC 15) 
  H 
  600 gp 
  Bedroll 
  L 
  1 sp 
  Camel 
  - 
  15 gp 
  Candles (10) 
  L 
  1 sp 
  Chain (10’) 
  L 
  30 gp 
  Chalk 
  - 
  1 cp 
  Crowbar 
  L 
  2 gp 
  Dog, Guard 
  - 
  25 gp 
  Fishing Gear 
  L 
  5 gp 
  Flask 
  L 
  3 cp 
  Flint & Steel 
  - 
  1 gp 
  Grappling Hook 
  L 
  1 gp 
  Grimoire (Blank) 
  L 
  15 gp 
  Hammer 
  L 
  5 sp 
  Holy Water (Flask) 
  L 
  25 gp 
  Horse, Riding 
  - 
  75 gp 
  Horse, War 
  - 
  400 gp 
  Idol, Wood 
  - 
  1 gp 
  Idol Symbol, Silver 
  L 
  25 gp 
  Ink (Vial) 
  - 
  8 gp 
  Iron Spikes (10) 
  L 
  1 gp 
  Lantern 
  L 
  1 sp 
  Lock 
  L 
  40 gp 
  Manacles 
  L 
  15 gp 
  Map Case 
  L 
  1 gp 
  Mirror, Small 
  L 
  10 gp 
  Mule 
  - 
  8 gp 
  Oil (Flask) 
  L 
  1 sp 
  Paper (10 sheets) 
  - 
  4 gp 
  Plague mask 
  L 
  3 gp 
  Poison (Flask) 
  L 
  100 gp 
  Pole (10’) 
  M 
  2 sp 
  Pouch, Belt 
  L 
  1 gp 
  Quill 
  - 
  1 sp 
  Rations (Week) 
  L 
  35 sp 
  Riding Gear 
  M 
  12 gp 
  Rope (50’) 
  M 
  1 gp 
  Sack 
  - 
  1 sp 
  Sledge 
  M 
  1 gp 
  Spade 
  M 
  2 gp 
  Tent 
  M 
  10 gp 
  Thieves’ Tools 
  L 
  30 gp 
  Torches (10) 
  L 
  1 sp 
  Treasure Map* 
  - 
  10 gp 
  Wagon 
  - 
  35 gp 
  Waterskin 
  L 
  1 gp 
  Whetstone 
  - 
  2 cp 
  Wine (Bottle) 
  L 
  10 gp 
   
  * There is only a 1% chance that a treasure map is genuine. 
  Henchmen 
  Henchmen are people hired by adventurers to accompany 
  them into the donjon. Henchmen expect to be paid a salary. 
  Hench-men do not earn a share of experience points or 
  treasure, and they do not advance in level. 
  The number of henchmen a character can hire for an 
  adventure depends on the character’s Charisma. A character 
  with average Charisma can hire three henchmen. A vile 
  character can hire only one henchman. A charming character 
  can hire five henchmen. 
  Burglar – Burglars are members of the criminal underworld. 
  They are rarely trustworthy. Burglars have the skills of a first 
  level thief. They fight as normal humans (1d4 hit points, no 
  attack bonus). Burglars cannot wear armor and can only fight 
  with daggers and clubs. They earn a wage of 5 gp per day. 
  Guides – Guides work as scouts, hunters and trappers. They 
  are skilled at guiding people through the wilderness and 
  tracking monsters and animals. Guides fight as warriors (1d6 
  hit points, +1 bonus to attack) and can wear an aketon and 
  fight with light and medium weapons. Guides earn a wage of 5 
  gp per day. 
  Men-At-Arms – Men-at-arms are soldiers and mercenaries. 
  They fight as warriors (1d6 hit points, +1 bonus to attack). 
  Men-at-arms come in the following varieties: 
  Archers – Archers wear brigandine and casque (AC 13) and 
  fight with axe and bow. Archers earn 1 gp per day. Elf archers 
  attack with bows with a +2 attack bonus, and earn 2 gp/day. 
   
   
   
  
  BLOODY BASIC 
  18 
   
  Arblaster – Arblasters wear byrnies of maille and sallets (AC 
  15) and carry crossbow and axe. They earn 2 gp per day. 
  Footman – Footmen wear haubergeon and sallet and carry a 
  heater shield (AC 18), and fight with a spear and dagger. 
  Footmen earn a wage of 5 gp per day. 
  Halberdier – Halberdiers wear cuir boille (AC 12) and carry 
  pole arms and daggers. Halberdiers earn 5 gp per day. 
  Horseman – Horsemen wear haubergeons and bascinets and 
  carry a kite shield (AC 19). They fight with lance and 
  longsword, and ride war horses. Horsemen earn 10 gp per day. 
  Slinger – Slingers wear aketons (AC 11) and fight with dagger 
  and sling. They earn 5 sp per day.  
  Sage – A sage is a wizened old man or woman who has spent 
  their life in the pursuit of knowledge. Sages are literate in at 
  least six languages, and can cast one first level magus cantrap 
  per day. Sages fight as normal humans (1d4 hit points, no 
  attack bonus) and cannot wear armor. They can only fight with 
  daggers and clubs. A sage earns a wage of 10 gp per day. 
  Torch Bearer – A torch bearer is a normal human being who is 
  hired to carry torches and basically serve as a human pack 
  animal. Torch bearers fight as normal humans (1d4 hit points, 
  no attack bonus) and cannot wear armor. They can only fight 
  with daggers and clubs. Torch bearers earn 1 sp per day. 
  VIII. WONDER 
  The characters of weird fantasy are often visitors to the 
  worlds they explore, not natives. They may enter these 
  wonder worlds via a hole in the hedge, in an opium haze or 
  simply by falling into a deep slumber on a haunted hillside. 
  They seek an escape from humdrum reality and the moral and 
  ethical strictures that bind them therein. Bohemian dreamers, 
  truth and beauty are their food and drink, and the indulging of 
  their aesthetic senses and deepest, often darkest, passions 
  makes their escape from the real more permanent, allowing 
  them to “go native” in the fantasy worlds in which they find 
  themselves. 
  Weird fantasy characters earn XP by overcoming obstacles. In 
  the case of monsters, experience points are earned based upon 
  the challenge level of the monster. These challenge levels are 
  spelled out in the monster section. Experience is also earned 
  by seizing treasure, through any means necessary. Treasure is 
  worth one experience point per gold piece of value. Magical 
  treasures are reward enough, and elicit no experience points 
  unless they are sold, in which case they are worth as many XP 
  as the item is sold for in gold pieces. 
  Non-monster obstacles are worth experience points equal to 
  their own challenge levels. Here, the Treasure Keeper must 
  use his or her best judgment as to the challenge level of the 
  obstacle. In general, assume that a relatively non-dangerous 
  and easy, though quite vital, obstacle has a challenge level 
  slightly lower than the level of the characters facing it. 
  Obstacles that present a true challenge, or obstacles which are 
  easy to overcome but dangerous, should be assigned a 
  challenge level roughly equal to the level of the characters 
  facing it. Seemingly impossible and highly dangerous obstacles 
  should be assigned challenge levels higher than the level of the 
  characters facing them. 
  In addition to these rewards of experience points, adventurers 
  in weird fantasy worlds are also rewarded when they permit 
  themselves to face the bizarre and alien, and when they allow 
  themselves to drink deeply from the cup of freedom. 
  Under the following situations, experience points may be 
  rewarded by the Treasure Keeper as he or she sees fit.  
   
  Communion with a strange idol (involving meditating 
  before it for 24 hours with no food or drink) 
   
  Setting eyes upon a wondrous, senses-shattering vista for 
  the first time 
   
  Any rank indulgence of a corporeal nature, whether 
  gorging oneself on food, drinking to ridiculous excess, 
  abuse of narcotics or opiates, physical dalliances of an 
  entirely inappropriate nature, etc. 
   
  Commit a shocking breach of Victorian etiquette and revel 
  in the satisfaction of ultimate freedom 
   
  The discovering or recovery of ancient knowledge or 
  terrible secrets not meant for the eyes or ears of man 
   
  A personal revelation of great significance (the TK must 
  adjudicate this) 
   
  Bearing witness to any manner of mind-bending horror 
  (again, as adjudicated by the TK) 
   
  Falling in love with a non-human native of the fantasy 
  world 
  When a character has one of these experiences, they have an 
  epiphany that draws them more tightly into the embrace of 
  the dream realms and simultaneously damages their body or 
  soul. The aforementioned corporeal indulgences and breaking 
  of Victorian etiquette are not as mind-expanding as the other 
  experiences listed, and only result in an epiphany one time out 
  of six (i.e. roll 1 on 1d6), but they always result in the loss of a 
  point of Constitution (for physical indulgences) or the loss of a 
  point of Wisdom (for radical breaches of etiquette). 
   
   
   
   
   
  
  BLOODY BASIC 
  19 
   
  3d6 
  Epiphany 
  3 
  Gain access to an invocation (treat this as a spell scroll in 
  one’s mind that any character can use one time before the 
  knowledge is lost) 
  4 
  A bestial fury is born within the character, permitting them 
  to go berserk in one combat of their choosing (berserk 
  characters gain one extra attack per round during the fight, 
  but are left fatigued thereafter) 
  5-6 
  Learn a language native to this world (this can be in excess 
  of the normal number of languages the character can know) 
  7-9 
  Regain one Wisdom or Constitution point that was lost due 
  to previous epiphanies 
  10-13 
  Gain a bonus of 1,000 XP times the character’s current level 
  14-15 
  Recall a knack (see tasks) from one’s real life or a past 
  incarnation 
  16 
  Gain insight into the nature of the universe, resulting in a +1 
  bonus to save against fear and magic (this epiphany can be 
  gained multiple times, but the save bonus cannot exceed +3) 
  17 
  A friendly daemon whispers a secret in your ear (you learn 
  one important secret about a person, place or thing which 
  you can recall at a time of your choosing) 
  18 
  Initiated into a mystery cult (choose a random cult; you may 
  cast the first level orison of this cult once per day, but must 
  obey a taboo that is rolled each day to do so) 
   
  The dark side of epiphanies is that they wear down on an 
  adventurer’s body and soul. If the experience has a physical 
  factor, the adventurer loses one point of Constitution. If the 
  experience is wholly mental, the adventurer loses one point of 
  Wisdom. A character left with less than 3 points of 
  Constitution becomes a feeble wreck of a man or woman, and 
  must retire from adventuring. A character left with less than 3 
  points of Wisdom goes mad, and, again, must be retired from 
  adventuring (although they could survive as a villainous NPC 
  under the control of the Treasure Keeper). 
  IX. RULES OF PLAY 
  Time 
  To measure time within the game, we use minutes, hours, days 
  and weeks, just as one normally would, but we also use rounds 
  and turns. A round represents about 10 seconds, so there are 6 
  rounds per minute. A turn is 10 minutes long. 
  Rounds are used in combat. Minutes and turns are used in 
  donjon exploration, while hours and days are used in 
  wilderness exploration. 
   
   
  Movement 
  Movement is measured in feet (‘) per round. The average 
  person can move 30’ per round while walking normally. A 
  person who is carefully exploring moves as a rate of 10’ per 
  round. A person that is running can move up to 120’ per round 
  for one round, and 60’ per round for up to one turn. 
  Time Span 
  Exploration 
  Walking 
  Running 
  Round 
  10’ 
  30’ 
  120’ 
  Minute 
  60’ 
  180’ 
  720’ 
  Turn 
  600’ 
  1,800’ 
  7,200’ 
   
  Small creatures have a normal walking speed of 20’ per round, 
  instead of 30’ per round. Their exploration movement rate is 
  the same as for larger folk, since they do not need to creep 
  around more slowly just because their normal walking speed 
  is slower than that of larger folk. Movement for these folks 
  looks like this: 
  Time Span 
  Exploration 
  Walking 
  Running 
  Round 
  10’ 
  20’ 
  80’ 
  Minute 
  60’ 
  120’ 
  480’ 
  Turn 
  600’ 
  1,200’ 
  4,800’ 
   
  Long distance running (i.e. running for one hour or more) is 
  only possible by making a successful Fortitude saving throw. 
  Light 
  Humans cannot see in the dark, and thus need to bring a light 
  source into donjons. Demi-humans and monsters can usually 
  see up to 60’ in the dark by sensing minor variations in 
  temperature (i.e. infrared vision). 
  Light Source 
  Radius 
  Duration 
  Candle 
  5 ft. 
  1 hour 
  Lamp 
  15 ft. 
  6 hours 
  Lantern 
  30 ft. 
  6 hours 
  Torch 
  20 ft. 
  1 hour 
   
  Lighting something with flint and tinder takes 1d4 rounds. 
  Lighting one object from another object takes only one round.  
  Saving Throws 
  Saving throws are the way your character avoids dangers 
  outside, and sometimes inside, combat. There are three types 
  of saving throws: Fortitude, Reflex and Will. 
   
   
   
  
  BLOODY BASIC 
  20 
   
  Fortitude saving throws are made against things that attack 
  your physical body, usually from within, like poison, disease 
  and pain.  
  Reflex saving throws are made to duck, dodge or avoid things 
  like magic rays, dragon breath or traps. 
  Will saving throws are made against magical forces, especially 
  those that attack your mind. 
  To pass a saving throw, you must roll 1d20 and try to roll 
  equal to or higher than your character’s saving throw value.  
  Frail characters deduct one from their Fortitude saving throw 
  rolls, while stalwart characters add one to their Fortitude roll. 
  Oafish characters deduct one from their Reflex saving throw 
  rolls, while nimble characters add one to their Reflex roll. 
  Foolish characters deduct one from their Will saving throw 
  rolls, while sophic characters add one to their Will roll. 
  Tasks 
  Characters often need to accomplish tasks that have nothing to 
  do with combat. When a player decides his or her character is 
  going to do something, the best policy is to assume it succeeds 
  unless it is difficult, a matter of life or death (i.e. it is dramatic) 
  or when it is being attempted under pressure. 
  If a character is attempting a task in which they are unskilled, 
  the player rolls 1d20 and tries to roll an 18 or higher. 
  If a character is attempting a task for which they have a knack 
  (for example – an elf searching for a secret door), the player 
  rolls 1d20 and tries to roll a 15 or higher. 
  If a character is attempting a task in which they are skilled (for 
  example – a thief attempting to pick pockets), the player 
  attempts a task check. The type of task check depends on the 
  task being attempted. Skilled task checks are a modified 
  version of saving throws. 
  AGILITY TASKS – Agility tasks use a character’s Reflex saving 
  throw. An oafish character subtracts one from his roll, while a 
  nimble character adds one to his roll. Agility tasks include 
  balancing, climbing sheer surfaces, escaping bonds, hiding in 
  shadows, moving silently, opening locks, picking pockets, and 
  removing traps. 
  CHARISMA TASKS – Charisma tasks use a character’s Will 
  saving throw. A vile character subtracts one from his roll, 
  while a charming character adds one to his roll. Charisma 
  tasks include collecting rumors, bluffing people, disguising 
  oneself and intimidation or entertaining people. 
  Royalty, aristocrats and gentlemen have much sway over the 
  masses, so dressing to the nines can help grease the wheels of 
  society. Characters are rated for their “glamor”, and are 
  accorded a bonus to Charisma task rolls based on the value of 
  the clothes and jewelry that they wear. 
  Class 
  Value of Accoutrements 
  Modifier 
  Pauper 
  0 to 9 gp 
  -1 penalty 
  Bourgeoisie 
  10 to 99 gp 
  no modifier 
  Gentleman 
  100 to 499 gp 
  +1 bonus 
  Aristocrat 
  500 gp to 999 gp 
  +2 bonus 
  Royalty 
  1,000 gp or more 
  +3 bonus 
   
  Be forewarned, though, that aristocrats and royalty are jealous 
  of their prestige and position, and will not hesitate to destroy 
  those who would poach them. Characters that are not of noble 
  or royal rank who wear clothing that would make them appear 
  to be in these ranks may be arrested under the various and 
  sundry sumptuary laws of whatever place they are in. 
  ENDURANCE TASKS – Endurance tasks use a character’s 
  Fortitude saving throw. A frail character subtracts one from 
  his roll, while a stalwart character adds one to his roll. 
  Endurance tasks include ignoring pain and concentration. 
  KNOWLEDGE TASKS – Knowledge tasks use a character’s Will 
  saving throw. A mooncalf character subtracts one from his roll, 
  while a canny character adds one to his roll. Knowledge tasks 
  include identifying plants and animals, translating ancient 
  languages, and finding traps. 
  PERCEPTION TASKS – Perception tasks use a character’s Will 
  saving throw. A foolish character subtracts one from his roll, 
  while a sophic character adds one to his roll. Perception tasks 
  include finding secret doors and listening at doors. 
  STRENGTH TASKS – Strength tasks use a character’s Fortitude 
  saving throw. An effete character subtracts one from his roll, 
  while a mighty character adds one to his roll. Strength tasks 
  include bending bars, breaking down doors, jumping and 
  swimming. 
  Combat 
  Combat begins with rolling initiative. Initiative determines 
  which character or monster, or which side, goes first in 
  combat. 
  Initiative can be handled in two ways: Individual or Group. 
  For group initiative, each side in the combat rolls 1d6. The side 
  that rolls highest goes first in combat. On a tie, all actions 
  occur simultaneously. 
   
