Bloody Basic Classic Ed
Bloody Basic Classic Ed
Blo o dy
Ba sic
FANTASY ROLE PLAYING GAME
BY JOHN M. STATER
THIS IS THE BASIC VERSION OF THE BLOOD & TREASURE FANTASY ROLE PLAYING GAME.
IT SERVES AS AN INTRODUCTION TO THE BLOOD & TREASURE SYSTEM
B lo o d y
B a s ic
Fantasy Role Playing Game
WRITTEN BY I. Introduction 1
II. Making a Character 2
John M. Stater III. Ability Scores 3
IV. Races 4
EDITED BY V. Classes 5
The Cleric Class 6
Tanner Yea The Fighter Class 8
David Jenks The Magic-User Class 9
The Thief Class 12
COVER ILLUSTRATION
VI. Retainers 13
VII. Equipment 13
N. C. Wyeth
VIII. Alignment 16
IX. Rules of Play 16
INTERIOR ILLUSTRATIONS X. Dungeons and Wilderness 19
XI. Monsters 22
Luigi Castellani Aberrations 22
Gary Dupuis Animals 23
Jeremy Hart Constructs 24
David Lewis Johnson Demons and Devils 25
Jon Kaufman Dragons 26
William McAusland Elementals 27
Fey 28
Bradley K. McDevitt
Giants and Humanoids 29
Steve Robertson Magical Beasts 31
Roderic Waibel Monstrous Humanoids 32
Tazio Bettin Oozes 33
Plants 34
Undead 34
XII. Experience and Treasure 36
XIII. Conclusion 40
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
There� is� treasure� Four� sided� dice� are�
beneath� the� ground,� abbreviated�“d4”�
hidden� in� dank�
caverns� and� colossal� Six� sided� dice� are�
vaults� carved� out� of� abbreviated�as�“d6”�
the�earth�by�the�slaves�
Eight� sided� dice� are�
of� wizards� and�
abbreviated�as�“d8”�
dragons.� Treasure�
enough� to� build� a�
Ten� sided� dice� are�
kingdom� or� destroy�
abbreviated�as�“d10”�
one,� to� launch� a� man�
or� woman� of� modest� Twelve� sided� dice� are�
birth� into� the� heights� abbreviated�as�“d12”�
of� power.� To� get� this�
treasure,� you� must� Twenty� sided� dice� are�
leave� the� safety� of� abbreviated�as�“d20”�
hearth� and� home,�
cross�wild�and�dangerous�places�and�finally�pierce�the�earth�itself� When� the� game� calls�
and�delve�deep�into�its�mysteries.�Most of�the�folk�who�seek�this� for� a� certain� dice� to� be� rolled,� it� uses� these� abbreviations� and�
treasure� die� forgotten.� A� few� carve� out� legends� passed� on� by� precedes them with the�number�of�dice�to�be�rolled.�If�the�game�
their� lucky� comrades.� Fewer� still� live� to� tell� their� own� tale� and� needs�you�to�roll�one�twenty�sided�dice,�it�asks�you�to�roll�“1d20”.�
drag�that�treasure�out�of�the�underworld.�� If�the�game�needs�you�to�roll�three�six�sided�dice,�it�asks�you�to�
roll�“3d6”.��
Will�you�be�one�of�the�lucky�few?�
There� are� three� additional� types� of� “dice”� that� are� sometimes�
I.�INTRODUCTION� called� for� in� the� game.� None� of� these� dice� technically� exist,� but�
other�dice�can�be�used�for�such�rolls.�
Bloody� Basic� is� a� role� playing� game� set� in� a� fantasy� world� of�
dwarves,� demons,� dragons,� magic� and� treasure.� It� is� a� “basic”� Two� sided� dice� are� abbreviated� d2.� A� two� sided� dice� can� be�
version�of�the�more�advanced�Blood�&�Treasure�RPG.�� 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�
Bloody� Basic� is� a� “pen� &� paper”� game� that� requires� a� group� of� 1�to�3�as�“1”�and�4�to�6�as�“2”.�
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� Three� sided� dice� are� abbreviated� d3.� A� three� sided� dice� can� be�
players�is�declared�the�Referee,�or�Treasure�Keeper�(TK)�and�has� simulated�by�rolling�a�d6�and�treating�a�roll�of�1�to�2�as�“1”,�a�roll�
the�task�of�running�the�game.�The�other�players�take�on�the�roles� of�3�to�4�as�“2”�and�a�roll�of�5�to�6�as�“3”.�
of�fantasy�characters�delving�into�dungeons�in�search�of�treasure.�
Most�games�have�four�to�six�players,�but�it�is�possible�to�play�with� Percentile� dice� are� abbreviated� d100� or� d%.� To� simulate� a� one�
more�or�fewer�players.� 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�
THE�DICE� “7”�and�the�second�dice�was�a�“5”,�the�roll�would�be�considered�a�
“75”.�If�a�“0”�is�rolled�for�the�one’s�place,�it�is�counted�as�a�“0”.�If�
Dice� are� absolutely� vital� to� a� game� of� Bloody� Basic.� The� game� a�“0”�is�rolled�for�the�ten’s�place,�it�is�considered�a�“10”.�A�roll�of�
consists� of� several� people� weaving� a� tale� of� adventure� and� “0”�and�“0”�is�“100”.�
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.�
BLOODY�BASIC 1
�
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.�
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.�
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.��
BLOODY�BASIC 2
�
III.�ABILITY�SCORES� Stupid�characters�know�one�language.�Average�characters�know�3�
languages.�Smart�characters�know�6�languages.�
Each� character� is� defined� by� six� ability� scores:� Strength,�
Intelligence,� Wisdom,� Dexterity,� Constitution� and� Charisma.� WISDOM��
These� scores� represent� the� character’s� mental� and� physical�
faculties� and� can� apply� a� bonus� or� penalty� to� the� actions� they� Roll� three� six�sided� dice� (3d6)� and� record� the� number� next� to�
attempt�over�the�course�of�a�game.�� Wisdom.� If� the� number� you� rolled� was� between� 3� and� 8,� your�
character�is�foolish.�You�must�deduct�one�from�the�roll�when�you�
STRENGTH�� roll� dice� to� make� a� Will� saving� throw,� or� roll� dice� when�
performing� a� Perception� task.� If� the� number� you� rolled� was�
Roll� three� six�sided� dice� (3d6)� and� record� the� number� next� to� between� 13� and� 18,� your� character� is� wise.� You� add� one� to� the�
Strength.� If� the� number� you� rolled� was� between� 3� and� 8,� your� roll� when� you� roll� dice� to� make� a� Will� saving� throw,� or� roll� dice�
character�is�weak.�You�must�deduct�one�from�the�roll�when�you� when� performing� a� Perception� task.� If� you� rolled� a� number�
roll� dice� to� attack� with� a� melee� weapon,� roll� dice� to� determine� between� 9� and� 12,� you� character� has� average� wisdom� and�
damage� from� a� successful� melee� attack,� or� roll� dice� when� neither�adds�nor�subtracts�when�rolling�dice�as�above.�
performing� a� Strength� task.� If� the� number� you� rolled� was�
between�13�and�18,�your�character�is�strong.�You�add�one�to�the� DEXTERITY��
roll�when�you�roll�dice�to�attack�with�a�melee�weapon,�roll�dice�to�
determine� damage� from� a� successful� attack,� or� roll� dice� when� Roll� three� six�sided� dice� (3d6)� and� record� the� number� next� to�
performing� a� Strength� task� associated.� If� you� rolled� a� number� Dexterity.� If� the� number� you� rolled� was� between� 3� and� 8,� your�
between� 9� and� 12,� you� character� has� average� strength� and� character�is�clumsy.�You�must�deduct�one�from�your�Armor�Class,�
neither�adds�nor�subtracts�when�rolling�dice�as�above.� 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�
INTELLIGENCE�� task.� If� the� number� you� rolled� was� between� 13� and� 18,� your�
character�is�nimble.�You�add�one�to�your�Armor�Class,�and�the�roll�
Roll� three� six�sided� dice� (3d6)� and� record� the� number� next� to� when�you�roll�dice�to�attack�with�a�missile�weapon,�roll�a�Reflex�
Intelligence.�If�the�number�you�rolled�was�between�3�and�8,�your� saving�throw,�or�roll�dice�when�performing�an�Agility�task.�If�you�
character�is�stupid.�You�must�deduct�one�from�the�roll�when�you� rolled� a� number� between� 9� and� 12,� you� character� has� average�
roll� dice� when� performing� a� Knowledge� task.� If� the� number� you� dexterity� and� neither� adds� nor� subtracts� when� rolling� dice� as�
rolled�was�between�13�and�18,�your�character�is�smart.�You�add� above.�
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� CONSTITUTION��
average�intelligence�and�neither�adds�nor�subtracts�when�rolling�
dice�as�described�above.� Roll� three� six�sided� dice� (3d6)� and� record� the� number� next� to�
Constitution.�If�the�number�you�rolled�was�between�3�and�8,�your�
BLOODY�BASIC 3
�
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�tough.�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.�
CHARISMA��
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� repulsive.� 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� DWARVES�
mental�abilities,�you get�to�choose�your�character’s�race�(human,�
dwarf,�elf�or�halfling)�and�then�class�(or�profession).� Dwarves� are� stout,� rugged� people� who� dwell� underground� in�
mines�or�in�fortresses.�They�stand�about�4’�in�height�and�usually�
have�craggy�faces�with�large�noses,�bushy�eyebrows�and�squinty�
IV.�RACES�
eyes.�For�most�dwarves,�their�beards�are�a�matter�of�great�pride.�
Characters�in�Bloody�Basic�can�be�of�one�of�four�different�races.� Dwarves�tend�to�be�loyal�friends�with�a�strong�sense�of�right�and�
Each�race�has�a�unique�perspective�and�different�special�abilities� wrong,� but� with� a� weakness� for� accumulating� riches.� Most�
and�limitations�that�it�brings�to the�game.� dwarves�are�aligned�with�Law.�
Some� races� can� “multi�class”.� This� means� advancing� in� two� Dwarves� have� a� movement� rate� of� 20’� per� round.� They� adjust�
classes� at� the� same� time.� Multi�class� characters� divide� their� XP� their� constitution� score up� by� one� point,� and� adjust� their�
evenly�between�their�two�classes.�When�they�gain�a�new�level�in� charisma�score�down�one�point.�
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� Dwarves�can�see�in�the�dark�up�to�60’.�
abilities�of�their�classes,�the�best�saving�throw�of�either�class,�the�
Dwarves�get�a�+3�bonus�to�save�vs.�poison�and�magic�spells.�
least�restrictive�weapon�restrictions�of�their�classes,�and�the�most�
restrictive�armor�restrictions�of�their�classes.�
Dwarves� always� note� unusual� stonework� such� as� sliding� walls,�
stonework� traps,� new� construction,� unsafe� stone� surfaces� and�
HUMANS�
shaky� stone� ceilings.� A� dwarf� can� also� intuit� depth,� sensing� his�
approximate� depth� underground� as� naturally� as� a� human� can�
Humans� should� require� no� description,� for� fantasy� humans� and�
sense�which�way�is�up.�
real� humans� are� not� terribly� different.� Of� course,� in� a� fantasy�
world,�“human”�can�be�extended�to�creatures�that�look�inhuman� Dwarves� can� advance� to� 4th� level� as� clerics,� magic�users� and�
(strange� colors� of� skin,� bony� protrusions),� but� which� are� thieves,� and� to� 5th� level� as� fighters.� They� can� also� choose� to�
essentially�human beings.�� multi�class�as�fighter/thieves,�advancing�as�high�as�4th�level.�
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�game’s�sub�classes.�
BLOODY�BASIC 4
�
HALFLINGS�
Halflings� are� small� people� who� stand� about� 3’� tall.� When� young�
they�are�slim and�possess�an�unquenchable�curiosity,�but�as�they�
age�they�have�a�tendency�to�become�staid�and�settled.�
Halflings� have� a� movement� rate� of� 20’� per� round.� They� adjust�
their� dexterity� scores� up� by� one� point� and� adjust� their� strength�
scores�down�by�one�point.�
Halflings�can�see�in�the�dark�to�a�range�of�30’.��
Halflings�are�known�for�their�amazing�luck.�Once�per�day�they�can�
re�roll� a� missed� saving� throw.� When� throwing� rocks� or� using�
slings,�they�enjoy�a�+1�bonus�to�hit�their�targets.�
Halflings� can� advance� to� 4th� level� as� clerics,� fighters� and� magic�
users,�and�to�5th�level�as�thieves.�They�can�also�choose�to�multi�
class�as�fighter/thieves,�advancing�as�high�as�4th�level.�
ELVES�
Elves� are� graceful� creatures� descended� from� the� fairy� folk.� They�
have� thin� faces,� pointed� ears� and� vivid� eyes.� Their� skin� and� hair�
color�are�often�in�harmony�with�the�environment�they�call�home,�
thus�desert�elves�might�have�skin�the�color�of�sand�and�hair�the�
color�of�a�desert�sunset.�Elves�stand�about�5’�tall.�
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� V.�CLASSES�
they�were�not�actively�looking.��
After�a�character’s�ability�scores�have�been�rolled�and�recorded,�
Elves�are�immune�to�a�ghoul’s�paralysis�touch.� and�their�race�has�been�chosen,�it�is�time�for�the�player�to�choose�
their�character’s�class.�
Elves�can�advance�to�4th�level�as�clerics,�fighters�and�thieves,�and�
to�5th�level�as�magic�users.�They�can�also�choose�to�multi�class�as� A� class� is� something� like� a� profession,� and� determines� how� well�
fighter/magic�users,�advancing�as�high�as�4th�level.� the�character�fights,�how�well�they�avoid�certain�dangers,�and�any�
special�abilities�they�might�have.�
�
�
�
�
BLOODY�BASIC 5
�
THE�CLERIC�CLASS� divination�and�healing,�and�are�generally�not�as�useful�in�offense�
as�are�magic�user�spells.�
Clerics�are�servants�of�the�celestial�powers�of�Law�and�Good.�They�
are� warrior� priests� capable� of� fighting� alongside� fighters� and� To� cast� a� spell,� a� cleric� must� first� prepare� his� spells� during� his�
casting�spells�like�magic�users,�including�the�very�valuable�healing� morning� prayers.� The� cleric’s� player� writes� down� the� spells� the�
spells.� Clerics� are� expected� to� minister� to� the� sick,� protect� the� cleric� wants� to� cast� for� the� day.� Spells� are� divided� into� three�
weak,�and�spread�their�faith�to�unbelievers.� different�levels;�the�higher�the�level,�the�more�powerful�the�spell.�
A�cleric�can�cast�a�certain�number�of�spells�of�each�level�each�day�
Because�clerics�are�representatives�of�the�Lawful�alignment,�they� based�on�the�cleric’s�class�level.�
are�expected�to�heal�Lawful�creatures�for�no�repayment.�They�can�
heal� Neutral� creatures� for� a� donation� to� their� temple.� Healing� CLERIC� SPELLS�PER�SPELL�LEVEL�PER�DAY�
Chaotic�creatures�is�frowned�upon�by�their�temple.� LEVEL� 1ST� 2ND� 3RD�
1� 1� �� ��
REQUIREMENTS� &� RESTRICTIONS� –� Clerics� must� have� a� Wisdom�
2� 2� �� ��
score�of�9�or�higher,�and�they�must�be�Lawful�in�alignment.�They�
are�not�permitted�to�use�sharp�weapons�like�swords�and�daggers,� 3� 2� 1� ��
but� can� use� any� sort� of� armor.� Clerics� can� use� magic� armor,� 4� 3� 2� ��
weapons,�potions,�scrolls,�wands,�staves�and�wondrous�items.� 5� 3� 2� 1�
6� 3� 2� 2�
SPECIAL�ABILITIES�–�Clerics�have�two�special�abilities,�the�ability�to�
�
turn�undead�creatures�and�cast�cleric�spells.�
Once� spells� are�prepared,�a� cleric� can� cast� them�at� any�time�for�
“Turning”� undead� means� to� present� a� holy� symbol� and� cause� the� remainder� of� the� day.� Each� prepared� spell� can� be� cast� only�
them�to�recoil�in�fear�or�be�destroyed.�When�attempting�to�turn� once.�Each�spell�requires�the�cleric�to�present�his�holy�symbol�and�
undead,� a� cleric� must� present� his� holy� symbol� and� utter� a� holy� say�a�magic�word.�Casting�the�spell�can�be�done�during�a�combat�
chant.�The�cleric’s�player�then�rolls�1d20�and�compares�his�roll�to� round.�Spells�that�have�a�negative�effect�on�their�target�allow�that�
the� table below,� based� on� the� cleric’s� level� and� the� type� of� target� to� make� a� saving� throw,� usually� a� Will� saving� throw,� to�
undead�creature�the�cleric�is�attempting�to�turn.� resist�the�effect.�
� CLERIC�LEVEL� At� sixth� level,� a� cleric� gains� a� retainer.� The� retainer� is� a� loyal�
companion�under�the�control�of�the�cleric’s�player.�The�retainer�is�
UNDEAD� 1� 2� 3� 4� 5� 6�
rolled�randomly�on�the�retainer�table�in�Section�VI.�The�TK�should�
Skeleton� 10� 7� 4� 3� 2� D�
roll� ability� scores� for� the� retainer� and� assign� them� a� name.� The�
Zombie� 13� 10� 7� 4� 3� 2� retainer�shares�the�cleric’s�alignment.�The�cleric�must�pay�for�his�
Ghoul� 16� 13� 10� 7� 4� 3� retainer’s� room� and� board.� Retainers� receive� 25%� of� the�
Wight� 19� 16� 13� 10� 7� 4� experience�points�earned�by�the�cleric.�
Wraith� 20� 19� 16� 13� 10� 7�
Spectre� �� 20� 19� 16� 13� 10�
FIRST�LEVEL�CLERIC�SPELLS�
Mummy� �� �� 20� 19� 16� 13�
1.� CURE� LIGHT� WOUNDS� –� The� recipient� of� the� spell� is� instantly�
Vampire� �� �� �� 20� 19� 16� cured� of� 1d6� hit� points� of� damage.� The� reverse,� inflict� light�
� wounds,�instantly�deals�1d6�points�of�damage.�In�either�case,�the�
When�a�turning�attempt�is�made,�a�d20�should�be�rolled�and�the� target/recipient�of�the�spell�must�be�touched�by�the�caster.�
Turning�Undead�table�consulted�for�the�result.�If�the�number�on�
the� die� is� equal� to� or� greater� than� the� number� shown� on� the� 2.� DETECT� EVIL� –� The� cleric� can� detect� the� presence� of� Chaotic�
table,� all� undead� creatures� of� the� targeted� type� flee� for� 3d6� creatures�and�magic�within�60’�for�one�hour.�
rounds,� or� cower� helplessly� if� they� cannot� flee.� If� the� table�
indicates� “D”,� the� undead� creature� is� automatically� destroyed� 3.� DETECT� MAGIC� –� The� cleric� can� detect� magic� spells,� magic�
and�crumbles�to�dust.� items�or�other�magical�effects�within�60’�for�one�hour.�
Cleric� spells� represent�the�answering� of� a�cleric’s� prayers� by�the� 4.� LIGHT� –� The� cleric’s� holy� symbol� glows� with� light� as� bright� as�
deity�or�deities�they�worship.�Cleric�spells�are�focused�on�defense,� the�light�of�a�lantern�for�two�hours.�
BLOODY�BASIC 6
�
5.� PROTECTION� FROM� EVIL�–� While� under� the� protection� of� this� and�speak�with�animals�and�magical�beasts.�
spell,� a� person� cannot� be� touched� by� a� demon,� devil� or� undead�
unless�they�attack�the�creature�first�or�the�monsters�passes�a�Will� THIRD�LEVEL�CLERIC�SPELLS�
saving� throw.� In� addition,� they� can� re�roll� failed� saving� throws�
against�magic�from�Chaotic�creatures.�The�spell�lasts�for�2�hours.� 1.�CONTINUAL�LIGHT�–�This�spell�is�cast�on�objects,�making�them�
glow (as�the�light�spell)�permanently.�
6.�PURIFY�FOOD�&�DRINK�–�This�spell�removes�all�poison,�disease�
and�other�contaminants�from�food�and�drink.� 2.�CURE�DISEASE�–�The�cleric�eradicates�disease�in�the�recipient�of�
this� spell.� Any� effects� of� the� disease� that� the� afflicted� creature�
SECOND�LEVEL�CLERIC�SPELLS� has� already� suffered� are� not� reversed.� The� reverse� of� this� spell�
infects�people�the�cultist�touches.�
1.�BLESS�–�The�recipient�of�this�spell�receives�a�+1�bonus�to�attack�
rolls�and�to�saving�throws�against�fear�effects�for�one�hour.� 3.�CURE�SERIOUS�WOUNDS�–�The�recipient�of�the�spell�is�instantly�
cured� of� 3d6� hit� points� of� damage.� The� reverse,� inflict� serious�
2.�CHARM�ANIMAL�– The�target�of�this�spell�must�be�an�animal.� wounds,�instantly�deals�3d6�points�of�damage.�In�either�case,�the�
They�regard�the�cleric�as�a�friend�until�the�spell�is�dispelled�unless� target/recipient�of�the�spell�must�be�touched�by�the�caster.�
they�pass�a�Will�saving�throw.�
3.�LOCATE�OBJECT�–�This�spell�points�the�caster�in�the�direction�of�
3.�FIND�TRAPS�–�The�cleric�can�detect�the�presence�of�traps,�both� the�nonliving�object�he�seeks,�so�long�as�it�is�within�500’.�
magical�and�mundane,�within�60’.�
4.� PRAYER� –� This� spell� creates� a� zone� 20’� in� radius� around� the�
4.�HOLD�PERSON�–�The�target�of�this�spell�is�unable�to�move for� cleric� in� which� his� enemies� suffer� a� �1� penalty� to� saving� throws.�
90�minutes�unless�they�pass�a�Will�saving�throw.� The�spell�lasts�for�one�round.�
5.�SILENCE�–�The�cleric�casts�this�spell�on�a�person�or�object.�All� 5.� REMOVE� CURSE� –� This� spell� removes� one� curse� from� the�
sound�within�15’�of�that�person�or�object�is�negated�for�2�hours.� recipient�of�the�spell.�
6.�SPEAK�WITH�ANIMALS�–�For�one�hour�the�cleric�can�understand� 6.�SPEAK�WITH�DEAD�–�The�cleric�can�ask�a�nearby�corpse�three�
questions,�and�it�will�answer�to�the�best�of�its�ability.�
DRUID�SUBCLASS�
Clerics�with�a�Constitution�of�13�or�higher�can�opt�to�be�a�druid.�
Druids�are�Neutral�clerics�that�worship�nature�deities�and�spirits,�
acting� as� intermediaries� between� them� and� mortals.� Druids�
cannot� use� armor� heavier� than� leather,� and� can� only� use� clubs,�
slings�and�staves�in�combat.�
Druids�do�not�have�the�ability�to�turn�undead.�Instead,�they�can�
re�roll�failed�saving� throws� against� acid,� cold,� fire� and� electricity�
attacks.�A�sixth�level�druid�can�change�her�shape�into�any�form�of�
animal�with�as�many�or�fewer�Hit�Dice�as�the�druid�has�levels.�The�
druid�can�change�into�an�animal�and�back�into�a�human�once�per�
day.�
CULTIST�SUBCLASS�
A�cleric�who�wishes�to�be�Chaotic�must�become�a�cultist.�Cultists�
have�the�same�restrictions�and�requirements�as�clerics.��
BLOODY�BASIC 7
�
“D”� indicates� that� the� cultist� can� automatically� control� the�
undead�without�rolling�a�dice.�The�cultist�can�control�a�number�of�
Hit�Dice�of�undead�equal�to�twice�his�class�level.�
Cultists�can�cast�the�same�spells�as�clerics,�but�cast�many�of�them�
in� reversed� form.� Cleric� spells� that� heal� damage� or� cure� disease�
instead�cause�damage�and�disease.�Cleric�spells�that�detect�evil�or�
protect� from� evil� instead� detect� good� and� protect� against�
creatures�of�the�Lawful�alignment.�
CLERIC�ADVANCEMENT�TABLE�
REQUIREMENTS�&�RESTRICTIONS�–�Fighters�must�have�a�Strength� Fighters� with� a� Wisdom� and� Charisma� score� of� 13� or� higher� can�
score�of�9�or�higher.�Fighters�can�be�of�any�alignment,�and�they� opt�to�be�a�paladin.�Paladins�are�paragons�of�chivalry�that�protect�
can�use�any�weapon�and�wear�any�armor.�Fighters�can�use�magic� the� weak� and� punish� the� wicked.� Paladins� must� be� Lawful� in�
armor,�weapons,�swords,�potions�and�wondrous�items.� alignment,� and� may� never� waver� in� their� dedication� to� this�
alignment.�If�ever�they�do,�they�lose�their�status�as�paladins�and�
SPECIAL�ABILITIES�–�Fighters�make�two�attacks�each�round�against� become�normal�fighters�forever�more.�
monsters�with�0�Hit�Dice.��
Paladins� do� not� gain� the� extra� attacks� of� fighters.� Paladins� can�
At� fifth� level,� fighters� can� attack� twice� per� round� (see� Combat� detect� evil� at� will� (as� the� cleric� spell)� and� are� always� under� the�
below)�against�opponents�with�any�number�of�hit�dice.� effects� of� protection� from evil� (also� as� the� cleric� spell).� A� third�
level�paladin�can�turn�undead�as�well�as�a�first�level�cleric.�A�sixth�
At� sixth� level,� a� fighter� gains� a� retainer.� The� retainer� is a� loyal� level�paladin�can�cast�spells�as�a�first�level�cleric.�
companion�under�the�control�of�the�fighter’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� and� alignment.� The� fighter� must� pay� for� his� retainer’s� �
BLOODY�BASIC 8
�
RANGER�SUBCLASS� prepare� and� cast� a� limited� number� of� spells� per� level.� Once� a�
magic�user�casts�a�spell,�the�spell�is�erased�from�his�mind.�
A� fighter� with� a� Wisdom� score� of� 13� or� higher� can� opt� to� be� a�
ranger.�A�ranger�is�a�wilderness�warrior�who�protects�settlements� Unlike�clerics,�who�can�prepare�any�spell�on�the�cleric�list�through�
on�the�fringe�of�civilization�from�the�monsters�of�the�wilderness.� prayer� alone,� magic�users� can� only� prepare� spells� they� have�
Rangers� must� be� Lawful� in� alignment.� Rangers� do� not� get� the� learned� and� copied� into� their� spellbooks.� The� one� exception� to�
extra�attacks�of�fighters�and�they�cannot�use�armor�heavier�than� this�is�the�read�magic�spell,�which�magic�users�can�prepare�from�
chainmail.� Rangers� inflict� double� damage� against� Chaotic� memory.�At�first�level,� a� magic�user� begins� the�game� with�three�
humanoids�and�giants.�Rangers�can�climb�sheer�surfaces,�hide�in� first�level�magic�user�spells�in�their�spellbook.�
shadows� and� move� silently� as� well� as� thieves.� At� sixth� level,�
MAGIC�USER� SPELLS�PER�SPELL�LEVEL�PER�DAY�
rangers�cast�spells�as�well�as�first�level�magic�users.�
LEVEL� 1ST� 2ND� 3RD�
FIGHTER�ADVANCEMENT�TABLE� 1� 1� �� ��
2� 2� �� ��
XP� LEVEL� HIT�POINTS� ATTACK�BONUS� TITLE�
3� 2� 1� ��
0� 1� 1d8� +1� Armsman�
4� 3� 2� ��
2,000� 2� 2d8� +2� Warrior�
5� 3� 2� 1�
4,000� 3� 3d8� +3� Champion�
6� 3� 3� 2�
8,000� 4� 4d8� +4� Gladiator�
�
16,000� 5� 5d8� +5� Swashbuckler� At�sixth�level,�a�magic�user�gains�a�retainer.�The�retainer�is�a�loyal�
32,000�� 6� 6d8� +5� Grognard� companion� under� the� control� of� the� magic�user’s� player.� The�
� retainer�is�rolled�randomly�on�the�retainer�table�at�the�end�of�this�
FIGHTER�SAVING�THROWS� section.� The� TK� should� roll� ability� scores� for� the� retainer� and�
assign�them�a�name�and�alignment.�The�magic�user�must�pay�for�
LEVEL� FORTITUDE� REFLEXES� WILL� his� retainer’s� room� and� board.� Retainers� receive� 25%� of� the�
1st�to�2nd� 13� 15� 15� experience�points�earned�by�the�magic�user.�
3rd�to�4th�� 12� 14� 14�
FIRST�LEVEL�MAGIC�USER�SPELLS�
5th�to�6th�� 11� 13� 13�
� 1.�AUDIBLE�GLAMER�–�You�create�an�illusory�sound�that�lasts�for�
THE�MAGIC�USER�CLASS� ten�minutes.�You�can�produce�as�much�sound�as�four�people.�
Magic�users�are�spell�casters�that�can�access�the�widest�variety�of� 2.� CHARM� PERSON� –� The� target� of� this� spell� must� be� a� human,�
spells� in� the� game.� They� are� scholars� and� thus� fairly� weak� dwarf,�elf�or�halfling.�If�they�fail�a�Will�saving�throw,�they�regard�
combatants,�but�their�magical�might�more�than�makes�up�for�any� the�magic�user�as�a�trusted�friend�until�the�spell�is�dispelled.��
physical�shortcomings�of�the�class.�
3.�COMPREHEND�LANGUAGES�–�For�one�hour,�the�magic�user�can�
REQUIREMENTS� &� RESTRICTIONS� –� Magic�users� must� have� an� comprehend� all� languages,� whether� they� are� spoken� or� written.�
Intelligence� score� of� 9� or� higher.� They� can� belong� to� any� Unfortunately,�he�cannot�speak�these�languages.��
alignment�faction.�Magic�users�cannot�use�armor�of�any�kind,�and�
can�only�fight�with�clubs,�daggers,�slings�and�staves.�Magic�users� 4.�DETECT�MAGIC�–�As�the�cleric�spell�of�the�same�name.�
can� use� magic� weapons,� potions,� scrolls,� wands,� staves� and�
wondrous�items.� 5.�HOLD�PORTAL�–�The�magic�user�can�cause�one�door�or�lid�to�be�
stuck�fast�and�impossible�to�open�for�one hour.�
SPECIAL� ABILITIES� –� Magic�users� can� cast� magic� spells.� The�
process�of�casting�magic�spells�is�not�dissimilar�from�the�process� 6.�LIGHT –�As�the�cleric�spell�of�the�same�name.�
of� clerics� casting� cleric� spells.� The� magic�user� must� wave her�
hands,�say�some�magic�words,�and�then�the�spell�goes�off.� 7.� MAGIC� MISSILE� –� The� magic�user� conjures� a� missile� of� pure�
force�that�he�can�direct�at�any�target�within�normal�arrow�range.�
Like�a�cleric,�a�magic�user�must�prepare�his�spells�in�the�morning,� The� missile� deals� 1d4+1� points� of� damage.� A� sixth� level� magic�
committing�them�to�his�memory.�As�with�clerics,�magic�users�can� user�can�conjure�two�such�missiles�at�a�time.�
BLOODY�BASIC 9
�
8.�PROTECTION�FROM�EVIL�–�As�the�cleric�spell�of�the�same�name,� to� 30� words� long.� Once� the� message� is� spoken,� the� spell� is�
except�that�it�lasts�for�one�hour�instead�of�two.� discharged.�
9.�READ�MAGIC�–�This�spell�allows�the�magic�user�to�read�magic� 12.�MIRROR�IMAGE�–�For�one�hour,�this�spell�creates�1d4�images�
spells�in�spellbooks�and�scrolls.� of� the� magic�user� that� mimic� his� movements.� Attackers� cannot�
tell�the�real�from�the�unreal�without�attacking�and�hitting�them.�
10.� SHIELD� –� This� spell� conjures� an� invisible� shield� of� force� that� When�a�mirror�image�is�hit,�it�disappears.�
grants�the�magic�user�a�one�point�bonus�to�Armor�Class.�The�spell�
lasts�for�ten�minutes.� 13.�PHANTASMAL�FORCE�–�This�spell�creates�the�visual�illusion�of�
an� object,� creature,� or� force,� as� visualized� by� you.� The� illusion�
11.�SLEEP�–�This�spell�puts�enemies�into�an�enchanted�slumber�for� does� not� create� sound,� smell,� texture,� or� temperature.� You� can�
one� hour.� The� victims� do� not� receive� a� saving� throw.� A� total� of� move�the�image�within�a�range�of�500’�of�you.�
2d8�hit�dice�or�levels�of�victims�is�put�asleep�by�the�spell,�starting�
with�the�victims�nearest�the�caster,�and�affecting�lower�hit�dice�or� 14.�PYROTECHNICS�–�You�create�fireworks�or�blinding�smoke�from�
level�victims�before�higher�hit�dice�or�level�victims.� a�normal�fire.�This�lasts�for�up�to�one�hour.�
12.�VENTRILOQUISM�–�The�magic�user’s�voice�or�any�sound�that� 15.� RESIST� ENERGY� –� For� one� hour,� the� recipient� of� this� spell�
they� can� normally� make� vocally� seems� to� issue� from� someplace� suffers�half�damage�from�one�energy�type,�chosen�when�the�spell�
nearby.�The�spell�lasts�for�10�minutes.� is�cast:�Acid,�cold,�electricity�or�fire.�
SECOND�LEVEL�MAGIC�USER�SPELLS� 16.�ROPE�TRICK�–�By�casting�this�spell�and�tossing�a�rope�into�the�
air,� you� create� a� portal� into� a� pocket� dimension� where� you� and�
1.� ACID� ARROW� –� You� shoot� a� magic� arrow� of� acid� up� to� 500’.� up�to�three�others�can�rest�for�up�to�one�hour�plus�ten�minutes�
This�requires�a�missile�attack�roll.�If�it�hits,�the�arrow�inflicts�2d4� per� magic�user� level.� If� the� rope� is� not� dragged� into� the� pocket�
points� of� acid� damage� and� another� 2d4� points� of� acid� damage� dimension,�it�might�be�stolen�and�its�inhabitants�trapped�forever.�
each�round�thereafter�for�1d6�rounds�or�until�the�acid�is�washed�
off.� 17.�SPIDER�CLIMB�–�For�30�minutes,�the�recipient�of�this�spell�can�
walk�on�walls�and�ceilings.�
2.�CONTINUAL�LIGHT�–�As�the�cleric�spell�of�the�same�name.�
3.�DARKNESS�–�Creates�a�field�of�darkness�15’�in�radius�around�an�
object�touched.�The�darkness�lasts�for�one�hour.�
4.�DETECT�EVIL�–�As�the�cleric�spell�of�the�same�name.�
5.�DETECT�INVISIBILITY�–�The�magic�user�can�detect�the�presence�
and�location�of�invisible�creatures�within�30’.�
6.�E.S.P.�–�The�magic�user�can�read�the�minds�of�humans,�demi�
humans�and�humanoids�within�30’.�
8.� KNOCK� –� The� magic�user� causes� a� door� to� open,� even� if� the�
door�is�locked�or�held�or�wizard�locked�by�another�magic�user.�
9.�LEVITATE�–�You�can�levitate�up�and�down�at�a�rate�of�20’�per�
round�for�10�minutes�per�level.�
10.�LOCATE�OBJECT�–�As�cleric�spell�of�same�name.�
11.�MAGIC�MOUTH�–�You�enchant�an�item�so�that,�when�certain�
conditions�are�met,�a�mouth�forms�on�it�and�speaks�a�message�up�
BLOODY�BASIC 10
�
18.� STRENGTH� –� The� recipient� of� this� spell� becomes� strong� for� 10.�HOLD�PERSON�–�As�the�cleric�spell�of�the�same�name.�
one�hour.�
11. INVISIBILITY SPHERE – As invisibility, but it affects all of your
19.�WEB�–�Fibrous,�sticky�webs�fill�an�area�up�to�10’�x�10’�x�10’�It�is� allies� within� 10’� of� you.� Allies� who� leave� the� invisibility� sphere�
extremely�difficult�to�get�through�the�mass�of�strands,�taking�one� lose�their�invisibility.�
turn�if�torch,�sword�or�flaming�sword�is�used,�and�creatures�larger�
than� a� horse� can� break� through� in� 2� turns� (see� Combat� below).� 12.�LIGHTNING�BOLT�–�This�spell�allows�you�to�throw�a�150’�long�
Humans� take� longer� to� break� through,� perhaps� 3�4� turns� or� bolt� of� lightning.� All� within� 10’� of� the� lightning� bolt� suffer� 1d6�
longer.�The�webs�last�for�8�hours�and�then�disintegrate.�The�web� points�of�electricity�damage�for�each�of�your�levels.�A�successful�
can�be�dodged�with�a�successful�Reflex�saving�throw.� Reflex�saving�throw�cuts�this�damage�in�half.�
20.�WIZARD�LOCK�–�As�hold�portal,�but�permanent�until�dispelled.� 13.�MAGIC�CIRCLE�AGAINST�EVIL�–�As�protection�from�evil,�but�it�
affects�an�area�10’�in�radius�around�you.�
THIRD�LEVEL�MAGIC�USER�SPELLS�
14.�PROTECTION�FROM�NORMAL�MISSILES�–�For�two�hours,�you�
1.� CLAIRAUDIENCE� –� With� this� spell,� you� can� hear� through� solid� are�immune�to�arrows,�bolts,�bullets�and�similar�missiles.�
stone� and� other� obstacles� within� a� range� of� 60� ft.� The� spell’s�
15.� SLOW� –� In� a� 60’� radius� area� around� you,� as� many� as� 24�
effect� cannot� pass� through� even� a� thin� sheet� of� lead.� The� spell�
creatures�failing�a�Will�saving�throw�can�only�move�at�half�speed�
can�be�cast�through�a�crystal�ball.�This�spell�lasts�for�two�hours.�
and�attack�every�other�round.�
2.� CLAIRVOYANCE� –� With� this� spell,� you� can� see� through� solid�
16.� SPECTRAL� FORCE� –� This� spell� works� like� phantasmal� force,�
stone� and� other� obstacles� within� a� range� of� 60� ft.� The� spell’s�
except�that�sound,�smells�and�thermal�properties�can�be�added�to�
effect� cannot� pass� through� even� a� thin� sheet� of� lead.� This� spell�
the�illusion.�It�lasts�for�up�to�ten�minutes.�
lasts�for�two�hours.�
17.�SUGGESTION�–�You�make�a�hypnotic�suggestion�to�the�victim�
3.� DARKVISION� –� For� one� day� you� can� see� up� to� 60’� through�
of�this�spell.�If�the�victim�fails�a�Will�saving�throw,�he�carries�out�
complete�darkness,�as�a�dwarf�or�elf.�
the�suggestion�as�best�as�he�can�for�up�to�one�week.�A�command�
4.� DISPEL� MAGIC� –� This� spell� nullifies� spells� and� other� magical� to�kill�himself�will�only�be�carried�out�1%�of�the�time.�
effects� for� up� to� 10� minutes.� When� dispelling� an� effect� cast� by�
18.� SUMMON� MONSTER� –� You� summon� from� the� ether� one�
another�magic�user or�a�cleric,�you�must�roll�1d20,�add�your�level,�
monster� with� one� hit� dice� (i.e.� 1d6� hit� points),� or� two� monsters�
and�exceed�an�amount�equal�to�10�plus�the�other�caster’s�level.�
with�zero�hit�dice�(i.e.�1d4�hit�points).�
5.� EXPLOSIVE� RUNES� –� This� spell� creates� runes�that,� when� read,�
19.�TONGUES�–�The�recipient�of�this�spell�can�speak�the�language�
explode�into�a�20’�radius�ball�of�fire�that�inflicts�5d6�points�of�fire�
of�any�intelligent�creature�for�up�to�one�hour.�
damage�(Reflex�saving�throw�for�half�damage).�
20.� WATER� BREATHING� –� The� recipient� of� the� spell� is� able� to�
6.� FIREBALL� –� This� spell� allows� you� to� throw� a� ball� of� fire� up� to�
breathe�underwater�for�two�hours.�
500’� away.� The� ball� explodes� on� your� command,� filling� a� 20’�
radius�area�with�fire�and�inflicting�1d6�points�of�damage�for�every� MAGIC�USER�ADVANCEMENT�
level� you� possess.� A� successful� Reflex� saving� throw� cuts� this�
damage�in�half.� XP� LEVEL� HIT�POINTS� ATTACK��BONUS� TITLE�
0� 1� 1d4� +0� Adept�
7.�FLY�–�For�1d6�x�10�minutes�the�recipient�of�this�spell�can�fly�at�a�
2,500� 2� 2d4� +0� Medium�
movement�rate�of�60’,�or�30’�if�encumbered.�
5,000� 3� 3d4� +1� Invoker�
8.� GASEOUS� FORM� –� The� recipient� of� this� spell� and� all� its� gear� 10,000� 4� 4d4� +1� Mage�
become� an� invisible� gas� for� ten� minutes.� They� cannot� attack or� 20,000� 5� 5d4� +1� Spellbinder�
cast�spells,�but�can�fly�at�a�speed�of�10’.��
40,000� 6� 6d4� +2� Grammarian�
9.�HASTE�–�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.� �
�
BLOODY�BASIC 11
�
MAGIC�USER�SAVING�THROWS�
REQUIREMENTS�&�RESTRICTIONS�–�Thieves�must�have�a�Dexterity�
score�of�9�or�higher.�They�cannot�belong�to�the�Lawful�alignment,�
and�so�must�be�Neutral�or�Chaotic.�Thieves�can�only�use�leather�
armor� and� cannot� use� 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.�
Listen� at� Door� –� Thieves� can� attempt� to� hear� conversations� and� A� thief� with� an� intelligence� of� 13� or� higher� can� opt� to� be� an�
other�noises�clearly�on�the�other�side�of�a�door.� assassin.�An�assassin�must�be�Chaotic�in�alignment.�Assassins�lose�
the� ability� to� find� &� remove� traps� and� pick� pockets,� but� gain� a�
Move�Silently�—�When�a�thief�moves�silently,�they�move�without� more� potent� backstab.� An� assassin’s� backstab� deals� double�
making�any�sound�whatsoever,�and�thus�there�is�no�chance�that� damage�from�first�to�third�level,�and�triple�damage�from�fourth�to�
someone�will�hear�them.� sixth�level.�An�assassin�can�choose�to�forgo�extra�damage�from�his�
backstab�and�instead� force� the�target�to� pass� a� Fortitude� saving�
Open� Locks� —� Thieves� can� use� their� thieves’� tools� to� pick� locks,�
throw�or�be�knocked�unconscious�for�one�hour.�
and�use�their�keen�hearing�and�nimble�fingers�to�crack�safes.�
Pick�Pockets�—�Thieves�can�attempt�to�pick�pockets�without�any� BARD�SUBCLASS�
chance� of� their� victims� knowing� they� have� been� robbed.� In�
addition,� a� thief� can� use� this� skill� to� palm� small� objects� and� A�thief�with�a�Charisma�and�Intelligence�of�13�or�higher�can�opt�to�
perform�other�acts�of�legerdemain.� be� a� bard.� Bards� cannot� be� Chaotic� in� alignment.� A� bard� is� a�
BLOODY�BASIC 12
�
musician� with� magical� abilities.� When� playing� her� instrument,� a� 17� Valiant�Templar�(2nd�level�paladin,�chainmail,�shield,�sword)�
bard� can� hypnotize� an� audience.� The� members� of� the� audience� 18� Wide�Eyed�Farmer�(2nd�level�barbarian,�bow,�spear)�
must� pass� a� Will� saving� throw� or� stare� fascinated� at� the� bard’s� 19� Wild�Nomad�(2nd�level�barbarian,�leather�armor,�bow,�sword,�war�
performance,�ignoring�everything�else�but�mortal�danger�(such�as�
horse)�
physical� attacks� or� fires).� A� sixth� level� bard� can� cast� spells� as� a�
20� Wise�Woman�(2nd�level�magic�user,�dagger,�spellbook)�
first�level�magic�user.�Bard’s�lose�the�thief’s�backstab�ability.�
�
THIEF�ADVANCEMENT�TABLE� VII.�EQUIPMENT�
XP� LEVEL� HIT�POINTS� ATTACK��BONUS� TITLE� MONEY�
0� 1� 1d6� +0� Scamp�
1,500� 2� 2d6� +1� Varlet� Money� comes� in� three� denominations� –� gold� pieces� (gp),� silver�
pieces� (sp)� and� copper� pieces� (cp).� One� gold� piece� is� worth� ten�
3,000� 3� 3d6� +1� Villain�
silver� pieces,� and� one� silver� piece� is� worth� 10� copper� pieces.�
6,000� 4� 4d6� +2� Dodger�
Naturally,�that�means�one�gold�piece�is�worth�100�copper�pieces.�
12,000� 5� 5d6� +3� Rapscallion�
24,000� 6� 6d6� +3� Desperado� Characters�begin�the�game�with�10�gp�per�point�of�Charisma.�
�
THIEF�SAVING�THROWS� ENCUMBRANCE�
LEVEL� FORTITUDE� REFLEXES� WILL� Characters� adventuring� into� mysterious,� dangerous� places� will�
1st�to�2nd� 15� 13� 15�
want�to�carry�all�the�gear�they�might�possibly�need,�but�they�are�
limited�by�the�weight�of�this�gear.�
3rd�to�4th�� 14� 12� 14�
5th�to�6th�� 13� 11� 13� Weight�in�Bloody�Basic�is�simplified�(of�course),�with�each�item�in�
� the� game� being� assigned� one� of� three� weight� classes� –� light,�
VI.�RETAINERS� medium�or�heavy.�For�our�purposes,�a�medium�object�weighs�as�
much�as�three�light�objects,�and�a�heavy�object�weighs�as�much�
Retainers� are� loyal� sidekicks� gained� by� sixth� level� characters.� as�six�light�objects.�100�coins�count�as�a�single�light�item.�
When�a�character�reaches�sixth�level,�their�player�should�roll�on�
the�table�below�to�determine�what�sidekick�they�attract.� A� normal� character� can� carry� 24� light� objects� without� being�
encumbered.�
D20� RETAINER�
1� Brave�Soldier�(2nd�level�fighter,�chainmail,�pole�arm)� A� weak� character� can� carry� 14� light� items� without� being�
2� Cunning�Man�(2nd�level�magic�user,�club,�spellbook)�
encumbered.�
3� Devout�Pilgrim�(2nd�level�cleric,�leather�armor,�staff,�holy�symbol)� A� strong� character� can� carry� 34� light� items� without� being�
4� Disguised�Noble�(2nd�level�fighter,�chainmail,�sword)� encumbered.�
5� Elderly�Scholar�(2nd�level�magic�user,�staff,�spellbook)�
An encumbered�character’s�movement�rate�is�reduced�by�10.�
6� Feisty�Friar�(2nd�level�cleric,�chainmail,�mace,�holy�symbol)�
7� Old�Prospector�(2nd�level�thief,�pick�and mule)�
ARMOR�
8� Patient�Picaro�(2nd�level�thief,�dagger)�
9� Rakish�Swordsman�(2nd�level�fighter,�sword,�dagger)� A�character’s�Armor�Class�(AC)�is�based�on�the�armor�they�wear.�If�
10 Romantic�Minstrel�(2nd�level�bard,�lute,�dagger)� the� character� is� clumsy,� one� point� is� deducted� from� their� AC.� If�
11 Rugged�Huntsman�(2nd�level�ranger,�leather�armor,�bow,�axe)� the�character�is�nimble,�one�point�is�added�to�their�AC.�
12 Salty�Sailor�(2nd�level�fighter,�crossbow,�axe)�
�
13� Savage�Berserker�(2nd�level�barbarian,�battleaxe)�
14� Sneaky�Spy�(2nd�level�assassin,�dagger)� �
15� Street�Urchin�(2nd�level�thief,�dagger)�
�
16� Tribal�Shaman�(2nd�level�druid,�staff,�sling,�wooden�holy�symbol)�
BLOODY�BASIC 13
�
ARMOR� AC� WEIGHT� COST� MISSILE�WEAPON� � WEIGHT� COST�
None� 10� �� �� Arrows,�quiver�of�20� � L� 1�gp�
Leather� 12� L� 10�gp� Bolts,�case�of�10� � L� 2�gp�
Chainmail� 15� M� 150�gp� Bullets,�sack�of�20� � L� 1�sp�
Plate�mail� 17� H� 1,500�gp� �
Helm� +1� L� 7�gp� ADVENTURE�GEAR�
Shield� +1� L� 7�gp�
Since�not�every�danger�in�a�dungeon�can�be�solved�with�fighting,�
�
Shields�and�helms�increase�a�character’s�AC�by�one�point.� exploration�requires�more�than�just�armor�and�weapons.��
� Hammer L� 5�sp
MISSILE�WEAPON� RANGE� DAMAGE� WEIGHT� COST� Hat�with�Feather L� 1�gp
Axe� 30’� 1d6� L� 6�gp� Holy�Symbol,�Wood �� 1�gp
Bow� 200’� 1d6� M� 30�gp� Holy�Symbol,�Silver� L� 25�gp�
Crossbow� 300’� 1d6+1 H� 50�gp� Holy�Water�(Flask) L� 25�gp
Dagger� 40’� 1d4� L� 2�gp�
Horse,�Riding �� 75�gp
Dart� 60’� 1d4� L� 5�sp�
Horse,�War �� 400�gp
Javelin� 90’� 1d6� L� 1�gp�
Hose,�Woolen L� 5�sp
Sling� 150’� 1d4� L� 1�cp�
� Ink (Vial) �� 8�gp
Bows,� crossbows� and� slings� require� ammunition.� Bows� shoot� Iron�Spikes (10) L� 1�gp
arrows,� crossbows� shoot� bolts� and� slings� throw� bullets.� In� a�
Lantern L� 1�sp
pinch,�smooth�river�stones�can�be�used�as�sling�ammunition.�
BLOODY�BASIC 14
�
Lock� L� 40�gp charisma�can�hire�three�henchmen.�A�repulsive�character�can�hire�
Manacles� L� 15�gp� only� one� henchman.� A� charming� character� can� hire� five�
henchmen.�
Map�Case� L� 1�gp
Mirror,�Small� L� 10�gp Guides� –�Guides� work� as� scouts,� hunters�and� trappers.�They� are�
skilled� at� guiding� people� through� the� wilderness� and� tracking�
Mule� �� 8�gp
monsters�and�animals.�Guides�fight�as�warriors�(1d6�hit�points,�+1�
Oil�(Flask)� L� 1�sp bonus�to�attack)�and�can�wear�leather�armor�and�fight�with�light�
Paper�(10�sheets)� �� 4�gp and�medium�weapons.�Guides�earn�a�wage�of�5�gp�per�day.�
Poison�(Flask)� L� 100�gp
Men�At�Arms�–�Men�at�arms�are�soldiers�and�mercenaries.�They�
Pole�(10’)� M� 2�sp fight� as� warriors� (1d6� hit� points,� +1� bonus� to� attack).� Men�at�
Pouch,�Belt� L� 1�gp arms�come�in�the�following�varieties:�
HENCHMEN� 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�
Henchmen�are�people�hired�by�adventurers�to�accompany�them� six� languages,� and� can� cast� one� first� level� magic�user� spell� per�
into�the�dungeon. Henchmen�expect�to�be�paid�a�salary.�Hench� day.� Sages� fight� as� normal� humans� (1d4� hit� points,� no� attack�
men� do� not� earn� a� share� of� experience� points� or� treasure,� and� bonus)�and�cannot�wear�armor.�They�can�only�fight�with�daggers�
they�do�not�advance�in�level.� and�clubs.�A�sage�earns�a�wage�of�10�gp�per�day.�
The�number�of�henchmen�a�character�can�hire�for�an�adventure� Torch� Bearer� –� A� torch� bearer� is� a� normal� human� being� who� is�
depends� on� the� character’s� charisma.� A� character� with� average� hired�to�carry�torches�and�basically�serve�as�human�pack�animals.�
BLOODY�BASIC 15
�
Torch�bearers�fight�as�normal� humans�(1d4�hit�points,� no� attack� TIME�SPAN� EXPLORATION� WALKING� RUNNING�
bonus)�and�cannot�wear�armor.�They�can�only�fight�with�daggers� Round� 10’� 30’� 120’�
and�clubs.�Torch�bearers�earn�a�wage�of�1�sp�per�day.� Minute� 60’� 180’� 720’�
Turn� 600’� 1,800’� 7,200’�
VIII.�ALIGNMENT�
�
Alignment� is� an� abstract� definition� of� a� character’s� moral� code.� Small� characters,� like� dwarves� and� halflings,� have� a� normal�
There�are�three�alignments:�Lawful,�Chaotic�and�Neutral.� walking� speed� of� 20’� per� round,� instead� of� 30’� per� round.� Their�
exploration� movement� rate� is� the� same� as� for� larger� folk,� since�
Lawful�characters�believe�in�honesty�and�mercy.�They�do�not�kill� they�do�not�need�to�creep�around�more�slowly�just�because�their�
helpless�prisoners�and�may�not�use�poison�or�acid�in�combat,�as� normal� walking� speed� is� slower� than� that� of� larger� folk.�
this�is�not�considered�honorable.�Clerics�will�heal�Lawfuls�for�free.� Movement�for�these�folks�looks�like�this:�
BLOODY�BASIC 16
�
To�pass�a�saving�throw,�you�must�roll�1d20�and�try�to�roll�equal�to� while� a� smart� character� adds� one� to� his� roll.� Knowledge� tasks�
or�higher�than�your�character’s�saving�throw�value.�� include� identifying� plants� and� animals,� translating� ancient�
languages,�and�finding�traps.�
Frail� characters� deduct� one� from� their� Fortitude� saving� throw�
rolls,�while�tough�characters�add�one�to�their�Fortitude�roll.� PERCEPTION� TASKS� –� Perception� tasks� use� a� character’s� Will�
saving� throw.� A� foolish� character� subtracts� one� from� his� roll,�
Clumsy� characters� deduct� one� from� their� Reflex� saving� throw� while� a� wise� character� adds� one� to� his� roll.� Perception� tasks�
rolls,�while�nimble�characters�add�one�to�their�Reflex�roll.� include�finding�secret�doors�and�listening�at�doors.�
Characters� often� need� to� accomplish� tasks� that� have� nothing� to� COMBAT�
do� with� combat.� When� a� player� decides� his� or� her� character� is�
going to� do� something,� the� best� policy� is� to� assume� it� succeeds� Combat�begins�with�rolling�initiative.�Initiative�determines�which�
unless�it�is�difficult,�a�matter�of�life�or�death�(i.e.�it�is�dramatic)�or� character�or�monster,�or�which�side,�goes�first�in�combat.�
when�it�is�being�attempted�under�pressure.�
Initiative�can�be�handled�in�two�ways:�Individual�or�Group.�
If�a�character�is�attempting�a�task�in�which�they�are�unskilled,�the�
player�rolls�1d20�and�tries�to�roll�an�18�or�higher.� 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�
If�a�character�is�attempting�a�task�for�which�they�have�a�knack�(for� simultaneously.�
example� –� an� elf� searching� for� a� secret� door),� the� player� rolls�
1d20�and�tries�to�roll�a�15�or�higher.� For� individual� initiative,� each� character� and� monster� rolls� 1d10,�
with�the�highest�roller�going�first,�then�the�second�highest�roller,�
If� a� character� is� attempting� a� task� in� which� they� are� skilled� (for� and�so�on,�until�each�character�and�monster�has�had�a�turn.�
example� –� a� thief� attempting� to� pick� pockets),� they� player�
attempts� a� task� check.� The� type� of� task� check� depends� on� the� The�following�modifiers�can�be�used�with�individual�initiative:�
task�being�attempted.�Skilled�task�checks�are�a�modified�version�
of�saving�throws.� ACTION/CONDITION� MODIFIER�
Clumsy� �1�to�initiative�
AGILITY� TASKS� –� Agility� tasks� use� a� character’s� Reflex� saving� Nimble� +1�to�initiative�
throw.� A� clumsy� character� subtracts� one� from� his� roll,� while� a�
Encumbered� �1�to�initiative�
nimble� character� adds� one� to� his� roll.� Agility� tasks� include�
Cast�Spell� �1�to�initiative�for�first�level�spells,��2�for�second�
balancing,� climbing� sheer� surfaces,� escaping� bonds,� hiding� in�
shadows,� moving� silently,� opening� locks,� picking� pockets,� and� level�spells,��3�for�third�level�spells�
removing�traps.� Light�Weapons� +1�to�initiative�
Heavy�Weapons� �1�to�initiative�
CHARISMA� TASKS� –� Charisma� tasks� use� a� character’s� Will� saving�
Haste� +1�to�initiative�
throw.� A� repulsive�character� subtracts�one� from� his� roll,� while� a�
Slow� �1�to�initiative�
charming� character� adds� one� to� his� roll.� Charisma� tasks� include�
collecting� rumors,� bluffing� people,� disguising� oneself� and� �
intimidation�or�entertaining�people.� Once�the�order�of�combat�has�been�determined,�each�member�of�
a� group� or� each� individual� combatant� can� take� their� turn.� On� a�
ENDURANCE�TASKS�–�Endurance�tasks�use�a�character’s�Fortitude� creature’s�turn,�they�can�make�a�normal�move�and�take�an�action,�
saving�throw.�A�frail�character�subtracts�one�from�his�roll,�while�a� make� a� double� move� and� take� no� action,� or� just� stand� around�
tough� character� adds� one� to� his� roll.� Endurance� tasks� include� doing�nothing.�
ignoring�pain�and�concentration.�
BLOODY�BASIC 17
�
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.�Other�
wise,�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�
An�action,�in�this�context,�includes�casting�a�spell,�attacking�with�a�
some� plants,� which� have� no� sense� of� self� preservation,� never�
weapon,�or�performing�some�other�action,�like�climbing�a�wall�or�
have� to� make� morale� checks� –� they� always� fight� to� the� death.�
picking�a�lock.�
Berserkers�also�always�fight�to�the�death.�
To�make�an�attack,�roll�1d20�and�add�the�attacker’s�attack�bonus.�
Monsters� with� basic� animal� intelligence� have� a� 5� in� 6� chance� of�
If� making� a� melee� attack,� add� one� to� the� roll� if� the� character� is�
making� a� fighting� retreat.� If� they� are� pressed,� they� go� into� full�
strong,�and�subtract�one�from�the�roll�if�the�character�is�weak.�If�
retreat�and�run�away.�
making� a� missile� attack,� add� one� to� the� roll� if� the� character� is�
nimble,�and�subtract�one�from�the�roll�if�the�character�is�clumsy.�
Monsters� with� human�level� intelligence� have� a� 5� in� 6� chance� of�
Any�advantage�to�an�attack,�such�as�high�ground�or�using�a�longer�
making�a�fighting�retreat�if�they�appear�to�be�outnumbered�or�are�
melee� weapon� or� your� opponent� being� prone� on� the� ground,�
flanked� or� in� some� other� bad� tactical� situation.� If� they� still� have�
gives�you�a�+1�bonus�to hit.��
the�upper�hand,�they�have�a�3�in�6�chance�of�retreat.�If�they�are�
defending�their�homes�or�something�equally�important�to�them,�
If� the� total� attack� roll� is� equal� to� or� greater� than� the� target’s�
they�have�a�1�in�6�chance�of�retreating.�Once�monsters�choose�to�
Armor�Class,�the�attack�is�successful.�On�a�successful�attack,�the�
stand� and� fight,� they� need� make� no� further� morale� checks� until�
attacker�rolls�damage�dice,�and�the�damage�is�deducted�from�the�
losing� another� half� of� their� numbers� or� hit� points,� or� losing� a�
target’s�hit�point�total.�When�the�target’s�hit�points�are�reduced�
leader.� Pressing� an� attack� against� intelligent� monsters� in� a�
to� 0,� the� attacker� can� choose� whether� they� are� killed,� knocked�
fighting� retreat� forces� them� to� make� another� morale� check� to�
unconscious,�or�subdued�and�become�prisoners.�
avoid�making�a�full,�running�retreat.�
When�attempting�a�special�maneuver,�such�as�grappling,�pushing�
CONDITION� CHANCE�OF�RETREAT�
people�out�of�your�way,�tripping�people�or�throwing�dust�in�their�
eyes,�you�make�a�normal�attack,�but�your�opponent�can�make�an� Non�Intelligent� 0�
BLOODY�BASIC 18
�
A�creature�that�is�poisoned�must�pass�a�Fortitude�saving�throw�or� Traditionally,�a�dungeon�becomes�more�dangerous�as�one�delves�
suffers� 1d6� points� of� damage� per� round.� If� two� of� these� saving� deeper�into�it.�The�first�level�of�a�dungeon�should�be�a�challenge�
throws�in�a�row�are�passed,�the�poison�ceases�causing�damage.� for� first� level� adventurers,� while� the� sixth� level� of� a� dungeon�
should�be�a�challenge�for�sixth�level�parties.�
X.�DUNGEONS�AND�WILDERNESS�
Wondrous�objects�include�teleportation�portals,�pools�of�magical�
DESIGNING�DUNGEONS� liquids,� weird� wall� carvings� that� give� clues� to� beat� the� dungeon,�
magical�statues�that�talk�or�curse�adventurers,�etc.�
A� sample� dungeon� map� can� be� seen� on� this� page.� Drawing� a�
dungeon� is� a� simple� exercise� in� creativity.� Find� a� piece� of� graph� When� adventurers� delve� into� a� dungeon� and� then� leave� to�
paper�and�a�pencil,�and�begin�drawing�rooms�and�corridors.�Add� replenish� supplies� and� hit�points,�there�is�a� 1�in� 6�chance�that� a�
doors,� some� locked� and� others� not,� stairs� or� shafts� to� lower� room�that�has�been�cleared�of�monsters�will�have�new�occupants.�
levels,�and�other�features�to�make�the�place�interesting.�� Dungeons�are�magical�places,�and�doors�will�close�and�lock,�and�
traps�reset,�by�themselves�an�hour�after�being�opened/triggered.�
Once�the�map�is�drawn,�stock�the�rooms.�The�following�table�can�
be�used�as�a�guide:� WANDERING�MONSTERS�
BLOODY�BASIC 19
�
no�modifier�to�initiative.� 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�
When the adventurers meet the monsters, the TK should roll a triggered� and� the� would�be� trap� remover� must� pass� a� Reflex�
reaction�check�to�see�what�the�monsters�are�thinking.�� saving�throw�or�be�hit�full�force�by�the�trap.�
BLOODY�BASIC 20
�
� �
WILDERNESS� CIVILIZATION�
The� wilderness� is� the� mostly� uninhabited� land� outside� of� When� adventurers� are� not� trekking� across� wilderness� or� delving�
civilization.� Most� of� the� best� dungeons� to� plunder� are� located� into� dungeons,� they� need� a� place� to� rest� and� prepare� for� their�
outside� of� civilization,� across� many� miles� of� wilderness.� For� this� next�adventure.�This�is�where�civilization�comes�in.�
reason,�adventurers�must�often�travel�across�wilderness.�
Settlements�come�in�three�basic�sizes:�Villages,�towns�and�cities.�
Rate�of�movement�depends�on�the�transportation:�
Villages�are�collections�of�cottages�and�hovels�protected�by�lords�
BEAST� MILES�PER�DAY� ENCUMBERED� DRAUGHT� or�ladies�in�castles.�Villages�have�populations�of�10�to�60�families�
Donkey�or�Mule� 16� 90�lb� 900�lb� (roll� 1d6� x� 10).� They� are� surrounded� by� agricultural� land,� mines�
Camel� 20� 300�lb� 1,000�lb� and� coasts� that� permit� fishing.� Human� villages� might� be� found�
anywhere.� Dwarf� villages� are� always� in� mountains� or� highlands.�
Elephant� 18� 600�lb� 8,000�lb�
Elf�villages�are�always�in�woodlands.�Halfling�villages�are�usually�in�
Griffon� 6�foot,�18�wing� 300�lb� 800�lb�
pleasant�valleys.�The�lord�of�the�village�employs�1d6�x�10�men�at�
Hippogriff� 16�foot,�32�wing� 300�lb� 900�lb� arms� to� defend� it,� with� a� sergeant� to� assist� the� lord.� Most�
Horse� 16�� 200�lb� 350�lb� common� items� can� be� purchased� in� villages,� but� armor� and�
Human� 12� �� �� weapons� usually� cannot.� The� lord’s� armorer� can� repair� items.�
Llama� 15� 65�lb� 325�lb� Village�shrines�are�tended�by�first�level�clerics,�and�there�is�a�1�in�
6�chance�that�the�lord�employs�a�first�level�magic�user.�
Ox� 5� 100�lb� 500�lb�
Pegasus� 16�foot,�32�wing� 200�lb� 300�lb� Towns� are� much� larger� settlements,� surrounded� by� walls� and�
Sled�Dog� 10� 20�lb� 100�lb� 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�
If�the�terrain�is�rough�and broken,�halve�the�mileage.�If�traveling� regions,� or� on� trade� routes� (i.e.� highways,� rivers� or� sea� ports).�
through�mountains,�divide�them�by�three.� Most� towns� are� surrounded� by� three� or� more� villages� that� help�
supply�food�and�other�raw�materials�to�the�town�people.�Towns�
In�hot�places,�you�must�double�normal�water�intake�or�lose�1�hit� are� defended� by� 1d6� x� 100� men�at�arms,� with� one� sergeant� per�
point�per�day.� 10� men�at�arms� and� one� captain� to� assist� the� lord.� Towns� are�
almost�always�composed�of�humans�–�demi�humans�rarely�gather�
In� cold� places,� you� must� double� normal� food� intake� and� wear�
in� large� enough� numbers� to� create� full� towns.� Any� item� can� be�
warm�clothes�or�lose�1�hit�point�per�day.�
purchased� in� a� town.� Town� churches� are� tended� by� third� level�
clerics,� and� each� town� has� at� least� one� magic�user� (roll� 1d6� to�
When� traveling�through� wilderness,� there�is�a� 1� in� 6� chance�per�
determine�the�magic�user’s�level),�usually�as�court�mage. There�is�
day� of� experiencing� some� form� of� danger.� Usually,� this� involves�
a� chance� that� a� town� will� have� a� guild� of� thieves� (1d6� x� 10� first�
an�encounter�with�monsters,�but�it�could�also�involve�things�like�
level� thieves� commanded� by� a� sixth� level� thief)� or� a� chaos� cult�
quicksand,�poison�gases,�earthquakes�and�the�like.�Be�creative�–�
(1d6�x�10�worshipers�and�a�third�level�cultist).�
the�point�is�to�give�the�players�a�challenge�to�overcome.�
Cities� are� massive� settlements� that� are� always� located� at� the�
When� encountering� humanoids� in� the� wilderness,� civilized�
nexus�of�multiple�trade�routes.�Cities�have�1,000�to�6,000�families�
humanoids� are� usually� found� in� patrols� of� 3d6� warriors�
(roll� 1d6� x� 1,000),� and� are� always� in� fertile� regions.� Cities� are�
dispatched�from�a�nearby�settlement.��
surrounded�by�three�or�more�towns�and�many�villages.�Cities�are�
Barbaric� humanoids� are� found�either�in� patrols� or� lairs.� Barbaric� surrounded� by� tall� walls,� many� towers� and� one� two� or� more�
humanoid� lairs� number� 20� to� 80� warriors� and� three� times� as� citadels�commanded�by�lords�or�ladies.�The�city�is�ruled�by�a�king�
many�non�combatants.�Barbaric�humanoid�lairs�are�governed�by� or� queen.� It� is� defended� by� 1d6� x� 1,000� men�at�arms,� with� one�
a� chief� and� 1d4� sub�chiefs� (maximum� hit� points).� A� lair� might� sergeant�per�10�and�one�captain�per�100.�Any�mundane�item�can�
include�a�shaman�(2�in�6�chance,�cleric,�roll�1d4�for�level)�or�witch� be�purchased�in�a�city,�and�there�may�be�a�black�market�for�magic�
doctor�(2�in�6�chance,�magic�user,�roll�1d4�for�level).�� items.�City�temples�(or�cathedrals�or�monasteries)�are�tended�by�
a� sixth�level�cleric.� Kings� always�have�a� sixth� level� magic�user� as�
� their� court� mage,� and� cities� often� contain� schools� of� magicians.�
BLOODY�BASIC 21
�
Every�city�has�at�least�one�guild�of�thieves�(see�town�above),�and� Monsters� are� assigned� challenge� levels to� help� TKs� gauge� how�
they�might�have�a�guild�of�assassins�and�a�college�of�bards.�Every� dangerous� the� monster� is.� An� encounter� between� a� group� of�
city�has�at�least�one�chaos�cult�as�powerful�as�its�Lawful�temple,� adventurers� and� monsters� of� the� same� or� slightly� lower level� is�
or�perhaps�multiple�smaller�chaos�cults�(see�town�above).� considered� a� balanced� encounter� (i.e.� either� side� has� an� even�
chance�of�winning�the�encounter).�A�single�monster�two�or�three�
XI.�MONSTERS� levels� above� the� level� of� the� adventurers� is� also� considered� a�
balanced�encounter.� When�designing� an�adventure,� TKs� want� to�
In� Bloody� Basic,� a� “monster”� is� defined� as� any� opponent� of� the� throw�in�many�encounters�where�the�adventurers�have�the�upper�
player�characters.�Under�this�definition,�human�beings�and�elves� hand,� a� few� balanced� encounters,� and� maybe� one� or� two�
and�dwarves�can�be�considered�monsters.� encounters� where� the� monsters� have� the� advantage.� Not� every�
monster� has� to� be� attacked� –� adventurers� should� avoid� combat�
Monsters� are� primarily� defined� by� their� type� and� their� size,� and�
as�much�as�possible,�relying�instead�on�their�wits�to�stay�alive.�
some�monsters�have�extra�special�abilities�as�well.��
A�monster’s�challenge�level�(CL)�determines�its�XP�value�(i.e.�how�
There� are� twelve� monster� types� in� the� game:� Aberrations,�
many� experience� points� the� adventurers� will� divide� between�
Animals,� Demons� &� Devils,� Dragons,� Elementals,� Fey,� Giants,�
them�for�defeating�the�monster).�
Humanoids,�Monsters,�Oozes,� Plants�and�Undead.�You�can�think�
of� monster� types� as� being� something� like� character� classes.� CL� XP� CL� XP�
Humanoids� are� more� like� player� characters� than� monsters,� and�
0� 50� 7� 1,200�
are�not�defined�as�much�by�size�as�by�fighting�skill�and�strength.�
1� 100� 8� 1,500�
Monsters� come� in� five� size� ranges:� Tiny� (up� to� 1’� long� or� tall),� 2� 200� 9� 1,800�
Small� (2’� to� 4’� long� or� tall),� Medium� (5’� to� 9’� long� or� tall),� Large� 3� 300� 10� 2,200�
(10’�to�21’�long�or�tall)�and�Huge�(22’�or�more).� 4� 500� 11� 2,600�
5� 700� 12� 3,000�
Monsters�have�three�other�main�statistics:�Hit�Dice,�Armor�Class�
and� Attacks.� A� monster’s� Hit� Dice� are� the� number� of� d6� the� TK� 6� 900� 13� 3,500�
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� ABERRATIONS�
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� Aberrations� are� monsters� that� often� defy� description.� They� are�
attacks� it� can� make� each� round,� against� the� same� or� different� unearthly� creatures� with� alien� minds� and� thought� processes.�
targets.�The�damage�caused�by�these�attacks�is�noted.� Aberrations�can�see�in�the�dark�to�a�range�of�60’.�Aberrations�are�
always�Chaotic�in�alignment.�
When� creating� monsters,� simply� assign� the� monster� a� type� and�
size,�choose�an�Armor�Class,�determine�the�monster’s�attacks�and� SIZE� HD� MV� FORT� REF� WILL� CL�
then�give�it�any�special�abilities�you�think�make�sense.� Small� 2� 20� 16� 15� 12� 3�
Medium� 6� 30� 12� 12� 10� 7�
Monsters� that� can� fly� or� swim do� so� at� double� their� normal�
movement�rate.�Monsters�that�can�climb�or�burrow�do�so�at�their� Large� 8� 40� 10� 11� 9� 9�
BLOODY�BASIC 22
�
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�AC�15.�
BLOODY�BASIC 23
�
SIZE� HD� MV� FORT� REF� WILL� CL� WAR�HORSE�(LARGE�ANIMAL)�–�Warhoses�are�horses�trained�for�
Small� 1� 30� 14� 13� 18� 1� combat.� They� have� AC� 14� and� attack� with� two� hooves� (1d6�
Medium� 3� 40� 12� 12� 17� 3� damage)�and�a�bite�(1d4�damage).�
BLOODY�BASIC 24
�
LIVING�IRON�STATUE�(MEDIUM�CONSTRUCT)�–�When�these�living� of� success.� Class� I� demons� can� cast� spells� as� first� level� magic�
statues�are�struck�with�non�magical�metal�weapons,�the�weapons� users.�
stick� fast� to� them,� requiring� a� Strength� task� check� to� remove�
them.� Lodged� weapons� cannot� be� removed� until� the� statue� is� CLASS� II� DEMON� (LARGE� DEMON)� –� These� monsters� look� like�
destroyed.� A� living� iron� statue� has� AC� 18� and� attack� with� their� bloated� toad� men.� Class� II� demons� have� AC� 21� and� attack� with�
two�fists�(1d8�damage).� 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�
LIVING� STONE� STATUE� (MEDIUM� CONSTRUCT)� –� These� statues� Fortitude�saving�throw�or�become�nauseous�until�they�succeed�at�
are�composed�of�stone,�but�can�move�like�human�beings�because� a�new�Fortitude�save,�which�they�can�attempt�each�round.�Spells�
they� are� filled� with� lava.� They� have� AC� 16� and� attack� with� their� fail�against� them� 25%�of� the� time.� Class� II�demons� cast� spells� as�
two�fists�(1d8�damage)�or�with�two�lava�sprays�from�their�hands� second� level� magic�users.� Once� per� day,� they� can� attempt� to�
(2d6�fire�damage).�Their�lava�sprays�have�a�range�of�5’.�This�attack� summon�another�class�II�demon�with�a�35%�chance�of�success.�
can�be�done�once�per�combat.�They�are�immune�to�fire.�
CLASS�III�DEMON�(HUGE�DEMON)�–�These�tall,�dog�faced�demons�
MECHANICAL� MAN� (MEDIUM� CONSTRUCT)� –� Mechanical� men� have�two�extra�arms�tipped�with�pincers�jutting�from�their�chests.�
look�like�metal�humanoids.�They�have�AC�16�and�attack�with�their� Class� III� demons� have� AC� 23� and� attack� with� two� pincers� (2d10�
fists�(1d4�damage)�or�with�a weapon.� damage),� two� claws� (1d6� damage)� and� a� bite� (1d8� damage).�
Spells� fail� against� them� 30%� of� the� time.� Class� III� demons� cast�
DEMONS�&�DEVILS� spells�as�third�level�magic�users.�Once�per�month�they�can�fulfill�a�
wish� for� a� mortal,� but� will� charge� a� high� price� if� the� wish� is� not�
Demons� and� devils� are� creatures� that� come� from� beyond� the� evil� in� nature.� Once� per� day,� a� class� III� demon� can� attempt� to�
material� world.� Demons� and� devils� breathe,� but� do� not� eat� or� summon�another�of�its�kind�with�a�20%�chance�of�success.�
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.�� CLASS� IV� DEMON� (HUGE� DEMON)� –� These� monsters� are� large�
demons� with� toothy� maws,� small� horns� and� bat� wings.� Despite�
Demons� and� devils� are� Chaotic,� but� they� have� different� aims� –� the� wings� looking� too� small,� they� allow� them� to� fly.� Class� IV�
demons�want�to�destroy�all�creation,�while�devils�want�to�rule�it.� demons�have�AC�23�and�attack�with�two�claws�(1d8�damage)�and�
a� bite� (2d8� damage).� Spells� fail� against� them� 35%� of� the� time.�
Demons�are�immune�to�electricity�damage�and�poison,�and�they� Class�IV�demons�cast�spells�as�fourth�level�magic�users.�Once�per�
can� communicate� telepathically� up� to� a� range� of� 100’.� Demons� day,�a�class�IV�demon�can�attempt�to�summon�another�of�its�kind�
rely�on�fear�and�terror�to�get�what�they�want.� 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�
Devils� are� immune� to� fire� damage� and� poison,� and� they� can�
60’�who�fail�a�Will�saving�throw.�
communicate�telepathically�up�to�a�range�of�100’.�Devils�rely�on�
temptation�and�manipulation�to�get�what�they�want.� CLASS� V� DEMON� (LARGE� DEMON)� –� These� monsters� have� the�
upper� bodies� of� beautiful� women� and� the� lower� bodies� of� giant�
SIZE� HD� MV� FORT� REF� WILL� CL�
snakes.�They�have�six�arms,�and�in�each�hand�hold�a�sword.�Class�
Tiny� 3� 30� 15� 12� 11� 5�
V�demons�have�AC�24�and�attack�with�six�swords�(2d10 damage)�
Small� 4� 30� 12� 11� 10� 6� and�a�tail�(4d6�damage).�Spells�fail�against�them�40%�of�the�time.�
Medium� 6� 40� 10� 10� 9� 8� Class� V� demons� cast� spells� as� fifth� level� magic�users.� Once� per�
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�
BLOODY�BASIC 25
�
day,�a�class�V�demon�can�attempt�to�summon�another�of�its�kind� and� suggestion.� In� addition,� they� can� teleport� (any� range)� once�
with�a�20%�chance�of�success.� 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�
ERINYES� (MEDIUM� DEVIL)� –� These� female� devils� have� crimson� summon�another�succubus�with�a�35%�chance�of�success.�
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.�
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� DRAGONS�
be�harmed�by�non�magical�weapons.�
Dragons� are� reptilian� horrors� that� walk� on� four� legs� and� have�
PIT�FIEND�(LARGE�DEVIL)�–�Pit�fiends�are�towering�devils�created�
wings�and�a�host�of�special�abilities.�They�can�see�in�the�dark�to�a�
from� fallen� angels.� They� are�covered� with� red� scales,� have� large�
range�of�120’�and�are�immune�to�sleep�and�paralysis�effects.�
black� horns� on� their� heads,� large� bat� wings,� and� mouths� filled�
with�fangs�and�two�large�tusks�that�jut�from�their�lower�jaws.�Pit� Dragons�come�in�all�sizes,�their�size�indicating�their�age.�Damage�
fiends� have� AC� 28� and� attack� with� two� claws� (2d10),� two� wings� values� indicated� below� are� for� medium�sized� dragons.� For� each�
(2d6),� and� a� poisonous, diseased� bite� (4d6).� Pit� fiends� radiate� a� size�smaller,�a�tiny�dragon�deducts�two�from�damage�rolls,�and�a�
20’�aura�of�fear�(Will�saving�throw�or�run�away�screaming).�Spells� small�dragon�deducts�one�from�damage�rolls.�A�large�dragon�adds�
fail�against�them�45%�of�the�time.�Once�per�day�they�can�summon� one�to�damage�rolls,�and�a�huge�dragon�adds�two.�
an� erinyes,� imp� or� lemure� with� a� 100%� chance� of� success.� Pit�
fiends�cast�spells�as�sixth�level�clerics.� All�dragons�have�wings�and�can�fly.�
QUASIT�(TINY�DEMON)�–�Quasits�are�ugly�little�demons�with�cat� Black,�blue,�green,�red�and�white�dragons�are�Chaotic,�while�gold�
like�heads�and�purple�scales.�They�can�assume�the�form�of�a�bat,� dragons�are�Lawful.�
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� SIZE� HD� MV� FORT� REF� WILL� CL�
claw�attacks�are�poisonous.�Unlike�most�demons,�quasits�can�be� Tiny� 3� 40� 13� 12� 13� 4�
harmed� with� non�magical� weapons.� Each� round,� a� quasit� that� is� Small� 6� 40� 11� 10� 10� 7�
still�alive�regenerates�(i.e.�heals�itself)�one�hit�point.�Quasits�can� Medium� 9� 50� 9� 8� 9� 10�
use� the� following� spells� at� will:� Detect� good,� detect� magic,� and�
Large� 12� 50� 6� 6� 6� 13�
invisibility�(self�only).�
Huge� 15� 60� 3� 5� 5� 16!�
SUCCUBUS�(MEDIUM�DEMON)�–�A�succubus�can�assume�the�form� �
of�a�beautiful�man�or�woman�of�any�race,�but�their�natural�form�is� BLACK�DRAGON�–�Black�dragons�live�in�swamps.�They�have�AC�17�
that� of� a� shapely� female� humanoid� with� small� fangs� and� horns.� and�attack�with�two�claws�(1d6�damage)�and�bite�(1d8�damage).�
Succubi�have�AC�19�and�attack�with�two�claws�(1d6).�By�luring�a� Three�times�per�day�they�can�breathe�a�60’�line�of�acid�at�a�single�
mortal�into�a�kiss,�a�succubus�drains�one�level�from�them.�Succubi� foe,� dealing� damage� equal� to� the� dragon’s� current� hit� points�
can� use� the� following� spells� at� will:� Charm� person,� ESP,� tongues� (Reflex�saving�throw�for�half�damage).�Black�dragons�are�immune�
BLOODY�BASIC 26
�
to�acid�damage.�They�have�a�5%�chance�of�casting�spells�as�a�first� Elementals�do�not�eat,�sleep�or�breathe.�Elementals�can�only�be�
level�magic�user.� damaged�by�magic�weapons�and�spells.�Most�are�Neutral.�
BLUE� DRAGON� –� Blue� dragons� live� in� deserts.� They� have� AC� 18�
and�attack�with�two�claws�(1d6�damage)�and�bite�(1d8�damage).�
Three�times�per�day�they�can�breathe�a�60’�line�of�electricity�at�a�
single� foe,� dealing� damage� equal� to� the� dragon’s� current� hit�
points� (Reflex� saving� throw� for� half� damage).� Blue� dragons� are�
immune�to�electricity�damage.�They�have�a�15%�chance�of�casting�
spells�as�a�third�level�magic�user.�
GOLD�DRAGON�–�Gold�dragons�live�under�water.�They�have�AC�19�
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�to�all�within�the�cone�(Reflex�saving�throw�for�half�damage)�
or� a� cone� of� gas� that� forces� those� within� it� to� pass� a� Fortitude�
saving�throw�or�become�weak.�Gold�dragons�are�immune�to�fire�
damage.�They�have�a�25%�chance�of�casting�spells�as�a�fifth�level�
�
magic�user.�
AIR�AND�FIRE�ELEMENTALS��
GREEN�DRAGON�–�Green�dragons�live�in�the�woods.�They�have�AC�
17� and� attack� with� two� claws� (1d6� damage)� and� a� bite� (1d8).� Air�and�fire�elementals�come�in�all�sizes.�Tiny�elementals�deduct�
Three�times�per�day�they�can�breathe�a�cone�of�acid�gas�(30’�long,� two� from� their� damage� rolls,� and� small� elementals� deduct� one.�
15’�wide�at�base),�dealing�damage�equal�to�the�dragon’s�current� Large� elementals� add� one� to� their� damage� rolls� and� huge�
hit�points�(Reflex�saving�throw�for half�damage)�to�all�within�the� elementals�add�two.�
cone.� Green� dragons� are� immune� to� acid� damage.� They� have� a�
10%�chance�of�casting�spells�as�a�second�level�magic�user.� SIZE� HD� MV� FORT� REF� WILL� CL�
Tiny� 1� 20� 18� 13� 16� 3�
RED�DRAGON�–�Red�dragons�live�in�mountains.�They�have�AC�18�
Small� 3� 20� 15� 12� 15� 5�
and�attack�with�two�claws�(1d6�damage)�and�bite�(1d8�damage).�
Medium� 5� 30� 13� 11� 14� 7�
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� Large� 7� 30� 11� 10� 13� 9�
points� (Reflex� saving� throw� for� half� damage)� to� all� within� the� Huge� 9� 40� 8� 9� 12� 11�
cone.�Red�dragons�are�immune�to�fire�damage.�They�have�a�20%� �
chance�of�casting�spells�as�a�fourth�level�magic�user.� AIR� ELEMENTAL� –� Air� elementals� appear� as� tornadoes� with�
glowing�eyes�floating�within.�They�have�AC�18�and�attack�with�a�
WHITE�DRAGON�–�White�dragons�live�in�frigid�places.�They�have� slam�(1d6�damage).�Once�per�day�they�can�blow�like�whirlwinds,�
AC� 16� and� attack� with� two� claws� (1d6� damage)� and� bite� (1d8� sucking� all� within� 20’� who� fail� a� Fortitude� saving� throw� into�
damage).�Three�times�per�day�they�can�breathe�a�cone�of�freezing� themselves�and�dealing�automatic�slam�damage�each�round�for�a�
cold� (30’� long,� 15’� wide� at� base),� dealing� damage� equal� to� the� number� of� rounds� equal� to� the� air� elemental’s� hit� dice.� Air�
dragon’s� current� hit� points� (Reflex� save� for� half� damage)� to� all� elementals�are�immune�to�electricity.�
within� the� cone.� White� dragons� are� immune� to� cold� damage.�
They�have�a�10%�chance�to�cast�spells�as�2nd�level�magic�users.� DJINNI� (LARGE� ELEMENTAL)� –� Djinn� are� the� genies� of� air.� Djinn�
have� AC� 16� and� attack� with� two� slams� (1d8� damage)� or� with� a�
ELEMENTALS� scimitar�(2d6�damage).�Once�per�day,�they�can�take�the�form�of�a�
whirlwind,� like� an� air� elemental.� Djinn� are� immune� to� electricity�
Elementals� are� bizarre� entities� formed� from� the� basic� building� and�can�fly.�They�cast�spells�as�third�level�magic�users.�
blocks� of� the� fantasy� universe:� Air,� earth,� fire� and� water.�
Elementals� are� immune� to� poison,� sleep� effects,� disease� and� EFREETI� (LARGE� ELEMENTAL)� –� Efreet� are� the� genies� of� fire.�
paralysis.� Elementals� can� see� in� the� dark to� a� range� of� 60’.� Unlike�the�Neutral�djinn,�the�efreet�are�Chaotic.�They�have�AC�18�
and� attack� with� two� slams� (2d6� damage)� or� a� falchion� (2d6).�
BLOODY�BASIC 27
�
Twice�per�round,�they�can�change�a�creature’s�size�(per�a�potion� Fortitude�saving�throw,�and�dealing�automatic�slam�damage�each�
of� diminution� or� potion� of� giant�size).� Efreet� are� immune� to� fire� round�for�a�number�of�rounds�equal�to�the�air�elemental’s�hit�dice�
but� suffer� double� damage� from cold.� They� can� cast� spells� as� a� to�those�unfortunates.�Water�elementals�are�immune�to�cold.�
third�level�magic�user.��
FEY�
FIRE�ELEMENTALS�–�Fire�elementals�appear�as�walls�of�flame�with�
glowing�eyes�floating�within.�They�have�AC�16�and�attack�with�a� The�fey�are�magical�beings�that�are�tied�to�nature.�Fey�creatures�
slam� (2d6� damage).� Creatures� damaged� by� a� fire� elemental’s� have�supernatural�powers�and�the�ability�to�cast�magic�spells.�The�
attack� must� pass� a� Reflex� save� or� catch� on� fire,� suffering� 1d6� fey�can�see�in�the�dark�to�a�range�of�60’.�Most�fey�creatures�are�
damage�each�round�until�extinguished.�They�are�immune�to�fire.� Lawful�or�Neutral�in�alignment.�
DRYAD�(MEDIUM�FEY)�–�Dryads�look�like�beautiful�women.�They�
dwell� within� trees,� and� their� lives� are� interconnected� with� the�
� lives� of� their� home� trees.� Dryads� have� AC� 17� and� attack� with� a�
dagger� (1d4� damage).� If� taken� more� than� 300� yards� away� from�
EARTH�&�WATER�ELEMENTALS� their�trees,�or�if�their�trees�are�cut�down,�they�sicken�and�die�in�
4d6� hours.� Dryads� can� merge� with� their� trees� where� they� heal�
Earth� and� water� elementals� come� in� all� sizes.� Tiny� elementals�
1d6�hp�per�round.�They�cast�spells�as�2nd�level�magic�users.�
deduct�two�from�their�damage�rolls,�and�small�elementals�deduct�
one.� Large� elementals� add� one� to� their� damage� rolls� and� huge� NIXIE� (SMALL� FEY)� –� Nixies� are� water� fey� who� look� like� children�
elementals�add�two.� with�webbed�hands�and�feet.�Nixies�have�AC�14�and�attack�with�
tridents�(1d6�damage).�Three�times�per�day�a�nixie�can�cast�charm�
SIZE� HD� MV� FORT� REF� WILL� CL�
person.�Spells�fail�against�them�5%�of�the�time.��
Tiny� 1� 20� 16� 15� 16� 3�
Small� 3� 20� 13� 14� 15� 5� NYMPH� (MEDIUM� FEY)� –� These� Lawful� fey� creatures� look� like�
Medium� 5� 30� 11� 13� 14� 7� incredibly�beautiful�women.�Nymphs�have�AC�17�and�attack�with�
daggers�(1d4�damage).�A�person�that�looks�at�a�nymph�must�pass�
Large� 7� 30� 9� 12� 13� 9�
a� Fortitude� saving� throw� or� be� blinded� permanently� unless� the�
Huge� 9� 40� 6� 11� 12� 11�
nymph�suppresses�this�power.�The�gaze�of�an�angry�nymph�forces�
� a� victim� to� pass� a� Will� saving� throw� or� be� stunned� into� inaction�
EARTH� ELEMENTAL� –� Earth� elementals� appear� as� humanoids� for�2d4�rounds.�Nymphs�cast�spells�as�sixth�level�clerics.�
composed� of� rock� and� soil.� They� have� AC� 18� and� attack� with� a�
slam� (1d8� damage).� Earth� elementals� can� move� through� solid� PIXIE�(SMALL�FEY)�–�These�Lawful�fey�are�2’�tall�humanoids�with�
rock,�stone�and�soil�as�easily�as�a�fish�swims�through�water.�Earth� pointed� ears� and� dragonfly� wings.� Pixies� have� AC� 16� and� attack�
elementals�are�immune�to�acid.� with� tiny� swords� or� bows� (1d4� damage).� Their� arrows� can� steal�
memories� or� cause� people� to� fall� asleep� (Will� saving� throw� to�
WATER� ELEMENTAL� –� Water� elementals� appear� as� living� waves� negate).�Spells�fail�against�them�5%�of�the�time.�Pixies�cast�spells�
with� glowing� eyes� floating� within.� They� have� AC� 16� and� attack� as�third�level�magic�users.�
with� a� slam� (1d8� damage).� They� cannot� stray� more� than� 180’�
from�the�body�of�water�they�were�conjured�in.�Once�per�day�they� SATYR� (MEDIUM� FEY)� –� Satyrs� look� like� bearded�elves� with� goat�
can� turn� into� a� whirlpool,� sucking� in� all� within� 20’� who� fail� a� legs.�They�are�wild�and�jovial.�Satyrs�have�AC�15�and�attack�with�a�
BLOODY�BASIC 28
�
headbutt� (1d6� damage)� and� either� bow� (1d6� damage)� or� sword�
(1d8�damage). Satyrs�use�panpipes�to�cast�charm�person�or�sleep.�
SIREN� (MEDIUM� FEY)� –� Sirens� are� beautiful� nymphs� of� the� sea.�
Sirens�are�Chaotic.�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�clerics.�
GIANTS�
Giants� are� humanoids� grown� to� unnatural� size.� They� can� see in�
the�dark�to�a�range�of�60’.�Most�giants�are�Chaotic.�
FROST� GIANT� –� Frost� giants� look� like� Vikings� that� stand� 15’� tall.� HUMANOIDS�
They�have�AC�15�and�attack�with�battleaxes�(4d6�damage)�or�by�
throwing� boulders� (2d10� damage).� Frost� giants� are� immune� to� Humanoids� include� humans� and� demi�humans� (elves,� dwarves,�
cold�but�suffer�double�damage�from�fire.� halflings)� and� goblinoids� (orcs,� goblins,� hobgoblins,� etc.).�
Humanoids�other�than�humans�usually�can�see�in�the�dark�to�60’.�
HILL�GIANT�–�Hill�giants�look�like�giant�cavemen.�They�have�AC�15�
and�attack�with�clubs�(2d8�damage)�or�boulders�(2d8�damage).� All� humanoids� are� either� small� or� medium�in� size,� but� there� are�
differences�in�their�combat�ability�so�they�are�treated�individually�
OGRE�–�These�brutish�humanoids�stand�10’�tall.�They�have�AC�16� here�rather�than�by�size.�
and�attack�with�fists�(1d6�damage)�or�clubs�(2d4�damage).�
BARBARIC HUMANOIDS
OGRE�MAGE�–� These� monsters� are� more� intelligent�and� magical�
versions� of� the� ogre.� They� are� also� called� oni.� They� have� AC� 18� HUMANOID� HD� MV� FORT� REF� WILL� CL�
and�attack�with�fists�(1d8�damage)�or�sword�(2d6�damage).�Spells� Kobold� 1d3�hp� 20� 16� 13� 16� 0�
fail�against�ogre�magi�10%�of�the�time.�Ogre�magi�can�regenerate� Goblin� 1d4�hp� 30� 13� 16� 16� 0�
1d6� hit� points� per round.� They� can� fly� (magically)� and� cast� the�
Orc� 1� 30� 13� 15� 15� 1�
following�spells:�At�will�–�darkness�and�invisibility;�Once�per�day�–�
Hobgoblin� 1+1�hp� 30� 13� 15� 15� 1�
charm� person,� gaseous� form� and� sleep.� Once� per day,� an� ogre�
BLOODY�BASIC 29
�
HUMANOID� HD� MV� FORT� REF� WILL� CL� Kobolds�wear�leather�armor and�carry�shields,�slings�and�daggers�
Berserker� 1+1�hp� 30� 13� 15� 15� 2 (AC�13).�Kobold�leaders�fight�as�well�as�goblins.�
Gnoll� 2� 30� 12� 15� 15� 2�
LIZARDMAN�(SERGEANT)�–�Lizardmen�are�humanoid�reptiles,�with�
Lizardman� 2� 30� 12� 15� 15� 2�
long�tails�and�snouts�filled�with�sharp�teeth.�Unlike�most�barbaric�
Bugbear� 3� 30� 12� 14� 14� 3� humanoids,� they� are� Neutral� rather� than� Chaotic.� Most� dwell� in�
� marshes.�Lizardmen�have�thick�skin�and�carry�shields,�spears�and�
BERSERKER�–�Berserkers�are�Chaotic�human�warriors.�They�carry� axes� (AC� 12).� Lizardman� leaders� fight� as� well� as� bugbears.� They�
shields� (AC� 11)� and� battleaxes� (1d8� damage).� Once� per� day,� a� are�capable�of�swimming�and�holding�their�breath�for�10�minutes.�
berserker�can�go�berserk.�This�lasts�for�1d6�rounds,�during�which�
they�attack�twice�per�round.�Berserker�leaders�fight�as�gnolls.� ORC� (WARRIOR)� –� Orcs� are� human�sized� goblinoids� with� green�
skin�and�pig�faces.�They�often�serve�as�mercenaries�in�the�armies�
BUGBEAR�–�Bugbears�are�hulking,�hairy�goblins�with�wide,�toothy� of�evil�lords�and�wizards.�Orc�archers�wear�leather�armor�(AC�12)�
mouths� and� pointed� ears.� Despite� their� size,� they� are� quite� and� carry� crossbows� and� axes.� Orc� warriors� wear� leather� armor�
nimble� and� they� are� strong.� Bugbears� have� thick� skin� and� wear� and� carry� shields,� helms,� spears� and� axes� (AC� 14).� Orc� leaders�
bits�and�pieces�of�scavenged�armor�(AC�14).�They�carry�morning� fight�as�well�as�gnolls.�
stars� and� javelins� into� battle.� Bugbear� leaders� fight� as� well� as�
ogres�(see�Giants�above).� CIVILIZED�HUMANOIDS�
GNOLL� –� Gnolls� are� large� goblins� with� hyena� faces� and� hairy� The� civilized� races� are� divided� into� five� categories.� Commoners�
bodies.� They� are� lazy� and� cruel,� and� make� slaves� of� weaker� include�all�healthy,�adult�non�combatants.�Warriors�are�trained�to�
peoples� to� save� themselves� from� physical� labor.� Gnolls� wear� fight.�Elites�are�veteran�warriors.�Sergeants�usually�lead�groups�of�
leather�armor�and�carry�shields,�bows�and�swords�(AC�13).�Gnoll� 10� warriors.� Leaders� lead� larger� groups� of� warriors.� More�
leaders�fight�as�well�as�bugbears.� powerful� warriors� and� other� types� should� be�modeled� using� the�
character�classes.�
GOBLIN� –� Goblins� are� 3’� tall� terrors� with� brilliantly� hued� skin�
(green,�blue,�scarlet,�etc.)�and�fangs.�Goblins�wear�leather�armor� SIZE� HD� MV� FORT� REF� WILL� CL�
and�carry�shields,�helms,�bows�and�axes�(AC�14).�Some�ride�into� Commoner� 1d4�hp� 30� 13� 16� 16� 0�
battle�on�worgs.�Goblin�leaders�fight�as�well�as�orcs.� Warrior� 1� 30� 13� 15� 15� 1�
Elite� 1+1�hp� 30� 13� 15� 15� 1�
HOBGOBLIN� –� Hobgoblins� are� human�sized� goblins� with� orange�
Sergeant� 2� 30� 12� 15� 15� 2�
or� crimson� skin.� They� are� smarter� than� other� humanoids,� and�
fight� much� as� the� civilized� races� (i.e.� using� strategy� and� tactics).� Leader� 3� 30� 12� 14� 14� 3�
Hobgoblins�wear�chainmail�and�they�carry�shields,�helms,�spears� �
and�crossbows�(AC�17).�Hobgoblin�leaders�fight�as�well�as�gnolls.�� DWARF� –� Dwarves� live� in� the� mountains.� Dwarves� have� the�
special�abilities�presented�in�the�race�section�and�they�are�known�
KOBOLD� –� Kobolds� are� the� smallest� of� the� goblinoids,� standing� to� be� tough.� Dwarf� archers� wear� chainmail� and� carry� helm,�
just�two�to�three�feet�tall.�They�have�scaly�skin�and�dog�like�faces.� crossbow� and� axe� (AC� 16).� Dwarf� warriors� wear� plate� mail� and�
carry�shield,�helm,�war�hammer�and�dagger�(AC�19).��
ELF� –� Elves� live� in� woodlands.� Elves� have� the� special� abilities�
presented�in�the�race�section,�and�they�are�known�to�be�nimble.�
Elf� archers� wear� chainmail� (AC� 16)� and� carry� helm,� bow� and�
sword.�Elf�archers�receive�a�+1�bonus�to�damage�with�their�bows.�
Elf� warriors� wear� chainmail� and� carry� shield,� helm,� spear� and�
dagger�(AC�17).�Elf�knights�wear�chainmail�and�carry�shield,�helm,�
lance� and� sword� (AC� 17).� Elf� leaders� have� a� 1� in� 6� chance� of�
casting� spells� as� first� level� magic�users,� and� can� cast� spells� even�
when�wearing�armor.�
HALFLING�–�Halflings�dwell�in�fertile�highlands.�Halflings�have�the�
special�abilities�presented�in�the�race�section�and�they�are�known�
BLOODY�BASIC 30
�
to� be� nimble.� Because� of� their� small� size,� warriors� fight� as� BASILISK� (MEDIUM� MAGICAL� BEAST)� –� Basilisks� look� like� giant�
commoners,�elites�as�warriors,�sergeants�as�elites�and�leaders�as� lizards.�Their�gaze�turns�people�into�stone�(Reflex�save�to�negate).�
sergeants.�Halfling�warriors�wear�leather�armor�(AC�13)�and�carry� Basilisks�have�AC�16�and�attack�with�a�bite�(1d8�damage).�
dagger�and�sling.�Halfling�warriors�receive�a�+1�bonus�to�damage�
with� their� slings.� Halfling� elites� wear� chainmail� and� carry� shield,� BEHIR� (HUGE� MAGICAL� BEAST)� –� These� huge� monsters� look� like�
helm,�spear�and�dagger�(AC�17)�and�ride�guard�dogs.� armored�centipedes�with�heads�like�beetles.�They�can�slither�like�
snakes�or�crawl�on�their�legs.�Behirs�can�expel�a�lightning�bolt�(20’�
HUMAN�–�Humans�have�no�special�abilities.�Human�archers�wear� range,� 7d6� damage) from� their� mouths� once� every� 10� rounds.�
leather� armor� (AC� 12)� and� carry� bow� and� axe.� Human� warriors� They� have� AC� 19� and� attack� with� a� bite� (2d4).� A� bitten� creature�
(also�called�men�at�arms)�wear�chainmail�and�carry�shield,�helm,� must� pass� a� Fortitude� saving� throw� or� be� swallowed� whole� and�
spear�and�dagger�(AC�17).�Human�elites�wear�plate�mail�and�carry� must�make�a�Fortitude�saving�throw�to�survive.�
shield,� helm,� lance� and� sword� (AC� 19)� and� ride� war� horses.�
Human� nomads� fight� as� elites� and� wear� leather� armor,� carry� BLINK� DOG�(SMALL� MAGICAL� BEAST)�–� Blink�dogs� are�intelligent�
shields,�bows,�swords�and�they�ride�war�horses�(AC�13).� canines� that� can� shift� in� and� out� of� the� material� plane,� giving�
them� the� appearance of� blinking� in� and� out.� While� blinking,�
successful� attacks� and� spells� cast� against� them� fail� 50%� of� the�
time.�Blink�dogs�have�AC�16�and�attack�with�a�bite�(1d6�damage).�
Blink�dogs�are�Lawful�in�alignment.�
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� Chaotic� and� stupid.�
Chimeras� have� AC� 19� and� attack� with� two� bites� (2d10� damage),�
MAGICAL�BEASTS� horns� (1d6� damage)� and� two� claws� (1d6� damage).� A� chimera’s�
dragon� head� can� breathe� a� cone� of� fire� (30’� long,� 15’� wide� at�
Magical�beasts�are�monsters�drawn�from�folklore�and�fairy�tales.� base)�three�times�per�day�for�3d8�damage.�
They�are�usually�hybrids�of�different�animals.�Magical�beasts�are�
often� more� intelligent� than� animals� and� almost� always� have� COCKATRICE� (SMALL� MAGICAL� BEAST)� –� Cockatrices� look� like�
wondrous�powers�at�their�disposal.�Magical�beasts�can�see�in�the� reptilian� roosters.� They� have� AC� 14� and� attack� with� a� bite� (1d4�
dark�to�a�range�of�60’.�Magical�beasts�are�usually�Neutral.� damage)�that�turns�people�to�stone�if�they�fail�a�Fortitude�save.�
SIZE� HD� MV� FORT� REF� WILL� CL� DRAGONNE� (LARGE� MAGICAL� BEAST)� –� Dragonne’s� look� like�
crosses�between�gold�dragons�and�lions.�They�have�leonine�heads�
Tiny� 1� 20� 16� 13� 16� 2�
and� are� covered� with� gold� scales.� A� dragonne� has� AC� 18� and�
Small� 2� 20� 13� 12� 16� 3�
attacks� with� two� claws� (2d4� damage)� and� bite� (2d6� damage).�
Medium� 4� 30� 11� 11� 15� 5� Once� per� day� they� can� roar� that� forces� all� within� 120’� to� pass� a�
Large� 8� 30� 9� 9� 12� 9� Will�saving�throw�or�become�weak�for�one�hour.�
Huge� 12� 40� 4� 7� 12� 13�
GORGON� (LARGE� MAGICAL� BEAST)� –� Gorgons� look� like� bulls�
covered� in� bronze� scales.� Gorgons� have� AC� 19� and� attack� with�
BLOODY�BASIC 31
�
PURPLE� WORM� (HUGE� MAGICAL� BEAST)� –� Purple� worms� are�
massive�worms�with�dark,�purple�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�
saving�throw�or�be�swallowed�whole.�Purple�worms�can�swim�and�
they�can�burrow�through�solid�rock.�
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).�
their� horns� (1d8� damage).� Victims� of� a� horn� attack� must� pass� a�
Reflex� saving� throw� or� be� trampled� for� another� 1d8� damage.� STIRGE� (TINY� MAGICAL� BEAST)� –� These� tiny� monsters� look� like�
Once�per�day�they�can�breathe�a�cone�of�gas�(60’�long,�30’�wide�at� bats� with� long� beaks� like� mosquitoes.� Stirges� have� AC� 16� and�
the�base)�that�turns�people�to�stone.� attack� with� their� beaks� to� drain� blood.� A� victim� of� blood� drain�
takes�1d4�hit�point�damage�and�loses�one�point�of�constitution.�A�
GRIFFON� (LARGE� MAGICAL� BEAST)� –� Griffons� have� the� body� of� stirge�that�sucks�three�points�of�constitution�flies�away.�
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).� UNICORN� (LARGE� MAGICAL� BEAST)� –� Unicorns� are� Lawful�
monsters� that� dwell� in� woodlands.� Unicorns� have� AC� 18� and�
HYDRA�(HUGE�MAGICAL�BEAST)�–�Hydras�are�reptiles�with�five�to� attack�with�two�hooves�(1d4�damage)�and�horn�(1d8�damage).�A�
twelve�serpentine�necks�and�heads.�Hydras�have�AC�17�and�attack� touch�of�their�horns�cures�poison.�Unicorns�are�immune�to�poison�
with� as� many� bites� as� they� have� heads� (1d10� damage).� Hydras� and�charm.�They�cast�spells�as�third�level�clerics.�
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� WINTER�WOLF�(LARGE�MAGICAL�BEAST)�–�Winter�wolves�look�like�
maneuver;�the�hydra�can�make�a�Reflex�saving�throw�to�resist�it)� giant�white�wolves.�They�have�AC�15�and�attack�with�a�bite�(1d8�
causes�two�new�heads�to�grow�back�to�replace�it.�A�head�can�only� damage� plus� 1d6� cold� damage).� They� are� immune� to� cold� and�
be�removed�permanently�by�cutting�it�off�and�then�immediately� suffer� double� damage� from� fire.� Three� times� per� day� they� can�
burning�the�stump�with�fire.� breathe�a�cone�of�cold�(15’�long, 10’�wide�at�base)�that�deals�4d6�
points�of�damage.�Winter�wolves�are�Chaotic.�
LAMIA�(LARGE�MAGICAL�BEAST)�–�Lamias�have�the�bodies�of�lions�
and� the� torsos,� arms� and� heads� of� beautiful� women.� They� have� WORG� (MEDIUM� MAGICAL� BEAST)� –� Worgs� are� evil,� intelligent�
AC�18�and�attack�with�two�claws�(1d4�damage).�Victims�of�a�claw� wolves.� They� have� AC� 14� and� attack� with� a� bite� (1d6� damage).�
attack�must�pass�a�Will�saving�throw�or�lose�one�point�of�Wisdom.� Worgs�are�Chaotic�in�alignment.�
Lamias�can�cast�ventriloquism�at�will,�charm�person,�mirror�image,�
spectral�force�and�suggestion�three�times�per day�and�sleep�once.� MONSTROUS�HUMANOIDS�
Lamias�are�Chaotic�in�alignment.�
Monstrous� humanoids� are� humanoids� with� magical� or�
MANTICORE� (LARGE� MAGICAL� BEAST)� –� Manticores� have� the� supernatural� powers� and� usually� a� monstrous� appearance.�
tiger� bodies,� bat� wings,� and� heads� shaped� like� bearded� men.� Monstrous� humanoids� all� can� see� in� the� dark� to� a� range� of� 60’.�
Their�tails�are�tipped�with�six�spikes.�Manticores�have�AC�17�and� Most�monstrous�humanoids�are�Chaotic�in�alignment.�
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).� SIZE� HD� MV� FORT� REF� WILL� CL�
Manticores�are�Chaotic�in�alignment.� Small� 1� 20� 16� 13� 13� 2�
Medium� 5� 30� 13� 11� 11� 6�
OWLBEAR� (LARGE� MAGICAL� BEAST)� –� Owlbears� have� the� bodies�
Large� 8� 30� 10� 9� 9� 9�
of�bears�and�the�heads�of�giant�owls.�They�have�AC�15�and�attack�
with� 2� claws� (1d6� damage)� and� bite� (1d8� damage).� Like� bears,� �
CENTAUR� (MEDIUM� MONSTROUS� HUMANOID)� –� Centaurs� are�
they�can�hug�with�their�claws.�
wild� and� savage� warriors.� They� have� AC� 14� and� attack� with� two�
hooves�(1d6�damage)�and�a�club�or�bow.�Centaurs�are�Neutral.�
BLOODY�BASIC 32
�
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.�Doppel�
gangers�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.�
WERERAT� (SMALL� MONSTROUS� HUMANOID)� –� Wererats� are�
GREEN�HAG�(LARGE�MONSTROUS�HUMANOID)�–�Green�hags�are� Chaotic�humans�or�demi�humans�that�can�turn�into�giant�rats�or�
tall�female�humanoids�with�green�skin�and�hair.�They�have�AC�22� into�humanoid�rats.�They�can�be�harmed�by�normal�weapons,�but�
and� attack� with� two� claws� (1d4� damage).� Creatures� who� meet� can�only�be�killed�by�silver�or�magic�weapons�and�spells.�Wererats�
their�gaze�must�pass�a�Will�saving�throw�or�become�weak�for�one� have�AC�16�and�attack�with�a�diseased�bite�(1d6)�and�sword.�
hour.� Spells� fail� against� them� 25%� of� the� time.� Green� hags� cast�
spells�as�fourth�level�magic�users.�Since�green�hags�dwell�in�rivers� WEREWOLF� (MEDIUM� MONSTROUS� HUMANOID) –� Werewolves�
and�lakes,�they�can�swim.� are�Chaotic�humans�or�demi�humans�that�can�turn�into�wolves�or�
into�humanoid�wolves.�They�can�be�harmed�by�normal�weapons,�
HARPY� (MEDIUM� MONSTROUS� HUMANOID)� –� Harpies� look� like� but� can� only� be� killed� by� silver� or� magic� weapons� and� spells.�
hideous�human�females�with�the�wings�and�legs�of�birds.�Harpies� Werewolves� have� AC� 16� and� attack� with� a� two� claws� (1d4�
have�AC�13�and�attack�with�two�talons�(1d3�damage)�and�a�club� damage)�and�bite�(1d6�damage).�
or� bow.� When� they� sing,� all� within� 300’� must� pass� a� Will� saving�
throw� or� be�captivated� and� stop� attacking.� Captivated� creatures� OOZES�
approach�and�allow�them�one�free�round�of�attacks.�
Oozes� are� protoplasmic� beings� that� creep� and� slink� along� the�
MEDUSA� (MEDIUM� MONSTROUS� HUMANOID)� –� Medusas� look� ground,� wall� or� ceiling.� As� mindless� creatures,� they� are� immune�
like�human�females�with�snakes�in�place�of�hair.�They�have�AC�15� to�all�mind�affecting�effects.�Oozes�are�immune�to�poison,�sleep�
and� attack� with� their� poison� snakes� and� a� bow� or� sword.� The� effects,�paralysis,�polymorph�and�stunning�attacks.�Oozes�eat�and�
medusa’s�gaze�turns�people�to�stone�if�they�fail�a�Fortitude�save.� breathe,�but�they�do�not�sleep.�Oozes�are�Neutral�in�alignment.�
MINOTAUR� (LARGE� MONSTROUS� HUMANOID)� –� Minotaurs� look� SIZE� HD� MV� FORT� REF� WILL� CL�
like� hulking,� muscular� humanoids� with� the� heads� of� bulls.�
Small� 1� 10� 16� 16� 15� 2�
Minotaurs�have�AC�14�and�attack�with�battleaxe,�their�horns�(1d8�
Medium� 3� 20� 14� 14� 14� 4�
damage)� and� bite� (1d6� damage).� They� are� always� capable� of�
finding�their�way�through�mazes.� Large� 5� 20� 12� 13� 13� 6�
Huge� 10� 20� 7� 10� 10� 11�
WEREBEAR� (LARGE� MONSTROUS� HUMANOID)� –� Werebears� are�
�
Lawful�humans�or�demi�humans�that�can�turn�into�bears�or�into� BLACK� PUDDING� (HUGE� OOZE)� –� Black� puddings� look� like� black�
humanoid� bears.� They� can� be� harmed� by� normal� weapons,� but� blobs�that�move�slowly�across�the�floor�enveloping�everything in�
can� only� be� killed� by� silver� or� magic� weapons� and� spells.� their�path.�They�excrete�acid�that�dissolves�organic�materials�and�
Werebears�have�AC�17�and�attack�with�two�claws�(1d8�damage)� metal,� but� does� not� affect� stone.� Black� puddings� have� AC� 8� and�
and�bite�(1d8�damage)�or�with�a�bite�(1d8)�and�battleaxe.�Victims� attacks�with�a�slam�(2d6�damage�plus�2d6�acid�damage).�Slashing�
of�the�claw�attacks�can�be�hugged,�as�with�a�bear.� and� piercing� weapons� deal� no� damage� to� a� black� pudding,� but�
BLOODY�BASIC 33
�
instead�divide�it�into�two�identical�monsters�one�size�smaller�with� SIZE� HD� MV� FORT� REF� WILL� CL�
half�the�hit�points�of�the�original.� Small� 1� 20� 14� 15� 16� 2�
Medium� 2� 30� 12� 15� 16� 3�
GELATINOUS�CUBE�(LARGE�OOZE)�–�The�gelatinous�cube�is�a�clear,�
Large� 5� 30� 10� 13� 13� 6�
gelatinous�creature�shaped�like�a�cube.�They�move�silently�down�
corridors,�filling�them,�and�running�into�people�who�do�not�spot� Huge� 7� 40� 7� 12� 12� 8�
them� (this� requires� a� Perception� task� check).� Gelatinous� cubes� �
have�AC�9�and�attack�with�a�slam�(1d6�damage�plus�1d6�acid)�that� ASSASSIN� VINE� (LARGE� PLANT)� –� The� assassin� vine� is� a� semi�
forces� people� to� pass� a� Fortitude� save� or� be� paralyzed� for� one� mobile�plant�that�collects�its�own�grisly�fertilizer�by�grabbing�and�
hour.�Paralyzed�creatures�are�enveloped�and�slowly�digested.�� crushing�animals�and�depositing�the�carcasses�near�its�roots.�They�
have�AC�15�and�attack�with�a�slam�(1d8�damage).�Victims�of�the�
GRAY� OOZE� (MEDIUM� OOZE)� –� Gray� oozes� are� just� what� they� slam� must� pass� a� Reflex� saving� throw or be constricted� for� 1d8�
sound�like.�They�excrete�acid�that�dissolves�organic�materials�and� damage�per�round�until�the�monster�is�killed.�
stone,�but�does�not�affect�metal.�Gray�ooze�has�AC�10�and�attacks�
with�a�slam�(1d6�damage�plus�1d6�acid).� MUSHROOM� MAN� (SMALL PLANT)� –� These� little� creatures� look�
like�two�to�3’�tall�mushrooms�with�wrinkled�faces,�stubby�legs�and�
GREEN�SLIME� (SMALL� OOZE)� –� These�small�green�slimes�cling�to� arms.� Mushroom� men� have� AC� 14� and� attack� with� fists� (1d4�
ceilings� and� drip� on� people, turning� their� flesh� into� green� slime.� damage)� or� spears.� When� killed,� they� release� 1d6� spores� which�
This�deals�1d6�points�of�damage�per�round.�The�slime�can�only�be� grow�into�new�mushroom�men�in�one�turn.�They�suffer�only�half�
removed�by�being�scraped�off�(inflicts�1d4�damage�to�the�slime’s� damage�from�fire.�
victim)�or�fire�(inflicts�1d6�damage�to�the�slime’s�victim).�
SHAMBLING� MOUND� (LARGE� PLANT)� –� Shambling� mounds� look�
OCHRE� JELLY� (LARGE� OOZE)� –� Ochre� jellies� are� yellow�brown� like� vaguely� humanoid�shaped� heaps� of� rotting� vegetation,� but�
oozes.�They�excrete�acid�that�dissolves�flesh.�Ochre�jelly�has�AC�9� are�actually�intelligent,�carnivorous�plants.�They�have�AC�19�and�
and�attacks�with�a�slam�(2d4�damage�plus�1d4�acid).�Slashing�and� attack�with�two�slams�(2d6�damage).�They�can�hug�like�cave�bears�
electricity� attacks� do� no� damage� to� ochre� jellies,� but� instead� (q.v.).�Shambling�mounds�are�immune�to�electricity�and�they�only�
divide�it�into�two�identical�monsters�one�size�smaller�with�half�the� suffer�half�damage�from�fire.�
hit�points�of�the�original.�
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�dungeons.�Shriekers�have�
AC�8�and�no�attacks.�Their�noise�attracts�wandering�monsters.�
TREANT�(HUGE�PLANT)�–�Treants�look�like�trees�with�human�faces�
and� legs� and� arms.� They� have� AC� 19� and� two� slam� attacks� (2d8�
damage).� They� can� animate� two� trees� within� 180’.� These� trees�
fight� as� treants.� They� suffer� double� damage� from� fire� and� half�
damage�from�blunt�and�piercing�weapons.�
� UNDEAD�
PLANTS� The�undead�category�includes�corpses�re�animated�by�dark�magic�
and� the� spirits� of� deceased� creatures� that� still� haunt� the� world.�
Plant� monsters� are� plants� with� the� ability� to� attack� and� Undead� are� immune� to� illusions� and� mind�affecting� effects,�
sometimes�crawl.�Some�are�mindless,�others�are�quite�intelligent.� poison,� sleep� effects,� paralysis,� disease,� stunning� attacks� and�
Most�plant�monsters�can�see�in�the�dark�to�a�range�of�30’.�Plants� death�effects.�They�are�also�immune�to�ability�damage�and�drain�
breathe� and� eat,� but� do� not� sleep.� They� are� immune� to� poison,� and� to� energy� damage� and� drain.� The� undead� are� damaged� by�
sleep�effects,�paralysis,�polymorph�and�stunning�attacks.�
BLOODY�BASIC 34
�
cure� wounds� spells� and� healed� by� their� reverse.� The� undead� do�
not�breathe,� eat� (except� ghouls�and� vampires)� or� sleep.� Undead�
creatures�are�subject�to�clerical�turning.�
The�undead�are�Chaotic�in�alignment.�
Since� the� undead� are� created� from� humanoids,� they� are� also�
rated�not�by�size�but�by�their�unholy�power.�
SKELETON� –� Skeletons� are� the� undead� remains� of� humanoids.� WIGHT� –� Wights� look� like� twisted,� pale� versions� of� their� living�
They� are� sometimes� dressed� in� scraps� of� armor� and� most� carry� selves,�and�are�often�the�undead�remains�of�chieftains.�They�have�
weapons.�Skeletons�have�AC�15�and�attack�with�claws�(1d4)�or�by� AC� 15� and� attack� with� a� slam� (1d4� damage).� Victims� of� a� slam�
weapon.�Piercing�weapons�deal�half�damage�to�skeletons.� 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�
SPECTRE�–�Spectres�are�incorporeal,�ghostly�undead�that�look�as� one�turn�later.�
they�did� when�they�were� killed.�Spectres� have�AC�15� and� attack�
with�a�ghostly�strike�(1d8�damage).�As�incorporeal�creatures,�they� ZOMBIE� –� Zombies� are� shambling� undead� corpses� that� may� or�
can� only� be� damaged� by� silver� or� magic� weapons� and� spells.� may�not�crave�brains.�Zombies�have�AC�11�and�attack�with�their�
Creatures� harmed� by� their� ghostly� strike� must� pass� a� Fortitude� fists� (1d6� damage).� They� are� stiff� and� slow,� and� thus� can� either�
saving�throw�or�lose�one�level.�Creatures�killed�by�spectres�rise�as� move� or� attack� each� round,� but� not� both.� They� suffer� half�
new�spectres�under�their�creator’s�control�in�one�turn.� damage�from�bludgeoning�weapons.�
BLOODY�BASIC 35
�
XII.�EXPERIENCE�AND�TREASURE� HOARD�TREASURE�TABLE�
D%� TREASURE�
Adventurers� are� after� two� things� above� all� else:� Experience� and�
treasure.� Experience� is� measured� in� Experience� Points� (XP).� The� 01�20� A�sack�of�silver�pieces�(1d10�x�10)�
XP� are� earned� by� killing� monsters� and� finding� treasure.� The� XP� 81�83� 1d6�fancy�stones�
value�of�a�monster�is�given�in�the�Monster�section�above.�When�a� 84�86� 1d6�light�objects�
monster� is� defeated,� its� XP� value� is� divided� between� all� the� 87�88� 1d4�gems�
characters�actively�involved�in�the�fight.� 89�90� 1d4�medium�objects�
therefore,� is� worth� one� XP,� while� it� requires� 10� silver� pieces� or� 92� A�heavy�object�
100�copper�pieces�to�equal�one�XP.� 93� 1d6�potions�
94� A�scroll�
TREASURE� 95� A�wand�
96� A�staff�
There� are� two� types� of� treasure:� Individual� and� Hoards.� An�
individual�treasure�is�found�on�individual,�low�level�monsters�(i.e.� 97� A�magic�armor�
Challenge� Level� 0� to� 3).� Hoards� are� guarded� by� large� groups� of� 98� A�magic�weapon�
low�level�monsters,�or�by�individual�powerful�monsters.� 99� A�magic�sword�
100� A�wondrous�item�
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)� FANCY�STONES,�GEMS�AND�JEWELS�
91�92� A�fancy�stone�(see�below)�
93�94� A�light�object�(see�below)� Fancy� stones� are� worth� 10� gp,� and� include� agates,� amber,�
hematite,� jade,� jasper,� jet,� lapis� lazuli,� malachite,� moonstone,�
95�96� A�treasure�map�
obsidian,�olivine,�pearl,�quartz,�tiger’s�eye�and�turquoise.�
97 A�vial�of�acid�
98 A�vial�of�poison� Gems� are� worth� 100� gp,� and� include� alexandrite,� aquamarine,�
99 A�vial�of�holy�water� aventurine,� beryl,� carnelian,� chalcedony,� chrysoberyl,�
100� A�potion�(roll�on�potion�table�below)� chrysoprase,� citrine,� cymophane,� fire� opal,� garnet,� hyacinth,�
jacinth,� jargoon,� onyx,� opal,� peridot,� rhodochrosite,� sard,�
�
sardonyx,�spinel,�sunstone,�topaz,�tourmaline,�zircon.�
�
BLOODY�BASIC 36
�
Jewels� are� worth� 1,000� gp,� and� include� amethyst,� diamond,� 36�40� Health�–�This�potion�neutralizes�poison�and�cures�disease.�
emerald,�ruby�and�sapphire.� 41�43� Invisibility�–�This�potion�works�as�the�magic�user�spell.�
44�48� Invulnerability�–�This�potion�increases�AC�to�20.�
OBJECTS�
49�53� Jumping�–�This�potion�allows�the�imbiber�to�jump�30’�
forwards,�20’�backwards�and�10’�up.�
Objects�are�items�of�value,�such�as�jewelry�and�statues.�The�value�
of� an� item� depends� on� its� weight� (light,� medium� or� heavy)� and� 54�58� Love�–�This�potion�causes�the�imbiber�to�fall�in�love�with�the�
the�material�from�which�it�was�made�(copper,�silver,�gold,�gems).� first�potential�mate�they�see.�
59�63� Magic�Weapon�(Oil)�–�This�potion�is�drizzled�on�a�weapon�to�
D%� MATERIAL� LIGHT� MEDIUM� HEAVY�
turn�it�into�a�+1�magic�weapon�for�one�hour.�
01�40� Copper� 1�gp� 10�gp� 50�gp�
64�65� Poison�–�This�poison�causes�instant�death.�
41�65� Copper�+�gems� 5�gp� 20�gp� 75�gp�
66�70� Polymorph�Self�–�This�potion�allows�you�to�change�into�any�
66�85� Silver� 10�gp� 100�gp� 500�gp�
monster�or�into�a�duplicate�of�a�person�for�one�hour.�While�in�
86�95� Silver�+�gems� 20�gp� 250�gp� 1,000�gp�
this�body,�you�retain�your�intelligence�and�class�abilities,�but�
96�99� Gold� 100�gp� 1,000�gp� 5,000�gp�
gain�the�physical�abilities�of�the�other�form.�
100� Gold�+�gems� 250�gp� 2,500�gp� 10,000�gp�
71�75� Resist�Acid�–�This�potion�works�as�the�resist�energy�spell.�
�
76�80� Resist�Cold�–�This�potion�works�as�the�resist�energy�spell.�
Light�objects�include�most�pieces�of�jewelry,�like�rings,�bracelets�
and�necklaces.� 81�85� Resist�Electricity�–�This�potion�works�as�the�resist�energy�spell.�
86�90� Resist�Fire�–�This�potion�works�as�the�resist�energy�spell.�
Medium�objects�include�crowns,�vases,�boxes,�and�decanters.� 91�95� Spider�Climb�–�This�potion�works�as�the magic�user�spell.�
96�100� Strength�–�This�potion�works�as�the�magic�user�spell.�
Heavy�objects�include�statues�and�thrones.�
�
POTIONS� SCROLLS�
Potions� are� magic� spells� put� into� liquid� form.� The� most� sought� Scrolls�come�in�two�varieties�–�protection�scrolls�and�spell�scrolls.�
after� are� the� potions� of� healing,� especially� by� Chaotics,� and� the� Protection� scrolls� can� be� activated� by� any� character,� simply� by�
most�feared�is�the�potion�of�poison,�which�means�instant�death.� holding�it�aloft�and�speaking�the�power�word�written�thereon.�A�
Characters� can� attempt� to� identify� a� potion� by� tasting� it.� This� protection�scroll�works�essentially�as�a�protection�from�evil�spell,�
gives�a�2�in�6�chance�of�success,�or�4�in�6�for�halflings,�but�carries� disallowing� the� creature� type� from� making� contact� with� the�
a�10%�chance�of�activating�the�potion.� holder�of�the�scroll�for�one�hour�unless�attacked.�
BLOODY�BASIC 37
�
64�70� Protection�from�Monstrous�Humanoids� 56�60� Healing�(Clr):�Cure�light�wounds�(1),�cure�disease�(3),�cure�
71�77� Protection�from�Oozes� serious�wounds�(3)�
78�84� Protection�from�Undead� 61�70� Illusion:�Audible�glamer�(1),�mirror�image�(2),�phantasmal�force�
85�89� First�level�cleric�spell� (2),�spectral�force�(3)�
90�94� First�level�magic�user�spell� 71�80� Prophecy�(Clr):�Detect�evil�(1),�find�traps�(2),�locate�object�(3)�
95�96� Second�level�cleric�spell� 81�90� Utility:�Darkvision�(3),�light�(1),�knock�(2)�
97�98� Second�level�magic�user�spell� 91�100� Virtue�(Clr):�Protection�from�evil�(1),�bless�(2),�prayer�(3)�
99� Third�level�cleric�spell� �
100� Third�level�magic�user�spell� MAGIC�ARMOR�
�
WANDS� Magic� armor� carries� a� magical� enchantment� of� +1� to� +3.� The�
“plus”� is� added� to� the� wearer’s� Armor� Class.� Magical� armor�
Magic�wands�can�only�be�used�by�magic�users.�Each�wand�holds�a� always�sizes�itself�to�its�wearer.�
magic�user�or�cleric�spell,�with�most�wands�having�1d4+1�charges�
of� that� spell.� Each� time� the� wand� is� used� to� cast� the� spell,� one� D%� ARMOR�
BLOODY�BASIC 38
�
MAGIC�SWORDS� 29�30� Cloak�of�Invisibility�(as�spell,�three�times�per�day)�
31� Crystal� Ball� (can� see� and� hear� any� person,� no� matter� how� far�
Magic�swords�are�like�other�magic�weapons�in�that�they�grant�the� away,�once�per�day)�
wielder�a�bonus�to�attack�and�damage,�the�bonus�ranging�from�+1� 32� Efreeti� Lamp� (summons� an� efreeti� once� and� then� disappears;�
to�+3.�In�addition�to�this�bonus,�magic�swords�have�other�powers.�
the� efreeti� serves� unwillingly� for� one� hour� and� then� there� is� a�
Roll� once� on� the� table� below� to� determine� the� sword’s� bonus.�
5%�chance�it�turns�on�its�summoner)�
Then�roll�again�on�the�other�table�to�determine�the�powers.�
33�36� Feathered�Cloak�(polymorph�into�any�form�of�bird�once�per�day)�
D%� BONUS� 37�40� Flying�Carpet�(as�spell�three�times�per�day,�holds�10�people)�
01�80� +1�to�hit�and�damage� 41�44� Folding�Boat�(folds�to�pocket�size,�holds�20�people)�
81�95� +2�to�hit�and�damage� 45�48� Gauntlets�of�Ogre�Strength�(+2�to�attack�and�damage)�
96�00� +3�to�hit�and�damage� 49�56� Hand�of�Glory�(torches�and�candles�held�in�this�amputated�hand�
� never�extinguish�and�the hand�can�open�any�locked�door)�
D%� POWER�
57� Helm�of�Darkness�(acts�as�a�normal�helm,�and�casts�darkness�on�
01 Cursed,�bonus�actually�acts�as�a�penalty�
itself�once�per�day;�only�the�wearer�can�see�in�this�darkness)�
02�04� Deals�+1d6�damage�against�aquatic�creatures�(fishbane)�
58�61� Horn�of�Plenty�(produces�food�for�10�people�once�per�day)�
05�07� Deals�+1d6�damage�against�demons�(demonbane)�
62� Ring� of� Djinni� Summoning� (summons� a� djinni� once,� then�
08�10� Deals�+1d6�damage�against�devils�(devilbane)�
disappears;�the�djinni�will�do�one�service�for�up�to�one�hour)�
11�13� Deals�+1d6�damage�against�dragons�(dragonbane)�
63�64� Ring� of� Exorcism� (demons� and� devils� must� pass� a� Will� saving�
14�16� Deals�+1d6�damage�against�elementals�(elementalbane)�
throw�or�be�sent�back�to�their�own�realm�one�per�day)�
17�20� Deals�+1d6�damage�against�undead�(undeadbane)�
65�66� Ring�of�Invisibility�(as�spell,�three�times�per�day)�
21�30� Detects�evil�three�times�per�day�(as�spell)�
67�68� Ruby�Slippers�(teleport�to�a�home�base�once�per�day)�
31�40� Detect�magic�three�times�per�day�(as�spell)�
69�70� Seven�league�Boots�(walk�20�miles�in�a�step�once�per�day)�
41�45� E.S.P.�three�times�per�day�(as�spell)�
71�78� Talisman�of�Luck�(re�roll�a�saving�throw�once�per�day)�
46�47� Flames�on�command�(light�as�torch,�+1d6�fire�damage)�
79�86� Talisman�of�Protection�from�Evil�(as�spell,�three�times�per�day)�
48�50� Strikes�on�its�own�for�3�rounds,�using�owner’s�attack�bonus�
87� Tarnhelm�(invisibility�three�times�per�day�and�polymorph�into�an�
51�55� Levitates�owner�three�times�per�day�(as�the�spell)�
animal,�giant�or�dragon�with�as�many�or�fewer�hit�dice�than�you�
56�60� Magic�circle�against�evil�three�times�per�day�
have�levels�once�per�day)�
61�70� Protection�from�evil�three�times�per�day�
88�95� Toadstone�(removes�poisons�and�disease�from�liquids)�
71�85� Sheds�light�on�command�(as�spell)�
96�99� Wand� of� Metal� and� Mineral� Detection� (concentrate� on� a�
86�87� Shocks�on�command�(+1d6�electricity�damage)�
substance,�operates�like�detect�magic�spell)�
88�98� No�extra�special�ability�
100� Winged�Sandals�(fly,�as�spell,�once�per�day)�
99�100� Roll�twice�on�this�table�
�
� �
WONDROUS�ITEMS�
�
�
This�category�covers�magic�items�not�yet�covered�in�this�section,�
from�clothing�to�jewelry�to�crystal�balls.� �
�
D%� MAGIC�ITEM�
�
01�08� Amulet�of�Protection�(+1�to�saving�throws�and�AC)�
�
09�16� Adder�Stone�(grants�+2�to�saving�throws�against�disease)�
�
17�24� Alicorn� (detects� poison� and� can� be� powdered� and� drank� to�
�
neutralize�poison)�
�
25�26� Belt�of�Giant�Strength�(+3�to�damage�and�attack)�
�
27�28� Cap�of�Invisibility�(as�spell,�three�times�per�day)�
�
BLOODY�BASIC 39
�
XIII.�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 40
�
Aberration 22, 23 Initiative 17, 19
Ability Score 2, 3, 22 Intelligence 3
Alignment 6, 16 Lawful 16
Animal 23 Level
Armor 14, 38 Challenge Level 22
Armor Class 2, 3, 13, 18, 22 Character Level 2
Assassin 12 Dungeon Level 19
Attack Bonus 2, 15, 18 Spell Level 6, 9
Barbarian 8 Light 6, 7, 9, 10, 16
Bard 12 Magic-User 9, 10, 11, 12, 15
Chaotic 16 Magical Beast 31, 32
Charisma 17, 20 Magic Item 37 – 39
Civilization 21 Melee Attack 3, 18
Class 2, 5 Missile Attack 18
Cleric 6, 7, 8 Monster 11, 16, 18, 19, 20, 22
Constitution 3, 4, 18, 35 Monstrous Humanoid 33
Construct 18, 24 Movement 13, 16, 21
Cultist 7, 8, 21 Neutral 16
Demon 22, 25, 26 Ooze 33
Devil 22, 25, 26 Paladin 8
Dexterity 2, 3 Plant 34
Dice 1 Poison 4, 7, 15, 16, 18, 20
Disease 16, 18 Race 4
Dragon 26, 27 Ranger 9
Druid 7 Retainer 13
Dungeon 16, 19, 20 Saving Throw 2, 3, 4, 17
Dwarf 4, 15, 21, 30 Spells 6, 7, 9, 10, 11, 17
Elemental 27, 28, 29 Strength 3
Elf 5, 15, 21, 30 Task Check 2, 12, 17
Encumbrance 13 Thief 12, 13, 17
Equipment 13 Time 16
Experience Point 2, 22, 36 Traps 17, 20
Fey 28 Treasure 36 – 39
Fighter 8, 9 Treasure Keeper 2
Giant 29 Undead 7, 34, 35
Halfling 5, 15, 21, 30 Wandering Monster 19, 20
Henchman 15 Weapon 14, 38 – 39
Hit Dice 2 Wilderness 21
Hit Points 2, 4 Wisdom 3
Human 4, 21, 31
Humanoid 29, 30, 31
Designation of Product Identity: The following items are hereby designated as Product in conjunction with a work containing Open Game Content except as expressly licensed
Identity�in�accordance�with�Section�1(e)�of�the�Open�Game�License,�version�1.0a:�Any� in�another,�independent�Agreement�with�the�owner�of�such�Trademark�or�Registered�
and�all�logos�and�identifying�marks�and�trade�press,�such�as�all�John�M.�Stater�product� Trademark.�The�use�of�any�Product�Identity�in�Open�Game�Content�does�not�constitute�
and�product�line�names�including�but�not�limited�to�1800�–�American�EmpiresTM,�Action� a�challenge�to�the�ownership�of�that�Product�Identity.�The�owner�of�any�Product�
XTM,�Blood�&�TreasureTM,�Bloody�BasicTM,�Bloody�Basic�–�Classic�EditionTM,�Grit�&� Identity�used�in�Open�Game�Content�shall�retain�all�rights,�title�and�interest�in�and�to�
VigorTM,�Mystery�Men!,�NODTM,�LAND�OF�NODTM,�PARS�FORTUNATM,�Queen�&�KaiserTM,� that�Product�Identity.�
Space�PrincessTM,�Target�10TM;�any�specific�characters�and�places;�capitalized�names� �
and�original�names of�places,�artifacts,�characters,�races,�countries,�geographic� Identification:�If�you�distribute�Open�Game�Content�You�must�clearly�indicate�which�
locations,�gods,�historic�events,�and�organizations;�any�and�all�stories,�storylines,� portions�of�the�work�that�you�are�distributing�are�Open�Game�Content.�
histories,�plots,�thematic�elements,�and�dialogue;�and�all�artwork,�symbols,�designs,� �
depictions,�illustrations,�maps,�and�cartography,�likenesses,�poses,�logos,�or�graphic� Updating�the�License:�Wizards�or�its�designated�Agents�may�publish�updated�versions�
designs,�except�such�items�that�are�in�the�public�domain�or�used�via�a�Creative� of�this�License.�You�may�use�any�authorized�version�of�this�License�to�copy,�modify�and�
Commons�license�(and�edition).�The�above�Product�Identity�is�not�Open�Game�Content.� distribute�any�Open�Game�Content�originally�distributed�under�any�version�of�this�
License.�
Designation�of�Open�Game�Content:�Subject�to�the�Product�Identity�designation� �
above,�all�portions�of�Bloody�Basic�–�Classic�Edition�are�designated�as�Open�Game� Copy�of�this�License:�You�MUST�include�a�copy�of�this�License�with�every�copy�of�the�
Content.� Open�Game�Content�You�Distribute.�
OPEN�GAME�LICENSE�Version�1.0a� �
� Use�of�Contributor�Credits:�You�may�not�market�or�advertise�the�Open�Game�Content�
The�following�text�is�the�property�of�Wizards�of�the�Coast,�Inc.�and�is�Copyright�2000� using�the�name�of�any�Contributor�unless�You�have�written�permission�from�the�
Wizards�of�the�Coast,�Inc�("Wizards").�All�Rights�Reserved.� Contributor�to�do�so.�
� Inability�to�Comply:�If�it�is�impossible�for�You�to�comply�with�any�of�the�terms�of�this�
Definitions:�(a)"Contributors"�means�the�copyright�and/or�trademark�owners�who�have� License�with�respect�to�some�or�all�of�the�Open�Game�Content�due�to�statute,�judicial�
contributed�Open�Game�Content;�(b)"Derivative�Material"�means�copyrighted�material� order,�or�governmental�regulation�then�You�may�not�Use�any�Open�Game�Material�so�
including�derivative�works�and�translations�(including�into�other�computer�languages),� affected.�
potation,�modification,�correction,�addition,�extension,�upgrade,�improvement,� �
compilation,�abridgment�or�other�form�in�which�an�existing�work�may�be�recast,� Termination:�This�License�will�terminate�automatically�if�You�fail�to�comply�with�all�
transformed�or�adapted;�(c)�"Distribute"�means�to�reproduce,�license,�rent,�lease,�sell,� terms�herein�and�fail�to�cure�such�breach�within�30�days�of�becoming�aware�of�the�
broadcast,�publicly�display,�transmit�or�otherwise�distribute;�(d)"Open�Game�Content"� breach.�All�sublicenses�shall�survive�the�termination�of�this�License.�
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� Reformation:�If�any�provision�of�this�License�is�held�to�be�unenforceable,�such�provision�
enhancement�over�the�prior�art�and�any�additional�content�clearly�identified�as�Open� shall�be�reformed�only�to�the�extent�necessary�to�make�it�enforceable.�
Game�Content�by�the�Contributor,�and�means�any�work�covered�by�this�License,� �
including�translations�and�derivative�works�under�copyright�law,�but�specifically� COPYRIGHT�NOTICE�
excludes�Product�Identity.�(e)�"Product�Identity"�means�product�and�product�line�
names,�logos�and�identifying�marks�including�trade�dress;�artifacts;�creatures� Open�Game�License�v�1.0a�Copyright�2000,�Wizards�of�the�Coast,�Inc.�
characters;�stories,�storylines,�plots,�thematic�elements,�dialogue,�incidents,�language,� �
artwork,�symbols,�designs,�depictions,�likenesses,�formats,�poses,�concepts,�themes� System�Reference�Document�Copyright�2000�2003,�Wizards�of�the�Coast,�Inc.;�Authors�
and�graphic,�photographic�and�other�visual�or�audio�representations;�names�and� Jonathan�Tweet,�Monte�Cook,�Skip�Williams,�Rich�Baker,�Andy�Collins,�David�Noonan,�
descriptions�of�characters,�spells,�enchantments,�personalities,�teams,�personas,� Rich�Redman,�Bruce�R.�Cordell,�John�D.�Rateliff,�Thomas�Reid,�James�Wyatt,�based�on�
likenesses�and�special�abilities;�places,�locations,�environments,�creatures,�equipment,� original�material�by�E.�Gary�Gygax�and�Dave�Arneson.�
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� Bloody�Basic�–�Classic�Edition,�Copyright�2014,�John�M.�Stater.�Author:�John�M.�Stater.�
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� Blood�&�Treasure�–�Complete�Game,�Copyright�2012,�John�M. Stater.�Author:�John�M.�
used�by�a�Contributor�to�identify�itself�or�its�products�or�the�associated�products� Stater.�
contributed�to�the�Open�Game�License�by�the�Contributor�(g)�"Use",�"Used"�or�"Using"� Land�of�Nod,�Copyright�2010,�2011,�2012,�2013,�2014,�John�M.�Stater;�Author�John�M.�
means�to�use,�Distribute,�copy,�edit,�format,�modify,�translate�and�otherwise�create� Stater�
Derivative�Material�of�Open�Game�Content.�(h)�"You"�or�"Your"�means�the�licensee�in� �
terms�of�this�agreement.� END�OF�LICENSE�
�
The�License:�This�License�applies�to�any�Open�Game�Content�that�contains�a�notice�
indicating�that�the�Open�Game�Content�may�only�be�Used�under�and�in�terms�of�this�
License.�You�must�affix�such�a�notice�to�any�Open�Game�Content�that�you�Use.�No�
terms�may�be�added�to�or�subtracted�from�this�License�except�as�described�by�the�
License�itself.�No�other�terms�or�conditions�may be�applied�to�any�Open�Game�Content�
distributed�using�this�License.�
�
Offer�and�Acceptance:�By�Using�the�Open�Game�Content�You�indicate�Your�acceptance�
of�the�terms�of�this�License.�
�
Grant�and�Consideration:�In�consideration�for�agreeing�to�use�this�License,�the�
Contributors�grant�You�a�perpetual,�worldwide,�royalty�free,�non�exclusive�license�with�
the�exact�terms�of�this�License�to�Use,�the�Open�Game�Content.�
�
Representation�of�Authority�to�Contribute:�If�You�are�contributing�original�material�as�
Open�Game�Content,�You�represent�that�Your�Contributions�are�Your�original�creation�
and/or�You�have�sufficient�rights�to�grant�the�rights�conveyed�by�this�License.�
�
Notice�of�License�Copyright:�You�must�update�the�COPYRIGHT�NOTICE�portion�of�this�
License�to�include�the�exact�text�of�the�COPYRIGHT�NOTICE�of�any�Open�Game�Content�
You�are�copying,�modifying�or�distributing,�and�You�must�add�the�title,�the�copyright�
date,�and�the�copyright�holder's�name�to�the�COPYRIGHT�NOTICE�of�any�original�Open�
Game�Content�you�Distribute.�
�
Use�of�Product�Identity:�You�agree�not�to�Use�any�Product�Identity,�including�as�an�
indication�as�to�compatibility,�except�as�expressly�licensed�in�another,�independent�
Agreement�with�the�owner�of�each�element�of�that�Product�Identity.�You�agree�not�to�
indicate�compatibility�or�co�adaptability�with�any�Trademark�or�Registered�Trademark