b lood treasure - dmsguildfor players of blood & treasure, the character they play is their window...
TRANSCRIPT
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WRITTEN AND EDITED BY
John M. Stater
ASSISTANT EDITOR
Tanner Yea
COVER ILLUSTRATION
N. C. Wyeth
INTERIOR ILLUSTRATIONS
Jon Kaufman, Ndege Diamond, Louis Rhead, G Wooliscroft Rhead, John Dickson Batten, Harry Clarke, Frank Kelly Freas, Gustave Dore, Arthur Rackham, Theodore
Kittelsen, Maurice Day, William Andrews, H. J. Ford, Frank Pape, Howard Pyle, Emile Bayard, John Gilbert, John Pettie, Robert Anning Bell, Jean‐Francois
Raffaelli, Albert Robida, Willy Pogany, Michael Stewart, Wendelin Boeheim, Charles S. Brooks, Jennie Harbour, Rex Whistler, Harold S Delay, J. E. Millais,
Mariana Ruiz Villarreal, Marta S., David Hamilton, Gary Dupuis, William McAusland, Steve Robertson, Bradley K. McDevitt, Matt Morrow, Bruno Balixa,
W. M. Goode, Ryan Rhodes, Eugène Viollet‐le‐Duc
Monster Silhouettes by Telecanter
PLAYTESTERS
Matt Borselli, Edwin Charoenpitaks, Don Chiavaroli, Justin S. Davis, Luke DeGraw, Simon Forster, Sandor Gebei, Christopher Jackson, Philippe Lamiraux, Reynaldo Madrinan, Martyn Maillardet, Heron Prior, Gordon Richards, Nathan Sorseth,
Chris Wellings, Tanner Yea
Blood & Treasure – Players Tome is Copyright 2012 John M. Stater
Some artwork copyright William McAusland, used with permission
Some artwork copyright Octavirate Entertainment, used with permission
Some artwork © STEVE ROBERTSON, used with permission
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
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V. Adventures 134 Dungeons 134 Wilderness 143 Civilization & Settlements 146 The Planes 152 Being a Treasure Keeper 157 Converting Material 159 VI. Monsters 161 Making Monsters 165 Monster Encounters 166 Monster Characters 166 Monster Descriptions 168 Monster Templates 304 Monster Encounter Charts 311 Treasure by Encounter Level Chart 324 VII. Treasure 325 Coins 325 Gems 325 Art Objects 325 Magic Items 326 Magic Armor 329 Magic Weapons 331 Potions & Oils 335 Rings 335 Rods 338 Scrolls 340 Staves 341 Wands 342 Wondrous Items 343 Intelligent Items 361 Cursed Items 363 Artifacts 367
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I. Getting Started 1 II. Characters 2 Ability Scores 2 Races 3 Classes 5 Feats (Optional) 32 Equipment 32 Henchmen & Hirelings 40 Alignment 42 Stronghold 43 III. Rules of Play 47 Time, Movement and Encumbrance 47 Saving Throws 48 Survival 48 Conditions 50 Heroic Tasks 50 Skill Points (Optional) 51 Encounters 53 Combat 54 Turning Undead 55 Damage and Death 56 Mass Combat 57 Naval Combat 60 Example of Play 62 IV. Magic 64 Preparing Spells 64 Spellbooks and Scrolls 64 Magic Research 64 Crafting Magic Items 65 Casting Spells 65 Spell Descriptions 66
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There is treasure beneath the ground, hidden in dank caverns and colossal vaults carved out of the earth by the slaves of wizards and dragons. Treasure enough to build a kingdom or destroy one, to launch a man or woman of modest birth into the heights of power. To get this treasure, you must leave the safety of hearth and home, cross wild and dangerous places and finally pierce the earth itself and delve deep into its mysteries. Most of the folk who seek this treasure die forgotten. A few carve out legends passed on by their lucky comrades. Fewer still live to tell their own tale and drag that treasure out of the underworld.
Will you be one of the lucky few?
THE BASICS
Blood & Treasure is a role playing game set in a fantasy world of dwarves, demons, dragons and hordes of gold coins and magic swords.
Blood & Treasure is a “pen & paper” game that requires a group of players to sit around a table with pencils, pieces of paper and dice and interact with one another to make things happen. One of the players is declared the referee, or Treasure Keeper (TK) and has the task of running the game. The other players take on the roles of fantasy characters – wizards, warriors, etc. – delving into dungeons in search of treasure. Most games have four to six players, but more or fewer players is possible.
THE DICE
Dice are absolutely vital to a game of Blood & Treasure. The game consists of several people weaving a tale of adventure and exploration. In order to keep the game from being a series of
arguments over whether the actions in the game are successful or not, dice are used to determine how the events of the tale unfold.
Blood & Treasure uses the six‐sided dice most people are familiar with and several other types of dice that generate different ranges of numbers. These dice can be purchased on the internet or in most gaming stores.
Four sided dice are abbreviated “d4”
Six sided dice are abbreviated as “d6”
Eight sided dice are abbreviated as “d8”
Ten sided dice are abbreviated as “d10”
Twelve sided dice are abbreviated as “d12”
Twenty sided dice are abbreviated as “d20”
When the game calls for a certain dice to be rolled, it uses these abbreviations and precedes them with the number of dice to be rolled. If the game needs you to roll one twenty sided dice, it asks you to roll “1d20”. If the game needs you to roll three six sided dice, it asks you to roll “3d6”.
There are three additional types of “dice” that are sometimes called for in the game. None of these dice technically exist, but other dice can be used for such rolls.
Two sided dice are abbreviated d2. A two sided dice can be simulated by flipping a coin (you must agree in advance whether heads or tails count as 1 or 2) or rolling a d6 and treating a roll of 1 to 3 as “1” and 4 to 6 as “2”.
