INTRODUCTION

This is Legends of Treasure & Ruin Roleplaying Game, the game that defines the genre.

LoT&R is a game of your imagination in which you participate in thrilling adventures and dangerous quests by taking on the role of a hero—a character you create. Your character might be a strong fighter or a clever rogue, a devout cleric or a powerful wizard. With a few trusted allies at your side, you explore ruins and monster-filled dungeons in search of treasure. The game offers endless possibilities and a multitude of choices—more choices than even the most sophisticated computer game, because you can do whatever you can imagine.

THE LoT&R GAME

The LoT&R game is a fantasy game of your imagination. It’s part acting, part storytelling, part social interaction, part war game, and part dice rolling. You and your friends create characters that develop and grow with each adventure they complete. One player is the Dungeon Master (DM). The DM controls the monsters and enemies, narrates the action, referees the game, and sets up the adventures. Together, the Dungeon Master and the players make the game come alive.

This rulebook has all the rules players need to create characters, select equipment, and engage in combat with a variety of supernatural and mythical foes.

The Dungeon Master’s guide, available separately, provides the DM with advice, guidelines, and everything he or she needs to create challenges, adventures, and full-fledged LoT&R campaigns, including sections on prestige classes, magic items, and character rewards.

The monster guide, available separately, contains material that players and DMs alike will find useful. With hundreds of monsters to populate all levels of dungeons, this tome also includes monster creation rules, information on playing monsters as characters, details on monster tactics, and powered-up versions of standard creatures.

Together, these three volumes comprise the core rules for the Legends of Treasure & Ruin game.

THREE DIMENSIONS

The Legends of Treasure & Ruin game is a game of imagination, but it is also a game of tactics and strategy. Miniatures and a battle grid provide the best way to visualize the action. Miniatures, representing characters and monsters in the game, can be purchased from most hobby shops. A paper battle grid may be purchased separately.

The game assumes the use of miniatures and a battle grid, and the rules are written from this perspective.

CHARACTERS

Your characters star in the adventures you play, just like the heroes of a book or movie. As a player, you create a character using the rules in this book. Your character might be a savage barbarian from the frozen wastes or a clever rogue with a quick wit and a quicker blade. You might be a deadly archer trained in survival techniques or a wizard who has mastered the arcane arts. As your character participates in adventures, he or she gains experience and becomes more powerful.

ADVENTURES

Your character is an adventurer, a hero who sets out on epic quests for fortune and glory. Other characters join your adventuring party to explore dungeons and battle monsters such as the terrible dragon or the carnivorous troll. These quests unfold as stories created by the actions your characters perform and the situations your DM presents.

A Legends of Treasure & Ruin adventure features plenty of action, exciting combat, terrifying monsters, epic challenges, and all kinds of mysteries to uncover. What lies at the heart of the dungeons? What waits around the next corner or behind the next door? Playing the roles of your characters, you and your friends face the dangers and explore a world of medieval fantasy.

One adventure might play out in a single game session; another might stretch across several sessions of play. A session lasts as long as you and your friends want to play, from a couple of hours to an all-day affair. The game can be stopped at any time and picked up wherever you left off when everyone gets back together.

Every adventure is different, every quest unique. Your character might explore ancient ruins guarded by devious traps or loot the tomb of a long-forgotten wizard. You might sneak into a castle to spy on an enemy or face the life-draining touch of an undead creature. Anything is possible in a Legends of Treasure & Ruin game, and your character can try to do anything you can imagine.

PLAYING THE GAME

Legends of Treasure & Ruin uses a core mechanic to resolve all actions in the game. This central game rule keeps play fast and intuitive.

The Core Mechanic: Whenever you attempt an action that has some chance of failure, you roll a twenty-sided die (d20). To determine if your character succeeds at a task (such as attacking a monster or using a skill), you do this:

  • Roll a d20.
  • Add any relevant modifiers.
  • Compare the result to a target number.

If the result equals or exceeds the target number (set by the DM or given in the rules), your character succeeds. If the result is lower than the target number, you fail.

THE RULES

Important: You don’t have to memorize this book to play the game. Once you understand the basics, start playing! Use this book as reference during play. When in doubt, stick to the basics, keep playing, and have fun.

