Professional Documents
Culture Documents
Executive Producer
Tony Pettersen
Creative Director
Tony Pettersen, Matthew Lee
Game Design Team
Tony Pettersen, Dave Sealy
Additional Game Concepts
Matthew Lee
Background Writing
Matthew Lee, Tony Pettersen
Editing
Matthew Lee
Graphic Design
Dave Sealy, Matthew Lee, Margo Zakharova, Craig Lee
Cover Art
Margo Zakharova
Illustrations
Craig Lee, Margo Zakharova
Community and Marketing
Matthew Wellings, Denzil Hussain, Tony Pettersen
Creating a Campaign 22
What is a Campaign? 22
Structuring the Campaign 22
Linking Encounters 23
Player rewards 24
Locations 25
Moving from place to place 25
Adding Detail 26
Introduction
To be a Game Master in Bloody Quest Since Bloody Quest tends to resolve
is to be a crafter of epic adventures, combat and exploration rather swiftly
director of thrilling combat, and an the Game Masters will have to think
engaging actor. Like all role playing quick on his feet sometimes when
games Bloody Quest requires running games, all RPGs have this
someone to take the roll of Game in them but even more so in Bloody
Master. Game Masters are the pillar Quest.
of the game that the players game Remember that as Game Master you
parallel to and interact with around are not there to play against the
the table. players. Nor are you there to crush
The role of the Game Master is to and destroy them. You are there to
create content for the players to run create fun and challenging content
through during their sessions, they run for the players to enjoy, and seeing
all opposition or friendly interactions their enthusiasm will be a reward all in
that arise in game. Essentially they are itself.
the Artificial intelligence of a video In this book we will run through how
game (or just intelligence), but even to create content for the system. This
better as they can react in real time to will include making level appropriate
the whims of the players. Encounters (battles), using
Exploration Skills, crafting campaigns
(a string of stories and Encounters),
making engaging NPCs, running the
game between game modes, as well
as handing out rewards and Notches.
By the time you have read this book
you should be ready to run Bloody
Quest for you and your friends to
enjoy.
If you are already familiar with how
to Game Master then most of this
guide can be glanced over, as a lot of
the themes and advice in the earlier
chapters will already be familiar. If
you are new to Game Mastering then
a lot of this will be helpful to getting
started. But at the end of the day
there’s no right way or wrong way
to Game Master, and as you do it
you will develop your own style. Just
remember that the objective is to have
fun with likeminded people.
The Game Master Role
What is a Game
Master?
The Game Master is another
participant in Bloody Quest. Unlike the
players, who have single characters
they control and level up, the Game
Master is responsible for creating
and running the world. Anything
not directly connected to the player
characters is under the management
of the Game Master. This includes
locations like towns and dungeons,
enemy and friendly Creatures, the
occurrence of treasure, and much
more.
It is the Game Masters task to
construct and implement the content
of the game. This can range from from Game Master to Game Master.
quick stand-alone encounters held However, all Game Masters share a
over a few hours, all the way to common interest in delivering a great
campaigns which go on for months. and enjoyable experience for their
They decide on a story for the game, players.
and fill it with people and places to
Being the Game Master is a
bring it to life. What the players can
commitment, but a lot of fun. While
see, hear and do is up to the Game
the success or failure of a game largely
Master.
rests on the Game Master’s shoulders,
While a game is running, the Game it can be extremely rewarding to see
Master is a moderator and arbiter the players interacting and having fun
of the rules. It is their job to assign within a story they have created.
particular tests to players’ actions,
move non-player Creatures, and
generally manage everything that
Interacting with
isn’t the players’ characters. They are the players
also responsible for ensuring that the
Within the game, the Games Master
game progresses, by ensuring that the
is part referee and part guide. Players
players confront and resolve conflicts.
will ask the Game Master questions
People take on the role of Game about their surroundings, other
Master for a number of reasons. They characters and whatever else they
may have a particular story they want feel they need to know. It is the Game
to tell, or they may enjoy planning Master’s role to provide answers to
and designing games. These are these questions, so that players may
just two examples, the reasons vary make decisions on what to do.
In some cases the Game Masters
responses will be pre-prepared.
Creating
Details pertaining to a question, such atmosphere
as how many guards a cell has, may
One of the ways the Game Master
be in the Game Master’s note. Other
engages the players with the story
questions may not be so straight
is by creating atmosphere. There are
forward, requiring the Game Master
many ways to do this, and each Game
to think on their feet and adlib an
Master will find methods which suit
answer. Either way, the Game Master
them best. When creating content
should provide every player question
the Game Master shouldn’t be afraid
with a reply. Even if it is that the
to try mixing different methods and
players cannot see anything.
experimenting to see what works best
for them and their players.
The most effective, and easiest, way
to create atmosphere is with scene
framing. This is where the Game
Master brings the players right into
the action, and has them making
decisions straight away. It does not
necessarily mean directly into combat,
Players becoming bogged down, and
but instead refers to any situation
the game beginning to drag, can be a
where players are accelerated through
real problem. It is the Game Masters
mundane activities to bring them to
task to make sure that the players
their next interaction.
keep moving forward. This doesn’t
have to be in a literal sense, more that
the Game Master is responsible for
making sure the players are taking
steps towards the next piece of the
story.
Keeping the game flowing is
important. The Game Master may have
to prompt players into action. This can
be done by asking general questions
on what the players would like to do,
or if they appear lost or stuck, more
direct questions about doing certain
actions or going to specific locations.
An example of this would be when
The last, and perhaps most important the players are travelling from a
thing, to know about how a Game village to a farm close by. The Game
Master interacts with players is Master has no intention of the players
The Big Rule. What is The Big Rule? encountering anything until they reach
Simply put, it is that whatever the the farm, and so provides a short
Game Master says, goes. Players are description of the journey. Once at the
welcome to discuss any of the Game farm the players find it burnt down,
Master’s rulings with them. However which is where play is started. This
in the end, to keep the game moving, way players are not being burdened
players must ultimately accept any with having to separate incidental and
decisions the Game Master makes. important details.
Descriptions are a fantastic way to over several, and is used to make sure
create mood. Mood informs the that the players are being constantly
players on how they should be feeling. challenged.
A carnival may be fun and joyous, Knowing the players and how quickly
for example, and so the description they can react to problems is critical
should reflect this. Giving particularly in utilising pacing. For example, if
important or tough non-player players are required to make lots of
characters appropriate descriptions split-second decisions this can create a
will help players to realistically frantic atmosphere. Whereas putting
interact with them. players in a large area and letting
Any descriptions a Game Master gives them casually look around leads to a
can be as detailed or as simplistic as relaxed feeling.
needed. Game Masters should create Stake setting is used to communicate
descriptions that they are comfortable to the players what the objectives
with. While minute details and are. In the short term this could be
evocative imagery may provide a more to save a captured person, while in a
realised world, it can be overdone. Any Campaign it may be the gradual reveal
descriptions a Game Master provides of the villains insidious plan.
should be able to be delivered to
players in a way which doesn’t halt the It is a release of information which
flow of the game. tells the players what the objective
is, and why it is important. Without
Pacing is an important part of the a defined focus players may find it
Game Master’s arsenal, and can create difficult to weigh their options and
suspense and atmosphere. It is the decide on their actions. Avoiding
frequency in which the Game Master is player confusion about goals, and
presenting players with decisions, be what they can do to work towards
they mundane or life-threatening. This accomplishing them, is an important
can be during a single Encounter, or part of being the Game Master.
Getting ready Whatever game the Game Master
decides to do, they will need to make
For many, being a Game Master is sure they have all the relevant maps
an exciting prospect, and they want or scenery, and miniatures or tokens,
to jump in immediately. However, it ready and on hand. As well as this,
is a good idea for a Game Master to there are a number of general items
prepare themselves before any game. which will probably be needed during
This will mean creating or reading the game. These include:
content beforehand, as well as having
· Six sided dice
the required pieces needed to play.
· Pre-generated player characters,
First, the Game Master will need to or blank character sheets
decide what kind of game of Bloody
· Rulers or measuring tapes (with
Quest they are playing. This could
inches)
be a stand-alone Encounter, or a
fully fledged Campaign. Some pre- · Pencils and erasers (if using
written Encounters and Campaigns paper)
are available. If a Game Master · Erasable markers (if using
decides to run one of these, it is a laminated or sleeved Creature
good idea to read through it first. cards and character sheets)
This way the Game Master is · Creature statistic cards
prepared, and knows how the · Player character class and
game is supposed to play adrenaline cards
out. This stops the game
· Game Master screen.
from grinding to a halt, as
the Game Master hurriedly A Game Master screen is
reads through the notes recommended. This is a barrier which
to figure out what is stands between the Game Master and
going on. players. This allows the Game Master
If creating to array their notes and cards in front
their own of them without the players seeing
stand-alone but is not a necessity.
Encounter or
Campaign,
the Game
Master will
need to
prepare all
the relevant
location details
and decide on
Within the game
what Creatures to When in the game itself, the Game
include. Details on Master performs all decisions and rolls
creating Encounters which are not directly associated with
can be found in players or their characters. This will
the Creating An be for all Creatures, friend or foe of
Encounter section, the players, as well as damage which
while details on events like traps may cause. In these
Campaigns can be cases the Game Master will roll the
found in the Creating A required dice to discern successful
Campaign section. hits, damage, and so on.
