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Game Master Guide

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

Bloody Quest Game Master Guide 3.0


Copyright 2017 Bloody Quest, All rights reserved, visit www.bloodyquest.com
Copyright 2017 Hammercore Productions and Tony Pettersen, All rights reserved,
worldwide.
All rights reserved, worldwide, under Universal Copyright convention, No part of
this book may be reproduced in part or whole, in any forms or any means, without
permission from the IP holder @Tony Pettersen, except for brief quotes for in
reviews. All incidents, situations, institutions, governments, rules and people are
fictional and any similarity, without satiric intent, of characters or persons living or
dead, is strictly coincidental or done through unintentional second hand influence.
No part of this Publication can be sold or distributed in any way, via paperback or
electronic publication on the web/internet or any other medium unless authorized
in writing by @Hammercore Productions or Tony Pettersen.
Bloody Quest RPG, produced by HammerCore Productions.

Contents
Introduction 4 Managing Players 29

The Game Master Role 5 Targeting players and enemy


distribution 29
What is a Game Master? 5
Advancing levels 30
Interacting with the players 5
Awarding Notches 31
Creating atmosphere 6
Distributing rewards 31
Getting ready 8
Within the game 8 The Bestiary 32

Skill Tests 9 Tier Modifier 32


Hitpoint Entries 32
How To Role Play 10
Special Rules 32
Creating an Encounter 11 Quick Knife bandits 33
What is an Encounter? 11 Dracaena Draco 39
Building the Encounter framework 12 The 8th sanctum of suffering 45
Roleplay Encounters 12 Beasts – Plains Hyenas 52
Combat Encounters 14 Monsters – Infernum Trolls 54
Environmental Encounters 15 Mage-craft Gargoyles 56
Puzzle Encounters 16 Legendary monsters 60
Combining Encounter types 17
Introducing Creatures to Encounters 18
Traps 20
No plan lasts 21

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

Skill Tests it will be wise to take that into


consideration when coming up with
Skill Tests are those that the player numbers to keep things a challenge
use, all players can attempt to use for them.
skills whenever they like. There is no Below is a chart you may want to
negative modifiers for them using follow when coming up with numbers.
their any skill they just receive a bonus It’s good sometimes to break down
to ones they have acquired. the attempt to how hard it is like
When coming up with opposed below then coming up with a number
numbers for the players to test for them to beat.

SKILL TEST DIFFICULTY

Novice Champion Hero Lord


Trivial 2 3 4 5
Easy 3 4 5 6
Mild 4 5 6 7
Hard 5 6 7 8
Very hard 6 7 8 9
Difficult 7 8 9 10
Extremely Difficult 8 9 10 11
Impossible 9 10 11 12


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.

Getting started with


a role play Encounter
When coming up with a role play
encounter think about what role
the NPC has in the context of the
adventure.
Are the players on the hunt for the
perpetrator of a burglary, and head
Introducing a roleplay Encounter to a local petty crime boss to look for
allows players to develop and realise answers? When the players meet the
their characters personality. It also crime boss he could be surrounded by
allows the Game Master to deliver goons, so the players know that if they
story specific information without it don’t show him the proper respect,
being overshadowed by concerns of they might be in for a fight.
life-or-death conflict. In this way, a You will need to plan ahead what the
roleplay Encounter helps the players boss knows and what he might expect
to learn about the story and begin to in return if anything. A cool 100 gold
make their own contribution to it. pieces might help the conversation
When creating a roleplay Encounter, start up on good terms. It’s entirely
it is important for the Game Master up to you how you play with the NPC’S
to think about what information dialogue. All that needs to happen is
and experience they want it to a dialogue exchange between party
communicate. What places or objects and NPC, keep it back and forth until
will players most likely want to know the party either gets the information
about and inspect? Will players past they require or some other kind of
Encounters inform their reactions, resolution is met. Maybe the boss
and can the Game Master use this has a few leads he will be willing to
to subvert or direct the players’ give up, maybe you might require
activities? a successful Diplomacy Test before
he gives anything up. The important
Likewise, the Game Master also
thing is to make sure that the
needs to have a good idea about any
conversation remains relevant to the
of the non-player characters in the
players cause.
Encounter. Knowing something of
their motivations and personality If you feel like the players have done
will help to not only move the game a great job navigating through a role
forward, but engage the players and play encounter then reward them with
give them something to inform their a notch.
decisions from.
13
Combat Getting started with
Encounters a combat Encounter
As with everything it’s important
Overview on what a (mostly) combat
to come up with a context for the
focussed Encounter would contain.
encounter in regards to the player’s
Giving your combat Encounter a focus.
journey. When on the trail of a band
Calculating the players thread points.
of orcs it’ll probably make sense to
A combat Encounter is where players have a band of orcs somewhere in the
utilise their equipment, skills and travels.
teamwork to overcome a series of
Sometimes combat encounters might
foes. This will happen almost entirely
find the players, are the players on a
in the Combat Phase. While a combat
quest to destroy a foul artefact in the
Encounter doesn’t allow for a lot
forge of doom? Are they ambushed
of character or story development,
by a band of sinister Gargoyles who
it does allow the players to work
want to retrieve the item for a silent
together and form a bond between
beneficiary?
both each other and their characters.
When creating a combat Encounter
the Game Master should first consider
the players. How adept are they at
the Bloody Quest system? Will they
find enjoyment in facing wave after
wave of enemies, or should their
opponents be small bands of foes
spaced apart? Do they like to roleplay
while they fight, leaping over tables
It’s a good idea to keep in your mind
and interacting with the environment?
or record where these encounters are
Or are they straight forward, relying
going to take place on their journey,
on a methodical approach with little
so you can make the proper scenery
room for bravado? Once the Game
for it. So is the band of orcs camping
Master understands the players, and
in the forest that the players are
what they find enjoyable, it will inform
exploring? Then make some terrain
the details of the Encounter.
in a forest with a campsite to fight
around.
The more detail you can give to an
Encounter the better, are the orcs
merry making and distracted in the
forest? How much tree line is there
for cover? Do they have a spotter? Are
there tracks. The more detail you put
on your maps and Encounter the more
there is for the players to work with.
Combats Encounters should be crafted
with the help of the Bestiary and the
threat point system found later in this
book. Just remember to try and make
it fun, engaging and relevant to the
players current setting.
14
Monster readiness
When creating an Encounter decide
how ready the opposition is. Are they
distracted? Are they sleeping? Are they
ready for the fight? Here is a small list
of possible situations and modifiers:
• If the Creatures Spotter is asleep
they take a -2 to their spot check.
• If the Creatures Spotter is
distracted they take a -1 to the
roll.
• If the Creatures Spotter is on
guard they don’t suffer a penalty
to the roll.
• If there’s a lot of commotion or
the Creatures Spotter is ready for
a fight they gain +1.