One part of the book you may end up referring to frequently, at least for a while, is the glossary that begins on page 304. Here’s where you’ll find definitions of the terms we use in the rules and information on how a character is affected by certain conditions (such as being stunned). If you come across a term you’re not familiar with and you want to know more, look it up in the glossary (and also check the index, of course).

WHAT YOU NEED TO PLAY

Your group needs these items to play LoT&R.

  • The three revised core rulebooks. (All players might want to have their own copies of the books.)
  • A copy of the character sheet at the back of this book for each player.
  • A battle grid.
  • Miniatures to represent each character and the monsters that challenge them.
  • A set of dice for each player. A set of dice includes at least one four-sided die (d4), four six-sided dice (d6), one eight-sided die (d8), two ten-sided dice (d10), one twelve-sided die (d12), and one twenty-sided die (d20).
  • Pencils, scrap paper, and graph paper to keep notes and to map the locations your characters will explore.

DICE

We describe dice rolls with expressions such as “3d4+3,” which means “roll three four-sided dice and add 3” (resulting in a number between 6 and 15). The first number tells you how many dice to roll (adding the results together). The number immediately after the “d” tells you the type of dice to use. Any number after that indicates a quantity that is added or subtracted from the result. Some examples include:

1d8: One eight-sided die, generating a number from 1 to 8. This is the amount of damage a longsword deals.

1d8+2: One eight-sided die plus 2, generating a number from 3 to 10. A character with a +2 Strength bonus deals this amount of damage when using a longsword.

2d4+2: Two four-sided dice plus 2, resulting in a number from 4 to 10. This is the amount of damage a 3rd-level wizard deals with a magic missile spell.

d%: Percentile dice work a little differently. You generate a number between 1 and 100 by rolling two different-colored ten-sided dice. One color (designated before you roll) is the tens digit. The other is the ones digit. A roll of 7 and 1, for example, give you a result of 71. Two 0s represents 100. Some percentile dice show the tens digit in tens (00, 10, 20, etc.) and the ones digit in ones (0, 1, 2, etc.). In this case, a roll of 70 and 1 is 71, and 00 and 0 is 100.

Important! Not every action requires a die roll. Roll dice in combat and other dramatic situations when success is never a certainty.

The d20 is used to determine whether or not your character succeeds at an action. The other dice are used to determine what happens after you succeed.

Players should roll dice openly so that everyone can see the results. The DM may make some rolls in secret to build suspense and maintain mystery.

GENERAL GUIDELINES

The general rules for what to do when rounding fractions and when several multipliers apply to a die roll (often encountered as what to do when doubling something that is already doubled) are provided below, followed by a glossary of game terms.

ROUNDING FRACTIONS

In general, if you wind up with a fraction, round down, even if the fraction is one-half or larger. For example, if a fireball deals you 17 points of damage, but you succeed at your saving throw and only take half damage, you take 8 points of damage.

Exception: Certain rolls, such as damage and hit points, have a minimum of 1.

MULTIPLYING

Sometimes a special rule makes you multiply a number or a die roll. As long as you're applying a single multiplier, multiply the number normally. When two or more multipliers apply to an abstract value (such as a modifier or a die roll), however, combine them into a single multiple, with each extra multiple adding 1 less than its value to the first multiple. Thus, a double (×2) and a double (×2) applied to the same number results in a triple (×3, because 2 + 1 = 3).

For example, Tordek, a high-level dwarven fighter, deals 1d8+6 points of damage with a warhammer. On a critical hit, a warhammer deals triple damage, so that's 3d8+18 damage for Tordek. A magic dwarven thrower warhammer deals double damage (2d8+12 for Tordek) when thrown. If Tordek scores a critical hit while throwing the dwarven thrower, his player rolls quadruple damage (4d8+24) because 3 + 1 = 4.

Another way to think of it is to convert the multipliers into additions. Tordek's critical hit increase his damage by 2d8+12, and the dwarven thrower's doubling of damage increases his damage by 1d8+6, so both of them together increase his damage by 3d8+18 for a grand total of 4d8+24.