The Game Master also informs players against, it should always be between
what tests they may need to take in 1-12. This 1 being an automatic pass
order to achieve certain actions, their and 12 almost impossible in the game’s
target number, and any modifiers. For mechanics.
example, deciding a player needs to Remember that the player’s level is
roll for an Athletics Skill Test to jump always relevant and so is their skills
over a wall. While the Game Master they have available. So if planning a
decides what test needs to be taken, locked door that the players should be
and how, it is up to the players to able to open don’t make it a number
roll the dice, as it is their character they can beat.
performing the action.
Also when planning out what
Of course, there may be certain adventure and quest you wish to place
circumstances where control usually some obstacles for the players to use
performed by the Game Master or their skills with makes sure that at
player is taken away from them and least one of the party has that skill.
given to another. This can include There’s no point in having a obstacle
spells which dominate Creature’s that they can’t tackle properly
minds or spiritual possession. In these
cases, the player or Game Master Generally when starting a new
who instigated this swap of control is game you want to think of numbers
responsible for rolling dice and making between 2 and 9. 2 being trivial and
Action nominations. 9 being impossible. And when players
move up on a title as they progress
How To Role Play
Role playing is an important aspect of (not likely). They could just attempt to
Game Mastering. When running your attack them all out, or they could use
sessions there might be times where one of their dialog skills to resolve the
the players or you wish to engage in situation.
dialogue between in game characters. After talking it out they decide to let
This is done through impromptu the Barbarian katsai try and intimidate
acting, it might feel a bit strange at the birdmen away.
first but once you get it flowing and
let your inhibitions go you will find it’s The player says that they let out a
a lot of fun. ground shaking roar.
As a Game master it’s up to you to (PC) Ruark the Katsai: “HEAR ME SKY
wear the different hats of the NPCs PIRATES! YOU THINK US EASY PREY
that inhabit your game. From a dwarf BUT IT IS YOU WHO WILL DIE, SLOWLY
merchant to a squawking avim you IF YOU DON’T FLEE NOW!”
will attempt to talk through them
as needed. This can be at any time
during any situation, from combat
to exploration. You can use dialogue
to try and defuse situations, flow
the story along or even drop enemy The player performs an Intimidation
monologues. Skill Test, rolling a 5 and adding +2 for
For example, the players have just his bonus, for a total of 7. More than
been waylaid but a band of Shrike enough for the Captain and the rest
Pirates. The characters have already of the Shrike to back away in terror,
been through a lengthy battle, are leaving the players in peace.
wounded, and are now making their In some instances players may only
way to safety. So another fight now feel comfortable declaring what skill
could prove fatal. The Game master they are using. Not everyone around
tells the players that six Shrike have the table may be comfortable with
them surrounded on the road and in role play, so simply saying what they
the air. The pirate leader moves closer are doing and then rolling to beat your
to speak his demands. number is enough.
(GM) Shrike Pirate Captain: “Squaaak, However on occasion it may be
We have you surrounded Groundlings, worth granting bonuses on a roleplay
Squaak. Hand over all your shinnies performance that is particularly well
now or we attack! Squaaak!” executed. If the player convincingly
It’s now the players turn to react, at tries to intimidate their foe with a
this stage the players can talk over scary role play performance then
the best course of action amongst granting them an additional +1 to their
themselves. Obviously they have a few dice roll is warranted. Be sure to tell
options available to them, they could them why they are receiving a bonus.
just hand over all their belongings It creates a good environment to
and let the Shrike leave them in peace encourage players to roleplay.
10
Creating an Encounter
What is an The second is as a part of a Campaign.
Campaigns consist of a number of
Encounter? Encounters linked together. These
create a story the players progress
Encounters are the core element
through as their characters increase
around which Bloody Quest is played.
in levels. Quick campaigns may be
An Encounter is any extended event
three or four Encounters, while longer
which the players participate in. It
campaigns will hit double or even
represents a time span in which the
triple digits. For more information
players occupy a location and undergo
on what Campaigns are, and how to
a number of challenges. For example,
make them, refer to the Creating A
the players become involved in a bar
Campaign section.
fight which spills into the streets.
In either approach, the Encounter
is used to frame the events of the
game. In stand-alone Encounters this
is quite self-contained, with players
needing only a broad outline of
what is happening and their goals.
Whereas in a Campaign, Encounters
are used to communicate parts
of the story, introduce important
character or items, and generally build
up the players understanding and
An Encounter can consist of one
involvement with the narrative.
or both Bloody Quest play phases.
Some Encounters will start with an
Exploration Phase, until the players
meet certain criteria and the Combat
Phase is activated. Others may be
reversed, as the players slay all
enemies in the Combat Phase and then
are allowed to examine the area in the
Exploration Phase. An Encounter may
be just one phase, or even a sequence
of Exploration and Combat Phases.
Encounters can be used in two ways.
The first is as a stand-alone event,
where players are almost exclusively
limited to the Encounter area. This is
commonly used for quick games which
are not a part of an overall story, or
as part of an introductory session to
acclimate players to the Bloody Quest
rules.
11
Building the The middle portion is where the bulk
of the action happens. This is where
Encounter the Game Master will design a location
or locations, populate it with enemy
framework and friendly Creatures, and generally
Whether creating a stand-alone build the content with which the
Encounter, or one as part of a players will interact.
Campaign, the same basic structures
apply to both. The Game Master will
need to create a framework for the
Encounter. This framework can be When creating this part it is important
as simple or as detailed as they wish. for the Game Master to keep in mind
The aim is to have the key elements what kind of an Encounter they are
of the Encounter planned, so that the building. Roleplay Encounters will
Game Master has an anchor to create likely require more details about
whatever details the situation may call characters and objects. Whereas
for. Combat encounters commonly centre
As with all stories, an Encounter will round topography, enemy numbers
require a beginning, middle and end. and character positioning.
The Game Master will probably have Players dislike being pushed down
a rough idea on what they want an one avenue, they prefer to approach
Encounter to be. However, it may situations in a much more organic
be that during the creation of the way. This means it is important for
Encounter some of the original ideas the Game Master to ensure that there
are superseded by others. The Game is enough variety and freedom in an
Master should never be afraid to Encounter that the players can assess
remove a portion of the Encounter options and formulate plans.
that just isn’t working. They can
always keep it aside, as it may come in The end contains the criteria which
useful for another future Encounter. signal the conclusion of the Encounter.
It is advised that the Game Master
define this, even if it is just themselves
which knows it. This way the Game
Master can quickly indicate to the
players that the Encounter is over, and
provides a natural point at which to
The beginning is how the players award notches, level characters and
enter into the Encounter. This may do any other necessary upkeep.
be as straight forward as the players
walking through a door. Or it can
be more complicated, requiring the Roleplay
players to participate in roleplay Encounters
to learn the path to a location, for
instance. A roleplay Encounter would be where
the players are given the opportunity
What is important is that the Game to interact for an extended period
Master crafts a suitable lead-in to the within an environment or location.
Encounter. This will set the overall This can include analysing the area,
tone of the session, and help the talking to non-player characters, or
players to immerse themselves in their anything else which the players can do
roles. in the Exploration Phase.
12
It is up to the Game Master to
identify the key parts of the roleplay
Encounter, and plan their details
and information accordingly. Game
Masters comfortable with inventing
content on the fly can put together
a rough guideline on the Encounter.
While those less comfortable with
adlibbing may want to put more time
into planning the details.
Sequence Puzzle
A room contains a sealed door that
blocks the player’s progress. The door
is thick and warded from magic, and
will not open through Skills or Spell.
In the room are five levers, each one
with a different coloured handle. The
colours flow are from left to right:
Blue, Red, Green, Yellow, Purple.
In order to open the door they must
switch the levers in the right order.
There will be some sort of wear and
tear, or fingerprints to give clues away
on to what order the chain starts
in. If the players pull a lever out of
the order they immediately reset and
a trap goes off. The trap blankets
the room with razor sharp arrows.
Each Creature in the room takes two
Damage 3 hits with Armour Piercing.
The correct Sequence that the players
need to pull the levers are as follows:
Red, Yellow, Green, Blue, Purple.
Make sure you record each lever pull Bloody Quest works best when an
as they make progress. As soon as Encounter leverages both roleplay
they make a mistake the trap goes and combat approaches. This allows
off again and the levers reset. This for greater flexibility, for both the
continues until they figure out the Game Master and players, to play an
order, die or give up. interesting and entertaining game.
Game Masters shouldn’t be afraid to
Combining mix and match aspects of roleplay and
combat to create their Encounters.
Encounter types Having thugs burst in on the players
Very quickly Game Masters will find as they search a location for clues
that the Encounters which they create can be surprising and unexpected,
rarely stick to just roleplay or combat. providing the players with new
Either the Game Master will find the challenges as they think on their feet.
need to weave multiple Exploration There are no right or wrong ways to
and Combat Phases into an Encounter, build Encounters, as long as the Game
or players will reliably find ways to Master constructing them keeps the
instigate combat in roleplay sections basics behind roleplay and combats
(or vice versa). roles within an Encounter in mind.