Getting started with


Environmental an environmental
Encounters Encounter
Environmental Encounters are non- Environmental Encounters can fall
combat Encounters that will require somewhere in the narrative of the
the players to pass a series of Skill adventure or could just be used as
Tests in order to proceed, on the a random distraction. It could be
other hand if the players fail to many a flowing stream that the players
skill attempts they will fail the whole have to try and navigate to continue.
encounter, meaning that they suffer It could be a magical bomb with a
some sort of setback. complex set of fuses and runes on it
that needs to be disarmed. It could
When running through an
be an important locked door, should
environmental encounter the players
the players fail they set off a trap and
need to accumulate a series of
permanently lock the door, meaning
successes, you keep a record of how
the players need to find another route.
many fails and passes they make until
they either pass the challenge or fail. Whatever the circumstances are you
need to think up of a binary “what
Environmental challenges are great
happens if the players pass” and
ways break up combat and let the
“what happens if the players fail”.
players use their imaginations and
There should always be a meaningful
skills to do the walking and should not
reward or punishment in terms of
require combat at all.
plot.
15
After deciding the context it’s time to
decide what main skills are relevant
Puzzle
to success and how difficult the Encounters
task is. The harder the task is the
Puzzle Encounters are an old staple
more successes and fails them have
of the roleplay genre. From answering
work with. You could even use this
a riddle to sorting out a sequence
an environmental encounter in the
of runes. These can overlap with
context of a role play encounter.
Skill Tests, or could be done entirely
There are a few difficulty levels for through dialogue by the players,
environmental encounters which can where they formulate a solution in
be applied using the following chart. real time.
Difficulty Successes Fails Puzzles can be part of a roleplay or
environmental Encounter. It could
Easy 4 2
be a logical mathematical equation
Average 6 3 to open an old tomb full of loot. It
Challenging 8 4 could be a riddle that you always liked
growing up. This is entirely up to you
Hard 12 6
how you craft it and what it is. Just try
to make sure that there’s a reward for
When making an environmental
successfully solving the puzzles.
encounter pick a difficulty, then
pick some skills that are relevant.
So for example trying to
Getting started with
navigate a rushing stream a puzzle Encounter
diplomacy would not Like all Encounters the first step is
be relevant. You need to figure out how the puzzles fit into
to pick three or less the context of the players adventure.
skills that will apply Once you have an idea about this it
to it, for instance will inform what kinds of puzzles are
arcane, athletics suitable. A logical test of the mind?
and survival Perhaps a riddle? Or a lever that
might make incorporates environmental clues.
sense for the Here are some examples of puzzles.
stream example.
But never
block a players
attempt to think
outside the box,
if he can think of
a way to make a
Logic Puzzle
non-related skill
seem plausible to This puzzle has two statues which
work, then let him overlook two closed chests. An
attempt it. inscription says that one chest
contains a treasure, while the other is
If the players pass trapped, and that the adventurers can
the environmental only open one. The party can ask one
Skill Test reward of the two statues a single question.
them with a notch However, one statue always lies and
without fail. one always tells the truth, but the
players don’t know which is which.
16
The solution is that the players ask
one of the statues what the other
statue would say, if it was asked which
chest was safe. Whichever chest the
statue indicates, the players choose
the other chest.