   
   
  
  BLOODY BASIC 
  21 
   
  For individual initiative, each character and monster rolls 
  1d10, with the highest roller going first, then the second-
  highest roller, and so on, until each character and monster has 
  had a turn. 
  The following modifiers can be used with individual initiative: 
  Condition 
  Modifier 
  Oafish 
  -1 to initiative 
  Nimble 
  +1 to initiative 
  Encumbered 
  -1 to initiative 
  Cast Spell 
  -1 to initiative for first level spells, -2 for 
  second level spells, -3 for third level spells 
  Light Weapons 
  +1 to initiative 
  Heavy Weapons 
  -1 to initiative 
  Freck 
  +1 to initiative 
  Cumbersome curse 
  -1 to initiative 
   
  Once the order of combat has been determined, each member 
  of a group or each individual combatant can take their turn. On 
  a creature’s turn, they can make a normal move and take an 
  action, make a double move and take no action, or just stand 
  around doing nothing. 
  An action, in this context, includes casting a spell, attacking 
  with a weapon, or performing some other action, like climbing 
  a wall or picking a lock. 
  To make an attack, roll 1d20 and add the attacker’s attack 
  bonus. If making a melee attack, add one to the roll if the 
  character is mighty, and subtract one from the roll if the 
  character is effete. If making a missile attack, add one to the 
  roll if the character is nimble, and subtract one from the roll if 
  the character is oafish. Any advantage to an attack, such as 
  high ground or using a longer melee weapon or your opponent 
  being prone on the ground, gives you a +1 bonus to hit.  
  If the total attack roll is equal to or greater than the target’s 
  Armor Class, the attack is successful. On a successful attack, 
  the attacker rolls damage dice, and the damage is deducted 
  from the target’s hit point total. When the target’s hit points 
  are reduced to 0, the attacker can choose whether they are 
  killed, knocked unconscious, or subdued and become 
  prisoners. 
  When attempting a special maneuver, such as grappling, 
  pushing people out of your way, tripping people or throwing 
  dust in their eyes, you make a normal attack, but your 
  opponent can make an appropriate saving throw to negate it. 
  The saving throw type is determined by the TK, who 
  adjudicates the effects of the attack if it succeeds. 
  Some characters like to attack with two melee weapons, e.g. a 
  sword in one hand and a dagger in the other. When attempting 
  this tricky maneuver, a character can only use two light 
  weapons, or one medium weapon and one light weapon. Doing 
  this allows the character to make one extra attack with a light 
  weapon, but all attacks made by the character in the round 
  suffer a -2 penalty. 
  Healing 
  Aside from magical healing, characters heal one hit point per 
  night of rest, one hit point per level per full day of rest, and one 
  ability score point per full day of rest. 
  Retreat 
  Adventurers can retreat from combat at normal speed. This is 
  called a fighting withdrawal. If the monsters appear to be 
  winning handily, they will probably follow up and press the 
  attack. Otherwise, they may be content to allow the 
  adventurers to retreat.  
  A full retreat is made at running speed. Running from combat 
  permits the other side a free set of attacks. 
  When half a group of monsters are reduced to 0 hit points, a 
  single monster loses half its hit points, or a leader type is 
  killed, the monsters must make a morale check to remain in 
  combat. Non-intelligent monsters, like skeletons, oozes, 
  constructs and some plants, which have no sense of self 
  preservation, never have to make morale 
  checks – they always fight to the 
  death.  
  Cannibals also always fight to 
  the death. 
  Monsters with basic 
  animal 
  intelligence 
  have a 5 in 6 
  chance of 
  making a 
  fighting 
  retreat. If they 
  are pressed, 
  they go into 
  full retreat 
  and run away. 
   
   
   
  
  BLOODY BASIC 
  22 
   
  Monsters with human-level intelligence have a 5 in 6 chance of 
  making a fighting retreat if they appear to be outnumbered or 
  are flanked or in some other bad tactical situation. If they still 
  have the upper hand, they have a 3 in 6 chance of retreat. If 
  they are defending their homes or something equally 
  important to them, they have a 1 in 6 chance of retreating. 
  Once monsters choose to stand and fight, they need make no 
  further morale checks until losing another half of their 
  numbers or hit points, or losing a leader. Pressing an attack 
  against intelligent monsters in a fighting retreat forces them to 
  make another morale check to avoid making a running retreat. 
  Intelligence / Condition 
  Chance of Retreat 
  Non-Intelligent 
  0 
  Animal Intelligence 
  5 in 6 
  Intelligent, losing 
  5 in 6 
  Intelligent, winning 
  3 in 6 
  Intelligent, defending home 
  1 in 6 
   
  Disease and Poison 
  Disease deducts 1d6 points of Constitution per day from its 
  victim until the victim reaches zero points of Constitution and 
  dies or is cured by magic. Each day, the victim of disease can 
  attempt a Fortitude saving throw to resist this damage. If the 
  victim passes two of these saving throws in a row, they have 
  fought off the disease and suffer no more ill effects. 
  A creature that is poisoned must pass a Fortitude saving throw 
  or suffers 1d6 points of damage per round. If two of these 
  saving throws in a row are passed, the poison ceases causing 
  damage. 
  X. DONJONS AND WILDERNESS 
  A donjon is a complex, usually underground, often vast, where 
  people go to face the unknown (in the form of monsters, traps 
  and puzzles) to gain enlightenment (in the form of treasure). 
  Donjons may be composed of stone, wood and metal, but they 
  are, in a way, living things. In donjons, doors close on their 
  own, traps once defeated reset themselves, and sometimes the 
  very walls collapse to reveal previously undiscovered areas. 
  Designing Donjons 
  A sample donjon map can be seen on the next page. Drawing a 
  donjon is a simple exercise. Find a piece of graph paper and a 
  pencil and begin drawing rooms and corridors. Add doors, 
  some locked and others not, stairs or shafts to lower levels, 
  and other features to make the place interesting.  
  Once the map is drawn, stock the rooms. The following table 
  can be used as a guide: 
  D20 
  ROOM CONTENTS 
  1-4 
  Empty 
  5 
  Unguarded treasure (roll individual treasure) 
  6-7 
  Monster 
  8-11 
  Monster with treasure 
  12-13 
  Trap 
  14-18 
  Trap guarding treasure 
  19 
  Monster and trap guarding treasure 
  20 
  Wondrous object 
   
  Traditionally, a donjon becomes more dangerous as one delves 
  deeper into it. The first level of a donjon should be a challenge 
  for first level adventurers, while the sixth level of a donjon 
  should be a challenge for sixth level parties. 
  Wondrous objects include teleportation portals, pools of 
  magical liquids, weird wall carvings that give clues to beat the 
  donjon, magical statues that talk or curse adventurers, etc. 
  When adventurers delve into a donjon and then leave to 
  replenish supplies and hit points, there is a 1 in 6 chance that a 
  room that has been cleared of monsters will have new 
  occupants. Donjons are magical places, and doors will close 
  and lock, and traps reset, by themselves an hour after being 
  opened/triggered. 
  Wandering Monsters 
  A donjon is meant to be a place full of danger. Monsters do not 
  just stay put in their rooms. Sometimes, they hunt the 
  corridors for prey, while other times they are just moving 
  from one location to another. These are termed “wandering 
  monsters”.  
  Once each turn or hour (the time increment is determined by 
  the TK), roll 1d6. On a roll of “1”, a wandering monster has 
  come upon the adventurers. The TK should now roll 1d6 for 
  both the adventurers and the monster. A roll of “1” indicates 
  that the group is surprised. A surprised group automatically 
  loses initiative in the first round of combat. If both sides are 
  surprised, there is no modifier to initiative. 
  When the adventurers meet the monsters, the TK should roll a 
  reaction check to see what the monsters are thinking.  
  2d6 
  Reaction 
  2-4 
  Hostile – will attack immediately 
  4-9 
  Neutral – willing to negotiate 
  10-12 
  Friendly – will propose alliance or trade 
   
   
   
   
  
  BLOODY BASIC 
  23 
   
  Evil and savage monsters deduct one from their reaction 
  check, while good monsters add one to their reaction check. 
  The reaction roll gives you the monster’s current state of 
  mind. If the monsters are not hostile, and they are intelligent 
  and speak a language known by the adventurers, a 
  spokesperson can be appointed to communicate with the 
  monsters. The spokesperson can attempt a Charisma task 
  check to improve their mood. If successful, re-roll the reaction 
  check and add two to the roll. 
  If the monsters turn out to be friendly, let the scene unfold 
  through the role playing of the players. If the monsters are 
  hostile, use the combat rules to resolve the situation. 
  Wandering monsters never carry more than individual 
  treasure. 
  In donjons or wilderness areas, the TK should develop a 
  random table of wandering monsters common to the area. 
   
  Traps 
  Traps have been a hallmark of donjons ever since 
  archaeologists first delved into King Tut’s tomb. 
  Traps can be found by attempting a Perception task. Thieves 
  are skilled at these Perception tasks. 
  Once a trap has been found, adventurers can attempt to 
  remove it by attempting an Agility Task. Thieves are skilled at 
  these Agility tasks. If an attempt to remove a trap is 
  unsuccessful, the trap is triggered and the would-be trap 
  remover must pass a Reflex saving throw or be hit full force by 
  the trap. 
  Some sample traps include: 
  PITS – Pits are usually covered by trap doors. Falling into a pit 
  inflicts 1d6 points of damage per 10’ fallen. Pits can be filled 
  with spikes (+1d8 damage), acid (+1d6 acid damage) or even 
  guardian monsters or additional traps. 
  SECRET DOOR
  OPEN PIT
  COVERED PIT
  LADDER
  STANDARD DOOR
  BARS
  STAIRS
  CLIFF
  ARROW TRAP
   
   
   
  
  BLOODY BASIC 
  24 
   
  FUSILLADES – A fusillade consists of dozens of darts shot out 
  of a wall, ceiling or floor. The victim is struck by 1d8 darts 
  (1d4 damage). The darts may be poisoned. 
  NEEDLES – Poisoned needles can be secreted in locks to jab 
  people trying to pick the lock. 
  COLLAPSING STAIRS – Stairs might be rigged to collapse 
  underneath people, turning into a chute that delivers them 
  into a very uncomfortable place, somewhat like a pit. 
  SCYTHING BLADES – A blade swings out at a person, inflicting 
  1d10 points of damage if they fail a Reflex saving throw. 
  CRUSHING STONES – Heavy stones might be balanced above 
  doorways, or ceilings might be rigged to collapse. These traps 
  deal anywhere from 2d6 to 6d6 points of damage, and might 
  leave people buried under rubble. 
  JETS OF FIRE – A cone of fire deals 3d6 points of fire damage. 
  SHOCK PLATE – An electrified metal plate deals 2d6 points of 
  electricity damage. 
  SEPIA SNAKE SIGIL – As the magus cantrap. The type of 
  damage can be modified by the Treasure Keeper. 
  Wilderness 
  The wilderness is the mostly uninhabited land outside of 
  civilization. Most of the best donjons to plunder are located 
  outside of civilization, across many miles of wilderness. For 
  this reason, adventurers must often travel across wilderness. 
  Rate of movement depends on the transportation: 
  Beast 
  Miles per Day 
  Encumbered 
  Draught 
  Donkey or Mule 
  16 
  90 lb 
  900 lb 
  Camel 
  20 
  300 lb 
  1,000 lb 
  Elephant 
  18 
  600 lb 
  8,000 lb 
  Griffon 
  6 foot, 18 wing 
  300 lb 
  800 lb 
  Hippogriff 
  16 foot, 32 wing 
  300 lb 
  900 lb 
  Horse 
  16  
  200 lb 
  350 lb 
  Human 
  12 
  - 
  - 
  Llama 
  15 
  65 lb 
  325 lb 
  Ox 
  5 
  100 lb 
  500 lb 
  Sled Dog 
  10 
  20 lb 
  100 lb 
   
  If the terrain is rough and broken, halve the mileage. If 
  traveling through mountains, divide them by three. 
  In hot places, you must double normal water intake or lose 1 
  hit point per day. 
  In cold places, you must double normal food intake and wear 
  warm clothes or lose 1 hit point per day. 
  When traveling through wilderness, there is a 1 in 6 chance 
  per day of experiencing some form of danger. Usually, this 
  involves an encounter with monsters, but it could also involve 
  things like quicksand, poison gases, earthquakes and the like. 
  Be creative – the point is to give the players a challenge to 
  overcome. 
  When encountering humanoids in the wilderness, civilized 
  humanoids are usually found in patrols of 3d6 warriors 
  dispatched from a nearby settlement.  
  Barbaric humanoids are found either in patrols or lairs. 
  Barbaric humanoid lairs number 20 to 80 warriors and three 
  times as many non-combatants. Barbaric humanoid lairs are 
  governed by a chief and 1d4 sub-chiefs (maximum hit points). 
  A lair might include a shaman (2 in 6 chance, idolator, roll 1d4 
  for level) or witch doctor (2 in 6 chance, magus, roll 1d4 for 
  level).  
  Civilization 
  When adventurers are not trekking across wilderness or 
  delving into donjons, they need a place to rest and prepare for 
  their next adventure. This is where civilization comes in. 
  Settlements come in three basic sizes: Villages, towns and 
  cities. 
  Villages are collections of cottages and hovels protected by 
  lords or ladies in castles. Villages have populations of 10 to 60 
  families (roll 1d6 x 10). They are surrounded by agricultural 
  land, mines and coasts that permit fishing. Human villages 
  might be found anywhere. The lord of the village employs 1d6 
  x 10 men-at-arms to defend it, with a sergeant to assist the 
  lord. Most common items can be purchased in villages, but 
  armor and weapons usually cannot. The lord’s armorer can 
  repair items. Village shrines are tended by first level idolators, 
  and there is a 1 in 6 chance that the lord employs a first level 
  magus. 
  Towns are much larger settlements, surrounded by walls and 
  defended by a duke or duchess in a citadel. Towns have 100 to 
  600 families (roll 1d6 x 100), and are usually positioned in 
  fertile regions, or on trade routes (i.e. highways, rivers or sea 
  ports). Most towns are surrounded by three or more villages 
  that help supply food and other raw materials to the town 
  people. Towns are defended by 1d6 x 100 men-at-arms, with 
  one sergeant per 10 men-at-arms and one captain to assist the 
  lord. Towns are almost always composed of humans – demi-
   
   
   
  
  BLOODY BASIC 
  25 
   
  humans rarely gather in large enough numbers to create full 
  towns. Any item can be purchased in a town. Town churches 
  are tended by third level idolators, and each town has at least 
  one magus (roll 1d6 to determine the magus’s level), usually 
  as court mage. There is a chance that a town will have a guild 
  of thieves (1d6 x 10 first level thieves commanded by a sixth 
  level thief) or a chaos cult (1d6 x 10 worshipers and a third 
  level idolator). 
  Cities are massive settlements that are always located at the 
  nexus of multiple trade routes. Cities have 1,000 to 6,000 
  families (roll 1d6 x 1,000), and are always in fertile regions. 
  Cities are surrounded by three or more towns and many 
  villages. Cities are surrounded by tall walls, many towers and 
  one two or more citadels commanded by lords or ladies. The 
  city is ruled by a king or queen. It is defended by 1d6 x 1,000 
  men-at-arms, with one sergeant per 10 and one captain per 
  100. Any mundane item can be purchased in a city, and there 
  may be a black market for magic items. City temples (or 
  cathedrals or monasteries) are tended by sixth level idolators. 
  Kings always have a sixth level magus as their court mage, and 
  cities often contain schools of magicians. Every city has at least 
  one guild of thieves (see town above), and one chaos cult. 
  XI. MONSTERS 
  In Bloody Basic, a “monster” is defined as any opponent of the 
  player characters. Under this definition, human beings can be 
  considered monsters (and in weird fantasy, they often are). 
  Monsters are primarily defined by their type and their size, 
  and some monsters have extra special abilities as well.  
  There are twelve monster types in the game: Aberrations, 
  Animals, Demons & Devils, Dragons, Elementals, Fey, Giants, 
  Humanoids, Monsters, Oozes, Plants and Undead. You can 
  think of monster types as being something like character 
  classes. Humanoids are more like player characters than 
  monsters, and are not defined as much by size as by fighting 
  skill and strength. 
  Monsters come in five size ranges: Tiny (up to 1’ long or tall), 
  Small (2’ to 4’ long or tall), Medium (5’ to 9’ long or tall), Large 
  (10’ to 21’ long or tall) and Huge (22’ or more). 
  Monsters have three other main statistics: Hit Dice, Armor 
  Class and Attacks. A monster’s Hit Dice are the number of d6 
  the TK rolls to determine the monster’s hit points. It is also the 
  monster’s attack bonus (i.e. a 5 Hit Dice monster has an attack 
  bonus of +5). A monster’s Armor Class works in the same way 
  as a character’s Armor Class. A monster’s attacks are the 
  number of attacks it can make each round, against the same or 
  different targets. The damage caused by these attacks is noted. 
  When creating monsters, simply assign the monster a type and 
  size, choose an Armor Class, determine the monster’s attacks 
  and then give it any special abilities you think make sense. 
  Monsters that can fly or swim do so at double their normal 
  movement rate. Monsters that can climb or burrow do so at 
  their normal movement rate.  
  Some common special attacks are poison, disease, the ability 
  to cast magic spells (either specific spells cast a specific 
  number of times per day, or simply casting spells as a magus 
  or idolator), petrification (i.e. turning to stone), breath 
  weapons, the ability to drain levels or ability score points 
  (permanent unless recovered through extreme magical means 
  involving quests), and paralysis. Monsters that can only be 
  harmed by magical weapons can literally not be damaged by 
  normal weapons – they either pass through it harmlessly or 
  bounce off its hide. Special attacks always permit a saving 
  throw to negate them or, if they cause damage like dragon 
  breath, to cut the damage they inflict in half. 
  Monsters are assigned challenge levels to help TKs gauge how 
  dangerous the monster is. An encounter between a group of 
  adventurers and monsters of the same or slightly lower level is 
  considered a balanced encounter (i.e. either side has an even 
  chance of winning the encounter). A single monster two or 
  three levels above the level of the adventurers is also 
  considered a balanced encounter. When designing an 
  adventure, TKs want to throw in many encounters where the 
  adventurers have the upper hand, a few balanced encounters, 
  and maybe one or two encounters where the monsters have 
  the advantage. Not every monster has to be attacked – 
  adventurers should avoid combat as much as possible, relying 
  instead on their wits to stay alive. 
  A monster’s challenge level (CL) determines its XP value (i.e. 
  how many experience points the adventurers will divide 
  between them for defeating the monster). 
  CL 
  XP 
  CL 
  XP 
  0 
  50 
  7 
  1,200 
  1 
  100 
  8 
  1,500 
  2 
  200 
  9 
  1,800 
  3 
  300 
  10 
  2,200 
  4 
  500 
  11 
  2,600 
  5 
  700 
  12 
  3,000 
  6 
  900 
  13 
  3,500 
   
   
   
  
  BLOODY BASIC 
  26 
   
   
  Aberrations 
  Aberrations are monsters that often defy description. They are 
  unearthly creatures with alien minds and thought processes. 
  Aberrations can see in the dark to a range of 60’.  
  Size 
  HD 
  MV 
  Fort 
  Ref 
  Will 
  CL 
  Small 
  2 
  20 
  16 
  15 
  12 
  3 
  Medium 
  6 
  30 
  12 
  12 
  10 
  7 
  Large 
  8 
  40 
  10 
  11 
  9 
  9 
  Huge 
  10 
  50 
  7 
  10 
  8 
  11 
   