17
Introducing The Game Master should keep in
mind player’s character abilities, such
Creatures to as how and when their Adrenaline
Rush powers can be activated. Some
Encounters Adrenaline Rush abilities will benefit
What enemies the players face, and more from lots of weak enemies, for
the allies who help the party, play an example.
important role in the overall game
experience. They are one of the Threat Points
obstacles the player characters need The Threat Points system allows the
to overcome in order to advance the Game Master to create a balanced
story, and are the main element of the and fair Encounter. In order to use the
Combat Phase. system the Game Master will need to
It is up to the Game Master, when calculate the Enemy Threat Point Total
choosing enemy Creatures, to pick and then use this to choose enemy
opponents which they think will Creatures.
provide the experience they are First the Game Master calculates
aiming for. This could mean populating the Threat Points for each individual
an Encounter with a dozen extremely player. Use the values in the Threat
weak enemies, to give the players the Point Conversion table to do this.
impression that they are unmatched. Standard Encounters provide the
Or including one or two extremely players with pretty much even footing
tough Creatures to provide a challenge with their enemies. Intense Encounters
to the players, and give them a chance are more challenging, as the odds are
to rely on teamwork and tactics. slightly against the players.
Whatever feel the Game Master is Each player’s value is added together
going for, it is advised to use the to create an Enemy Threat Point Total.
Threat Points system. Refer to the This total is the number of points the
player’s characters Threat Point total, Game Master has to ‘spend’ on enemy
and include a selection of enemies Creatures.
which suits this total.
Recording Damage
Every Creature in game will have a
Setting Up Initiative Creature card that records their Stats
Order and Damage. The Creature card will
have four brackets of Hitboxes, so one
In Bloody Quest it is up to the Game card can represent up to four of the
Master to tell the players when play same Creature on the field.
switches from Exploration to Combat.
As soon as the players are presented When creating Encounters you will
with a combat scenario the Game need to have their miniatures/tokens
Master must inform them that combat to represent them and also the
has begun. corresponding cards to keep track of
Damage.
The first thing you must do is set
up the turn order for the combats Sometimes in the thick of combat
rounds. To do this you must identify it can be hard to keep track of
each Warband involved in the combat. everything. The best way to keep
For each Warband present on the track is to mark the miniatures in
field you roll 1D6 and add that type’s ways that make them distinguishable
collective INI bonus. from others. So if there are 3 Naga
swordsmen, mark a 1 on one of the
After this one player needs to roll for miniatures and the card, a 2 on the
the party’s place in the turn order. second, etc. Whenever damage is
The player adds all the INI bonuses for done immediately record it on their
their allies to the result. Record the cards. This shouldn’t be too hard to
scores down from highest to lowest. do with smaller Encounters, but the
This is now the turn order Warbands larger they get the more important it
to flow through until either all the is to keep track of what is happening.
player characters are Knocked Down,
or the enemies are Killed or routed.
Traps
Creatures with multiple turns due to
the Anon special rule are set up the The terms traps and secret doors
same way. However after the Action are used as catchalls to describe
Phase the Creature gets an additional elements within an Encounter. Traps
turn during the End Phase. For this are mechanisms which players can
bonus turn they can regenerate all accidentally, or purposely, activate
their Actions and Magic Dice as usual. which can cause negative effects.
20
Secret doors, on the other hand, are An arrow shoots out of a point on
mechanisms which can be activated to the wall with a shooting skill of a 4,
cause positive effects. 5 damage. The attack also has the
Traps are usually hidden, and activated Armour Piercing special rule. Saves
by players triggering the mechanism. can be taken as normal.
This could be by opening a chest, Poison Gas: A deadly toxic gas fills
stepping on a tile, or even uttering the room, suffocating all the players.
a certain series of words. Once This trap activates when all the player
activated a trap will spring, resulting characters have entered the chamber,
in an effect. This effect is usually and will only effect the one room and
damage dealt to a player, though it all its occupants. The area seals shut
could also be the activation of a curse, behind the players, blocking their
or even a corridor sealing itself off. escape. Toxic gas fills the room, which
Effects of traps, and even how they will eventually kill or incapacitate the
are sprung, can vary. For example, player characters. While in the gas
they may target the player who each player character takes 1 hit point
activated the trap, or they may affect of damage on their light wounds every
a certain area of the Encounter. round, with no way to save against
Depending on the trap, different Skill it. In order to escape the players will
or Statistic Tests can be used to detect either need to find a way to block
and disarm them. the vents, disable the trap entirely or
open the sealed door somehow.
Traps can be so varied, and location
specific, that it would take many pages
to cover them all. Included here are No plan lasts
three examples of traps, to give Game Once an Encounter is created,
Masters a feel for how they can work. there is one important thing
a Game Master should
Pit Trap: The classic pit trap, a deep
remember. No matter
hole into which a player can fall.
how much they plan,
It occupies a 1 x 1 inch area on the
the players will likely
map, and activates whenever part
throw a spanner into
of a player’s token or base moves
the works, throwing
over it. When activated a player can
pre-prepared content
make a modified Dexterity Statistic
into disarray. This
Test to jump out of the way. If they
will mean the Game
fail, they plummet into the hole and
Master will have to
take a hit for 4 points of unsavable
think on their feet. This
damage. They can do nothing for one
doesn’t make all the
turn as they climb out. A successful
preparation the
Perception Skill Test will alert the
Game Master has
player to the trap.
done worthless.
Hidden Arrow: A swift, one shot, On the contrary,
surprise for a player’s character. It the more the Game
originates from a hidden alcove, Master has prepared
usually part of a wall or other and understands the
vertical structure, and fires a single details of the Encounter,
arrow with deadly speed. The trap the easier it will be for them
is activated when a player character to create something on the fly
passes a certain point on the map, as which fits the scenario.
they accidentally trigger a tripwire.
21
Creating a Campaign
What is a Campaigns. So defining a certain
set of Chapters and Encounters as
Campaign? a Campaign is important, as the
completion of it lets the players know
Players often enjoy using the same
when they can try a new character.
character over multiple sessions,
building up their skills and equipment
as well as developing their personality. Structuring the
Rather than throw the players
and their characters into random
Campaign
Encounters week after week, the When creating a Campaign the Game
Game Master can tie a whole selection Master should start with the overall
of Encounters together with a central structure. This will help them to
story. This is called a Campaign, and it decide on how many Encounters the
gives the Game Master a chance to tell Campaign will contain, and how they
a much more involved story. can fit them into Chapters.
In order to create a campaign, it is There are a number of ways for the
easiest for the Game Master to break Game Master to approach Campaign
it up into parts. We will refer to structure. It may be that they have a
these as the Campaign, Chapters and basic idea on the story they want to
Encounters. tell. Or it could be that they have a
series of Encounter ideas. The Game
Encounters you already know about.
Master needs to get the elements that
These are what Bloody Quest is built
they know they want to include down,
around, and they represent events or
and then start to build the structure
periods of time. During a Campaign
around that.
players will likely go through many
Encounters, both large and small. Basically, what the structure will do is
guide the Game Master in the creation
Chapters are a way to group selections
of the actual content. It will let them
of Encounters, and break the story
know when to introduce certain
up into parts. Most Campaigns are
plot points, so that they are used
likely to be an ongoing commitment,
or resolved in future content. The
taking more than one session to play
structure also lets the Game Master
through. Chapters provide a way
see the overall game play, and they
for Game Masters to plan a natural
can tweak the types of Encounters to
stopping point for play, one which
suit the tastes of their players.
can leave players with a particular
experience and a thirst to come back This is also where the Game Master
and play again to learn more. can start to identify the Chapters.
For example, the Campaign may call
The Campaign is the overall narrative,
for the players to do certain things in
made up of a number of Chapters
an area, then travel to other areas to
and Encounters. Some players may
learn more, eventually facing their end
become attached to their characters,
foe.
and use them in several consecutive
22
Each area could be a Chapter,
containing four or five Encounters.
Once the players perform the
necessary tasks and know which area
to travel to, the Chapter (and thus the
game session) could end. Then, when
the play picks up in the next session,
the players can be given another
discrete set of goals to work towards.
In this way the structure helps the
Game Master in planning not only the
game’s story and Encounters, but also
how and when it will be delivered to
players.
Linking
Encounters
A Chapter could have one, or even
dozens of Encounters. The Game
By the same token, the players being
Masters job is to move the players
involved in an Encounter in a pub,
from Encounter to Encounter. There
only to suddenly find themselves in
are two main ways to do this. The
another Encounter raiding a castle,
Game Master can either transition one
would be quite jarring without the
Encounter into another, allowing the
proper opportunity to prepare.
players to refresh their once per day
or Encounter abilities but do nothing How Encounters link is up to the
else. Or, the players can be given some Game Master’s discretion, but even
respite and allowed to stock up on when moving directly from one to
supplies, seek out persons of interest, another, it is good to give the players
and generally experience the world. some options. In the escape example,
perhaps the Game Master will let the
How the Game Master links
player stop and block the dungeon
Encounters depends largely on what
entrance, but at the cost of a negative
kind of momentum they want the
modifier when determining Turn Order
players to have. Moving players
in the next Encounter?
directly from one Encounter to
another can help to harness their Even with less formal transitions,
awareness and keep them in a where players are free to do what
particular mindset. An escape from they wish, the Game Master should
one Encounter in a dungeon and still be mindful that they don’t spend
through another Encounter in a forest too much time aimlessly wandering
would lose all tension if between about. Planning a few options to
the two the players were given an nudge players in the direction of the
opportunity to leisurely browse some next Encounter can be a valuable
shops. resource.