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.

Threat Point Conversion


Standard Encounter Threat Intense Encounter Threat
Character Level
Point value Point value
1 2 3
2 2.5 3.5
3 3 5
4 4.5 5.5
5 5 6
6 5.5 8.5
7 8 9
8 8.5 9.5
9 9 12
10 11 14
18
Creatures in Bloody Quest are listed NPCs, on the other hand, are non-
in the Bestiary with a Threat Point combative individuals which occupy an
value of their own. As the Game Encounter. These are usually civilians,
Master adds enemy Creatures to the like peasants or townsfolk, but also
Encounter they keep a log of the total include animals like cows and dogs.
Threat Points these come too. In order They are included in the Encounter,
to be fair and balanced an Encounter but do not assist the players or their
should not exceed the Enemy Threat enemies in any way.
Point Total the Game Master has Any NPCs in an Encounter are
calculated. controlled by the Game Master. When
creating the Encounter, the Game
Master should decide on some basic
responses for the NPCs in certain
situations. Such as, if there is fighting,
that they run and hide.
When setting up the Initiative Order
for an Encounter which includes allies
and NPCs they will be broken up into
warbands by their type. They are
then included in the Initiative Order
generation like ordinary warbands,
non combatant NPCs should have their
Allied and NPC turn at the end of the round.
Creatures
The players are not alone in the world.
Apart from them and their enemies,
there are thousands of lay people
going about their lives. Sometimes an
Encounter may call for the inclusion
of Creatures which are not player Creature types
controlled or enemies. These fall makeup
into two categories; allied and NPC Choosing the different types of
Creatures. Creatures to include in the Encounter
An allied Creature is any Creature can be a real challenge. To get you
which is not one of the player started, these are some example type
characters, but will assist the players makeups. Use these as a template for
in battle. This can include hired a party of 4 or more players and add
mercenaries, rescued soldiers or even more Creatures to them as needed.
town guards. They lend their strength Bandit Gang: 3 Henchmen, 2 Threats, 1
and skill to the players in battle. Hero
When including allies, it is up to the Goon Squad: 2 Heroes, 3 Henchmen
Game Master’s discretion on how
they are used. The Game Master may Horde: 8 Henchmen
pass control of the allies over to the Showdown: 2 Henchmen, 1 Lord
players, while in other instances the
Big Guns: 1 monster, 3 Henchman
Game Master may retain control of the
allies and move them with the players Monster Mash: 2 Monsters
consultation. Legendary: 1 Legendary Monster
19
Doubling Warbands
If there are double the amount of
one type of Creature to the amount
of players it may be suitable to split
them into two separate Warbands.
Do this by making a note of what is in
each group, and then when generating
the Initiative Order you roll for two
different Warbands of the same name.
For instance if you had 8 Henchman
and 4 players, you could split the 8
henchmen to two separate Warbands,
Henchmen 1 and Henchmen 2.

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.

Gold Distribution per Encounter

Max total gold per


Character Max gold per player Max gold per player
level, per 4 player
Level per encounter per encounter
party
1 450 1800 10,800
2 500 2000 12,000
3 600 2400 14,400
4 700 2800 16,800
5 800 3200 19,200
6 900 3600 21,600
7 1000 4000 24,000
8 1100 4400 26,400
9 1300 5200 31,200
10 1500 6000 36,000
24
Giving Out Notches In a practical sense, reusing a location
can be a terrific time saver for the
Notches are the tally of deeds which Game Master. As long as the Game
players accrue during play. Once a Master isn’t running the players
character attains a certain number through the same basic Encounter in
of Notches they can advance a level. the same place, players will not bat an
This makes Notches very valuable, and eyelid at returning to a previous area.
the Game Master should award them
sparingly. For more information on
how and when Notches are awarded Moving from place
check the Awarding Notches entry of to place
the Managing Players section.
Some Campaigns will require players
Information and treasure can be to travel from one place to another.
treated in the same basic way. Players This may be a day’s walk to a farm, or
can find either during an Encounter, weeks on the road going to another
both in the Exploration or Combat major city. How travel is handled will
Phase, and may be able to instantly require some creative thinking from
benefit from it. It is recommended the Game Master.
that the Game Master plan what
information and treasure rewards Short distances, a day or two, can
are available when designing their be quite straight forward. Unless
Encounters. This way the Game a specific Encounter or content is
Master can’t accidentally introduce a planned for a short trip between
powerful item which would be out of locations, the Game Master can just
place. transition players straight from one
location to another.