  CHAOS BEAST (MEDIUM ABBERATION) - Chaos beasts have 
  mutable, ever-changing forms. A chaos beast’s dimensions 
  vary, but it always appears as a bundle of rubbery tentacles 
  punctuated by hands, feet, claws and faces. Their touch causes 
  flesh to soften and bend unless they pass a Fortitude save. This 
  is horribly painful, and until a new Fortitude save is passed the 
  character cannot perform any actions. Chaos beasts have AC 
  16 and attack with 2 tentacles (1d4 damage). They have a 20% 
  chance to resist magic spells. 
  DARKMANTLE (SMALL ABERRATION) – Darkmantles look like 
  cone-shaped squids, their bodies ringed by short tentacles. 
  They attach themselves to ceilings and then glide from them to 
  land on peoples’ heads to suffocate them. Darkmantles have 
  AC 17 and can fly as well as crawl. They have one slam attack 
  (1d4 damage), and victims of this attack must pass a Reflex 
  saving throw or have their head enveloped for 1d4 damage 
  per round. The monster can be removed by killing it (though 
  attacks against an enveloping darkmantle deal half as much 
  damage to the victim as to the monster) or by prying it loose 
  with a Strength task check. 
  ETHEREAL MARAUDER (MEDIUM ABERRATION) – These are 
  squat beasts with violet skin, two thick legs, no arms, heads 
  that mostly consist of toothy maws, and whip-like tails. They 
  have AC 14 and attack with a bite for 1d6 damage. Ethereal 
  marauders can become ethereal at will, and use this ability to 
  ambush prey. 
  EVIL EYE (LARGE ABERRATION) – An evil eye looks like a 
  large eyeball with a tail of whip-like nerves trailing behind it. 
  The monster attacks with two lashes (1d6 damage), which can 
  also be used to grab things as though they were prehensile. 
  Evil eyes can also project 100’ long rays from their eyes, once 
  per round. Evil eyes have the following rays: Charm (as 
  Prithian’s juvenile lust), Confuse (as madness spell), Death (4d6 
  damage, Fortitude saving throw to halve damage), Enervate 
  (lose level, Fortitude saving throw to negate), Immolate (6d6 
  fire damage, Reflex saving throw to halve damage), Paralyze 
  (as immobilize, Fortitude saving throw to negate), Petrify (turn 
  to stone, Fortitude saving throw to negate), or Slumber (as 
  spell, Will saving throw to negate). Evil eyes suffer half 
  damage from acid, electricity and fire. Spells fail against evil 
  eyes 25% of the time. 
  GIBBERING MOUTHER (MEDIUM ABERRATION) – Gibbering 
  mouthers are almost beyond description. They are gloopy, 
  amorphous blobs of flesh covered in eyes and fanged mouths. 
  Gibbering mouthers have AC 19 and attack with six bites (1 
  point of damage) and can spit acid 30’ (1d4 points of damage), 
  Reflex saving throw or struck blind). Gibbering mouthers are 
  always gibbering, hence the name, and this cacophony of 
  voices forces all creatures within 60’ of the monster to pass a 
  Will saving throw or be stunned with confusion for the round. 
  MIMIC (LARGE ABERRATION) – Mimics are bizarre creatures 
  that can assume the form of almost any non-animate object, 
  such as chairs or treasure chests. In this form it is very difficult 
  to spot that an item is a mimic. When their prey approaches, 
  they attack with two pseudopods (1d8 damage). Mimics are 
  covered with a sticky adhesive, so any creature or item 
  (including weapons) that touches a mimic becomes stuck and 
  can only be removed with a Strength task check. Mimics have 
  Armor Class 15. 
  MIND EATER (MEDIUM ABERRATION) – Mind eaters are alien 
  beings with humanoid bodies and squid-like heads. They 
  survive by consuming brains. Mind eaters have AC 14 and 
  attack with four tentacles (2d4 damage). A creature hit by two 
  or more tentacles must pass a Reflex saving throw or be 
  grabbed by them and pulled close for a bite (1d3 damage). A 
  victim bitten and held has three rounds before a tentacle 
  snakes into their heads and yanks out their brain. Mind eaters 
  can communicate telepathically with creatures up to 100’ 
  away. They can also project a cone of psychic static that forces 
  all within a cone (60’ long x 30’ wide) to pass a Will saving 
  throw or be stunned into inaction for 1d6 rounds. 
  NAGA (LARGE ABERRATION) – Nagas look like giant snakes 
  with the heads of human females. Nagas have AC 15 and attack 
  with a poisonous bite (2d6 damage). Nagas can swim. They 
  cast cantraps as third level magi. 
   
   
   
  
  BLOODY BASIC 
  27 
   
  ROPER (LARGE ABERRATION) – Ropers are bizarre creatures 
  that look something like stalagmites when they are still. When 
  they sense prey nearby, they open their single large eyes and 
  whip out their long tendrils. Ropers have AC 21 and attack 
  with their six 50’ long tendrils. Creatures struck by these 
  tendrils are grabbed and dragged 10’ per round towards the 
  monster. When they are dragged close enough, the monster 
  attacks with its bite (2d6 damage). Ropers are immune to 
  electricity, but suffer double damage from fire. Spells fails 
  against ropers 25% of the time. 
  WILL-O-WISP (SMALL ABERRATION) – These beings look like 
  floating lights. They lurk in woodlands and swamps, luring 
  people into the wilderness to be killed. Will-o-wisps speak 
  with ghostly voices when they must speak. They are immune 
  to magic and can extinguish their glow to become invisible. 
  Will-o-wisps attack with a shock that deals 2d8 damage with a 
  range of 10 feet. Will-o-wisps have AC 18 due to small size and 
  great speed. 
  WORM THAT WALKS (MEDIUM ABERRATION) – These 
  creatures are colonies of intelligent worms that mass together 
  into humanoid form. They hide their true nature by wearing 
  robes and masks. The worm that walks has AC 20 and attacks 
  with staves (1d6 damage) or by engulfing their opponents 
  with a grapple attack. Victims of a grapple suffer 3d6 damage 
  per round while they are suffocated by the worms. They can 
  discorporate and slither away when threatened. Spells fail 
  against them 25% of the time. A worm that walks can cast 
  cantraps as a fifth level magus. 
  Animals 
  Animals are the normal beasts that walk the world today or in 
  the past, as well as giant versions of these creatures. Most 
  animals can see in the dark to a range of 30’. 
  SIZE 
  HD 
  MV 
  FORT 
  REF 
  WILL 
  CL 
  Small 
  1 
  30 
  14 
  13 
  18 
  1 
  Medium 
  3 
  40 
  12 
  12 
  17 
  3 
  Large 
  7 
  40 
  9 
  10 
  15 
  7 
   
  ARCHAEOPTERYX (SMALL ANIMAL) – These black feathered 
  dinosaurs were among the first to fly. They have long snouts 
  with many sharp teeth that bite for 1d4 damage. 
  CARNIVOROUS APE (MEDIUM ANIMAL) – Carnivorous apes 
  look like especially fierce gorillas, sometimes with white fur. 
  They have AC 14 and attack with 2 claws (1d6) and bite (1d6). 
  CONSTRICTOR SNAKE (MEDIUM ANIMAL) – The constrictors 
  include boa constrictors and anacondas. They have AC 15 and 
  attack with a bite (1d4 damage). Bitten creatures must pass a 
  Reflex saving throw or be constricted for 1d4 damage per 
  round until the snake is killed or removed with a successful 
  attack or a Str task check. Constrictors can swim and climb. 
  GIANT ANT (MEDIUM ANIMAL) – Giant ants have AC 17 and 
  attack with a stinging bite (2d4 damage). Giant ants can climb 
  walls and ceilings. 
  GIANT CENTIPEDE (SMALL ANIMAL) – Giant centipedes have 
  AC 14 and attack with a poisonous bite (1d3 damage). They 
  can climb walls and ceilings. 
  GIANT LIZARD – (MEDIUM ANIMAL) – Giant lizards have AC 
  15 and attack with a bite (1d8 damage). 
  GIANT RAT (SMALL ANIMAL) – Giant rats have AC 13 and 
  attack with a diseased bite (1d4 damage). Giant rats can climb. 
  GIANT SCORPION (LARGE ANIMAL) – Giant scorpions have AC 
  16 and attack with two claws (1d6) and a poison sting (1d6). 
  GIANT SPIDER (MEDIUM ANIMAL) – Giant spiders have AC 14 
  and attack with a poison bite (1d6 damage). Giant spiders can 
  climb walls and ceilings (waterspouts can give them trouble). 
  GIANT VIPER (LARGE ANIMAL) – Giant vipers covers all 
  poisonous snakes. They have AC 15 and attack with a 
  poisonous bite (1d6).  
  GUARD DOG (SMALL ANIMAL) – Guard dogs have AC 15 and 
  attack with their bite (1d4 damage). 
  LEOPARD (MEDIUM ANIMAL) – Leopards have AC 15 and 
  attack with 2 claws (1d4) and bite (1d6). 
  RIDING HORSE (LARGE ANIMAL) – Riding horses have AC 13 
  and attack with two hooves (1d4 damage). 
  WAR HORSE (LARGE ANIMAL) – Warhorses are horses 
  trained for combat. They have AC 14 and attack with two 
  hooves (1d6 damage) and a bite (1d4 damage). 
  WOLF (MEDIUM ANIMAL) – Wolves have AC 14 and attack 
  with a bite (1d6 damage). 
  Constructs 
  A construct is an animated object or artificially constructed 
  creature. Constructs are immune to mind-affecting effects, 
  poison, sleep effects, paralysis, stunning and disease. They do 
  not need to eat, sleep or breathe. Constructs cannot be healed 
  with traditional healing magic, but can be repaired. 
   
   
   
   
   
  
  BLOODY BASIC 
  28 
   
  Size 
  HD 
  MV 
  Fort 
  Ref 
  Will 
  CL 
  Tiny 
  1 
  20 
  18 
  15 
  15 
  2 
  Small 
  2 
  20 
  16 
  15 
  15 
  3 
  Medium 
  4 
  30 
  14 
  14 
  14 
  5 
  Large 
  9 
  30 
  10 
  11 
  11 
  10 
   
  ANIMATED OBJECT (CONSTRUCT) – Animated objects can be 
  any size. They have whatever special abilities their shape 
  suggests. Cloth objects have AC 10, wooden AC 12, soft metal 
  AC 14 and tough metal AC 16. 
  COLOSSUS (HUGE CONSTRUCT) – A colossus is made from 
  multiple dead bodies by necromancers. A colossus has AC 18 
  and attacks with two fists (3d6 damage). Colossi begin combat 
  under the control of their creator, but each round they fight 
  there is a 1 in 6 chance they go berserk and turn on their 
  creator. Colossi are immune to magic spells, though spells that 
  deal fire damage slow them down (they may move or attack 
  each round, but not both) and spells that deal electricity 
  damage end this slowing effect and heal them instead of 
  damage them. 
  GOLEM (LARGE CONSTRUCT) – Golems are humanoid figures 
  composed of fired clay. They are created by idolators to serve 
  as guardians. Golems have AC 20 and attack with two fists 
  (2d10 damage). Creatures who suffer damage from a golem’s 
  fists cannot be healed naturally, and healing spells are half-
  strength against these wounds. A golem may double its 
  movement rate and attacks for three rounds. They are immune 
  to all magic spells. 
  HOMUNCULUS (TINY CONSTRUCT) – A homunculus is a 
  miniature servant created by a magus from her own blood. 
  The creatures have a mind link with their creators. A 
  homunculus has an AC 14 and attacks with a poisonous bite 
  (1d4 damage). If a homunculus is killed, its master suffers 2d6 
  points of damage. 
  LIVING IRON STATUE (MEDIUM CONSTRUCT) – When these 
  living statues are struck with non-magical metal weapons, the 
  weapons stick fast to them, requiring a Strength task check to 
  remove them. Lodged weapons cannot be removed until the 
  statue is destroyed. A living iron statue has AC 18 and attack 
  with their two fists (1d8 damage). 
  LIVING STONE STATUE (MEDIUM CONSTRUCT) – These 
  statues are composed of stone, but can move like human 
  beings because they are filled with lava. They have AC 16 and 
  attack with their two fists (1d8 damage) or with two lava 
  sprays from their hands (2d6 fire damage). Their lava sprays 
  have a range of 5’. This attack can be done once per combat. 
  They are immune to fire. 
  MECHANICAL MAN (MEDIUM CONSTRUCT) – Mechanical men 
  look like metal humanoids. They have AC 16 and attack with 
  their fists (1d4 damage) or with a weapon. 
  SIMULACRA 
  (MEDIUM 
  CONSTRUCT) 
  – 
  Simulacra 
  are 
  duplicates of human beings created from shadow-stuff. They 
  are created by powerful magi. A simulacra looks exactly like its 
  double and has all of its knowledge, though it is completely 
  under the control of its maker. 
  UMBRAL BLOT (MEDIUM CONSTRUCT) – These monsters look 
  like spherical voids. Anything that comes into contact with 
  them disintegrates immediately. Creatures can attempt a 
  Fortitude saving throw to avoid disintegration, but still suffer 
  5d6 damage. Umbral blots can become ethereal and teleport at 
  will. Spells fail against them 50% of the time. They regenerate 
  1d4 hit points per round. They suffer only half damage from 
  acid, cold, electricity and fire. Umbral blots have AC 25. 
  Demons & Devils 
  Demons and devils are creatures that come from beyond the 
  material world. Demons and devils breathe, but do not eat or 
  sleep, unless they wish to. They can see in the dark to a range 
  of 60’ and can only be damaged by magic weapons and spells.  
  Demons and devils are both evil, but they have different aims – 
  demons want to destroy Creation, while devils want to rule it. 
  Demons are immune to electricity damage and poison, and 
  they can communicate telepathically up to a range of 100’. 
  Demons rely on fear and terror to get what they want. 
  Devils are immune to fire damage and poison, and they can 
  communicate telepathically up to a range of 100’. Devils rely 
  on temptation and manipulation to get what they want. 
  Size 
  HD 
  MV 
  Fort 
  Ref 
  Will 
  CL 
  Tiny 
  3 
  30 
  15 
  12 
  11 
  5 
  Small 
  4 
  30 
  12 
  11 
  10 
  6 
  Medium 
  6 
  40 
  10 
  10 
  9 
  8 
  Large 
  9 
  40 
  8 
  9 
  8 
  11 
  Huge 
  11 
  40 
  5 
  8 
  7 
  13 
   
  CLASS I DEMON (LARGE DEMON) – These demons look like 
  vulture-headed humanoids with wings that allow them to fly. 
  Class I demons have AC 20 and attack with two claws (2d8) 
  and bite (1d8). Once per day, they can screech, forcing all non-
  demons within 30’ to pass a Fortitude saving throw or be 
  stunned for one round. Spells fail against them 25% of the 
  time. Once per day they can summon another class I demon 
  with a 35% chance of success. Class I demons cast spells as 
  first level magi. 
   
   
   
  
  BLOODY BASIC 
  29 
   
  CLASS II DEMON (LARGE DEMON) – These monsters look like 
  bloated toad men. Class II demons have AC 21 and attack with 
  two claws (1d8 damage) and a bite (4d6 damage). Class II 
  demons give off a wretched smell that forces folks within 10’ 
  to pass a Fortitude saving throw or become nauseous until 
  they succeed at a new Fortitude save, which they can attempt 
  each round. Spells fail against them 25% of the time. Class II 
  demons cast spells as second level magi. Once per day, they 
  can attempt to summon another class II demon with a 35% 
  chance of success. 
  CLASS III DEMON (HUGE DEMON) – These tall, dog-faced 
  demons have two extra arms tipped with pincers jutting from 
  their chests. Class III demons have AC 23 and attack with two 
  pincers (2d10 damage), two claws (1d6 damage) and a bite 
  (1d8 damage). Spells fail against them 30% of the time. Class 
  III demons cast spells as third level magi. Once per month they 
  can fulfill a wish for a mortal, but will charge a high price if the 
  wish is not evil in nature. Once per day, a class III demon can 
  attempt to summon another of its kind with a 20% chance of 
  success. 
  CLASS IV DEMON (HUGE DEMON) – These monsters are large 
  demons with toothy maws, small horns and bat wings. Despite 
  the wings looking too small, they allow them to fly. Class IV 
  demons have AC 23 and attack with two claws (1d8 damage) 
  and a bite (2d8 damage). Spells fail against them 35% of the 
  time. Class IV demons cast spells as fourth level magi. Once per 
  day, a class IV demon can attempt to summon another of its 
  kind with a 20% chance of success. Three times per day, a 
  class IV demon can create a nimbus of unholy light that dazes 
  all within 60’ who fail a Will saving throw. 
  CLASS V DEMON (LARGE DEMON) – These monsters have the 
  upper bodies of beautiful women and the lower bodies of giant 
  snakes. They have six arms, and in each hand hold a sword. 
  Class V demons have AC 24 and attack with six swords (2d10 
  damage) and a tail (4d6 damage). Spells fail against them 40% 
  of the time. Class V demons cast spells as fifth level magi. Once 
  per day, a class V demon can attempt to summon another of its 
  kind with a 20% chance of success. 
  ERINYES (MEDIUM DEVIL) – These female devils have 
  crimson skin and the wings of vultures. Erinyes have AC 21 
  and attack with a longbow (2d6 damage, half of it from fire) or 
  longsword (1d8) or they entangle with magic ropes. Spells fail 
  against them 20% of the time. Once per day, they can summon 
  another erinyes with a 50% chance of success. They can cast 
  spells as third level cultists. 
  ICE DEVIL (LARGE DEVIL) – Ice devils are tall, gaunt creatures 
  that seem to radiate a physical and spiritual chill. Ice devils 
  have AC 25 and attack with 2 claws (2d6 damage), a bite (2d6 
  damage) and their tail (3d6 damage) or spear (2d8 damage). 
  Ice devils can only be struck for damage by magic weapons 
  and spells. They radiate cold in a 10-foot radius that causes 
  fear to those who fail a Will save. A creature hit by its tail and 
  spear must pass a Fortitude save or be slowed to half speed 
  and only attack once every other round. Ice devils can attempt 
  to summon another ice devil once per day with a 20% chance 
  of success. They cast spells as 5th level magic-users. They are 
  immune to cold and poison, regenerate 1 hit point per round 
  (unless damage by silver), and have a 35% chance to resist 
  magic spells. 
  IMP (TINY DEVIL) – Imps are tiny devils with red skin, fanged, 
  grinning mouths and tiny black horns. They are cowards who 
  love causing pain and trouble. Imps have AC 20 and attack 
  with a poisonous sting (1d4 damage). Unlike most devils, they 
  can be struck with non-magical weapons. Imps can assume the 
  forms of giant spiders, ravens, giant rats and boars. Imps can 
  cast detect magic and invisibility (self) at will, and suggestion 
  once per day. 
  LEMURE (MEDIUM DEVIL) – Lemures look like miserable 
  humans with sagging, pale skin. Lemures are mindless 
  creatures that obey the commands of devils. They cannot be 
  fooled by illusions or controlled with charms and suggestions. 
  Lemures have AC 14 and attack with two claws (1d4 damage). 
  Unlike most devils, they can be harmed by non-magical 
  weapons. 
  PIT FIEND (LARGE DEVIL) – Pit fiends are towering devils 
  created from fallen angels. They are covered with red scales, 
  have large black horns on their heads, large bat wings, and 
  mouths filled with fangs and two large tusks that jut from their 
  lower jaws. Pit fiends have AC 28 and attack with two claws 
  (2d10), two wings (2d6), and a poisonous, diseased bite (4d6). 
  Pit fiends radiate a 20’ aura of fear (Will saving throw or run 
  away screaming). Spells fail against them 45% of the time. 
  Once per day they can summon an erinyes, imp or lemure. Pit 
  fiends cast spells as sixth level magi. 
  QUASIT (TINY DEMON) – Quasits are ugly little demons with 
  cat-like heads and purple scales. They can assume the form of 
  a bat, cat, toad or giant centipede to spy. A quasit has AC 18 
  and attacks with two claws (1d4 damage) and bite (1d4 
  damage). A quasit’s claw attacks are poisonous. Unlike most 
  demons, quasits can be harmed with non-magical weapons. 
  Each round, a quasit that is still alive regenerates (i.e. heals 
  itself) one hit point. Quasits can use the following spells at will: 
  Detect good, detect magic, and invisibility (self only). 
  SUCCUBUS (MEDIUM DEMON) – A succubus can assume the 
  form of a beautiful man or woman of any race, but their 
  natural form is that of a shapely female humanoid with small 
  fangs and horns. Succubi have AC 19 and attack with two 
  claws (1d6). By luring a mortal into a kiss, a succubus drains 
   