23
Player rewards
If players love one thing, it is getting
stuff. There are three basic categories
of player rewards in the Bloody
Quest system; treasure, Notches and
information.
Information is whatever knowledge
the players learn which pertains
to their current quest or overall
Campaign story. This can be a useful
reward, as it gives players a sense of As a rule of thumb, players should
accomplishment while advancing the each acquire 2-4 magic items,
game. It can also have as much impact enchantments or potions per level.
on the game play itself as the Game These may be rewards given to or
Master wishes. bought by the players. Introducing
more magic items than this can lead
to the player characters becoming too
powerful too quickly.
Money is an easy reward to give
out, but it can ultimately play a large
part in how the players interact with
Treasure is mainly items and money, the game. Expending money allows
and will be what most players think players to purchase better weapons
of as a reward. Items can be things and armour, two of the quickest and
which don’t affect game play, like keys easiest ways to improve a player
or quest items. Or it can be objects character’s chances in a fight. When
which affect game play by altering distributing money as a reward the
player character statistics, like better Game Master should consult the Gold
weapons and armour or a magic item. Distribution Per Encounter table.
Injury Type
Injury Effect Healing Time
Sprained ankle -1 Movement 14 Hours
Swollen eye -2 Perception checks 14 Hours
Sprained wrist -1 Melee Skill 14 Hours
Winded -1 Power 14 Hours
Pulled muscle -1 Dexterity 14 Hours
Concussion -1 Intelligence 14 Hours
Cracked ribs -1 Constitution 14 Hours
Infection -1 Damage capacity to Permanent. Needs to be healed
all hit location with magic, medicine or First Aid.
Takes 24 hours after the healing
process has begun.
Broken leg -1 Defence Dice, Move Permanent. Needs to be set for
Stat halved at least a week. Magic or First Aid
can halve this time.
Broken arm Cannot equip anything Permanent. Needs to be set for
on this arm at least a week. Magic or First Aid
can halve this time.
Splintered ribs Constitution is halved Permanent. Needs to be set for
at least a week. Magic or First Aid
can halve this time.
28
Managing Players
Targeting players
and enemy
distribution
When targeting players with enemy
Creatures the important thing for
Game Masters to keep in mind is
to always consider the situation.
Combat in Bloody Quest can be lethal
and unpredictable, so it’s important
to consider the experience and
knowledge of the players. Targeting
the weaker player characters
first, when the players are all still
learning the rules, is a sure way to
prematurely end everything. Likewise,
sending waves of easy targets at an
experienced players combat-built
character will leave little for the other If a Creature needs to choose a player
players to do. character to target, distribute attacks
There are a few simple processes from the toughest player character
which can help the Game Master to to the weakest. Tough characters are
give combat an even flow. The easiest, those which have a high Constitution,
and most visually understandable, lots of Armour, or have relatively
one being that Creatures will attack reliable ways to negate attacks against
the closest enemy. This is a great them. Remember to factor in potential
way for players to plainly understand damage, as some Creatures are less
which enemies are most likely to likely to hit, but when they do they hit
assault them. If using this method hard.
it also provides the players with Consider the Initiative Order which has
tactical options, as they can rearrange been created for the Combat Phase.
positions to maximise opponents, Are the players going first or last,
outnumber enemies in melees, and or somewhere in the middle? Which
generally quite confidently plan their enemies are going to be coming at
strategy. them first? If most of the enemies are
Some Creature’s abilities can be quite activating before the player characters
deadly. When dealing with new players then the players could quickly become
using the Creature abilities sparingly swamped. These occasions allow
is recommended. As the player’s for the Game Master to instil the
confidence and understanding of the enemies with more character, as they
system grows, increase the use and strategically move to support their
variety of Creature abilities. allies, rather than all rush headlong
towards the players.
29
Remember that the Game Masters
job is to challenge the players and
let them have fun, not to smash
them into smithereens. However this
doesn’t mean the Game Master should
go easy. When creating an Encounter
it is important that the Game Master
considers the game knowledge, play
style and character builds of the
players, and inserts enemies which are
suited to their experience. This will
make targeting and distribution a lot
easier.
32
Quick Knife bandits
Henchmen
Quick knife Raider Henchman | Race: Human | Size: Normal
Statistics Level 1-3 Level 4-7 Level 8-9 Level 10 Threat
Hitpoints C3, V4, L6 C3, V5, L8 C4, V6, L10 C5, V7, L12 points
INI +1 +2 +3 +3 Level 1 1
Move 4 4 4 4 Level 4-7 3
Melee Skill/Parry 2 6+ 3 6+ 4 5+ 5 5+
Level 8-9 6
Shooting Skill 1 2 3 4
Level 10 10
Power/Damage
3 - 3 - 3 - 3 -
Modifier
Constitution/Fortitude
3 - 3 - 3 - 3 -
Modifier
Dexterity/Dodge 3 6+ 4 5+ 5 5+ 6 4+
Intelligence 3 3 4 4
Armour Front/Rear 6+ 6+ 6+ 6+ 5+ 5+ 4+ 4+
Reductions - - - -
Load out 1
Level 1-3 Level 4-7 Level 8-9 Level 10
Range - Range - Range - Range -
Damage 3 Damage 4 Damage 5 Damage 6
Attack Dice +1 Attack Dice +1 Attack Dice +1 Attack Dice +1
Defence Dice - Defence Dice - Defence Dice - Defence Dice -
- - Armour Piercing Armour Piercing
Load out 2
Level 1-3 Level 4-7 Level 8-9 Level 10
Range 10 Range 10 Range 10 Range 10
Damage 2 Damage 3 Damage 4 Damage 5
Attack Dice +1 Attack Dice +1 Attack Dice +1 Attack Dice +1
Defence Dice - Defence Dice - Defence Dice - Defence Dice -
Vicious Vicious Vicious, Vicious,
Armour Piercing Armour Piercing
33
Quick Knife Vagabond Henchman | Race: Human | Size: Normal
Threat Statistics Level 1-3 Level 4-7 Level 8-9 Level 10
points Hitpoints C3, V4, L6 C3, V5, L8 C4, V6, L10 C5, V7, L12
Level 1 1 INI - +1 +2 +2
Level 4-7 3 Move 4 4 4 4
Melee Skill/Parry 1 - 1 - 1 - 1 -
Level 8-9 6
Shooting Skill 3 4 5 6
Level 10 10
Power/Damage
3 - 3 - 3 - 3 -
Modifier
Constitution/Fortitude
3 - 3 - 3 - 3 -
Modifier
Dexterity/Dodge 3 6+ 4 5+ 5 4+ 6 3+
Intelligence 3 3 4 4
Armour Front/Rear 6+ 6+ 6+ 6+ 5+ 5+ 4+ 4+