When applying multipliers to real-world values (such as weight or distance), normal rules of math apply instead. A creature whose size doubles (thus multiplying its weight by 8) and then is turned to stone (which would multiply its weight by a factor of roughly 3) now weighs about 24 times normal, not 10 times normal. Similarly, a blinded creature attempting to negotiate difficult terrain would count each square as 4 squares (doubling the cost twice, for a total multiplier of ×4), rather than as 3 squares (adding 100% twice).

WHAT CHARACTERS CAN DO

A character can try to do anything you can imagine, just as long as it fits the scene the DM describes. Depending on the situation, your character might want to listen at a door, search an area, bargain with a shopkeeper, talk to an ally, jump across a pit, move, use an item, or attack an opponent.

Characters accomplish tasks by making skill checks, ability checks, or attack rolls, using the core mechanic.

SKILL CHECKS

To make a skill check, roll a d20 and add your character’s skill modifier. Compare the result to the Difficulty Class (DC) of the task at hand.

An unopposed skill check’s success depends on your result compared to a DC set by the DM or the skill’s description (see Chapter 4).

An opposed skill check’s success depends on your result compared to the result of the character opposing your action. The opponent’s check might be made using the same skill or a different skill, as set forth in the skill’s description.

ABILITY CHECKS

Ability checks are used when a character doesn’t have any ranks in a skill and tries to use that skill untrained. (Some skills, however, can’t be used untrained.)

Ability checks are also used to determine success when no skill applies.

To make an ability check, roll a d20 and add your character’s modifier for the appropriate ability.

ATTACK ROLLS

To attack an opponent, roll a d20 and add your character’s attack bonus. If the result equals or exceeds the opponent’s Armor Class (AC), the attack succeeds.

On a successful attack, roll the dice indicated for the weapon you used to determine how much damage your attack deals.

Damage reduces hit points (hp). When all of a character’s hit points are gone, the character falls unconscious and is dying. (See Chapter 8: Combat for details.)

A critical hit deals more damage. If you roll a natural 20 on an attack roll, you threaten a critical hit. Roll again to confirm it. If the second attack roll is successful, then the critical hit is confirmed and you deal more damage (see page 140 for more information).

THE COMBAT ROUND

Combat is played in rounds. Each round represents 6 seconds in the game world, regardless of how long it takes to play out the round. Combat starts with initiative checks to determine the order of play for the entire battle. There are three types of actions: standard actions, move actions, and full-round actions. In a round, you can do one of these four things: Take a standard action and then a move action; take a move action and then a standard action; take two move actions; or perform a full-round action. (See Chapter 8: Combat for details.)

THE PLAYER’S ROLE

As a player, you use this handbook to create and run a character. Your character is an adventurer, part of a team that regularly delves into dungeons and battles monsters. Play wherever everyone feels comfortable and there’s a place to set the battle grid and miniatures, roll the dice, and spread out your books and character sheets.

The DM sets each scene and describes the action. It’s your job to decide what your character is like, how he or she relates to the other adventurers, and act accordingly. You can play a serious paladin or a wisecracking rogue, a reckless barbarian or a cautious wizard. With your character in mind, respond to each situation as it comes up. Sometimes combat is called for, but other situation might be solved through magic, negotiation, or judicious skill use.

Also consider how you respond. Do you narrate your character's action ("Tordek moves to the doorway and attacks the bugbear") or speak as your character ("I move to the doorway and take a mighty swing at the monster")? Either method is fine, and you can even vary your approach to match the situation.

LoT&R is a social experience as well as an imaginative one. Be creative, be daring, and be true to your character... and most of all, have fun!

CHARACTER CREATION

Review Chapters 1 through 5, then follow these steps to create a 1st-level character. You need a photocopy of the character sheet, a pencil, scrap paper, and four 6-sided dice.

CHECK WITH YOUR DUNGEON MASTER

Your DM may have house rules or campaign standards that vary from these rules. You should also find out what the other players have created so that your character fits into the group.

ROLL ABILITY SCORES

Roll your character's six ability scores. Determine each one by rolling four six-sided dice, ignoring the lowest die roll, and totaling the other three. Record your six results on scrap paper.

See Chapter 1 (beginning on the next page) for more details.

CHOOSE YOUR CLASS AND RACE

Choose your class and race at the same time, because some races are better suited to certain classes. The classes, detailed in Chapter 3, are barbarian, bard, cleric, druid, fighter, monk, paladin, ranger, rogue, sorcerer, and wizard. Each class description includes a "Races" section that provides some advice.