   
   
  
  BLOODY BASIC 
  30 
   
  one level from them. Succubi can use the following cantraps at 
  will: Prithian’s juvenile lust, ESP, tongues and suggestion. In 
  addition, they can teleport (any range) once per day, and 
  become ethereal (i.e. ghost-like) once per day. Spells fail 
  against them 15% of the time. Once per day, they can summon 
  another succubus with a 35% chance of success. 
   
  Dragons 
  Dragons are reptilian horrors that walk on four legs and have 
  wings and a host of special abilities. They can see in the dark 
  to a range of 120’ and are immune to sleep and paralysis. 
  Dragons come in all sizes, their size indicating their age. 
  Damage values indicated below are for medium-sized dragons. 
  For each size smaller, a tiny dragon deducts two from damage 
  rolls, and a small dragon deducts one from damage rolls. A 
  large dragon adds one to damage rolls, and a huge dragon adds 
  two to damage rolls. 
  All dragons have wings and can fly. 
  Size 
  HD 
  MV 
  Fort 
  Ref 
  Will 
  CL 
  Tiny 
  3 
  40 
  13 
  12 
  13 
  4 
  Small 
  6 
  40 
  11 
  10 
  10 
  7 
  Medium 
  9 
  50 
  9 
  8 
  9 
  10 
  Large 
  12 
  50 
  6 
  6 
  6 
  13 
  Huge 
  15 
  60 
  3 
  5 
  5 
  16! 
   
  AMPHISBAENA (MEDIUM DRAGON) – Amphisbaenas are 
  dragons with sinuous bodies and two heads, one on either end 
  of the body. They have AC 17 and attack with two bites (1d6 + 
  paralyzing 
  poison) 
  and 
  two 
  claws 
  (1d6 
  damage). 
  Amphisbaenas are only surprised on a roll of 1 on 1d8. Three 
  times per day, they can spit a bolt of lightning, always from 
  both heads simultaneously, that deals 4d6 points of damage 
  (Reflex save for half damage) and forces creatures who suffer 
  damage to pass a Will saving throw or have their personalities 
  switched between their bodies. They are immune to electricity 
  and sleep. 
  DRAGON (SIZE VARIES) – Dragons guard great treasures in 
  underground vaults. They have AC 18 and attack with two 
  claws (1d6 damage) and bite (1d8 damage). Three times per 
  day they can breathe a cone of fire (30’ long, 15’ wide at base), 
  dealing damage equal to the dragon’s current hit points 
  (Reflex saving throw for half damage) to all within the cone. 
  Dragons are immune to fire damage. They have a 20% chance 
  of casting spells as a fourth level magus. 
  WYVERN (MEDIUM DRAGON) – Wyverns are draconic 
  monsters with no fore legs. They only have hind legs and 
  wings. They attack with a bite (2d8 damage), two claws (2d6 
  damage) and a poisonous sting. They have AC 18. 
  Elementals 
  Elementals are bizarre entities formed from the basic building 
  blocks of the fantasy universe: Air, earth, fire and water. 
  Elementals are immune to poison, sleep effects, disease and 
  paralysis. Elementals can see in the dark to a range of 60’. 
  Elementals do not eat, sleep or breathe. Elementals can only be 
  damaged by magic weapons and spells. 
  Air and Fire Elementals 
  Air and fire elementals come in all sizes. Tiny elementals 
  deduct two from their damage rolls, and small elementals 
  deduct one. Large elementals add one to their damage rolls 
  and huge elementals add two. 
  Size 
  HD 
  MV 
  Fort 
  Ref 
  Will 
  CL 
  Tiny 
  1 
  20 
  18 
  13 
  16 
  3 
  Small 
  3 
  20 
  15 
  12 
  15 
  5 
  Medium 
  5 
  30 
  13 
  11 
  14 
  7 
  Large 
  7 
  30 
  11 
  10 
  13 
  9 
  Huge 
  9 
  40 
  8 
  9 
  12 
  11 
   
  AIR ELEMENTAL – Air elementals appear as tornadoes with 
  glowing eyes floating within. They have AC 18 and attack with 
  a slam (1d6 damage). Once per day they can blow like 
  whirlwinds, sucking all within 20’ who fail a Fortitude saving 
  throw into themselves and dealing automatic slam damage 
  each round for a number of rounds equal to the air elemental’s 
  hit dice. Air elementals are immune to electricity. 
  AIR MEPHIT (SMALL AIR ELEMENTAL) – Mephits appear as 
  small, winged imps. They have AC 16 and attack with two 
  claws (1d4 damage). Twice per day they can breathe a cone 
  (10’ long, 5’ wide) of dust and grit that deals 1d4 damage and 
  blinds those who fail a Fortitude saving throw. When exposed 
  to moving air, they regenerate 1d4 hit points per round. 
   
   
   
  
  BLOODY BASIC 
  31 
   
  DJINNI (LARGE ELEMENTAL) – Djinn are the genies of air. 
  Djinn have AC 16 and attack with two slams (1d8 damage) or 
  with a scimitar (2d6 damage). Once per day, they can take the 
  form of a whirlwind, like an air elemental. Djinn are immune 
  to electricity and can fly. They cast spells as third level magi. 
  EFREETI (LARGE ELEMENTAL) – Efreet are the genies of fire. 
  They have AC 18 and attack with two slams (2d6 damage) or a 
  falchion (2d6). Twice per round, they can change a creature’s 
  size (per a potion of diminution or potion of giant-size). Efreet 
  are immune to fire but suffer double damage from cold. They 
  can cast cantraps as a third level magus.  
  FIRE ELEMENTALS – Fire elementals appear as walls of flame 
  with glowing eyes floating within. They have AC 16 and attack 
  with a slam (2d6 damage). Creatures damaged by a fire 
  elemental’s attack must pass a Reflex save or catch on fire, 
  suffering 1d6 damage each round until extinguished. They are 
  immune to fire. 
  FIRE MEPHIT (SMALL FIRE ELEMENTAL) – Mephits appear as 
  small, winged imps. They have AC 16 and attack with two 
  claws (1d4 damage). Twice per day they can breathe a cone 
  (10’ long, 5’ wide) of fire that deals 1d8 damage. When 
  exposed to fire, they regenerate 1d4 hit points per round. 
  Earth & Water Elementals 
  Earth and water elementals come in all sizes. Tiny elementals 
  deduct two from their damage rolls, and small elementals 
  deduct one. Large elementals add one to their damage rolls 
  and huge elementals add two. 
  Size 
  HD 
  MV 
  Fort 
  Ref 
  Will 
  CL 
  Tiny 
  1 
  20 
  16 
  15 
  16 
  3 
  Small 
  3 
  20 
  13 
  14 
  15 
  5 
  Medium 
  5 
  30 
  11 
  13 
  14 
  7 
  Large 
  7 
  30 
  9 
  12 
  13 
  9 
  Huge 
  9 
  40 
  6 
  11 
  12 
  11 
   
  EARTH ELEMENTAL – Earth elementals appear as humanoids 
  composed of rock and soil. They have AC 18 and attack with a 
  slam (1d8 damage). Earth elementals can move through solid 
  rock, stone and soil as easily as a fish swims through water. 
  Earth elementals are immune to acid. 
  EARTH MEPHIT (SMALL EARTH ELEMENTAL) – Mephits 
  appear as winged imps. They have AC 16 and attack with two 
  claws (1d4 damage). Twice per day they can breathe a cone 
  (10’ long, 5’ wide) of rock shards that deals 1d8 points of 
  damage. Once per day they can enlarge themselves into large 
  monsters (use stats above). When touching earth, they 
  regenerate 1d4 hit points per round. 
  UNDINE (MEDIUM ELEMENTAL) – Undines look like beautiful 
  women who dwell in pools, rivers, lakes and the sea. They 
  have AC 17 and attack with a slam (1d4 damage). Undines are 
  immune to cold, but suffer double damage from fire. Their 
  gaze acts as Prithian’s juvenile lust. Undines charm handsome 
  men, for only by marrying can an undine gain a soul. 
  WATER ELEMENTAL – Water elementals appear as living 
  waves with glowing eyes floating within. They have AC 16 and 
  attack with a slam (1d8 damage). They cannot stray more than 
  180’ from the body of water they were conjured in. Once per 
  day they can turn into a whirlpool, sucking in all within 20’ 
  who fail a Fortitude saving throw, and dealing automatic slam 
  damage each round for a number of rounds equal to the air 
  elemental’s hit dice to those unfortunates. Water elementals 
  are immune to cold. 
  WATER MEPHIT (SMALL WATER ELEMENTAL) – Mephits 
  appear as small, winged imps. They have AC 16 and attack 
  with two claws (1d4 damage). Twice per day they can breathe 
  a cone (10’ long, 5’ wide) of acidic liquid that deals 1d8 
  damage. When exposed to water, they regenerate 1d4 hit 
  points per round. 
  XORN (MEDIUM EARTH ELEMENTAL) – These barrel-shaped 
  monsters have giant mouth atop their bodies, three stubby 
  legs, three clawed arms and three massive eyes. They have AC 
  21 and attack with a bite (4d6 damage) and three claws (1d4 
  damage). They can burrow through earth and stone. Xorns eat 
  gemstones, and can smell them up to 20’ away. Xorns cannot 
  be back-stabbed. They are immune to cold and fire, suffer half 
  damage from electricity and all but bludgeoning weapons. 
  Fey 
  The fey are magical beings that are tied to nature. Fey 
  creatures have supernatural powers and the ability to cast 
  magic spells. The fey can see in the dark to a range of 60’. 
  Size 
  HD 
  MV 
  Fort 
  Ref 
  Will 
  CL 
  Tiny 
  1d4 hp 
  20 
  19 
  13 
  13 
  1 
  Small 
  1 
  20 
  16 
  13 
  13 
  2 
  Medium 
  4 
  30 
  14 
  11 
  11 
  5 
   
  HAMADRYAD (MEDIUM FEY) – Hamadryads look like 
  beautiful women. They dwell within oak trees, and their lives 
  are interconnected with the lives of their home trees. 
  Hamadryads have AC 17 and attack with a dagger (1d4 
  damage). If taken more than 300 yards away from their oak 
  trees, or if their trees are cut down, they sicken and die in 4d6 
   
   
   
  
  BLOODY BASIC 
  32 
   
  hours. Hamadryads can merge with their trees where they 
  heal 1d6 hp per round. They cast cantraps as 2nd level magi. 
  Hamadryads are irresistible to the lusty satyrs. 
  NYMPH (MEDIUM FEY) – These fey creatures look like 
  incredibly beautiful women. Nymphs have AC 17 and attack 
  with daggers (1d4 damage). A person that looks at a nymph 
  must pass a Fortitude saving throw or be blinded permanently 
  unless the nymph suppresses this power. The gaze of an angry 
  nymph forces a victim to pass a Will saving throw or be 
  stunned into inaction for 2d4 rounds. Nymphs cast spells as 
  sixth level idolators from the following cults: Hastur the 
  Shepard, Isis the Queen and Nodens the Traveler. 
  SATYR (MEDIUM FEY) – Satyrs look like bearded elves with 
  goat legs. They are wild and jovial. Satyrs have AC 15 and 
  attack with a head-butt (1d6 damage) and either bow (1d6 
  damage) or sword (1d8 damage). Satyrs use panpipes to cast 
  Prithian’s juvenile lust or slumber. They find hamadryads and 
  nymphs irresistible. 
  SIREN (MEDIUM FEY) – Sirens are beautiful, wicked nymphs 
  of the sea. They sit on rocks and use their songs to charm men 
  into driving their ships into the rocks. Sirens have AC 13 and 
  attack with two poisonous claws (1d4 damage). 
  SYLPH (MEDIUM FEY) – Sylphs are gentle fey of the wind and 
  air. They look like beautiful, slight women, and are capable of 
  flight. Sylphs have AC 10 and attack with daggers (1d4 
  damage). They can turn invisible at will, and once per week 
  they can summon a medium-sized air elemental. They cast 
  spells as third level idolators from the following mysteries: 
  Hastur the Shepard, Isis the Queen and the Great God Pan. 
  Giants 
  Giants are humanoids grown to unnatural size. They can see in 
  the dark to a range of 60’. 
  Giant 
  HD 
  MV 
  Fort 
  Ref 
  Will 
  CL 
  Ogre 
  4 
  40 
  10 
  14 
  15 
  4 
  Ogre Mage 
  5 
  40 
  10 
  13 
  12 
  6 
  Anakim 
  8 
  30 
  8 
  11 
  12 
  8 
  Jotun 
  10 
  30 
  7 
  10 
  10 
  11 
   
  ANAKIM – The anakim are the descendants of fallen angels 
  that had congress with human women. They stand about 13’ 
  tall and have jet black skin, glowing golden or silver eyes, 
  fanged mouths (1d4 damage) and clawed hands (2 attacks, 
  1d4 damage each). Anakim are terribly intelligent and are 
  capable casting cantraps as fourth level magi. 
  JOTUNS – Jotuns look like Vikings that stand 15’ tall. They have 
  AC 15 and attack with battleaxes (4d6 damage) or by throwing 
  boulders (2d10 damage). Jotuns are immune to cold but suffer 
  double damage from fire. 
  OGRE – These brutish humanoids stand 10’ tall. They have AC 
  16 and attack with fists (1d6 damage) or clubs (2d4 damage). 
  OGRE MAGE – These monsters are more intelligent and 
  magical versions of the ogre. They are also called oni. They 
  have AC 18 and attack with fists (1d8 damage) or sword (2d6 
  damage). Spells fail against ogre magi 10% of the time. Ogre 
  magi can regenerate 1d6 hit points per round. They can fly 
  (magically) and cast the following spells: At will – umbral field 
  and invisibility; once per day – Prithian’s juvenile lust, Baldak’s 
  envaporement and slumber. Once per day, an ogre mage can 
  expel a cone of cold (60’ long, 30’ wide) that deals 5d6 points 
  of cold damage. 
  Humanoids 
  The humanoid category is divided into the savage humanoids, 
  like goblins and lizardmen and the civilized humanoids, like 
  humans and elves. Humanoids other than humans can see in 
  the dark to a distance of 60’. 
  All humanoids are either small or medium in size, but there 
  are differences in their combat ability so they are treated 
  individually here rather than by size. 
  Humanoid 
  HD 
  MV 
  Fort 
  Ref 
  Will 
  CL 
  Goblin 
  1d4 hp 
  30 
  13 
  16 
  16 
  0 
  Swine-thing 
  1 
  30 
  13 
  15 
  15 
  1 
  Cannibal 
  1+1 hp 
  30 
  13 
  15 
  15 
  2 
  Gnole 
  2 
  30 
  12 
  15 
  15 
  2 
  Lizardman 
  2 
  30 
  12 
  15 
  15 
  2 
  Gibbelin 
  3 
  30 
  12 
  14 
  14 
  3 
   
  CANNIBAL (MEDIUM HUMANOID) – Cannibals are evil human 
  warriors. They carry shields (AC 11) and battleaxes (1d8 
  damage). Once per day, a cannibal can go berserk. This lasts 
  for 1d6 rounds, during which they attack twice per round. 
  GIBBELIN (MEDIUM HUMANOID) – Gibbelins are hulking 
  goblins with featureless faces and a vegetable quality to their 
  flesh. They use treasure to lure adventurers into their larders. 
  Gibbelins have thick skin and wear bits and pieces of 
  scavenged armor (AC 14). They carry morning stars and 
  javelins into battle. Gibbelin leaders fight as well as ogres. 
  GNOLE – Gnoles are large goblins with grotesque faces that 
  suggest bestial scavengers. They make their living as robbers. 
   