Reductions - 1 1 2
Load out 1
Level 1-3 Level 4-7 Level 8-9 Level 10
Range 20 Range 20 Range 20 Range 20
Damage 3 Damage 4 Damage 5 Damage 6
Attack Dice - Attack Dice - Attack Dice - Attack Dice -
Defence Dice - Defence Dice - Defence Dice - Defence Dice -
Armour Piercing Armour Piercing
Load out 2
Level 1-3 Level 4-7 Level 8-9 Level 10
Range - Range - Range - Range -
Damage 2 Damage 3 Damage 4 Damage 5
Attack Dice +1 Attack Dice +1 Attack Dice +1 Attack Dice +1
Defence Dice - Defence Dice - Defence Dice - Defence Dice -
Vicious Vicious Vicious, Vicious,
Armour Piercing Armour Piercing
34
Threats
Quick Knife Sponsor Threat | Race: Human | Size: Normal
Statistics Level 1-3 Level 4-7 Level 8-9 Level 10 Threat
Hitpoints C4, V6, L10 C5, V7, L12 C6, V8, L14 C7, V9, L16 points
INI - - +1 +1 Level 1 2
Move 4 4 4 4 Level 4-7 4
Melee Skill/Parry 4 5+ 5 5+ 6 4+ 7 4+
Level 8-9 7
Shooting Skill 3 4 5 6
Level 10 11
Power/Damage
3 - 3 - 3 - 3 -
Modifier
Constitution/Fortitude
3 - 3 - 3 - 3 -
Modifier
Dexterity/Dodge 1 - 1 - 2 6+ 2 6+
Intelligence 3 3 4 4
Armour Front/Rear 5+ 5+ 4+ 4+ 4+ 4+ 3+ 3+
Reductions - 1 2 3
Load out 1
Level 1-3 Level 4-7 Level 8-9 Level 10
Range - Range - Range - Range -
Damage 3 Damage 4 Damage 5 Damage 6
Attack Dice - Attack Dice - Attack Dice - Attack Dice -
Defence Dice 1+ Defence Dice 1+ Defence Dice 1+ Defence Dice 1+
Blocker, Defender Blocker, Defender Armour Piercing, Armour Piercing,
Blocker, Defender Blocker, Defender
Load out 2
Level 1-3 Level 4-7 Level 8-9 Level 10
Range 10 Range 10 Range 10 Range 10
Damage 2 Damage 3 Damage 4 Damage 5
Attack Dice 1+ Attack Dice 1+ Attack Dice 1+ Attack Dice 1+
Defence Dice - Defence Dice - Defence Dice - Defence Dice -
35
Quick Knife Reaper Threat | Race: Human | Size: Normal
Threat Statistics Level 1-3 Level 4-7 Level 8-9 Level 10
points Hitpoints C4, V6, L10 C5, V7, L12 C6, V8, L14 C7, V9, L16
Level 1 2 INI +1 +1 +2 +3
Level 4-7 4 Move 4 4 4 4
Melee Skill/Parry 4 5+ 5 5+ 6 4+ 7 4+
Level 8-9 7
Shooting Skill 3 4 5 6
Level 10 11 Power/Damage
3 - 3 - 3 - 3 -
Modifier
Constitution/Fortitude
3 - 3 - 3 - 3 -
Modifier
Dexterity/Dodge 1 - 2 6+ 3 6+ 4 5+
Intelligence 3 3 4 4
Armour Front/Rear 5+ 5+ 4+ 4+ 4+ 4+ 3+ 3+
Reductions - - 1 2
Load out 1
Level 1-3 Level 4-7 Level 8-9 Level 10
Range - Range - Range - Range -
Damage 4 Damage 5 Damage 6 Damage 7
Attack Dice - Attack Dice - Attack Dice - Attack Dice -
Defence Dice - Defence Dice - Defence Dice - Defence Dice -
Great Weapon Great Weapon Great Weapon, Great Weapon,
Armour Piercing Armour Piercing
Load out 2
Level 1-3 Level 4-7 Level 8-9 Level 10
Range 10 Range 10 Range 10 Range 10
Damage 2 Damage 3 Damage 4 Damage 5
Attack Dice 1+ Attack Dice 1+ Attack Dice 1+ Attack Dice 1+
Defence Dice - Defence Dice - Defence Dice - Defence Dice -
Viscous Viscous Viscous Viscous
36
Heroes
Quick Knife Blade Master Hero | Race: Human | Size: Normal
Statistics Level 1-3 Level 4-7 Level 8-9 Level 10 Threat
Hitpoints C5, V7, L12 C6, V8, L14 C7, V9, L16 C8, V10, L18 points
INI +2 +2 +3 +3 Level 1 3
Move 4 4 4 4 Level 4-7 5
Melee Skill/Parry 4 5+ 5 5+ 6 4+ 7 4+
Level 8-9 8
Shooting Skill 3 4 5 6
Level 10 12
Power/Damage
3 - 3 - 3 - 3 -
Modifier
Constitution/Fortitude
3 - 3 - 3 - 3 -
Modifier
Dexterity/Dodge 6 4+ 6 4+ 7 4+ 8 3+
Intelligence 3 3 4 4
Armour Front/Rear 5+ 5+ 5+ 5+ 4+ 4+ 3+ 3+
Reductions - 1 2 3
Load out 1
Level 1-3 Level 4-7 Level 8-9 Level 10
Range - Range - Range - Range -
Damage 3 Damage 4 Damage 5 Damage 6
Attack Dice +2 Attack Dice +2 Attack Dice +2 Attack Dice +2
Defence Dice - Defence Dice - Defence Dice - Defence Dice -
Viscous, Viscous, Viscous, Viscous,
Armour Piercing Armour Piercing Armour Piercing Armour Piercing
Load out 2
Level 1-3 Level 4-7 Level 8-9 Level 10
Range 10 Range 10 Range 10 Range 10
Damage 2 Damage 3 Damage 4 Damage 5
Attack Dice 2+ Attack Dice 2+ Attack Dice 2+ Attack Dice 2+
Defence Dice - Defence Dice - Defence Dice - Defence Dice -
Viscous Viscous Viscous Viscous
37
Lords
Quick Knifelord Lord | Race: Human | Size: Normal
Threat Statistics Level 1-3 Level 4-7 Level 8-9 Level 10
points Hitpoints C6, V8, L14 C7, V9, L16 C8, V10, L18 C9, V11, L20
Level 1 6 INI +2 +2 +3 +4
Level 4-7 7 Move 5 5 5 5
Melee Skill/Parry 5 5+ 6 4+ 7 4+ 8 3+
Level 8-9 9
Shooting Skill 5 6 7 8
Level 10 13
Power/Damage
3 - 3 - 3 - 3 -
Modifier
Constitution/Fortitude
3 - 3 - 3 - 3 -
Modifier
Dexterity/Dodge 6 4+ 6 4+ 7 4+ 8 3+
Intelligence 3 3 4 4
Armour Front/Rear 5+ 5+ 4+ 4+ 3+ 3+ 3+ 3+
Reductions 1 1 2 2
Load out 1
Level 1-3 Level 4-7 Level 8-9 Level 10
Range - Range - Range - Range -
Damage 4 Damage 5 Damage 6 Damage 7
Attack Dice 2+ Attack Dice 2+ Attack Dice 2+ Attack Dice 2+
Defence Dice 1+ Defence Dice 1+ Defence Dice 1+ Defence Dice 1+
Armour Piercing Armour Piercing Armour Piercing Armour Piercing
Load out 2
Level 1-3 Level 4-7 Level 8-9 Level 10
Range 10 Range 10 Range 10 Range 10
Damage 3 Damage 4 Damage 5 Damage 6
Attack Dice 2+ Attack Dice 2+ Attack Dice 2+ Attack Dice 2+
Defence Dice 1+ Defence Dice 1+ Defence Dice 1+ Defence Dice 1+
Viscous Viscous Viscous Viscous
Load out 1
Level 1-3 Level 4-7 Level 8-9 Level 10
Range - Range - Range - Range -
Damage 4 Damage 5 Damage 6 Damage 7
Attack Dice - Attack Dice - Attack Dice - Attack Dice -
Defence Dice 1+ Defence Dice 1+ Defence Dice 1+ Defence Dice 1+
Defender, Blocker Armour Piercing, Armour Piercing, Armour Piercing,
Defender, Blocker Defender, Blocker Defender, Blocker
39
Blood Splinter Drone Henchman | Race: Gor’wyn | Size: Normal
Threat Statistics Level 1-3 Level 4-7 Level 8-9 Level 10
points Hitpoints C3, V4, L 5 C3, V5, L7 C4, V6, L9 C5, V7, L11
Level 1 1 INI +1 +2 +3 +3
Level 4-7 3 Move 5 5 5 5
Melee Skill/Parry 1 - 1 - 1 - 1 -
Level 8-9 6
Shooting Skill 3 4 5 6
Level 10 10
Power/Damage
4 - 4 - 4 - 4 -
Modifier
Constitution/Fortitude
2 +1 2 +1 2 +1 2 +1
Modifier
Dexterity/Dodge 4 5+ 5 5+ 6 4+ 7 4+
Intelligence 3 3 4 4
Armour Front/Rear 6+ 6+ 6+ 6+ 5+ 5+ 5+ 5+
Reductions - - 1 2
Load out 1
Level 1-3 Level 4-7 Level 8-9 Level 10
Range 30 Range 30 Range 30 Range 30
Damage 3 Damage 4 Damage 5 Damage 6
Attack Dice - Attack Dice - Attack Dice - Attack Dice -
Defence Dice - Defence Dice - Defence Dice - Defence Dice -
Armour Piercing Armour Piercing
Load out 2
Level 1-3 Level 4-7 Level 8-9 Level 10
Range - Range - Range - Range -
Damage 3 Damage 4 Damage 5 Damage 6
Attack Dice - Attack Dice - Attack Dice - Attack Dice -
Defence Dice - Defence Dice - Defence Dice - Defence Dice -
Vicious Vicious Vicious Vicious
40
Threats
Berserker Drone Threats | Race: Gor’wyn | Size: Normal
Statistics Level 1-3 Level 4-7 Level 8-9 Level 10 Threat