Locations Longer distances can be more


challenging. Transitioning from one
The continent of Civitas is filled with location to another is an option, but
burgeoning civilisations, overgrown risks the players feeling like they
ruins and countless secrets. There have missed a large chunk of time.
are hundreds of locations for a Game Roleplaying each day is possible,
Master to choose from, and picking but would quickly become tiresome,
the right places for Campaigns especially in travels which take
Encounters can make all the months.
difference.
Some kind of middle ground is the
Different nations have different best solution. The Game Master can
sensibilities and beliefs. For example, provide the players with details on
a story focussed on freeing slaves that week, and maybe have them
would likely have Escallon or Malo solve a small problem to keep them
characters as antagonists, and so engaged. Including an Encounter or
happen somewhere within their slave two can also help, illustrating that the
trading routes. The Game Master journey was punctuated by one really
should spend some time researching eventful moment.
the different places and people of
Civitas, and seeing which best fit the It is recommended that the Game
story they are trying to tell. Master keep the tone and experience
they are aiming for in mind, and plan
The Game Master shouldn’t be afraid how travel is handled accordingly.
to revisit locations they have taken
their players too before.
25
Adding Detail
It is entirely up to you, the Game
Master, how much detail is added in
areas players explore or while the
characters are traveling. If you wish
to have a game that highly detailed,
you can do so. This part of the guide
will help you run your campaigns with
more detail. As a default these rules
should be expected, but if you choose
to omit them then that’s fine.
When adding detail it’s often a good
idea to assign roles for players in the
party to keep track of. One can be
responsible for managing supplies,
the other keeping track of time. Game
Masters have a lot of responsibilities
already so sharing the load can be a
helpful. Adding details can also be
a great way to include non-combat
situations that players need to think
about, like feeding their characters.
Just be consistent when adding
details and let the players know from
the start of the session anything
particularly important.
Approximate travel speeds
Traveling time Mode of Transport Miles per hour
When figuring how long it will take On foot 2.5
to travel to a location the average
speed for a party on foot is about Running 5
2.5 miles an hour. During travel time Mounted 8
players may do nothing but travel or Cart 6
rest. However you may wish to roll for
random events to take place. Traveling Flying 12
from locations can sometimes be As the Game Master you may wish
dangerous, as not all the roads of to impose a time limit on certain
Civitas run through civilised areas. events and let the players know that
Sometimes there might be other there is some urgency. Maybe they
modes of transportation available, or only have so much time to rescue
the players may wish to run. Bear in the noble woman before she gets
mind if the players are running some sold to Escallon slavers. By adding a
may not be able to keep pace, and Stat timeframe to quests it will make the
Tests or penalties may come into play. players feel like they need to find
the best way to the objective. You
Refer to the Approximate Travel
can even throw in distractions to try
Speeds table for verious modes of
and derail the players. By using time
transport, and their speed.
in your games you can add another
element to your adventures.
26
Fatigue
When running a game characters
can only be on their feet for so long.
To determine how long a character
can be active for without suffering a
negative effect you need to reference
their Constitution Stat. If a character
goes over the limit of how many hours
they can stand without rest they
must pass a Constitution Test or be
fatigued.

Constitution Hours active


1 10
2 12
3 14
4 16
5 18 Food
6 21 When adventuring players will have to
7 36 make sure they have enough food for
their travels. Obviously running out
When a Creature is fatigued their
of food and resources is a sure way to
Melee Skill, Shooting Skill and
end up dead. So having a player keep
Dexterity are set to 1. Their Damage is
track of how many days of food they
at a -1 penalty also. They have reached
have is a good idea. However if the
their limit for the day and must
players run out of food and water they
rest. Once rested they are no longer
don’t immediately starve to death.
fatigued.
But for each 8 hours that passes
without food and water the players
must pass a Constitution Stat
Test. Should they fail they become
Resting malnourished. If a character becomes
A character needs to rest to heal malnourished their Power and
and no longer be fatigued. When a Constitution are halved. This is always
character rests they need at least 8 rounded down and is cumulative.
hours of uninterrupted sleep to be If the player character is on a
considered to have rested properly. Constitution of 1 and fails the test they
Should the character be awoken are considered Killed.
before this then they are considered
to be still fatigued or injured. Injuries
When running games your players will
Healing when resting get all sorts of injured arms, busted
There are two ways to go about legs and fractured skulls. While there
healing while resting, the default are immediate penalties which can be
method is the one detailed in the Core applied to characters, these will be
Rules book. The alternative is that removed once healed. However that
once a character is rested all Damage doesn’t mean that there might not be
is removed. This is referred to as ‘story some sort of lingering side effect that
mode’. persists.
27
If you choose to you can add negative Player abilities over
effects to body parts that have been
healed. You can add a length of time
Encounters
until the effect expires. Or if you’re Players Characters will possess certain
feeling inclined, you might consider abilities which are described as Once
adding it permanently, or until some per Encounter. These can be used only
sort of alternative solution can be once during an Encounter. As a rule
found to fix it. of thumb, when the conditions to end
the Encounter are achieved, and the
It’s entirely up to you as to how Game Master is distributing rewards
limiting or permanent this injury like Notches, this is when Once per
is. You might feel that a character Encounter abilities become active again.
falling off a cliff and taking maximum
Some Encounters may happen in
Damage to their Light Wounds might
the same location as the previous
warrant a permanent injury to their
Encounter. Such as the players
legs. In some cases you may wish to
breaking into a warehouse in one
circumvent a player’s death with an
Encounter, and then henchmen
injury.
showing up to fight them in the
Refer to the Injury Type table for next. The point where one Encounter
a small list of possible injuries or becomes another is where the player
infections that can be on added to a abilities would become active again,
character by the Game Master. and it is up to the Game Master to let
the players knows this is the case.