   
   
  
  BLOODY BASIC 
  33 
   
  Gnoles wear leather armor and carry shields, bows and 
  swords (AC 13). Gnole leaders fight as well as gibbelins. 
  GOBLIN – Goblins are 3’ tall terrors with brilliantly hued skin 
  (green, blue, scarlet, etc.) and fangs. Goblins wear leather 
  armor and carry shields, helms, bows and axes (AC 14). Goblin 
  leaders fight as well as swine-things. 
  LIZARDMAN – Lizardmen are humanoid reptiles, with long 
  tails and snouts filled with sharp teeth. Most dwell in marshes. 
  Lizardmen have thick skin and carry shields, spears and axes 
  (AC 12). Lizardman leaders fight as well as gibbelins. They are 
  capable of swimming and holding their breath for 10 minutes. 
  SWINE-THINGS – Swine-things are humanoids with pallid, 
  corpse-like skin and the heads of pigs. They have an unholy 
  aura about them, and crawl into the world from places beyond 
  the ken of mankind to terrorize and possibly kidnap human 
  beings. Swine-things have thick skin, and may wear scraps of 
  armor (AC 14) and they attack with their fists (1d4) or 
  weapons. Their leaders are larger than normal swine-things 
  and they give off a faint, phosphorescent glow. Swine-thing 
  leaders can cast a hypnotic pattern spell once per day. 
  Civilized Humanoids 
  The civilized races are divided into five categories. 
  Commoners include all healthy, adult non-combatants. 
  Warriors are trained to fight. Elites are veteran warriors. 
  Sergeants usually lead groups of 10 warriors. Leaders lead 
  larger groups of warriors. More powerful warriors and other 
  types should be modeled using the character classes. 
  Size 
  HD 
  MV 
  Fort 
  Ref 
  Will 
  CL 
  Commoner 
  1d4 hp 
  30 
  13 
  16 
  16 
  0 
  Warrior 
  1 
  30 
  13 
  15 
  15 
  1 
  Elite 
  1+1 hp 
  30 
  13 
  15 
  15 
  1 
  Sergeant 
  2 
  30 
  12 
  15 
  15 
  2 
  Leader 
  3 
  30 
  12 
  14 
  14 
  3 
   
  DERVISH – Dervishes are mystic humans known for whirling 
  in circles. Dervishes fight as elites. Once per battle, they can 
  use the puissant feat whirlwind attack. They cast spells as first 
  level idolators from any three cults. Dervishes wear no armor, 
  and fight with staves or scimitars. 
  DWARF – Dwarves are ugly little men who dwell underground. 
  Most wear brigandine (AC 12) and carry mining tools (like 
  picks and hammers) and poniards or cutlasses for defense. 
  Dwarves fight as warriors. They are known to be avaricious 
  and greedy for their precious metals and stones. A dwarf has a 
  1 in 6 chance of casting cantraps as a first level magus, and can 
  cast cantraps even in armor. 
  ELF – Elves live in woodlands. Elves have the special abilities 
  presented in the race section, and they are known to be 
  nimble. Wood elves fight as warriors and wear brigandine (AC 
  14) and carry bow and longsword. Hill elves are more 
  aristocratic. They fight as elites and dwell in hidden hill forts 
  (elf-hills) and wear maille haubergeons and carry targes, 
  heaumes, lance and sword (AC 18). Elves have a 1 in 6 chance 
  of casting cantraps as first level magi, and can cast cantraps 
  even when wearing armor. 
  HOB – Hobs are little folk who labor on farms or in 
  households. Because of their small size, they fight as 
  commoners. They rarely have armor, and usually carry simple 
  tools that can maybe be used as weapons, such as butcher 
  knives, rolling pins or frying pans. 
  HUMAN – Humans have no special abilities. Human archers 
  wear brigandine (AC 12) and carry bow and axe. Human 
  warriors (also called men-at-arms) wear maile byrnies and 
  carry kite shields, sallets, spear and dagger (AC 17). Human 
  elites wear maille and plate and carry Hungarian shields, 
  basinets, lance and sword (AC 20) and ride war horses. Human 
  nomads fight as elites and wear brigandine, carry bucklers, 
  bows, scimitars and they ride war horses (AC 13). 
  Magical Beasts 
  Magical beasts are monsters drawn from folklore and fairy 
  tales. They are usually hybrids of different animals. Magical 
  beasts are often more intelligent than animals and almost 
  always have wondrous powers at their disposal. Magical 
  beasts can see in the dark to a range of 60’. 
  Size 
  HD 
  MV 
  Fort 
  Ref 
  Will 
  CL 
  Tiny 
  1 
  20 
  16 
  13 
  16 
  2 
  Small 
  2 
  20 
  13 
  12 
  16 
  3 
  Medium 
  4 
  30 
  11 
  11 
  15 
  5 
  Large 
  8 
  30 
  9 
  9 
  12 
  9 
  Huge 
  12 
  40 
  4 
  7 
  12 
  13 
   
  BASILISK (MEDIUM MAGICAL BEAST) – Basilisks look like 
  giant lizards. Their gaze turns people into stone (Reflex save to 
  negate). Basilisks have AC 16 and attack with a bite (1d8). 
  BULETTE (HUGE MAGICAL BEAST) – Bulettes look like 
  armored sharks with four stubby legs. They burrow 
  underground and then erupt underneath their prey, surprising 
  them and gaining a free attack. Bulettes have AC 20 and attack 
  with two claws (2d6 damage) and a bite (2d10 damage). 
   
   
   
  
  BLOODY BASIC 
  34 
   
  CATOBLEPAS (LARGE MAGICAL BEAST) - These monsters 
  look like giant warthogs, but they are so hideous that their 
  appearance causes death to those who gaze upon them and fail 
  a Fortitude saving throw. If the first glance doesn’t kill, each 
  round of viewing the beast can still paralyze the viewer for 
  1d6 rounds. They have AC 12 and attack with a bite (1d6). 
  CHIMERA (LARGE MAGICAL BEAST) – Chimeras are monsters 
  with the fore-bodies of lions, the rear bodies of goats, and 
  three heads – a dragon, a goat and a lion. They are wicked and 
  quite stupid. Chimeras have AC 19 and attack with two bites 
  (2d10 damage), horns (1d6 damage) and two claws (1d6). A 
  chimera’s dragon head can breathe a cone of fire (30’ long, 15’ 
  wide at base) three times per day for 3d8 damage. 
  COCKATRICE (SMALL MAGICAL BEAST) – Cockatrices look 
  like reptilian roosters. They have AC 14 and attack with a bite 
  (1d4 damage) that turns people to stone if they fail a Fortitude 
  saving throw. 
  DÔL (HUGE MAGICAL BEAST) – Dôls are massive worms with 
  grey flesh, mouths filled with jagged, plate-like teeth (2d10 
  damage) and tails that end in poisonous stingers (2d6 
  damage). Victims of a bite attack must pass a Reflex save or be 
  swallowed whole. Dôls can swim and burrow through rock. 
  GRIFFON (LARGE MAGICAL BEAST) – Griffons have the body 
  of lions and the heads and wings of giant eagles. They have AC 
  17 and attack with two claws (1d4 damage) and a bite (2d6 
  damage). 
  HIPPOGRIFF (LARGE MAGICAL BEAST) - Hippogriffs are weird 
  creatures with the fore-bodies and heads of giant eagles and 
  the rear bodies of horses. Voracious omnivores, hippogriffs 
  hunt humanoids as readily as any other meal. They have AC 15 
  and attack with two hooves (1d4 damage) and a bite (1d8 
  damage). 
  HYDRA (HUGE MAGICAL BEAST) – Hydras are reptiles with 
  five to twelve serpentine necks and heads. Hydras have AC 17 
  and attack with as many bites as they have heads (1d10 
  damage). Hydras can only be killed by removing all of their 
  heads permanently or slaying the body. Chopping off a hydra’s 
  head (this is a special maneuver; the hydra can make a Reflex 
  saving throw to resist it) causes two new heads to grow back 
  to replace it. A head can only be removed permanently by 
  cutting it off and then immediately burning the stump. 
  LAMIA (LARGE MAGICAL BEAST) – Lamias have the bodies of 
  lions and the torsos, arms and heads of beautiful women. They 
  have AC 18 and attack with two claws (1d4 damage). Victims 
  of a claw attack must pass a Will saving throw or lose one 
  point of Wisdom. Lamias are master ventriloquists, and can 
  cast Prithian’s juvenile lust, mirror image, spectral force and 
  suggestion three times per day and slumber once.  
  MANTICHORE (LARGE MAGICAL BEAST) – Mantichores have 
  the tiger bodies, bat wings, and heads shaped like bearded 
  men. Their tails are tipped with six spikes. Mantichores have 
  AC 17 and attack with two claws (2d4 damage) and a bite (1d8 
  damage) or they can shoot up to six tail spikes up to 180’ (1d8 
  damage).  
  ROC (HUGE MAGICAL BEAST) - Rocs are enormous birds. Rocs 
  have an AC 17 and attacks with two talons (2d8) and one bite 
  (2d8). They fly at a speed of 80. 
  RUST MONSTER (MEDIUM MAGICAL BEAST) – Rust monsters 
  resemble rust-red beetles with moth-like antennae. They are 
  mostly inoffensive creatures, but highly feared because any 
  metal object touched by their antennae crumbles into dust, 
  which they consume. Rust monsters have AC 18 and attack 
  with their antennae and a bite (1d4 damage). 
  SPHINX (LARGE MAGICAL BEAST) – Sphinxes have the body of 
  a lion with the upper torso of a human female springing from 
  the lion’s chest. They are winged, intelligent, and casually 
  cruel. Sphinxes have AC 20 and attack with two claws (1d6). If 
  both of their claw attacks strike the same target, the sphinx 
  strangles them for another 1d6 points of damage. They can 
  cast cantraps as a 4th level magus, and can draw a mystic 
  symbol in the air that forces those who see it to pass a Will 
  saving throw or either become panicked, suffer intense pain 
  (2d6 damage), act as though charmed, go completely mad 
  (Wisdom score 2) or drop dead, as the sphinx desires. The 
  symbol lasts for 1 week. 
  UNICORN (LARGE MAGICAL BEAST) – Unicorns dwell in 
  woodlands. They look hybrids of goat, horse and antelope, 
  with a single pearly horn (called an alicorn) on their 
  foreheads. Unicorns have AC 18 and attack with two hooves 
  (1d4 damage) and horn (1d8 damage). A touch of their horns 
  cures poison. Unicorns are immune to poison and charm. They 
  cast orisons as third level idolators from the following cults: 
  All-Seeing Eye, Hastur the Shepard and Nodens the Traveler. 
  Monstrous Humanoids 
  Monstrous humanoids are humanoids with magical or 
  supernatural powers and usually a monstrous appearance. 
  Monstrous humanoids all can see in the dark to a range of 60’.  
  Size 
  HD 
  MV 
  Fort 
  Ref 
  Will 
  CL 
  Small 
  1 
  20 
  16 
  13 
  13 
  2 
  Medium 
  5 
  30 
  13 
  11 
  11 
  6 
  Large 
  8 
  30 
  10 
  9 
  9 
  9 
   
   
   
   
  
  BLOODY BASIC 
  35 
   
  CENTAUR (MEDIUM MONSTROUS HUMANOID) – Centaurs are 
  wild and savage warriors. They have AC 14 and attack with 
  two hooves (1d6 damage) and a club or bow. 
  DERRO (SMALL MONSTROUS HUMANOID) - Derro are 
  abominable little humanoids about the size of a dwarf, though 
  not so large of frame, with white skin, white hair and pupil-
  less black eyes. They are afflicted by a form of racial madness, 
  which most often manifests as delusions of grandeur coupled 
  with an overpowering urge to inflict torment on other 
  creatures. They have AC 19 and attack with poisoned 
  weapons. When fighting in light, they suffer a -2 penalty to hit. 
  They can cast audible glamer and umbral field at will. 
  DOPPELGANGER (MEDIUM MONSTROUS HUMANOID) – The 
  ultimate identity thieves, doppelgangers can assume the shape 
  of any being it has encountered. They are capable of using ESP 
  at all times, and use this ability to better impersonate people. 
  Doppelgangers are AC 15 and attack with their fists (1d3 
  damage). They are immune to sleep and charms. 
  GARGOYLE (MEDIUM MONSTROUS HUMANOID) – Gargoyles 
  are subterranean monsters that can hold so still as to look like 
  stone statues. They have AC 16 and attack with two claws (1d4 
  damage), a bite (1d6 damage) and their horns (1d6 damage). 
  Gargoyles can only be damaged by magic weapons and spells. 
  Their wings allow them to fly. 
  GLOOM (MEDIUM MONSTROUS HUMANOID) – Glooms are 
  humanoid creatures with featureless faces and black skin that 
  seems to absorb light. Their skin feels rubbery. Glooms have 
  AC 19 and attack with a +1 dagger (1d4+1 damage). Their gaze 
  causes terror, forcing those who fail a Will saving throw to flee 
  in panic. Glooms can backstab for triple damage. They are 
  always perfectly silent. Glooms can disappear into one shadow 
  and emerge from another within 120’. Glooms can only be 
  damaged by magic weapons and spells. They can see perfectly 
  in the dark. Spells fail against them 30% of the time.  
  GORGON (MEDIUM MONSTROUS HUMANOID) – Gorgons look 
  like human females with snakes in place of hair. They have AC 
  15 and attack with their poison snakes and a bow or sword. 
  The gorgon’s gaze turns people to stone if they fail a Fortitude 
  saving throw. 
  GREEN HAG (LARGE MONSTROUS HUMANOID) – Green hags 
  are tall female humanoids with green skin and hair. They have 
  AC 22 and attack with two claws (1d4 damage). Creatures who 
  meet their gaze must pass a Will saving throw or become 
  effete for one hour. Spells fail against them 25% of the time. 
  Green hags cast spells as fourth level magi. Since green hags 
  dwell in rivers and lakes, they can swim. 
  HARPY (MEDIUM MONSTROUS HUMANOID) – Harpies look 
  like hideous human females with the wings and legs of birds. 
  Harpies have AC 13 and attack with two talons (1d3 damage) 
  and a club or bow. When they sing, all within 300’ must pass a 
  Will saving throw or be captivated and stop attacking. 
  Captivated creatures approach and allow them one free round 
  of attacks. 
  MINOTAUR (LARGE MONSTROUS HUMANOID) – Minotaurs 
  look like hulking, muscular humanoids with the heads of bulls. 
  Minotaurs have AC 14 and attack with battleaxe, their horns 
  (1d8 damage) and bite (1d6 damage). They are always capable 
  of finding their way through mazes. 
  OPHIDIAN (MEDIUM MONSTROUS HUMANOID) – Ophidians 
  are wicked snake men who might have predated humanity on 
  Earth. They have AC 7 and attack with a bite (1d4 damage) and 
  weapon (1d6 damage). Bitten creatures must pass a Fortitude 
  saving throw or slowly turn into an ophidian over the course 
  of a month. Ophidians cast cantraps as 6th level magi. 
  RAKSHASA (MEDIUM MONSTROUS HUMANOID) - Rakshasas 
  are terrible ogres with fearsome fangs, broad, hairy shoulders 
  and reversed hands (i.e. palms where the backs of the hands 
  should be). They have AC 20 (and can only be harmed by 
  spells and magic weapons) and attack with two claws (1d4 
  damage) and a bite (1d6 damage). They can assume any 
  humanoid form, and cast cantraps as 6th level magi. 
  LOUP GAROU (MEDIUM MONSTROUS HUMANOID) – Loup 
  garous are humans that can turn into wolves or into wolf-
  human hybrids. They can be harmed by normal weapons, but 
  can only be killed by silver or magic weapons and spells. 
  Werewolves have AC 16 and attack with a two claws (1d4 
  damage) and bite (1d6 damage). 
  Oozes 
  Oozes are protoplasmic beings that creep and slink along the 
  ground, wall or ceiling. As mindless creatures, they are 
  immune to all mind-affecting effects. They are also immune to 
  poison, sleep effects, paralysis, polymorph and stunning 
  attacks. Oozes eat and breathe, but they do not sleep. 
  SIZE 
  HD 
  MV 
  FORT 
  REF 
  WILL 
  CL 
  Small 
  1 
  10 
  16 
  16 
  15 
  2 
  Medium 
  3 
  20 
  14 
  14 
  14 
  4 
  Large 
  5 
  20 
  12 
  13 
  13 
  6 
  Huge 
  10 
  20 
  7 
  10 
  10 
  11 
   
  BLACK PUDDING (HUGE OOZE) – Black puddings look like 
  black blobs that move slowly across the floor enveloping 
  everything in their path. They excrete acid that dissolves 
   
   
   
  
  BLOODY BASIC 
  36 
   
  organic materials and metal, but does not affect stone. Black 
  puddings have AC 8 and attacks with a slam (2d6 damage plus 
  2d6 acid damage). Slashing and piercing weapons deal no 
  damage to a black pudding, but instead divide it into two 
  identical monsters one size smaller with half the hit points of 
  the original. 
  GELATINOUS CUBE (LARGE OOZE) – The gelatinous cube is a 
  clear, gelatinous creature shaped like a cube. They move 
  silently down corridors, filling them, and running into people 
  who do not spot them (this requires a Perception task check). 
  Gelatinous cubes have AC 9 and attack with a slam (1d6 
  damage plus 1d6 acid) that forces people to pass a Fortitude 
  save or be paralyzed for one hour. Paralyzed creatures are 
  enveloped and slowly digested.  
  GRAY OOZE (MEDIUM OOZE) – Gray oozes are just what they 
  sound like. They excrete acid that dissolves organic materials 
  and stone, but does not affect metal. Gray ooze has AC 10 and 
  attacks with a slam (1d6 damage plus 1d6 acid). 
  GREEN SLIME (SMALL OOZE) – These small green slimes cling 
  to ceilings and drip on people, turning their flesh into green 
  slime. This deals 1d6 points of damage per round. The slime 
  can only be removed by being scraped off (inflicts 1d4 damage 
  to the slime’s victim) or fire (which inflicts 1d6 damage to the 
  slime’s victim). 
  OCHRE JELLY (LARGE OOZE) – Ochre jellies are yellow-brown 
  oozes. They excrete acid that dissolves flesh. Ochre jelly has AC 
  9 and attacks with a slam (2d4 damage plus 1d4 acid). 
  Slashing and electricity attacks do no damage to ochre jellies, 
  but instead divide it into two identical monsters one size 
  smaller with half the hit points of the original. 
  Plants 
  Plant monsters are plants with the ability to attack and 
  sometimes crawl. Some are mindless, others are quite 
  intelligent. Most plant monsters can see in the dark to a range 
  of 30’. Plants breathe and eat, but do not sleep. They are 
  immune to poison, sleep effects, paralysis, polymorph and 
  stunning attacks. 
  SIZE 
  HD 
  MV 
  FORT 
  REF 
  WILL 
  CL 
  Small 
  1 
  20 
  14 
  15 
  16 
  2 
  Medium 
  2 
  30 
  12 
  15 
  16 
  3 
  Large 
  5 
  30 
  10 
  13 
  13 
  6 
  Huge 
  7 
  40 
  7 
  12 
  12 
  8 
   