Hitpoints C4, V6, L9 C5, V7, L11 C6, V8, L13 C7, V9, L15 points
INI +1 +2 +3 +3 Level 1 2
Move 5 5 5 5 Level 4-7 4
Melee Skill/Parry 4 5+ 5 5+ 6 4+ 7 4+
Level 8-9 7
Shooting Skill 2 2 2 2
Level 10 11
Power/Damage
4 - 4 - 4 - 4 -
Modifier
Constitution/Fortitude
2 +1 2 +1 2 +1 2 +1
Modifier
Dexterity/Dodge 4 5+ 5 5+ 6 4+ 7 4+
Intelligence 3 3 4 4
Armour Front/Rear 6+ 6+ 6+ 6+ 5+ 5+ 5+ 5+
Reductions - - 1 2
Load out 1
Level 1-3 Level 4-7 Level 8-9 Level 10
Range - Range - Range - Range -
Damage 4 Damage 5 Damage 6 Damage 7
Attack Dice +1 Attack Dice +1 Attack Dice +1 Attack Dice +1
Defence Dice - Defence Dice - Defence Dice - Defence Dice -
Bleeding Bleeding Armour Piercing, Armour Piercing,
Bleeding Bleeding
Load out 2
Level 1-3 Level 4-7 Level 8-9 Level 10
Range 10 Range 10 Range 10 Range 10
Damage 2 Damage 3 Damage 4 Damage 5
Attack Dice +1 Attack Dice +1 Attack Dice +1 Attack Dice +1
Defence Dice - Defence Dice - Defence Dice - Defence Dice -
Load out 1
Level 1-3 Level 4-7 Level 8-9 Level 10
Range 30 Range 30 Range 30 Range 30
Damage 4 Damage 5 Damage 6 Damage 7
Attack Dice - Attack Dice - Attack Dice - Attack Dice -
Defence Dice - Defence Dice - Defence Dice - Defence Dice -
Bleeding, Bleeding, Armour Piercing, Armour Piercing,
Great Weapon, Great Weapon, Bleeding, Bleeding,
Steady Aim Steady Aim Great Weapon, Great Weapon,
Steady Aim Steady Aim
Load out 2
Level 1-3 Level 4-7 Level 8-9 Level 10
Range - Range - Range - Range -
Damage 5 Damage 6 Damage 7 Damage 8
Attack Dice - Attack Dice - Attack Dice - Attack Dice -
Defence Dice - Defence Dice - Defence Dice - Defence Dice -
Great Weapon Great Weapon Great Weapon Great Weapon
Load out 1
Level 1-3 Level 4-7 Level 8-9 Level 10
Range - Range - Range - Range -
Damage 4 Damage 5 Damage 6 Damage 7
Attack Dice +1 Attack Dice +1 Attack Dice +1 Attack Dice +1
Defence Dice +1 Defence Dice +1 Defence Dice +1 Defence Dice +1
Bleeding, Bleeding, Armour Piercing, Armour Piercing,
Defender, Blocker Defender, Blocker Bleeding, Bleeding,
Defender, Blocker Defender, Blocker
Load out 2
Level 1-3 Level 4-7 Level 8-9 Level 10
Range 20 Range 20 Range 20 Range 20
Damage 3 Damage 4 Damage 5 Damage 6
Attack Dice +1 Attack Dice +1 Attack Dice +1 Attack Dice +1
Defence Dice - Defence Dice - Defence Dice - Defence Dice -
Load out 1
Level 1-3 Level 4-7 Level 8-9 Level 10
Range - Range - Range - Range -
Damage 3 Damage 4 Damage 5 Damage 6
Attack Dice +1 Attack Dice +1 Attack Dice +1 Attack Dice +1
Defence Dice - Defence Dice - Defence Dice - Defence Dice -
Poison 6+ Poison 6+ Poison 5+, Vicious Poison 5+, Vicious
Load out 2
Level 1-3 Level 4-7 Level 8-9 Level 10
Range 20 Range 20 Range 20 Range 20
Damage 3 Damage 4 Damage 5 Damage 6
Attack Dice - Attack Dice - Attack Dice - Attack Dice -
Defence Dice - Defence Dice - Defence Dice - Defence Dice -
45
Suffer Neonate Fang Henchman | Race: Naga | Size: Normal
Threat Statistics Level 1-3 Level 4-7 Level 8-9 Level 10
points Hitpoints C3, V4, L6 C3, V5, L8 C4, V6, L10 C5, V7, L12
Level 1 1.5 INI - +1 +2 +3
Level 4-7 3.5 Move 5 5 5 5
Melee Skill/Parry 1 - 1 - 1 - 1 -
Level 8-9 6.5
Shooting Skill 3 4 5 6
Level 10 10.5 Power/Damage
3 - 3 - 3 - 3 -
Modifier
Constitution/Fortitude
3 - 3 - 3 - 3 -
Modifier
Dexterity/Dodge 3 6+ 4 5+ 5 5+ 6 4+
Intelligence 3 3 4 4
Armour Front/Rear 5+ 5+ 5+ 5+ 4+ 4+ 4+ 4+
Reductions - 1 1 2
Load out 1
Level 1-3 Level 4-7 Level 8-9 Level 10
Range 30 Range 30 Range 30 Range 30
Damage 4 Damage 5 Damage 6 Damage 7
Attack Dice - Attack Dice - Attack Dice - Attack Dice -
Defence Dice - Defence Dice - Defence Dice - Defence Dice -
Poison 6+, Poison 6+, Poison 5+, Poison 5+,
Steady Aim Steady Aim Steady Aim Steady Aim
Load out 2
Level 1-3 Level 4-7 Level 8-9 Level 10
Range - Range - Range - Range -
Damage 4 Damage 5 Damage 6 Damage 7
Attack Dice - Attack Dice - Attack Dice - Attack Dice -
Defence Dice - Defence Dice - Defence Dice - Defence Dice -
Defender Defender Defender Defender
47
Suffer Spite Bow Threat | Race: Naga | Size: Normal
Threat Statistics Level 1-3 Level 4-7 Level 8-9 Level 10
points Hitpoints C4, V6, L10 C5, V7, L12 C6, V8, L14 C7, V9, L16
Level 1 2.5 INI - +1 +2 +2
Level 4-7 4.5 Move 5 5 5 5
Melee Skill/Parry 1 - 2 6+ 3 6+ 4 5+
Level 8-9 8
Shooting Skill 4 - 5 6 7
Level 10 12 Power/Damage
3 - 3 - 3 - 3 -
Modifier
Constitution/Fortitude
3 - 3 - 3 - 3 -
Modifier
Dexterity/Dodge 3 6+ 4 5+ 5 5+ 6 4+
Intelligence 3 3 4 4
Armour Front/Rear 5+ 5+ 5+ 5+ 4+ 4+ 4+ 4+
Reductions - 1 1 2
Load out 1
Level 1-3 Level 4-7 Level 8-9 Level 10
Range 30 Range 30 Range 30 Range 30
Damage 4 Damage 5 Damage 6 Damage 7
Attack Dice - Attack Dice - Attack Dice - Attack Dice -
Defence Dice - Defence Dice - Defence Dice - Defence Dice -
Venom, Venom, Venom, Venom,
Steady Aim Steady Aim Steady Aim Steady Aim
Load out 2
Level 1-3 Level 4-7 Level 8-9 Level 10
Range - Range - Range - Range -
Damage 3 Damage 4 Damage 5 Damage 6
Attack Dice - Attack Dice - Attack Dice - Attack Dice -
Defence Dice - Defence Dice - Defence Dice - Defence Dice -
48
Heroes
Suffer Venom Prime Hero | Race: Naga | Size: Normal
Statistics Level 1-3 Level 4-7 Level 8-9 Level 10 Threat
Hitpoints C, V, L C, V, L C, V, L C, V, L points
INI +1 +2 +3 +4 Level 1 3.5
Move 5 5 5 5 Level 4-7 5.5
Melee Skill/Parry 4 5+ 5 5+ 6 4+ 7 4+
Level 8-9 8.5
Shooting Skill 4 5 6 7
Level 10 12.5
Power/Damage
3 - 3 - 3 - 3 -
Modifier
Constitution/Fortitude
3 - 3 - 3 - 3 -
Modifier
Dexterity/Dodge 3 6+ 4 5+ 5 4+ 6 3+
Intelligence 3 3 4 4
Armour Front/Rear 5+ 5+ 5+ 5+ 4+ 4+ 4+ 4+
Reductions - 1 1 2
Load out 1
Level 1-3 Level 4-7 Level 8-9 Level 10
Range - Range - Range - Range -
Damage 3 Damage 4 Damage 5 Damage 6
Attack Dice +1 Attack Dice +1 Attack Dice +1 Attack Dice +1
Defence Dice +1 Defence Dice +1 Defence Dice +1 Defence Dice +1
Venom, Defender, Venom, Defender, Venom, Defender, Venom, Defender,
Blocker Blocker Blocker Blocker, Bane
Load out 2
Level 1-3 Level 4-7 Level 8-9 Level 10
Range 30 Range 30 Range 30 Range 30
Damage 4 Damage 5 Damage 6 Damage 7
Attack Dice +1 Attack Dice +1 Attack Dice +1 Attack Dice +1
Defence Dice - Defence Dice - Defence Dice - Defence Dice -
Venom, Steady Aim Venom, Steady Aim Venom, Steady Aim Venom, Steady Aim
Skills and Abilities
Magic Resistance 4+ Armoured Scales: When performing
We are Legion: Whenever the naga Defence Saves the naga may Reroll
causes an enemy to be Knocked Down one failed save. This Reroll can be
or Killed, immediately roll 1D6. On changed to an Armour Save if it was
a roll of a 6 they summon a Suffer not already one. The Rerolled save
Neonate. The Suffer Neonate starts cannot be modified.