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.

Stat Tests and Skill


Tests
In the Bloody Quest system Stat Tests
and Skill Tests are intended for use
in certain situations. It is worth the
Game Master keeping in
mind what these tests
correspond too, and
when to call on Advancing levels
players to perform A Player Character advances in a level
them. when a certain number of Notches are
If a player wishes earned. This is usually ten Notches.
their character As a rough rule, players should be
to interact advancing a level approximately every
with the sixth Encounter, including rewards for
environment completed quests.
or other A player can level their character
characters, as soon as they have amassed ten
such as climb a Notches. This will be during the end of
tree, a Skill Test an Encounter, when the Game Master
is performed. is awarding Notches and Once Per
If the player Encounter abilities are renewing.
character is
reacting to or What a character advancing in a
affected by level means for the Game Master is
something, like that the difficulty of the game will
a trap, a Stat likely change. Most characters gain
Test might some Statistic increases or additional
be used abilities when they level up, making
instead. It enemies at their previous level easier
will be up to the GM to defeat. The Game Master should
if the Creature uses have some idea when they are going
its modified Stat to be awarding Notches, and around
or not for a Stat what point player characters are going
Test. to be levelling up, and should design
their Encounters accordingly.
30
Awarding Notches Distributing
Overview on when the GM should rewards
award Notches. Planning the standard
There are two methods of distributing
awarding of Notches for Encounters.
treasure rewards to players. The Game
Planning for the awarding of
Master can allocate items to players,
Notches for player actions, for good
or the players can distribute items
sportsmanship or roleplay.
amongst each other.
Rewarding players with Notches is
The Game Master will most likely give
up to the Game Master’s discretion.
treasure to a specific player if they
It is advised to give each player a
search the area where the item is. For
Notch after successfully completing
example, rewarding the player with
an Encounter. Additional Notches
the gold in a chest they have opened.
can also be awarded at this time, for
players who performed particularly If the players wish for a quicker
well, or who have excelled in getting reward resolution, or there is a
into character. common mass of rewards like a
treasure pile, then players may opt to
The Game Master should be aware
allocate rewards between themselves.
of how many Notches a Chapter is
This may mean the Game Master gives
going to award players, and how many
the players a list of what can be found
additional Notches they are giving out
in the area, like if they are searching
If the players complete a important
all the corpses in a room, and the
task or quest give them 2 Notches.
players discuss amongst themselves
If players level up faster than the
who gets what.
opponents in coming Encounters, the
Game Master may have to do some
quick challenge reassessments.
31
The Bestiary
The bestiary is a tome of knowledge,
full of the many beasts and Creatures
Hitpoint Entries
that inhabit Somnium. It’s through In this bestiary each Creature has
the bestiary that you will create your three entries in its Hitpoints section.
encounters. The bestiary will show These are the Critical (C), Vital (V) and
you the Stats of all the Creatures in Light Wounds (L) values.
game and the various ways you can
present them. Each will have a Threat
Point associated with it to help make
balanced Encounters.

Tier Modifier Special Rules


Abilities that have a +tier modifier gain
a bonus according to their tier. Use the Where a Creature uses generic special
following chart to as a reference when rules this will be listed by name. Check
needed. the Special Rules section of the Core
Rule Book for details on how these
Level 1-3 +0 rules work.
Level 4-7 +1 Unique rules, usually associated
level 8-9 +2 with Creature skills or abilities, are
provided with a full description on
Level 10 +3 how they work.

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

Skills and Abilities


Will to live: Can ignore 1 hit point of Quick Knives: When the Quick Knife
Damage from any source once per Raider uses its Ranged Attack and
Encounter. hits, generates an extra Graze on the
target. This can only be used once
per Attack Action.

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

Skills and Abilities


Will to live: Can ignore 1 hit point of
Damage from any source once per
Encounter.
Bulls Eye: Whenever the Vagabond
Archer successfully hits an enemy
with their ranged attack, the next ally
to successfully Roll to Hit against the
same Creature is at +1 Damage with all
hits.