  ASSASSIN VINE (LARGE PLANT) – The assassin vine is a semi-
  mobile plant that collects its own grisly fertilizer by grabbing 
  and crushing animals and depositing the carcasses near its 
  roots. They have AC 15 and attack with a slam (1d8 damage). 
  Victims of the slam must pass a Reflex saving throw or be 
  constricted for 1d8 damage per round until it is killed. 
  MUSHROOM MAN (SMALL PLANT) – These little creatures 
  look like 2’ to 3’ tall mushrooms with wrinkled faces, stubby 
  legs and arms. Mushroom men have AC 14 and attack with 
  fists (1d4 damage) or spears. When killed, they release 1d6 
  spores which grow into new mushroom men in one turn. They 
  suffer only half damage from fire. 
  SHAMBLING MOUND (LARGE PLANT) – Shambling mounds 
  look like humanoid-shaped heaps of rotting vegetation, but are 
  actually intelligent, carnivorous plants. They have AC 19 and 
  attack with two slams (2d6 damage). They can hug like cave 
  bears (q.v.). Shambling mounds are immune to electricity and 
  they only suffer half damage from fire. 
  SHRIEKER (MEDIUM PLANT) – These large, stationary 
  mushrooms emit a loud shriek in the presence of other 
  creatures. They are mostly grown as living alarm systems in 
  donjons. Shriekers have AC 8 and no attacks. Their noise 
  attracts wandering monsters. 
  VIOLET FUNGUS (MEDIUM PLANT) – Violet fungi resemble 
  the inoffensive shriekers, and often grow among them. Violet 
  fungi have AC 13 and possess four poisonous tendrils with 
  which they attack (1d6 damage). 
  Undead 
  The undead category includes corpses re-animated by dark 
  magic and the spirits of deceased creatures that still haunt the 
  world. Undead are immune to illusions and mind-affecting 
  effects, poison, sleep effects, paralysis, disease, stunning 
  attacks and death effects. They are also immune to ability 
  damage and drain and to energy damage and drain. The 
  undead are damaged by unctuous touch spells and healed by 
  mordacious touch. The undead do not breathe, eat (except 
  ghouls and vampires) or sleep. Undead creatures are subject 
  to an idolator’s turning ability. 
  Since the undead are created from humanoids, they are also 
  rated not by size but by their unholy power. 
   
   
   
  
  BLOODY BASIC 
  37 
   
  Size 
  HD 
  MV 
  Fort 
  Ref 
  Will 
  CL 
  Skeleton 
  1 
  30 
  15 
  15 
  14 
  1 
  Zombie 
  2 
  20 
  15 
  15 
  15 
  2 
  Corposant 
  3 
  60 
  14 
  14 
  12 
  4 
  Ghoul 
  3 
  30 
  14 
  14 
  12 
  4 
  Shadow 
  3 
  40 
  14 
  14 
  13 
  5 
  Ghast 
  4 
  30 
  14 
  14 
  11 
  5 
  Wight 
  4 
  30 
  14 
  14 
  11 
  6 
  Wraith 
  5 
  60 
  13 
  12 
  10 
  7 
  Ghost 
  6 
  30 
  12 
  12 
  10 
  8 
  Spectre 
  7 
  40 
  12 
  12 
  9 
  9 
  Mummy 
  8 
  20 
  11 
  11 
  10 
  9 
  Vampire 
  10 
  30 
  10 
  10 
  7 
  12 
   
  CORPOSANT – Corposants are weird undead monsters that 
  appear as giant balls of flame. They attack by slamming into 
  their opponents, dealing 1d4 damage from the slam, and 1d6 
  points of damage from the fire. Creatures struck must pass a 
  Reflex saving throw or catch on fire, suffering 1d6 damage per 
  round until they pass a Reflex saving throw to put the fire out. 
  Creatures killed by a corposant’s flame turn into smoldering 
  skeletons under the corposant’s control. They have AC 16. 
  GHAST – Ghasts are more powerful kin to ghouls. They look 
  like ghouls with legs like the hind legs of a goat. They are 
  surrounded by the stink of death and corruption. Creatures 
  within 10 feet of a ghast must pass a Fortitude saving throw or 
  become fatigued for ten minutes (-1 to hit and save). They 
  have AC 17 and attack with two claws (1d4 damage plus 
  paralysis) and bite (1d8 damage). 
  GHOST – Ghosts are incorporeal spirits of the dead. They have 
  AC 15 and attack by using telekinesis, hurling one object per 
  round up to 30 feet and dealing 1d4 damage. As incorporeal 
  monsters, they can only be damaged by silver weapons or 
  magic weapons and spells. Ghosts can fly. A ghost can emit a 
  moan that forces creatures who hear it to pass a Will saving 
  throw or flee in panic. Once per round, a ghost can merge with 
  a living creature. If the creature fails a Will saving throw, the 
  ghost possesses and controls them for up to one minute. When 
  destroyed, a ghost only disappears for 24 hours. 
  GHOUL – Ghouls look like grey-skinned, corpses with curled 
  back lips and gnashing teeth. They are constantly hungry for 
  the flesh of humans and demi-humans. Ghouls have AC 14 and 
  attack with two claws (1d4 damage) and one bite (1d6 
  damage). Victims of the claw attacks must pass a Fortitude 
  saving throw or be paralyzed for 1d4+1 rounds. 
  MUMMY – Mummies are undead humanoids wrapped in dirty 
  bandages and sometimes wearing grave goods. Mummies have 
  AC 19 and attack with a diseased slam (1d8 damage). 
  Mummies spread the mummy rot disease, which can only be 
  cured with remove curse. Mummies suffer double damage from 
  fire. Some mummies are capable of casting orisons as a third 
  level idolator from the following cults: All-Seeing Eye, Isis the 
  Queen and the Sepulchral God. 
  SHADOW – Shadows are the animated souls of wicked people. 
  They are difficult to spot in dark places. Shadows have AC 13 
  and attack with a strike that saps 1d6 points of a person’s 
  Strength for 24 hours. A creature whose Strength is reduced to 
  0 dies and rises as a shadow 1d4 rounds later. Shadows are 
  only damaged by magic weapons and spells. 
  SKELETON – Skeletons are the undead remains of humanoids. 
  They are sometimes dressed in scraps of armor and most 
  carry weapons. Skeletons have AC 15 and attack with claws 
  (1d4) or by weapon. Piercing weapons deal half damage to 
  skeletons. 
  SPECTRE – Spectres are incorporeal, ghostly undead that look 
  as they did when they were killed. Spectres have AC 15 and 
  attack with a ghostly strike (1d8 damage). As incorporeal 
  creatures, they can only be damaged by silver or magic 
  weapons and spells. Creatures harmed by their ghostly strike 
  must pass a Fortitude saving throw or lose one level. Creatures 
  killed by spectres rise as new spectres under their creator’s 
  control in one turn. 
  VAMPIRE (MEDIUM UNDEAD) – Vampires should require no 
  introduction. They have AC 15 and attack with bite (1d6 
  damage) and slam (1d6 damage). Vampires can only be 
  damaged by silver or magic weapons and spells. Victims of the 
  bite attack must pass a Fortitude saving throw or lose one 
  point of Constitution. Victims of their slam attack must pass a 
  Fortitude saving throw or lose one level. Vampires can be held 
  at bay with idols and garlic, and they cannot cross rushing 
  water. They suffer half damage from cold and electricity, but 
  double damage from fire. At 0 hit points, vampires become 
  gaseous (per Baldak’s envaporement) and retreat to their 
  coffins. While in their coffins, they regenerate 1d6 hit points 
  per hour. Vampires can fly and take gaseous form at will. Their 
  gaze acts as a suggestion spell. Many can cast cantraps as 
  though they were third level magi. 
  WRAITH – Wraiths are incorporeal creatures that look like 
  ghosts with burning, hateful eyes. They have AC 15 and attack 
  with a ghostly strike (1d4 damage). As incorporeal creatures, 
  they can only be damaged by silver or magic weapons and 
  spells. Victims of their strike must pass a Fortitude saving 
  throw or lose 1d6 points of Constitution. Victims drained of all 
  their Constitution by a wraith die and rise as wraiths under its 
   
   
   
  
  BLOODY BASIC 
  38 
   
  control one turn later. Lost Constitution points return at the 
  rate of one point per day. 
  WIGHT – Wights look like twisted, pale versions of their living 
  selves, and are often the undead remains of chieftains. They 
  have AC 15 and attack with a slam (1d4 damage). Victims of a 
  slam must pass a Fortitude saving throw or lose one level. 
  Creatures that lose all their levels to a wight rise as a wight 
  under its control one turn later. 
  ZOMBIE – Zombies are shambling undead corpses that may or 
  may not crave brains. Zombies have AC 11 and attack with 
  their fists (1d6 damage). They are stiff and slow, and thus can 
  either move or attack each round, but not both. They suffer 
  half damage from bludgeoning weapons. 
  XII. EXPERIENCE AND TREASURE 
  Adventurers are after two things above all else: Experience 
  and treasure. Experience is measured in Experience Points 
  (XP). The more XP a character has, the higher their level and 
  thus the more powerful they are. The more treasure a 
  character has, the more and better equipment they can buy. 
  Most adventurers seek to one day establish a stronghold of 
  their own in the wilderness, and this naturally requires a large 
  sum of money. 
  XP are earned by killing monsters and finding treasure. The XP 
  value of a monster is given in the Monster section above. 
  When a monster is defeated, its XP value is divided between all 
  the characters actively involved in the fight. 
  Treasure is worth one XP per gold piece of value. One gold 
  piece, therefore, is worth one XP, while it requires 10 silver 
  pieces or 100 copper pieces to equal one XP. 
  Treasure 
  There are two types of treasure: Individual and Hoards. An 
  individual treasure is found on individual, low-level monsters 
  (i.e. Challenge Level 0 to 3). Hoards are guarded by large 
  groups of low-level monsters, or by individual powerful 
  monsters. 
  For every 50 XP a monster is worth, make one roll on the 
  Individual Treasure Table. For every 500 XP a group of 
  monsters or a powerful individual monster is worth, make one 
  roll on the Hoard Treasure Table. 
   
   
   
  Individual Treasure Table 
  d% 
  Treasure 
  01-30 
  1d10 copper pieces 
  31-50 
  1d10 silver pieces 
  51-60 
  1d10 gold pieces 
  61-75 
  A sack of copper pieces (1d10 x 10) 
  76-85 
  A sack of silver pieces (1d10 x 10) 
  86-90 
  A sack of gold pieces (1d10 x 10) 
  91-92 
  A bauble (see below) 
  93-94 
  A light object (see below) 
  95-96 
  A treasure map 
  97 
  A vial of acid 
  98 
  A vial of poison 
  99 
  A vial of holy water 
  100 
  A potion (roll on potion table below) 
   
  Hoard Treasure Table 
  d% 
  Treasure 
  01-20 
  A sack of silver pieces (1d10 x 10) 
  21-40 
  A sack of gold pieces (1d10 x 10) 
  41-50 
  A coffer of silver pieces (1d10 x 50) 
  51-65 
  A coffer of gold pieces (1d10 x 50) 
  66-75 
  A chest of silver pieces (1d10 x 100) 
  76-80 
  A chest of gold pieces (1d10 x 100) 
  81-83 
  1d6 baubles 
  84-86 
  1d6 light objects 
  87-88 
  1d4 gems 
  89-90 
  1d4 medium objects 
  91 
  A jewel 
  92 
  A heavy object 
  93 
  1d6 potions 
  94 
  A scroll 
  95 
  A wand 
  96 
  A staff 
  97 
  A magic armor 
  98 
  A magic weapon 
  99 
  A magic sword 
  100 
  A wondrous item 
   
   
   
   
   
   
  
  BLOODY BASIC 
  39 
   
  Baubles, Gems and Jewels 
  Baubles are worth 10 gp, and include agates, amber, hematite, 
  jade, jasper, jet, lapis lazuli, malachite, moonstone, obsidian, 
  olivine, pearl, quartz, tiger’s eye and turquoise. 
  Gems are worth 100 gp, and include alexandrite, aquamarine, 
  aventurine, 
  beryl, 
  carnelian, 
  chalcedony, 
  chrysoberyl, 
  chrysoprase, citrine, cymophane, fire opal, garnet, hyacinth, 
  jacinth, jargoon, onyx, opal, peridot, rhodochrosite, sard, 
  sardonyx, spinel, sunstone, topaz, tourmaline, zircon. 
  Jewels are worth 1,000 gp, and include amethyst, diamond, 
  emerald, ruby and sapphire. 
  Objects 
  Objects are items of value, such as jewelry and statues. The 
  value of an item depends on its weight (light, medium or 
  heavy) and the material from which it was made (copper, 
  silver, gold, gems). 
  d% 
  Material 
  Light 
  Medium 
  Heavy 
  01-40 
  Copper 
  1 gp 
  10 gp 
  50 gp 
  41-65 
  Copper + gems 
  5 gp 
  20 gp 
  75 gp 
  66-85 
  Silver 
  10 gp 
  100 gp 
  500 gp 
  86-95 
  Silver + gems 
  20 gp 
  250 gp 
  1,000 gp 
  96-99 
  Gold 
  100 gp 
  1,000 gp 
  5,000 gp 
  100 
  Gold + gems 
  250 gp 
  2,500 gp 
  10,000 gp 
   
  Light objects include most pieces of jewelry, like rings, 
  bracelets and necklaces. 
  Medium objects include crowns, vases, boxes, and decanters. 
  Heavy objects include statues and thrones. 
   
   
   
  Potions 
  Potions are magic spells put into liquid form. The most sought 
  after are the potions of healing, and the most feared is the 
  potion of poison, which means instant death. Characters can 
  attempt to identify a potion by tasting it. This gives a 2 in 6 
  chance of success, but carries a 10% chance of activating the 
  potion. 
  d% 
  Potion 
  01-05 
  Grimalkin’s Eyes – This potion works as the magus cantrap. 
  06-10 
  Diminution – This potion shrinks a person and their 
  equipment to one-tenth their normal size, but allows them 
  to retain their normal Strength.  
  11-15 
  ESP – This potion works as the magus cantrap. 
  16-17 
  Etherealness – This potion turns people ethereal, like a 
  ghost, for one minute. While ethereal, they may walk 
  through walls and can only be harmed by silver and magic 
  weapons. If a person solidifies while within matter, they 
  are killed instantly. 
  18-20 
  Extra Healing – This potion heals 3d6 points of damage. 
  21-25 
  Gaseous Form – This potion works as the magus cantrap 
  Baldak’s envaporement. 
  26-30 
  Giant-Size – This potion causes a creature and its 
  equipment to double in size. This grants a +2 bonus to hit 
  and damage. 
  31-35 
  Healing – This potion heals 1d6 points of damage. 
  36-40 
  Health – This potion neutralizes poison and cures disease. 
  41-43 
  Invisibility – This potion works as the magus cantrap. 
  44-48 
  Invulnerability – This potion increases AC to 20. 
  49-53 
  Jumping – This potion allows the imbiber to jump 30’ 
  forwards, 20’ backwards and 10’ up. 
  54-58 
  Love – This potion causes the imbiber to fall in love with 
  the first potential mate they see. 
  59-63 
  Magic Weapon (Oil) – This potion is drizzled on a weapon 
  to turn it into a +1 magic weapon for one hour. 
  64-65 
  Poison – This poison causes instant death. 
  66-70 
  Polymorph Self – This potion allows you to change into any 
  monster or into a duplicate of a person for one hour. While 
  in this body, you retain your intelligence and class abilities, 
  but gain the physical abilities of the other form. 
  71-75 
  Resist Acid – This potion works as the resist energy spell. 
  76-80 
  Resist Cold – This potion works as the resist energy spell. 
  81-85 
  Resist Electricity – This potion works as the resist energy 
  spell. 
  86-90 
  Resist Fire – This potion works as the resist energy spell. 
  91-95 
  Spider Climb – This potion works as the magus cantrap. 
  96-100 
  Strength – This potion grants a +1 bonus to hit in melee 
  combat, +1 to melee damage and +1 to Strength tasks. 
   