next to the Creature who summoned Exploding arrow: Power Attack. Once
it and has its turn at the same time as per Encounter the Suffer Venom Prime
the summoner. may use this as a Ranged Attack. The
Exploding arrow has the profile of
Range 30, 4 + tier modifier Damage,
with Explosion and Armour Piercing. 49
Lords
Suffer Manganate Lord | Race: Naga | Size: Normal
Threat Statistics Level 1-3 Level 4-7 Level 8-9 Level 10
points Hitpoints C6, V8, L14 C7, V9, L16 C8, V10, L18 C9, V11, L20
Level 1 7 INI +2 +2 +3 +4
Level 4-7 10 Move 5 5 5 5
Melee Skill/Parry 6 4+ 7 4+ 8 3+ 9 3+
Level 8-9 13
Shooting Skill 5 6 7 8
Level 10 17
Power/Damage
3 - 3 - 3 - 3 -
Modifier
Constitution/Fortitude
3 - 3 - 3 - 3 -
Modifier
Dexterity/Dodge 2 6+ 3 6+ 4 5+ 5 5+
Intelligence 3 3 4 4
Armour Front/Rear 4+ 4+ 4+ 4+ 3+ 3+ 3+ 3+
Reductions 1 1 1 2
Load out 1
Level 1-3 Level 4-7 Level 8-9 Level 10
Range - Range - Range - Range -
Damage 4 Damage 5 Damage 6 Damage 7
Attack Dice +2 Attack Dice +2 Attack Dice +2 Attack Dice +2
Defence Dice +1 Defence Dice +1 Defence Dice +1 Defence Dice +1
Venom, Venom, Venom, Venom,
Armour Piercing Armour Piercing Armour Piercing Armour Piercing
Load out 2
Level 1-3 Level 4-7 Level 8-9 Level 10
Range 10 Range 10 Range 10 Range 10
Damage 3 Damage 4 Damage 5 Damage 6
Attack Dice +1 Attack Dice +1 Attack Dice +1 Attack Dice +1
Defence Dice +2 Defence Dice +2 Defence Dice +2 Defence Dice +2
Armour Piercing, Armour Piercing, Armour Piercing, Armour Piercing,
Spitfire, Blocker Spitfire, Blocker Spitfire, Blocker Spitfire, Blocker
50
Skills and Abilities
Anon, Steely Mind, Freedom, Greater Crescendo: Power Attack. This attack
magic Resistance 4+ hits every Creature Locked in Combat
We are Legion: Whenever the naga with the Suffer Magnate. All targets
causes an enemy to be Knocked Down suffer a Graze. Defence Saves can be
or Killed, immediately roll 1D6. On performed as usual, but Follow-ups
a roll of a 6 they summon a Suffer cannot be used.
Neonate. The Suffer Neonate starts Spit: Utility Action. Once per turn the
next to the Creature who summoned Manganate may use a Ranged Attack
it and has its turn at the same time as with the following profile. Range 10,
the summoner. 3 + tier modifier Damage, Armour
Armoured Scales: When performing Piercing and Spitfire.
Defence Saves the naga may Reroll Potion of healing: Utility Action. One
one failed save. This Reroll can be use. Removes 1D6 Damage from any
changed to an Armour Save if it was Hitbix area.
not already one. The Rerolled save
cannot be modified.
51
Beasts – Plains Hyenas
Henchmen
Hyena Beta Henchman | Race: Hyena | Size: Normal
Threat Statistics Level 1-3 Level 4-7 Level 8-9 Level 10
points Hitpoints C3, V4, L6 C3, V5, L8 C4, V6, L10 C5, V7, L12
Level 1 1 INI +1 +1 +2 +3
Level 4-7 3 Move 5 5 5 5
Melee Skill/Parry 1 - 2 6+ 3 6+ 4 5+
Level 8-9 6
Shooting Skill 1 1 1 1
Level 10 10
Power/Damage
4 - 4 - 4 - 4 -
Modifier
Constitution/Fortitude
3 - 3 - 3 - 3 -
Modifier
Dexterity/Dodge 3 6+ 4 5+ 5 5+ 6 4+
Intelligence 2 2 3 3
Armour Front/Rear - - - - - - - -
Reductions 1 1 1 2
Load out 1
Level 1-3 Level 4-7 Level 8-9 Level 10
Range - Range - Range - Range -
Damage 4 Damage 5 Damage 6 Damage 7
Attack Dice +1 Attack Dice +1 Attack Dice +1 Attack Dice +1
Defence Dice - Defence Dice - Defence Dice - Defence Dice -
Vicious Vicious Vicious Vicious
52
Heroes
Hyena Alpha Hero | Race: Hyena | Size: Normal
Statistics Level 1-3 Level 4-7 Level 8-9 Level 10 Threat
Hitpoints C5, V7, L12 C6, V8, L14 C7, V9, L16 C8, V10, L18 points
INI +2 +2 +2 +3 Level 1 3
Move 5 5 5 5 Level 4-7 5
Melee Skill/Parry 3 6+ 4 5+ 5 5+ 6 4+
Level 8-9 9
Shooting Skill 1 1 1 1
Level 10 13
Power/Damage
4 - 4 - 4 - 4 -
Modifier
Constitution/Fortitude
3 - 3 - 3 - 3 -
Modifier
Dexterity/Dodge 3 6+ 4 5+ 5 5+ 6 4+
Intelligence 2 2 3 3
Armour Front/Rear 6+ 6+ 6+ 6+ 6+ 6+ 6+ 6+
Reductions 1 1 1 2
Load out 1
Level 1-3 Level 4-7 Level 8-9 Level 10
Range - Range - Range - Range -
Damage 4 Damage 5 Damage 6 Damage 7
Attack Dice +1 Attack Dice +1 Attack Dice +1 Attack Dice +1
Defence Dice +1 Defence Dice +1 Defence Dice +1 Defence Dice +1
Vicious, Bleeding Vicious, Bleeding Vicious, Bleeding Vicious, Bleeding
53
Monsters – Infernum Trolls
Henchmen
Threat
points Troll Aberrant Henchman | Race: Troll | Size: Normal
Level 1 4 Statistics Level 1-3 Level 4-7 Level 8-9 Level 10
Level 4-7 6 Hitpoints C4, V6, L10 C5, V7, L12 C6, V8, L14 C7, V9, L16
INI - - - +1
Level 8-9 9
Move 6 6 6 6
Level 10 13 Melee Skill/Parry 1 - 2 6+ 3 6+ 4 5+
Shooting Skill 1 1 1 1
Power/Damage
4 - 4 - 4 - 4 -
Modifier
Constitution/Fortitude
5 -2 5 -2 5 -2 5 -2
Modifier
Dexterity/Dodge 1 - 1 - 1 - 1 -
Intelligence 1 1 1 1
Armour Front/Rear 4+ 4+ 4+ 4+ 4+ 4+ 3+ 3+
Reductions - 1 1 2
Load out 1
Level 1-3 Level 4-7 Level 8-9 Level 10
Range - Range - Range - Range -
Damage 5 Damage 6 Damage 7 Damage 8
Attack Dice - Attack Dice - Attack Dice - Attack Dice +1
Defence Dice - Defence Dice - Defence Dice - Defence Dice -
Great Weapon Great Weapon, Great Weapon, Great Weapon,
Poison 6+ Poison 5+ Poison 4+
54
Threats
Troll Repulsive Threat | Race: Troll | Size: Normal
Statistics Level 1-3 Level 4-7 Level 8-9 Level 10 Threat
Hitpoints C8, V10, L18 C9, V11, L20 C10, V12, L22 C11, V13, L24 points
INI +1 +1 +1 +2 Level 1 6.5
Move 6 6 6 6 Level 4-7 8.5
Melee Skill/Parry 3 6+ 4 5+ 5 5+ 6 4+
Level 8-9 11.5
Shooting Skill 1 1 1 1
Level 10 15.5
Power/Damage
4 - 4 - 4 - 4 -
Modifier
Constitution/Fortitude
5 -2 5 -2 5 -2 5 -2
Modifier
Dexterity/Dodge 1 - 1 - 1 - 1 -
Intelligence 2 2 2 2
Armour Front/Rear 4+ 4+ 4+ 4+ 4+ 4+ 3+ 3+
Reductions - - 1 2
Load out 1
Level 1-3 Level 4-7 Level 8-9 Level 10
Range - Range - Range - Range -
Damage 5 Damage 6 Damage 7 Damage 8
Attack Dice +1 Attack Dice +1 Attack Dice +1 Attack Dice +1
Defence Dice - Defence Dice - Defence Dice - Defence Dice -
Great Weapon, Great Weapon, Great Weapon, Great Weapon,
Brittle, Poison 6+ Brittle, Poison 5+ Brittle, Armour Brittle, Armour
Piercing, Poison 4+ Piercing, Poison 3+
55
Mage-craft Gargoyles
Henchmen
Granite Terrors Henchman | Race: Gargoyle | Size: Normal
Threat Statistics Level 1-3 Level 4-7 Level 8-9 Level 10
points Hitpoints C3, V5, L9 C4, V6, L11 C5, V7, L13 C6, V8, L15
Level 1 2.5 INI - - +1 +2
Level 4-7 4.5 Move 3 3 3 3
Melee Skill/Parry 2 6+ 3 6+ 3 5+ 3 5+
Level 8-9 7.5
Shooting Skill 1 1 1 1
Level 10 11.5 Power/Damage
3 - 3 - 3 - 3 -
Modifier
Constitution/Fortitude
4 -1 4 -1 4 -1 4 -1
Modifier
Dexterity/Dodge 2 6+ 3 6+ 4 5+ 5 5+
Intelligence 2 2 2 2
Armour Front/Rear 5+ 5+ 5+ 5+ 4+ 4+ 4+ 4+
Reductions - - 1 2
Load out 1
Level 1-3 Level 4-7 Level 8-9 Level 10
Range - Range - Range - Range -
Damage 3 Damage 4 Damage 5 Damage 6
Attack Dice - Attack Dice - Attack Dice - Attack Dice -
Defence Dice +1 Defence Dice +1 Defence Dice +1 Defence Dice +1
Armour Piercing Armour Piercing Armour Piercing Great Weapon,
Armour Piercing
Load out 2
Level 1-3 Level 4-7 Level 8-9 Level 10
Range 10 Range 10 Range 10 Range 10
Damage 2 Damage 3 Damage 4 Damage 5
Attack Dice - Attack Dice - Attack Dice - Attack Dice -
Defence Dice +1 Defence Dice +1 Defence Dice +1 Defence Dice +1
Spitfire Spitfire Spitfire Spitfire
Skills and Abilities
Flying Eye Beams: Utility Action, once per
Blood to Stone: Whenever a Gargoyle turn. Ranged Attack, 2 Damage.