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 -

Skills and Abilities


Will to live: Can ignore 1 hit point of Quick Knives: When the Quick Knife
Damage from any source once per Sponsor uses its Ranged Attack and
Encounter. hits, generates an extra Graze on the
Guardian: Whenever the Quick Knife target. This can only be used once per
Sponsor is locked in combat against Attack Action.
the same enemy as an ally they gain a
-1 damage reduction.

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

Skills and Abilities


Will to live: Can ignore 1 hit point of Quick Knives: When the Quick Knife
Damage from any source once per Reaper uses its Ranged Attack and
Encounter. hits, generates an extra Graze on the
Hacked to pieces: Whenever quick target. This can only be used once per
knife reaper causes an injury she Attack Action.
immediately does an additional graze
on the same target saves cannot be
made against this attack.

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

Skills and Abilities


Will to live: Can ignore 1 hit point of Flash cut: Whenever the Quick
Damage from any source once per sword raider successfully tumbles,
Encounter. disengages or shifts he may
Master Quick Knifes: When the quick immediately causes a graze to one
knife blade master scores a hit in Creature either in combat with him or
melee combat, he can immediately who he passes.
make a free ranged attack with the
spitfire special rule. This can happen
only once per Attack Action.

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

Skills and Abilities


Anon, Steely Mind, Freedom, Greater Creatures within range can make a
Magic Resistance 4+ free Standard Move Action or make
Will to live: Can ignore 1 hit point of one free Ranged Attack.
Damage from any source once per Master Quick Knives: When a hit is
Encounter. caused in Melee Combat the Knifelord
Flash cut: On successful tumbles may immediately makes a free Ranged Attack
Disengage or Shift. Immediately causes with the Spitfire special rule. This can
a Graze to one Creature either Locked happen only once per Attack Action.
in Combat or that is passed. Potion of healing: Utility Action. One
Lord of Knives: Once per Encounter. use. Remove 1D6 Damage from any
Discharge 8. All allied Quick Knife Hitbox area.
38
Dracaena Draco
Henchmen
Blood Guard Drone Henchman | Race: Gor’wyn | Size: Normal
Statistics Level 1-3 Level 4-7 Level 8-9 Level 10 Threat
Hitpoints C3, V4, L5 C3, V5, L7 C4, V6, L9 C5, V7, L11 points
INI +1 +2 +3 +3 Level 1 1
Move 5 5 5 5 Level 4-7 3
Melee Skill/Parry 2 6+ 3 6+ 4 5+ 5 5+
Level 8-9 6
Shooting Skill 2 2 2 2
Power/Damage Level 10 10
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+ 4+ 4+
Reductions - 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 - 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

Skills and Abilities


The more you suffer: When causing Blood Guard: Whenever a Dracaena
an enemy to be Knocked Down or ally within 4 inches is targeted by a
Killed the Blood Guard Drone gains +1 Charge Move Action the Blood Guard
Attack Dice for the remainder of the Drone may reroll one failed Defence
Encounter. This can only be done once Save. This may only be done once per
per Encounter. round.
Despise Fa’uwn: All Gor’wyn can reroll
one Roll to Hit against a Fa’uwn once
per turn.

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

Skills and Abilities


The more you suffer: When causing Skirmisher: Once per turn when the
an enemy to be Knocked Down or Blood Splinter Drone causes Damage
Killed the Blood Guard Drone gains +1 with a Ranged Attack it can make a
Attack Dice for the remainder of the single free Move Action.
Encounter. This can only be done once Blood Shard: When the Blood Splinter
per Encounter. Drone does Damage with a Ranged
Despise Fa’uwn: All Gor’wyn can reroll Attack select two new targets within
one Roll to Hit against a Fa’uwn once 6 inches. Both take a Graze, and
per turn. Defence Saves can be made as usual.

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 -

Skills and Abilities


The more you suffer: When causing Blood meat: Whenever an allied
an enemy to be Knocked Down or Dracaena Gor’wyn is Killed within 6
Killed the Blood Guard Drone gains +1 inches of the Berserker Drone it can
Attack Dice for the remainder of the remove 1D3 Damage from any Hitbox.
Encounter. This can only be done once Wreathe of agony: Whenever the
per Encounter. Berserker Drone deals Damage with
Despise Fa’uwn: All Gor’wyn can reroll Melee Attack it may target 2 enemy
one Roll to Hit against a Fa’uwn once Creatures within 6 inches of the hit
per turn. Creature. These Creatures suffer
a Graze. Defence Saves may be
performed as normal.
41
Bolter Drone Threat | Race: Gor’wyn | Size: Normal
Threat Statistics Level 1-3 Level 4-7 Level 8-9 Level 10
points Hitpoints C4, V6, L9 C5, V7, L11 C6, V8, L13 C7, V9, L15
Level 1 2.5 INI +1 +2 +3 +4
Level 4-7 4.5 Move 5 5 5 5
Melee Skill/Parry 3 6+ 4 5+ 5 5+ 6 4+
Level 8-9 8
Shooting Skill 4 5 6 7
Level 10 12
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 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 -
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