   
   
   
  
  BLOODY BASIC 
  40 
   
  Scrolls 
  Scrolls can be activated by any character, simply by holding it 
  aloft and speaking the words of power written thereon. A 
  “protection scroll” works essentially as a forfend orison, 
  disallowing the creature type from making contact with the 
  holder of the scroll for one hour unless attacked. 
  “Spell scrolls” cast special spells normally unavailable to magic 
  using characters. These spells cannot be transferred by magi 
  into their grimoires.  
  Either form of scroll is destroyed once it is cast. 
  d% 
  Scroll 
  01-07 
  Protection from Aberrations 
  08-14 
  Protection from Constructs 
  15-21 
  Protection from Demons 
  22-28 
  Protection from Devils 
  29-35 
  Protection from Dragons 
  36-42 
  Protection from Elementals 
  43-49 
  Protection from Fey 
  50-56 
  Protection from Giants 
  57-63 
  Protection from Magical Beasts 
  64-70 
  Protection from Monstrous Humanoids 
  71-77 
  Protection from Oozes 
  78-84 
  Protection from Undead 
  85-87 
  Black Tentacles 
  88-89 
  Phantasmal Killer 
  90-91 
  Polymorph 
  92-93 
  Cloudkill 
  94-95 
  Geas 
  96 
  Gate 
  97 
  Imprison 
  98 
  Prismatic Sphere 
  99 
  Reincarnate 
  100 
  Teleport 
   
  BLACK TENTACLES – A field of rubbery black tentacles (10’ 
  long) spring from the scroll. Every creature within a 20’ of the 
  scroll is subject to a grapple attack (see Combat) from a 
  monster with Hit Dice equal to the reader’s level. The tentacles 
  inflict 2d6 points of damage per round. The tentacles are 
  immune to all types of damage. 
  CLOUDKILL – A poisonous cloud 15 feet in radius moves at a 
  rate of 6 feet per minute at the direction of the spell caster. It 
  is heavier than air, but can be dispersed by a strong wind. 
  Touching the cloud results in death (Fortitude save negates). 
  GATE – Opens a gate into another dimension or time, calling 
  forth any entity the spell caster chooses. There is a 5% chance 
  that a different entity passes through the gate. The summoned 
  entity is not necessarily friendly to the spell’s caster. 
  GEAS – This spell forces the target to complete a task or 
  forbids them from doing something. Failure to work towards 
  the goal or obey the ban results in death. A remove curse 
  orison ends the geas. 
  IMPRISON – A touched creature is entombed in suspended 
  animation far below the surface of the earth. Magic must be 
  used to find them, and freeing them requires dispel magic. 
  PHANTASMAL KILLER – You conjure the most fearsome 
  creature a person can imagine in their mind. Only the target 
  can see this creature, and they react as though it is real. If the 
  creature touches them, they must pass a Fortitude save or die. 
  If they pass the save, they still suffer 3d6 damage. The spell 
  lasts one hour. 
  POLYMORPH – You turn yourself or a target into another type 
  of creature. The target gains all the abilities of the creature, 
  and retains its own intellect. The effect is permanent on 
  others, and lasts 1 hour for you. 
  PRISMATIC SPHERE – You conjure a sphere of seven colors 
  around yourself. Each layer of color must be destroyed to 
  reach the person within. Each layer causes damage if touched, 
  as follows: Red deals 2d6 fire damage and stops magic arrows 
  and missiles, and is destroyed by cold damage; Orange deals 
  3d6 damage and stops all non-magical missiles, and is 
  destroyed by electricity; Yellow causes 4d6 damage and blocks 
  breath weapons, and is destroyed by a magic arrow; Green 
  causes death to the touch and blocks detection spells from 
  seeing within, and is destroyed by touching stone; Blue turns 
  flesh to stone and blocks all idolator orisons, and is destroyed 
  by touching silver; Indigo causes death and destroys the soul 
  utterly and is destroyed by dispel magic; and Violet causes 
  permanent insanity when touched and blocks all magi 
  cantraps, and is destroyed by a light orison. 
  REINCARNATE – You reincarnate a dead body as a humanoid 
  creature chosen at random by the TK. 
  TELEPORT – You and a circle of people (up to 10) move 
  instantly to any spot in the world or in another dimension. 
  Wands 
  Magic wands can only be used by magi. Each wand holds a 
  magus or idolator spell, with most wands having 1d4+1 
  charges of that spell. Each time the wand is used to cast the 
  spell, one charge is expended. Wands can be recharged by 
   
   
   
  
  BLOODY BASIC 
  41 
   
  casting the same type of spell back into the wand. A wand can 
  hold a maximum of 10 charges. 
  A magus does not need to know the spell in question to cast it 
  with the wand, but he does have to know how to cast the spell 
  to recharge the wand. 
  d% 
  Wand 
  01-30 
  First level orison (TK’s choice) 
  31-60 
  First level cantrap (TK’s choice) 
  61-75 
  Second level orison (TK’s choice) 
  76-90 
  Second level cantrap (TK’s choice) 
  91-95 
  Third level orison (TK’s choice) 
  96-100 
  Third level cantrap (TK’s choice) 
   
  Staves 
  Magic staves can only be used by idolators or magi. They hold 
  multiple spells, and usually have 1d6+2 charges when found. 
  The number of charges a spell costs is listed after the spell 
  names below in parentheses. Like wands, staves can be 
  recharged. Staves can hold a maximum of 12 charges. 
  d% 
  Staff 
  01-10 
  Abjuration: Dispel magic (3), Kalinoth’s abjuration (1),       
  sigil of deflection (1) 
  11-25 
  Beasts: Enchant beast (2), immobilize (3) 
  25-35 
  Divination: Detect invisibility (2), detect magic (1),                   
  locate object (3) 
  36-50 
  Enchantment : Prithian’s juvenile lust  (1), suggestion (3) 
  51-55 
  Evocation: Igneous meteor (3), fulminate (3), pyrotechnics (2) 
  56-60 
  Healing: Unctious touch (1), banish pestilence (3), greater 
  unctious touch (3) 
  61-70 
  Illusion: Audible glamer (1), mirror image (2), phantasmal 
  force (2), spectral force (3) 
  71-80 
  Prophecy: Alarum (1), find traps (2), locate object (3) 
  81-90 
  Utility: Grimalkin’s eyes (3), light (1), knock (2) 
  91-00 
  Virtue: Forfend (1), bless (2), chant (3) 
   
   
   
  Magic Armor 
  Magic armor carries a magical enchantment of +1 to +3. The 
  “plus” is added to the wearer’s Armor Class. Magical armor 
  always sizes itself to its wearer. 
  d% 
  Armor 
  01-34 
  Helm +1 (total +2 bonus to AC) 
  36-64 
  Shield +1 (total +2 bonus to AC) 
  65-73 
  Aketon +1 (AC 13) 
  74-79 
  Haubergeon +1 (AC 16) 
  80-82 
  Maille and plate +1 (AC 18) 
  83-88 
  Aketon +2 (AC 14) 
  89-92 
  Haubergeon +2 (AC 17) 
  93-94 
  Maille and plate +2 (AC 19) 
  95-97 
  Aketon +3 (AC 15) 
  98-99 
  Haubergeon +3 (AC 18) 
  100 
  Maille and plate +3 (AC 20) 
   
   
  Magic Weapons 
  Magic weapons carry a “+1 enchantment”, which simply 
  means that the weapon grants its owner a +1 bonus to attack 
  and damage. Magic weapons have a 10% chance of possessing 
  special abilities (see Magic Swords below). 
  d% 
  Magic Weapon 
  d% 
  Magic Weapon 
  01-06 
  Axe 
  51-54 
  Javelin 
  07-11 
  Battleaxe 
  55-58 
  Lance 
  12-17 
  Bow 
  59-64 
  Mace 
  18-25 
  Club 
  65-70 
  Morning star 
  26-29 
  Crossbow 
  71-74 
  Pole arm 
  30-37 
  Dagger 
  75-79 
  Sling 
  38-40 
  Dart 
  80-87 
  Spear 
  41-46 
  Flail 
  88-93 
  Staff 
  47-50 
  Greatsword 
  94-100 
  Warhammer 
   
  Magic Swords 
  Magic swords are like other magic weapons in that they grant 
  the wielder a bonus to attack and damage, the bonus ranging 
  from +1 to +3. In addition to this bonus, magic swords have 
  other powers. Roll once on the table below to determine the 
  sword’s bonus. Then roll again on the other table to determine 
  the powers. 
   
   
   
   
  
  BLOODY BASIC 
  42 
   
  d% 
  Bonus 
  01-80 
  +1 to hit and damage 
  81-95 
  +2 to hit and damage 
  96-00 
  +3 to hit and damage 
   
  d% 
  Power 
  01 
  Cursed, bonus actually acts as a penalty 
  02-04 
  Deals +1d6 damage against aquatic creatures (fishbane) 
  05-07 
  Deals +1d6 damage against demons (demonbane) 
  08-10 
  Deals +1d6 damage against devils (devilbane) 
  11-13 
  Deals +1d6 damage against dragons (dragonbane) 
  14-16 
  Deals +1d6 damage against elementals (elementalbane) 
  17-20 
  Deals +1d6 damage against undead (undeadbane) 
  21-30 
  Detects evil three times per day (as spell) 
  31-40 
  Detect magic three times per day (as spell) 
  41-45 
  E.S.P. three times per day (as spell) 
  46-47 
  Flames on command (light as torch, +1d6 fire damage) 
  48-50 
  Strikes on its own for 3 rounds, using owner’s attack 
  bonus 
  51-55 
  Levitates owner three times per day (as the spell) 
  56-60 
  Magic circle three times per day 
  61-70 
  Forfend three times per day 
  71-85 
  Sheds light on command (as spell) 
  86-87 
  Shocks on command (+1d6 electricity damage) 
  88-98 
  No extra special ability 
  99-100 
  Roll twice 
   
  Wondrous Items 
  This category covers magic items not yet covered in this 
  section, from clothing to jewelry to crystal balls. 
  d% 
  Wondrous Item 
  01-03 
  Adder Stone (grants +2 to saving throws against disease) 
  04-05 
  Amulet of Protection (+1 to saving throws and AC) 
  06 
  Apparatus of Qualoosh (see below) 
  07-08 
  Chaos diamond (3/day, can made a person insane for 1 hour) 
  09-10 
  Cloak of etherealness (as potion of etherealness, up to 10 
  minutes per day) 
  11-12 
  Crystal Ball (can see and hear any person, no matter how far 
  away, once per day) 
  13 
  Efreeti Lamp (summons an efreeti once and then disappears; 
  the efreeti serves unwillingly for one hour and then there is a 
  5% chance it turns on its summoner) 
  14-15 
  Figurines of wondrous power (shaped like animal; 
  transforms into that animal 1/day for 1 hour) 
  16-17 
  Flying Carpet (as danse empyrean three times per day, holds 
  10 people) 
  18-19 
  Girdle of masculinity/femininity (changes a person’s sex, and 
  grants an 18 charisma; permanent) 
  20-21 
  Gleaming Polyhedron (summon a random demon or devil, 
  once per week) 
  22-23 
  Hand of Glory (torches and candles held in this amputated 
  hand never extinguish and the hand can open any locked 
  door) 
  24-25 
  Hand of the mage (mummified hand on golden necklace; 
  permits telekinesis (moving up to 10 lb.) at will) 
  26-27 
  Horn of the tritons (once per day, calms rough waters or 
  shuns aquatic creatures as 6th level idolator) 
  28-29 
  Incense of meditation (when lit and inhaled by a spellcaster 
  for 8 hours of praying, maximizes all spell variables for spells 
  they memorize that day; one use) 
  30-31 
  Ioun stones - Brilliant orange sphere (adds +1 to dexterity 
  modifier) 
  32-33 
  Ioun stones - Clear prism (stores 2d6 spell levels) 
  34-35 
  Ioun stones - Deep red sphere (adds +1 to strength modifier) 
  36-37 
  Ioun stones - Incandescent blue sphere (add 1 level to spell 
  ability) 
  38-39 
  Ioun stones - Pale green ellipsoid (adds +1 to wisdom 
  modifier) 
  40-41 
  Ioun stones - Pale lavender spindle (sustains person without 
  food and water) 
  42-43 
  Ioun stones - Pearly white prism (doubles natural rate of 
  healing) 
  44-45 
  Ioun stones - Pink ellipsoid (adds +1 to constitution 
  modifier) 
  46-47 
  Ioun stones - Pink and green ellipsoid (absorbs spells up to 
  2nd level, burned out after 3d6 spell levels have been 
  absorbed) 
  48-49 
  Ioun stones - Scarlet and blue sphere (adds +1 to intelligence 
  modifier) 
  50-51 
  Iron bands of binding (when thrown at creature, turns into 
  iron bands and binds them tight until command is given; 
  Reflex save negates) 
  52-53 
  Iron flask (forces demons, devils and elementals in when 
  unstopped; can release them again same way; Will save 
  negates) 
  54-55 
  Lanthorn of revealing (reveals all invisible things within 25’) 
  56-57 
  Marvelous pigments (create physical objects by painting 
  them; enough to make 10 heavy objects) 
  58-59 
  Masque of the red death (makes one immune to disease; 
  causes disease 1/day as gaze attack) 
  60-61 
  Otherworldly Eyes (lenses that permit one to see invisible 
  and ethereal creatures) 
  62-63 
  Pearl of the sirines (possessor can breathe water and swim 
  at double land speed) 
   
   
   
  
  BLOODY BASIC 
  43 
   
  64-65 
  Pixie dust (permits one to fly at double normal speed, and to 
  cross between dimensions) 
  66-67 
  Portable hole (can open into a hole 6’ in diameter on any 
  surface, leads into 10’ cube of space which holds enough air 
  for 10 minutes) 
  68-69 
  Restorative ointment (neutralizes poison, cures disease and 
  heals 2d6 damage; 5 applications) 
  70-71 
  Ring of Exorcism (demons and devils must pass a Will saving 
  throw or be sent back to their own realm one per day) 
  72-73 
  Ring of Invisibility (as spell, three times per day) 
  74-75 
  Robe of eyes (wearer can see in all directions at once) 
  76-77 
  Robe of scintillating colors (shifting colors can daze those 
  who see it for 1d4+1 rounds, can be used three times per 
  day) 
   
  Robe of stars (wearer can enter the Astral Plane, and leave it 
  anywhere in the world) 
  78-79 
  Scarab of protection (grants magic resistance 25%, and 
  absorb up to three level drains, death effects and mordacious 
  touch spells before crumbling to dust) 
  80-81 
  Silver Key (can open portals into other dimensions) 
  82-83 
  Spider Slippers (can walk on walls and ceilings for up to 10 
  minutes per day) 
  84-85 
  Strand of prayer beads (three beads, each capable of casting 
  a third level idolator spell) 
  86-87 
  Talisman of Luck (re-roll a saving throw once per day) 
  88-89 
  Talisman of Protection (as forfend, 3 times per day) 
  90-94 
  Toadstone (removes poisons and disease from liquids) 
  95-96 
  Unguent of timelessness (any item coated treats 1 year as 1 
  day and gets +1 bonus to save; 8 applications) 
  97-98 
  Wand of wonder (casts a random magus spell each time it is 
  used; roll 1d3 to determine the spell level, and roll randomly 
  to determine which spell goes off) 
  99-00 
  Well of many worlds (as portable hole, but anything within is 
  sent to a parallel world or alien planet) 
   
  APPARATUS OF QUALOOSH—This mechanical crab (a large 
  construct) contains ten unlabeled levers: The device has AC 20 
  and two pincer attacks (2d6 damage). It has a speed of 20’ per 
  round on land and in the sea. Each lever must be tested. They 
  do the following: 
   
   
   
   
   
  Lever 
  Function 
  1 
  Extend/retract legs and tail 
  2 
  Uncover/cover forward porthole 
  3 
  Uncover/cover side portholes 
  4 
  Extend/retract pincers and feelers 
  5 
  Snap pincers 
  6 
  Move forward/backward 
  7 
  Turn left/right 
  8 
  Open “eyes” with continual light inside/close “eyes” 
  9 
  Rise/sink in water 
  10 
  Open/close hatch 
   
  No lever may be operated more than once per round. 
  However, since two characters can fit inside, the apparatus can 
  move and attack in the same round. The device can function in 
  water up to 900 feet deep. It holds enough air for a crew of 
  two to survive 1d4+1 hours (twice as long for a single 
  occupant). 
  XIII. THESAURUS 
  As has been mentioned previously in this tome, a major aspect 
  of the weird fantasy of Lord Dunsany and Clark Ashton Smith 
  was the opulent, often archaic, language. They to creating the 
  correct atmosphere is to use a wide variety of words in your 
  descriptions of things and people. You can call a gemstone 
  blue, but there are many other fine words to use in its place. 
  This section is intended as an aid to Treasure Keepers with 
  vocabularies slightly smaller than those two authors. 
  BLACKS—Atramental, black as a shoe, black as a tinker's pot, 
  black as jet, black as midnight, black as thunder, blue-black, 
  charcoal, collied, dusky, ebon, fuliginous, inky, jet, murky, 
  knighted, obsidian, onyx, piceous, pitch, raven, sable, scoriac, 
  shadowy, slate, sloe, somber, sooty, starless, stygian, 
  suggilated, swart, swarth, zibeline 
  BLUES—Aqua, azure, beryl. cerulean, ceil, cesious, chalybeous, 
  cobalt, cyan, ecchymotic, gentian, glaucous, indigo, mazarine, 
  opalescent, periwinkle, sapphire, teal, turquoise, ultramarine, 
  watchet 
  BROWNS—Aithochrous, auburn, bay, beige, bistre, bole, 
  bronze, brown as a berry, brunette, brunneous, buckskin, buff, 
  burnt sienna, burnt umber, butterscotch, cacky, camel, 
  caramel, castaneous, chamoisee, chestnut, chocolate, cocoa, 
  coffee, cordovan, dapple, drab, fallow, fawn, fulvous, fuscous, 
  glandaceous, hazel, henna, khaki, liver, mahogany, mousy, nut 
  brown, nutmeg, ochre, pecan, raw umber, russet, rust, sepia, 
  sienna, tan, taupe, umber, walnut, wenge, whity 
   
   
   