The Races, described in Chapter 2, are human, dwarf, elf, gnome, halflings, half-elf, and half-orc.

Write your class and race selections on your character sheet.

ASSIGN AND ADJUST ABILITY SCORES

Now that you know your character's class and race, take the ability scores you rolled earlier and assign each to one of the six abilities: Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. Adjust these scores up or down, according to your race, as indicated on Table 2–1: Racial Ability Adjustments (page 12).

Put high scores in abilities that support your class selection. Each class description includes an "Abilities" section that provides some advice.

For each ability score, record the character's modifier, as indicated on Table 1–1: Ability Modifiers and Bonus Spells (page 8). Ability modifiers adjust many die rolls in the game, including attack rolls, damage rolls, skill checks, and saving throws.

Record your adjusted ability scores and their modifiers on your character sheet.

REVIEW THE STARTING PACKAGE

There is at least one starting package at the end of each class description. Look at the class's starting package. It offers a fast way to complete the next several steps of character creation. If you like the feat, skills, and equipment listed there, record this information on your character sheet. Otherwise, use this information as a guide and make your own decisions.

RECORD RACIAL AND CLASS FEATURES

Your character's race and class provide certain features. Most of these are automatic, but some involve making choices and thinking ahead about upcoming character creation steps. Feel free to look ahead or to backtrack and do something over if you need to.

SELECT SKILLS

Your character's class and Intelligence modifier determine how many skill points you have to buy skills (see page 62).

Skills are measured in ranks. Each rank adds +1 to skill checks made using a specific skill.

At 1st level, you can buy as many as 4 ranks in a class skill (a skill on your class's list of class skills) for 4 skill points, or as many as 2 ranks in a cross-class skill (a skill from another class's list of class skills) for the same cost. (You get more out of purchasing class skills.)

Buying skills goes faster if you spend 4 skill points (your maximum) on every skill you buy, as we've done in the starting packages.

Once you've selected your skills, determine the skill modifier for each one. To do this, add the skill ranks to the ability modifier associated with the skill and record it on your character sheet.

Table 4–2: Skills (page 63) lists all the skills in the game and indicates which skills are class skills for which classes.

SELECT A FEAT

Each 1st-level character starts with a feat. Table 5–1: Feats (page 90) lists all feats, their prerequisites (if any), and a brief description.

REVIEW DESCRIPTION CHAPTER

Look over Chapter 6: Description. It helps you detail your character. You can handle this now or wait until later.

SELECT EQUIPMENT

Use the equipment from your class's starting package, or randomly determine your starting gold (see page 111) and buy your own gear piece by piece, using the information in Chapter 7: Equipment.

RECORD COMBAT NUMBERS

Determine these statistics and record them on your character sheet.

Hit Points: Your hit points (hp) determine how hard your character is to kill. At 1st level, wizards and sorcerers get 4 hp; rogues and bards get 6 hp; clerics, druids, monks, and rangers get 8 hp; fighters and paladins get 10 hp; and barbarians get 12 hp. To this number, add your character's Constitution modifier.

Armor Class: Your Armor Class (AC) determines how hard your character is to hit. Add the following numbers together to get your AC: 10 + your armor bonus + your shield bonus + your size modifier + your Dexterity modifier.

Initiative: Your character's initiative modifier equals your Dexterity modifier. The Improved Initiative feat provides an additional modifier if you select it.

Attack Bonuses: Your class determines your base attack bonus. To determine your melee attack bonus for when you get into close-combat fights, add your Strength modifier to your base attack bonus. To determine your ranged attack bonus for when you attack from a distance, add your Dexterity modifier to your base attack bonus.

Saving Throws: Your class determines your base saving throw bonuses. To these numbers, add your Constitution modifier to get your Fortitude save, your Dexterity modifier to get your Reflex save, and your Wisdom modifier to get your Will save.

DETAILS, DETAILS, DETAILS

Now choose a name for your character, determine the character's gender, choose an alignment, decide the character's age and appearance, and so on. Chapter 6: Description can help with this.

There's no need to develop your character completely. With your DM's permission, you can always add or even change details as you play and get a better feel for your character.