Skills and Abilities


The more you suffer: When causing Blood meat: Whenever an allied
an enemy to be Knocked Down or Dracaena Gor’wyn is Killed within 6
Killed the Blood Guard Drone gains +1 inches of the Berserker Drone it can
Attack Dice for the remainder of the remove 1D3 Damage from any Hitbox.
Encounter. This can only be done once Blood Bolt: Whenever the Bolter Drone
per Encounter. does Damage with a Ranged Attack
Despise Fa’uwn: All Gor’wyn can reroll select one new target within 6 inches.
one Roll to Hit against a Fa’uwn once They take a hit for 2+tier modifier
per turn. Damage in the Light Wounds area.
Defence Saves can be made as usual.
42
Heroes
Dracaena Vespidae Hero | Race: Gor’wyn | Size: Normal
Statistics Level 1-3 Level 4-7 Level 8-9 Level 10 Threat
Hitpoints C5, V7, L11 C6, V8, L13 C6, V9, L15 C8, V9, L17 points
INI +2 +3 +4 +4 Level 1 3.5
Move 5 5 5 5 Level 4-7 6
Melee Skill/Parry 5 5+ 6 4+ 7 4+ 8 3+
Level 8-9 8.5
Shooting Skill 4 5 6 7
Level 10 11
Power/Damage
4 - 4 - 4 - 4 -
Modifier
Constitution/Fortitude
2 +1 2 +1 2 +1 2 +1
Modifier
Dexterity/Dodge 5 5+ 6 4+ 7 4+ 8 3+
Intelligence 3 3 4 4
Armour Front/Rear 4+ 4+ 4+ 4+ 3+ 3+ 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 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 -

Skills and Abilities


The more you suffer: When causing an Blood meat: Whenever an allied
enemy to be Knocked Down or Killed Dracaena Gor’wyn is Killed within 6
the Vespidae gains +1 Attack Dice for inches of the Vespidae it can remove
the remainder of the Encounter. This 1D3 Damage from any Hitbox.
can only be done once per Encounter. Blood strike: Power attack. If this
Despise Fa’uwn: All Gor’wyn can reroll attack hits it will create an additional
one Roll to Hit against a Fa’uwn once Critical hit at half Damage.
per turn. Skirmisher: Once per turn when
the Vespidae causes Damage with a
Ranged Attack it can make a single
free Move Action. 43
Lords
Dracaena Arbre Hive-mind Lord | Race: Gor’wyn | Size: Normal
Threat Statistics Level 1-3 Level 4-7 Level 8-9 Level 10
points Hitpoints C6, V8, L13 C7, V9, L15 C8, V10, L17 C9, V11, L19
Level 1 7 INI +3 +3 +4 +5
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
4 - 4 - 4 - 4 -
Modifier
Constitution/Fortitude
2 +1 2 +1 2 +1 2 +1
Modifier
Dexterity/Dodge 6 4+ 7 4+ 8 3+ 9 3+
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 5 Damage 6 Damage 7 Damage 8
Attack Dice +1 Attack Dice +1 Attack Dice +1 Attack Dice +1
Defence Dice +2 Defence Dice +2 Defence Dice +2 Defence Dice +2
Bleeding, Armour Bleeding, Armour Bleeding, Armour Bane, Bleeding,
Piercing, Blocker, Piercing, Blocker, Piercing, Blocker, Armour Piercing,
Defender Defender Defender Blocker, Defender
Load out 2
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 +1 Defence Dice +1 Defence Dice +1 Defence Dice +1
Great Weapon Great Weapon Great Weapon Great Weapon
Skills and Abilities
Anon, Steely Mind, Freedom, Greater Blood meat: Whenever an allied
Magic Resistance 4+ Dracaena Gor’wyn is Killed within 6
The more you suffer: When causing inches of the Arbre Hive-mind it can
an enemy to be Knocked Down or remove 1D3 Damage from any Hitbox.
Killed the Arbre Hive-mind gains +1 Roots, bloody roots: Whenever a
Attack Dice for the remainder of the Creature takes damage from the Arbre
Encounter. This can only be done once Hive-mind they are Rooted until the
per Encounter. end of their next turn. During the End
Despise Fa’uwn: All Gor’wyn can reroll Phase the Rooted Creature takes 1+tier
one Roll to Hit against a Fa’uwn once modifier points of unsavable Damage,
and the Arbre Hive-mind can remove
44 per turn.
1+tier modifier Damage from any Hitbox.
The 8th sanctum of suffering
Henchmen
Suffer Neonate Henchman | Race: Naga | Size: Normal
Statistics Level 1-3 Level 4-7 Level 8-9 Level 10 Threat
Hitpoints C,3 V4, L6 C3, V5, L8 C4, V6, L10 C5, V7, L12 points
INI +1 +1 +2 +3 Level 1 1.5
Move 5 5 5 5 Level 4-7 3.5
Melee Skill/Parry 2 6+ 3 6+ 4 5+ 5 5+
Level 8-9 6.5
Shooting Skill 2 2 2 2
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 - 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 -