  
  BLOODY BASIC 
  44 
   
  CASTLES—Acropolis, alcazar, bastion, castellum, castrum, 
  chateau, citadel, donjon, fasthold, fastness, fort, fortress, hold, 
  keep, manor, mansion, palace, peel, redoubt, safehold, seat, 
  stronghold, tower, villa 
  CITIES—Apple, 
  borough, 
  burg, 
  capital, 
  conurbation, 
  metropolis, polis, port, urbs 
  DARK—Adumbral, aphotic atramentacious, crepuscular, dun, 
  fuliginous, gloaming, murky, nebulous, nubilous, opaque, 
  pitchy, stygian, subfuscous, tenebrific 
  DESERTS—Badland, barren, flats, lava bed, sand dunes, 
  solitude, wasteland 
  FABRICS—Barathea, barkcloth, bedford cord, blackwork, 
  bombast, bombazine, broadcloth, brocade, burlap, calico, 
  cambric, camlet, camblet, canvas, cashmere, chintz, cloth of 
  gold, cloth of silver, corduroy, coutil, damask, dowlas, drugget, 
  felt, flannel, foulard, fustian, ghalamkar, gingham, grosgrain, 
  grogram, haircloth, himroo, hodden, jamdani, kente cloth, 
  khādī, linen, lockram, loden, mockado, muslin, nainsook, 
  nankeen, nwentoma, oilskin, organza, papeline, percale, 
  pongee, repp, samite, satin, saye, scarlet, scrim, songket, stuff, 
  taffeta, toile, velure, velvet, wadmal, wincey, zibeline 
  GREENS—Aquamarine, beryl, bice, celadon, chartreuse, cyan, 
  emerald, harlequin, jade, kelly, malachite, moss, myrtle, olive, 
  pea, peacock, pine, shamrock, teal, verdigris, vert, viridian 
  HIGHLANDS—Bergh, bluff, butte, cliff, climb, crag, dome, doun, 
  down, downes, drift, dun, dune, elevation, eminence, 
  escarpment, esker, fell, foothill, glob, headland, heap, height, 
  hill, hilles, hillock, hillside hilltop, holtes, howe, hulles, 
  hummock, 
  hump, 
  knob, 
  knoll, 
  mesa, 
  mound, 
  mount, 
  outcropping, palisade, peak, pike, precipice, prominence, 
  promontory, protuberance, raise, range, ridge, rise, rolling 
  land, shock, sierra, slope, stack, summit, tableland, talus, tor, 
  upland, volcano 
  LAKES—Basin, inland sea, lagoon, lakelet, loch, mere, mouth, 
  natatorium, pond, pool, reservoir, sluice, spring, tarn 
  MINERALS—Alabaster, 
  alexandrite, 
  amethyst, 
  antimony, 
  aquamarine, aventurine, banded agate, barite, beryl, carnelian, 
  chalcedony, chalk, chrysoberyl, chrysoprase, cinnabar, citrine, 
  coal, cobalt, copper, cymophane, diamond, electrum, emerald, 
  fire opal, flint, garnet, gold, granite, hematite, hyacinth, iron, 
  iron pyrite, jacinth, jade, jargoon, jasper, jet, lapis lazuli, lead, 
  limestone, malachite, marble, mispickel, moonstone, moss 
  agate, obsidian, olivine, onyx, opal, orpiment, peridot, 
  platinum, porphyry, realgar, rock crystal, rose quartz, ruby, 
  salt, sandstone, sapphire, sard, sardonyx, serpentine, silver, 
  slate, smoky quartz, soapstone, spinel, sunstone, tiger's eye, 
  tin, topaz, tourmaline, travertine, zinc, zircon 
  OLD—Aged, ancient, antediluvian, antique, archaic, elder, 
  hoary, prehistoric, prevenient, primal, primeval, primitive, 
  primordial, proleptical, superannuated, timeworn, venerable 
  PLAINS—Bottomland, brush, bush, campo, expanse, field, 
  flatland, grassland, heath, lea, llano, meadow, moor, pampas, 
  pasture, prairie, range, savanna, scrub, steppe, sward, tundra 
  PURPLE—Amaranthine, amethyst, aubergine, cerise, fuchsia, 
  gridelin, heliotrope, ianthine, iris, lavender, lilac, livid purple, 
  magenta, mauve, Modena, mulberry, orchid, palatinate purple, 
  periwinkle, perse, plum, pomegranate, puce, purpure, tyrian 
  purple, violaceous, violet, wisteria 
  REDS—Amaranth, auburn, buff, burgundy, carmine, carnelian, 
  cerise, chestnut, claret, copper, coquelicot, coral, crimson, 
  erubescent, ferruginous, flammulated, florid, fuchsia, ginger, 
  gules, incarnadine, latericeous, lurid, magenta, maroon, mauve 
  taupe, murrey, phenicious, puce, puniceous, roon, rose, 
  rubicund, rubiginous, ruddy, rufescent, rufous, russet, 
  sanguine, scarlet, sinopia, sorrel, titian, vermillion, vinaceous 
  RIVERS—Beck, branch, brook, brooklet, burn, canal, course, 
  creek, crick, estuary, firth, fjord, flow, frith, inlet, ostiary, 
  outlet, rill, rillet, rindle, rivulet, run, runnel, sike, spring, 
  stream, streamlet, torrent, tributary, wash, watercourse 
  TEMPLES—Abbey, basilica, bethel, bishop's palace, cathedral, 
  chancel, chantry, chapel, church, cloister, convent, conventicle, 
  dagoba, deanery, dewal, dogobah, fane, fold, friary, glebe, holy 
  place, house of [god], house of prayer, joss house, kiack, kiosk, 
  kirk, Lambeth, manse, marabout, masjid, meetinghouse, 
  ministry, minster, monastery, munster, nunnery, oratory, 
  pagoda, pantheon, parsonage, priory, rectory, sacellum, 
  sanctorium, 
  sanctuary, 
  sanctum, 
  shrine, 
  shul, 
  stupa, 
  tabernacle, tope, vicarage 
  TITLES—Altesse, archbishop, archduke/archduchess, archi-
  mandrite, baron/baroness, beorn, bishop, black knight, 
  count/countess, dean, duke/duchess, earl/ countess, edler, 
  elder, emperor/empress, erfridder, gentle, grand duke/grand 
  duchess, green knight, hierophant, infante/infant, king/queen, 
  knight/dame, lord/lady, magnate, margrave/margravine, 
  marquess/marchioness, marquis/ marquise, metropolitan, 
  nobile, panek, potent, potentate, prelate, prince/princess, 
  ritter, thane, viscount/viscountess, white knight 
  VALLEYS—Basin, bottom, canyon, channel, chasm, cleft, 
  coulee, dale, dell, depression, dingle, divide, glen, gorge, gulch, 
  gully, hollow, lowland, notch, plain, ravine, rift, schism, swale, 
  trough, vale 
   
   
   
  
  BLOODY BASIC 
  45 
   
  WHITES—Achromatic, 
  alabaster, 
  argent, 
  auricomous, 
  blanched, bloodless, bone white, candent, candid, canescent, 
  chalky, cream, eburnean, eggshell, fair, frosted, ghastly, ghost 
  white, hoary, immaculate, isabelline, ivory, leucous, lustrous, 
  milky, pallid, pasty, pearl, seashell, silvery, snowy, vanilla, wan, 
  waxen, white as a lily, white as driven snow, whitely 
  WOODLANDS—Boscage, brake, bush, chaparral, chase, clump, 
  coppice, copse, covert, forest, grove, jungle, morass, orchard, 
  shelter, 
  spinney, 
  stand, 
  tangle, 
  thicket, 
  timberland, 
  undergrowth, weald, wildwood 
  YELLOWS—Amber, apricot, ash blond, aureate, aureclin, 
  aurulent, beige, bisque, blond*, buff, canary, champagne, 
  chrysal, citrine, cream, ecru, fallow, flavescent, flavous, flaxen, 
  fulvid, galbus, gamboge, gold, goldenrod, honey, icterine, 
  isabelle, ivory, jaundiced, jonquil, lemon, lutescent, maize, 
  mustard, old gold, saffron, sallow, sunglow. tawny, urobilin, 
  vanilla, xanthic 
  * Note: Men are blond, women are blonde 
  XIV. CONCLUSION 
  Bloody Basic is meant to be a quick, easy-to-learn game for 
  simulating fantasy adventures. The main point of the game is 
  to gather with friends and have fun. Always keep this point 
  foremost on your minds. Do not let arguments ruin the game – 
  it’s just make-believe and not worth the trouble. 
  It is important for players to remember that the Treasure 
  Keeper is the referee. He or she is there to make judgment 
  calls, and those judgments need to be accepted. Likewise, the 
  Treasure Keeper needs to remember that players love their 
  characters, and are apt to argue when they think a ruling is 
  unfair. Give the players a fair hearing and don’t be afraid to 
  give them the benefit of the doubt. 
  When you feel as though you are ready to move on to a more 
  complex game with more options, you might want to check my 
  Blood & Treasure Complete game. 
  HAVE FUN! 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  BLOODY BASIC 
  46 
   
  Idolator Orisons by Cult and Level 
  Cult 
  First Level 
  Second Level 
  Third Level 
  All-Seeing Eye (ASE) 
  Reveal dweomers 
  Find traps 
  Locate object 
  Azoth (AZO) 
  Illuminate 
  Silence 
  Lanthorn 
  Cromm (CRM) 
  Malison 
  Immobilize 
  Ruinous blast 
  Great God Pan (PAN) 
  Entangle 
  Madness 
  Rage 
  Hastur the Shepherd (HAS) 
  Purify food & drink 
  Enchant Beast 
  Draughts and aliments 
  Isis the Queen (ISS) 
  Unctious touch 
  Banish pestilence 
  Greater unctious touch 
  Mitra the Bull (MTR) 
  Bless 
  Chant 
  Remove curse 
  Nodens the Traveler (NOD) 
  Forfend 
  Remove paralysis 
  Danse empyreal 
  The Worm Ouroboros (OUR) 
  Guidance 
  Augury 
  Necromancy 
  The Sepulchral God (SEP) 
  Mordacious touch 
  Quietus 
  Animate dead 
   
  Magus Cantraps by Level 
  First Level 
  Second Level 
  Third Level 
  Audible glamer 
  Alarum 
  Amphibios 
  Color spray 
  Attercop’s ejection 
  Baldak’s envaporement 
  Eldritch bodkins 
  Detect invisibility 
  Clairsentience 
  Hold portal 
  ESP 
  Cumbersome curse 
  Kalinoth’s abjuration 
  Hideous laughter 
  Danse empyreal 
  Ken gibberish 
  Hypnotic pattern 
  Dispel magic 
  Illuminate 
  Invisibility 
  Freck 
  Prithian’s juvenile lust 
  Knock 
  Fulminate 
  Read magic 
  Lanthorn 
  Grimalkin’s eyes 
  Reveal dweomers 
  Levitate 
  Immobilize 
  Sigil of Deflection 
  Locate object 
  Igneous meteor 
  Slumber 
  Malagrugrous taunt 
  Magic circle 
   
  Mirror image 
  Mensonn’s turbulent canto 
   
  Phantasmal force 
  Noisome pother 
   
  Phantom steed 
  Pirion’s spatial transposition 
   
  Pyrotechnics 
  Sepia snake sigil 
   
  Resist energy 
  Spectral force 
   
  Spider climb 
  Suggestion 
   
  Umbral field 
  Summon monster 
   
  Wizard lock 
  Tongues 
   
   
   
   
   
  
  Aberration 
  6, 26 
  Ability Score 
  2, 3, 21 
  Animal 
  27 
  Armor 
  14, 41 
  Armor Class 
  2, 3, 14, 21, 25 
  Attack Bonus 
  2, 21, 25 
  Charisma 
  4, 20 
  Civilization 
  24 
  Class 
  2, 5 
  Constitution 
  3, 22 
  Construct 
  27 
  Demimonde 
  13 
  Demon 
  28 
  Devil 
  28 
  Dexterity 
  3 
  Dice 
  1 
  Disease 
  4, 22 
  Dragon 
  30 
  Dungeon 
  22 
  Elemental 
  30 
  Elf 
  4, 24, 33 
  Encumbrance 
  14 
  Equipment 
  14 
  Experience Point 
  2, 18, 25 
  Fey 
  31 
  Giant 
  32 
  Grotesque 
  4 
  Henchman 
  17 
  Hit Dice 
  2 
  Hit Points 
  2, 4 
  Human 
  4, 24, 33 
  Humanoid 
  32 
  Idolator 
  5  
    First Level Spells 
  6 
    Second Level Spells 
  6 
    Third Level Spells 
  7 
  Initiative 
  20 
  Intelligence 
  3 
  Level 
   
    Challenge Level 
  25 
    Character Level 
  2 
    Dungeon Level 
  22 
    Spell Level 
  6, 8 
  Light 
  6, 7, 8, 9, 19 
  Magical Beast 
  33 
  Magic Item 
  38 – 42 
  Magus 
  8 
    First Level Spells 
  8 
    Second Level Spells 
  9 
    Third Level Spells 
  9 
  Melee Attack 
  3, 15, 21 
  Missile Attack 
  3, 15, 21 
  Monster 
  18, 19, 20, 21, 22, 25 
  Monstrous Humanoid 
  34 
  Movement 
  14, 19, 24 
  Odalisque 
  13 
  Ooze 
  35 
  Plant 
  36 
  Poison 
  4, 12, 17, 20, 22, 24, 25 
  Puissant 
  10 
    First Level Feats 
  11 
    Second Level Feats 
  11 
    Third Level Feats 
  12 
  Race 
  4 
  Rake 
  12 
  Retainer 
  13 
  Satyr 
  5, 32 
  Saving Throw 
  2, 19 
  Spells 
  6-7, 8-9, 18, 21, 24 
  Strength 
  3 
  Task, Task Check 
  2, 13, 20, 23 
  Thief 
  12, 20 
  Time 
  19 
  Traps 
  23 
  Treasure 
  38 – 42 
  Treasure Keeper 
  2 
  Undead 
  7, 36 
  Wandering Monster 
  22 
  Weapon 
  15, 41 – 42 
  Wilderness 
  22 
  Wisdom 
  3 
  Wonder 
  18 
   
   
   
   
   
   
  
   
   
   
   
  
   
  Designation of Product Identity: The following items are hereby designated 
  as Product Identity in accordance with Section 1(e) of the Open Game License, 
  version 1.0a: Any and all logos and identifying marks and trade press, such as 
  all John M. Stater product and product line names including but not limited to 
  1800 – American EmpiresTM, Action XTM, Blood & TreasureTM, Bloody BasicTM, 
  Bloody Basic – Classic EditionTM, Grit & VigorTM, Mystery Men!, NODTM, LAND 
  OF NODTM, PARS FORTUNATM, Queen & KaiserTM, Space PrincessTM, Target 
  10TM; any specific characters and places; capitalized names and original names 
  of places, artifacts, characters, races, countries, geographic locations, gods, 
  historic events, and organizations; any and all stories, storylines, histories, plots, 
  thematic elements, and dialogue; and all artwork, symbols, designs, depictions, 
  illustrations, maps, and cartography, likenesses, poses, logos, or graphic 
  designs, except such items that are in the public domain or used via a Creative 
  Commons license (and edition). The above Product Identity is not Open Game 
  Content. 
  Designation of Open Game Content: Subject to the Product Identity 
  designation above, all portions of Bloody Basic – Weird Fantasy Edition are 
  designated as Open Game Content. 
  OPEN GAME LICENSE Version 1.0a 
   
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 
  2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved. 
   
  Definitions: (a)"Contributors" means the copyright and/or trademark owners who 
  have contributed Open Game Content; (b)"Derivative Material" means 
  copyrighted material including derivative works and translations (including into 
  other computer languages), potation, modification, correction, addition, 
  extension, upgrade, improvement, compilation, abridgment or other form in 
  which an existing work may be recast, transformed or adapted; (c) "Distribute" 
  means to reproduce, license, rent, lease, sell, broadcast, publicly display, 
  transmit or otherwise distribute; (d)"Open Game Content" means the game 
  mechanic and includes the methods, procedures, processes and routines to the 
  extent such content does not embody the Product Identity and is an 
  enhancement over the prior art and any additional content clearly identified as 
  Open Game Content by the Contributor, and means any work covered by this 
  License, including translations and derivative works under copyright law, but 
  specifically excludes Product Identity. (e) "Product Identity" means product and 
  product line names, logos and identifying marks including trade dress; artifacts; 
  creatures characters; stories, storylines, plots, thematic elements, dialogue, 
  incidents, language, artwork, symbols, designs, depictions, likenesses, formats, 
  poses, concepts, themes and graphic, photographic and other visual or audio 
  representations; names and descriptions of characters, spells, enchantments, 
  personalities, teams, personas, likenesses and special abilities; places, 
  locations, environments, creatures, equipment, magical or supernatural abilities 
  or effects, logos, symbols, or graphic designs; and any other trademark or 
  registered trademark clearly identified as Product identity by the owner of the 
  Product Identity, and which specifically excludes the Open Game Content; (f) 
  "Trademark" means the logos, names, mark, sign, motto, designs that are used 
  by a Contributor to identify itself or its products or the associated products 
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  COPYRIGHT NOTICE 
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. 
   
  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. 
   
  Bloody Basic – Weird Fantasy Edition, Copyright 2015, John M. Stater. 
  Author: John M. Stater. 
  Blood & Treasure – Complete Game, Copyright 2012, John M. Stater. Author: 
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  Land of Nod, Copyright 2010, 2011, 2012, 2013, 2014, John M. Stater; Author 
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  END OF LICENSE 
   
   
   
  
  ALSO FROM JOHN M STATER …
  GAMES 
   
  BLOOD & TREASURE 
   
  A rules lite fantasy RPG that embraces 40 
  years of gaming – play your game, your way 
   
   
   
  SPACE PRINCESS 
   
  Take your dungeon crawls into the future! 
   
  MYSTERY MEN! 
   
  The rules lite super heroic role playing game  
   
   
   
   
  PARS FORTUNA 
   
  The rules you know with races, monsters 
  and magic you’ve never seen 
  MAGAZINES 
   
   
   
  NOD 1 
  Wyvern Coast, random 
  villages … 
   
  NOD 2 
  Wyvern Coast, naval combat 
  system ... 
  NOD 3 
  Wyvern Coast, beastmen, 
  elementalist … 
  NOD 4 
  Golden Hills, 50 new 
  monsters, 2 dungeons … 
   
   
   
   
  NOD 5 
  Ibis ‐ city of magic, vampires, 
  Mystery Men! … 
   
  NOD 6 
  Venatia, Pleasure Palace of 
  Izrigul … 
  NOD 7 
  Three fantasy cities, new race 
  for Pars Fortuna … 
  NOD 8 
  Mu‐Pan, wushen class, Gods 
  of Pegana … 
   
   
   
   
  NOD 9 
  Mu‐Pan, Altered States of 
  America, Jack‐of‐All‐Trades … 
  NOD 10 
  Mu‐Pan, Leech class, new 
  Pars Fortuna races … 
   
  NOD 11 
  Hellcrawl, monster races, 
  demonologist … 
  NOD 12 
  Hellcrawl, exotic dining, 
  Mutant Truckers … 
   
   
   
   
  NOD 13 
  Hellcrawl, red dragons, 
  Greatsword card game … 
  NOD 14 
  Hellcrawl, nobles, white 
  dragons, magic hats … 
  NOD 15 
  Hellcrawl, blue dragons, Silver 
  Age heroes … 
   
   
   
  http://www.lulu.com/spotlight/jmstater 
  
SOURCE: textdata/thevault/Blood & Treasure (osr)/Bloody Basic/Bloody Basic Weird Fantasy ed.pdf