Three sided dice are abbreviated d3. A three sided dice can be simulated by rolling a d6 and
treating a roll of 1 to 2 as “1”, a roll of 3 to 4 as “2” and a roll of 5 to 6 as “3”.
Percentile dice are abbreviated d100 or d%. To simulate a one hundred sided dice, roll two d10. The first dice counts as the ten’s place, the second as the one’s place. Thus, if the first dice was a “7” and the second dice was a “5”, the roll would be considered a “75”. If a “0” is rolled for the one’s place, it is counted as a “0”. If a “0” is rolled for the ten’s place, it is considered a “10”. A roll of “0” and “0” is “100”.
HISTORY
Fantasy role playing is over three decades old now. Blood & Treasure tries to keep the rules simple and easy to understand, while drawing inspiration from throughout the history of fantasy role playing games. For simplicity’s sake, this game will divide this history into three broad periods: Classic, Advanced and Expanded.
The “Classic” period stretches from the mid‐1970’s to the mid‐1980’s and covers the most fundamental portions of the game. The “Advanced” period built on those fundamentals, and spanned the late 1970’s to the 1980’s. In the 1990’s fantasy roleplaying was “Expanded” with many new concepts.
Since some TK’s and players prefer one period over another, and might wish to exclude races, classes, spells or monsters from a particular period, these items are marked with either an
for items that came from the Advanced period, or an for items that came from the Expanded period. Unmarked items originated in the Classic period.
Chapter One
Getting Started
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For players of Blood & Treasure, the character they play is their window to the world. Characters can be male or female, young or old, and one of several different races and classes. Some aspects of a character are rolled randomly, and thus are outside the control of the player. Other aspects are chosen by the player. Before you create a character, you need to understand the following game‐related terms.
Treasure Keeper: The referee for the game is referred to as the Treasure Keeper, or TK.
Character: A character is a person or creature either controlled by a player (a “player character”, or PC) or by the referee (a “non‐player character”, or NPC).
Ability Score: An ability score reflects a character’s potency in six different measures, three physical and three mental. Determining these ability scores is the first step in creating a character.
Race: A character’s race, human or non‐human, sets various benefits and limitations that will have an impact on the character during play. After ability scores are rolled, a player chooses his character’s race.
Class: A character’s class is their profession. Class determines how good a character is at combat, whether they can cast magic spells and what kinds of tasks they are trained in. After a character’s ability scores and race have been decided, a class is chosen.
Experience Points: Experience points (XP) are a running measure of a character’s deeds. XP are earned by overcoming challenges such as monsters and traps, and claiming treasures.
Level: The more XP a character earns, the higher their level. Just as an ability score measures how strong or weak a character is, their level measures how accomplished they are at their chosen profession. Most characters begin at 1st level, but some TKs might choose to start characters at higher levels to facilitate a different kind of game.
Hit Dice: A character earns a Hit Dice (HD) at each level. A HD is a dice rolled to determine a character’s hit points (see below). The more skilled a class is at fighting, the larger their HD. Barbarians roll the largest HD, a d10, while magic‐users and sorcerers roll a d4, the smallest HD.
Hit Points: Hit points (hp) are a vague measure of one’s ability to survive danger. When hit points are reduced to 0, a character dies.
Attack Bonus: A character’s attack bonus is the number they add to dice rolls when trying to deal damage to or overcome an opponent in combat.
Saving Throws: A saving throw is a dice roll in which a player rolls a twenty‐sided dice (1d20) and attempts to roll a number equal to or higher than their saving throw value. There are two types of saving throws in Blood & Treasure. The first kind is used to see if a character can escape
danger or destruction from traps, magic spells and other hazards. The second kind is used when a character attempts a non‐combat task.
Armor Class: A character’s Armor Class is a target number that an attacker must overcome with his or her attack roll to inflict damage. Armor Class starts at 10 and increases due to a high dexterity score or because a character is wearing armor or carrying a shield.
Tasks: Tasks are non‐combat actions that some character classes have as skills. A character that is skilled in a task gets better at performing that task as they gain levels. A character with a knack in a task is better at doing it than most, but does not improve over time.
Feats: Feats are an optional set of special abilities that characters can learn as they advance in level. Feats permit characters to learn things not normally associated with their class, perfect different styles of fighting or learn new tricks with their spell casting.
ABILITY SCORES
Each character in the game is defined by six ability scores. These scores represent the character’s mental and physical faculties and apply a bonus or penalty to the actions they attempt over the course of a game.
A player rolls three six‐sided dice (3d6) for each of his character’s ability scores. This procedure produces characters that are average in most abilities, with maybe one or two abilities that are above or below average.
Average characters are not acceptable to some players and TKs, so they can alter the ability score procedure as they see fit. Some allow players to roll 4d6 for each ability score, dropping the lowest value and then adding the other three. Some Treasure Keepers allow players to roll the scores and then assign them to the ability scores rather than rolling the scores in order. Some use both methods. Use the method your TK prefer.
Each ability score, after changes made to the score because of the character’s race (see below), has a modifier ranging from ‐5 to +5. This modifier is the number you apply to dice rolls when your character tries to do something governed by that ability score. A positive modifier is called a bonus, and a negative modifier is called a penalty.
ABILITY SCORE MODIFIER
1 ‐5 2 ‐4 3 ‐3 4, 5 ‐2 6, 7, 8 ‐1 9, 10, 11, 12 0 13, 14, 15 +1 16, 17 +2 18 +3 19 +4 20 +5
Chapter Two
Characters ABILITY SCORES | RACES | CLASSES | EQUIPMENT | HENCHMEN | STRONGHOLDS
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