Skills and Abilities


We are Legion: Whenever the naga Armoured Scales: When performing
causes an enemy to be Knocked Down Defence Saves the naga may Reroll
or Killed, immediately roll 1D6. On one failed save. This Reroll must
a roll of a 6 they summon a Suffer be applied to an Armour Save. The
Neonate. The Suffer Neonate starts Rerolled save cannot be modified.
next to the Creature who summoned
it and has its turn at the same time as
the summoner.

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

Skills and Abilities


We are Legion: Whenever the naga
causes an enemy to be Knocked Down
or Killed, immediately roll 1D6. On
a roll of a 6 they summon a Suffer
Neonate. The Suffer Neonate starts
next to the Creature who summoned
it and has its turn at the same time as
the summoner.
Armoured Scales: When performing
Defence Saves the naga may Reroll
one failed save. This Reroll can be
changed to an Armour Save if it was
not already one. The Rerolled save
46 cannot be modified.
Threats
Suffer Wickedblades Threats | Race: Naga | 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 +2 +2 Level 1 2.5
Move 5 5 5 5 Level 4-7 4.5
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 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 - 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 -
Poison 5+, Poison 4+, Poison 3+, Poison 3+,
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 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 -
Skills and Abilities
We are Legion: Whenever the naga Armoured Scales: When performing
causes an enemy to be Knocked Down Defence Saves the naga may Reroll
or Killed, immediately roll 1D6. On one failed save. This Reroll can be
a roll of a 6 they summon a Suffer changed to an Armour Save if it was
Neonate. The Suffer Neonate starts not already one. The Rerolled save
next to the Creature who summoned cannot be modified.
it and has its turn at the same time as
the summoner.

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 -

Skills and Abilities


We are Legion: Whenever the naga Armoured Scales: When performing
causes an enemy to be Knocked Down Defence Saves the naga may Reroll
or Killed, immediately roll 1D6. On one failed save. This Reroll can be
a roll of a 6 they summon a Suffer changed to an Armour Save if it was
Neonate. The Suffer Neonate starts not already one. The Rerolled save
next to the Creature who summoned cannot be modified.
it and has its turn at the same time as
the summoner.

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

Skills and Abilities


Pounce: When performing a Charge
Move Action any attacks that cause
Damage will make the target become
Prone.
Pack Frenzy: Whenever a Hyena Beta
starts its turn Locked in Combat with
a Prone enemy they can make a free
Attack Action immediately.

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

Skills and Abilities


Pounce: When performing a Charge
Move Action any attacks that cause
Damage will make the target become
Prone.
Pack Frenzy: Whenever a Hyena Beta
starts its turn Locked in Combat with
a Prone enemy they can make a free
Attack Action immediately.
Vicious Onslaught: Power attack. This
attack gains +1 Damage when applied
to the Light Wounds area. If Damage
is dealt with this attack the target
becomes Knocked Prone.

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+

Skills and Abilities


Magic Resistance 5+, Rejuvenate 5+
Ravenous Hunger: Utility Action. Once
per Encounter the Troll Aberrant can
use this ability if within 1 inch of a
Knocked Down or Killed enemy. 1D6
Damage can be removed from Hitbox
area.
Acid Vomit: Standard Action, once per
turn. Ranged Attack, 3 + tier modifier
Damage, Spindrift (Cone), Poison 5+
and Armour Piercing.

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+

Skills and Abilities


Magic resistance 4+, Rejuvenate 4+
Ravenous Hunger: Utility Action. Once
per Encounter the Troll Aberrant can
use this ability if within 1 inch of a
Knocked Down or Killed enemy. 1D6
Damage can be removed from Hitbox
area.
Acid Vomit: Standard Action, once per
turn. Ranged Attack, 3 + tier modifier
Damage, Spindrift (Cone), Poison 5+
and Armour Piercing.

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 -

Skills and Abilities


Flying
Blood to Stone: Whenever a Gargoyle
causes an enemy to be Knocked Down
or Killed it can remove 1+tier modifier
Damage from any Hitbox area.

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

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.

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

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.

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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

Skills and Abilities


Fly, Steely Mind, Freedom, Greater Fire Breath: Utility Action, once per
Magic Resistance 4+ turn. Ranged Attack, Range 10, 3 + tier
modifier Damage, Spindrift (Cone) and
Armour Piercing.

60
61
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Core Rules Player Guide

Bloody Quest Core Rules Bloody Quest Player Guide

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