causes an enemy to be Knocked Down
or Killed it can remove 1+tier modifier
Damage from any Hitbox area.
56
Threats
Granite Overcharged Terrors
Threat | Race: Gargoyle | Size: Normal
Statistics Level 1-3 Level 4-7 Level 8-9 Level 10 Threat
Hitpoints C4, V5, L9 C5, V6, L11 C5, V7, L13 C6, V8, L15 points
INI - - +1 +2 Level 1 3
Move 3 3 3 3 Level 4-7 5
Melee Skill/Parry 1 - 2 6+ 3 6+ 4 5+
Level 8-9 8
Shooting Skill 3 4 5 6
Level 10 12
Power/Damage
3 - 3 - 3 - 3 -
Modifier
Constitution/Fortitude
4 -1 4 -1 4 -1 4 -1
Modifier
Dexterity/Dodge 2 6+ 3 6+ 4 5+ 5 5+
Intelligence 2 2 2 2
Armour Front/Rear 6+ 6+ 6+ 6+ 5+ 5+ 5+ 5+
Reductions - - 1 2
Load out 1
Level 1-3 Level 4-7 Level 8-9 Level 10
Range 20 Range 20 Range 20 Range 20
Damage 4 Damage 5 Damage 6 Damage 7
Attack Dice +1 Attack Dice +1 Attack Dice +1 Attack Dice +1
Defence Dice - Defence Dice - Defence Dice - Defence Dice -
Spitfire, Paralyse, Spitfire, Paralyse, Spitfire, Paralyse, Spitfire, Paralyse,
Armour Piercing Armour Piercing Armour Piercing Armour Piercing
Load out 2
Level 1-3 Level 4-7 Level 8-9 Level 10
Range - Range - Range - Range -
Damage 3 Damage 4 Damage 5 Damage 6
Attack Dice - Attack Dice - Attack Dice - Attack Dice -
Defence Dice - Defence Dice - Defence Dice - Defence Dice -
57
Basalt Gargoyle Threat | Race: Gargoyle | Size: Normal
Threat Statistics Level 1-3 Level 4-7 Level 8-9 Level 10
points Hitpoints C4, V7, L11 C6, V8, L13 C6, V9, L15 C8, V9, L17
Level 1 3.5 INI - +1 +2 +3
Level 4-7 5.5 Move 3 3 3 3
Melee Skill/Parry 3 6+ 4 5+ 5 5+ 6 4+
Level 8-9 8.5
Shooting Skill 3 4 5 6
Level 10 12.5 Power/Damage
3 - 3 - 3 - 3 -
Modifier
Constitution/Fortitude
4 -1 4 -1 4 -1 4 -1
Modifier
Dexterity/Dodge 3 6+ 4 5+ 5 5+ 6 4+
Intelligence 3 3 3 4
Armour Front/Rear 5+ 5+ 5+ 5+ 4+ 4+ 4+ 4+
Reductions - - 1 2
Load out 1
Level 1-3 Level 4-7 Level 8-9 Level 10
Range - Range - Range - Range -
Damage 3 Damage 4 Damage 5 Damage 6
Attack Dice +1 Attack Dice +1 Attack Dice +1 Attack Dice +1
Defence Dice +1 Defence Dice +1 Defence Dice +1 Defence Dice +1
Armour Piercing, Armour Piercing, Great Weapon, Great Weapon,
Vicious Vicious Armour Piercing, Armour Piercing,
Vicious Vicious
Load out 2
Level 1-3 Level 4-7 Level 8-9 Level 10
Range 10 Range 10 Range 10 Range 10
Damage 3 Damage 4 Damage 5 Damage 6
Attack Dice - Attack Dice - Attack Dice - Attack Dice -
Defence Dice +1 Defence Dice +1 Defence Dice +1 Defence Dice +1
Spitfire, Spitfire, Spitfire, Spitfire,
Armour Piercing Armour Piercing Armour Piercing Armour Piercing
58
Heroes
Obsidian Gargoyle Hero | Race: Gargoyle | Size: Normal
Statistics Level 1-3 Level 4-7 Level 8-9 Level 10 Threat
Hitpoints C6, V8, L14 C7, V9, L16 C8, V10, L18 C9, V11, L20 points
INI +1 +1 +2 +3 Level 1 5
Move 3 3 3 3 Level 4-7 7
Melee Skill/Parry 5 5+ 6 4+ 7 4+ 8 3+
Level 8-9 10
Shooting Skill 4 5 6 7
Level 10 14
Power/Damage
3 - 3 - 3 - 3 -
Modifier
Constitution/Fortitude
4 -1 4 -1 4 -1 4 -1
Modifier
Dexterity/Dodge 2 6+ 3 6+ 4 5+ 5 5+
Intelligence 3 3 4 4
Armour Front/Rear 4+ 4+ 4+ 4+ 3+ 3+ 3+ 3+
Reductions - - 1 2
Load out 1
Level 1-3 Level 4-7 Level 8-9 Level 10
Range - Range - Range - Range -
Damage 5 Damage 6 Damage 7 Damage 8
Attack Dice +2 Attack Dice +2 Attack Dice +2 Attack Dice +2
Defence Dice +1 Defence Dice +1 Defence Dice +1 Defence Dice +1
Armour Piercing, Armour Piercing, Armour Piercing, Armour Piercing,
Vicious, Vicious, Vicious, Vicious,
Great Weapon Great Weapon Great Weapon Great Weapon
Load out 2
Level 1-3 Level 4-7 Level 8-9 Level 10
Range 10 Range 10 Range 10 Range 10
Damage 4 Damage 5 Damage 6 Damage 7
Attack Dice +1 Attack Dice +1 Attack Dice +1 Attack Dice +1
Defence Dice +1 Defence Dice +1 Defence Dice +1 Defence Dice +1
Spitfire, Spitfire, Spitfire, Spitfire,
Armour Piercing Armour Piercing Armour Piercing Armour Piercing
59
Legendary monsters
Fire Dragon Legendary Monster | Race: Dragon | Size: Gigantic
Threat Statistics Level 1-3 Level 4-7 Level 8-9 Level 10
points Hitpoints C10, V12, L22 C11, V13, L24 C12, V14, L26 C13, V15, L28
Level 1 11 INI +3 +4 +5 +6
Level 4-7 15 Move 6 6 6 6
Melee Skill/Parry 5 5+ 6 4+ 7 4+ 8 3+
Level 8-9 18
Shooting Skill 5 6 7 8
Level 10 21 Power/Damage
5 - 6 - 7 - 8 -
Modifier
Constitution/Fortitude
5 -2 5 -2 5 -2 5 -2
Modifier
Dexterity/Dodge 5 5+ 6 5+ 7 4+ 8 3+
Intelligence 4 4 5 5
Armour Front/Rear 4+ 4+ 3+ 3+ 3+ 3+ 2+ 2+
Reductions - - 1 2
Load out 1
Level 1-3 Level 4-7 Level 8-9 Level 10
Range - Range - Range - Range -
Damage 5 Damage 6 Damage 7 Damage 8
Attack Dice +2 Attack Dice +2 Attack Dice +2 Attack Dice +2
Defence Dice +1 Defence Dice +1 Defence Dice +1 Defence Dice +1
Armour Piercing, Armour Piercing, Armour Piercing, Armour Piercing,
Great Weapon Great Weapon Great Weapon, Great Weapon,
Vicious Vicious, Bane
Load out 2
Level 1-3 Level 4-7 Level 8-9 Level 10
Range 30 Range 30 Range 30 Range 30
Damage 3 Damage 4 Damage 5 Damage 6
Attack Dice +1 Attack Dice +1 Attack Dice +1 Attack Dice +1
Defence Dice +1 Defence Dice +1 Defence Dice +1 Defence Dice +1
Spitfire, Armour Spitfire, Armour Paralyse, Paralyse,
Piercing, Piercing, Armour Piercing, Armour Piercing,
Explosion Explosion Explosion Explosion
60
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