Tuesday, December 31, 2024

Tricks and Trials of the Trapper

TRAPPER (#12/31, #12/365) [POT]

SKILL: 8

STAMINA : 7

ATTACKS: 1

WEAPON: Sword and see below

ARMOUR: See below

DAMAGE MODIFIER: None

HABITAT: Towns, Forests, Hills, Wilderness

NUMBER ENCOUNTERED: 2-7

TYPE: Humanoid

REACTION: Neutral (in town), Unfriendly-Hostile (in wild)

INTELLIGENCE: High

While it is true that the wilds of Allansia are full of powerful and deadly monsters, it is also true that many of these creatures possess ivory horns and claws, strange glands and organs, and beautiful pelts and skins, that are all intrinsically valuable to merchants, sorcerers and alchemists. Some monsters are even captured alive, for display in the private zoo of a southern noble or perhaps to be used as a fighting-beast in a gladiatorial arena. Hence a new profession has arisen, that of the dedicated TRAPPER. 

These are rough warrior types, usually ex-adventurers or soldiers, who have no patience with time-wasters. Instead, the Trapper is primarily interested in profit and getting their dangerous cargo (usually trussed up, manacled, or held in large box on a wagon) to the animal traders’ markets and then sold, as quickly as possible. All Trappers are armed with swords, and usually have extra equipment besides. Roll on the following tables to determine any extra gear they possess.

Roll Extra Weapons (roll 1-2 times, rerolling duplicates)

1 Net

2 Whip

3 Hand Axe

4 Lasso

5 Bola

6 Hand Crossbow

Roll Armour (roll once)

1-2 Small Shield

3-4 Leather Jack

5-6 Leather Cuirass

Roll Extra Gear (roll 1-3 times, rerolling duplicates)

1 a riding Horse

2 Sleeping Venom (can coat weapon; victim must Test their Luck or sleep for 10-60 Minutes)

3 Rope (10 metres)

4 1-3 Hunting Dogs

5 Grappling Iron (with Rope if have none)

6 Cart (with Oxen, if no Horse)

To determine what the Trappers may have caught, roll one die:

Roll

No. of Monsters

1

0

2

1

3

1

4

2

5

2

6

3

For every captured monster, roll two dice on the following table. You may accept or re-roll duplicate results as you like:

Roll Monster

2 Clawbeast

3 Doppelganger

4 Saltwater Crocodile

5 Giant Scorpion

6 Giant Toad

7 Giant Wasp

8 Giant Crab

9 Howl Cat

10 Lightning Serpent

11 Tunneller Beast

12 Hydra

There is a 1 in 6 chance that a monster may free themselves during the day. Freed monsters will attack Trappers first, and may or may not attack Heroes depending on their intelligence, reactions and whether the Heroes helped them escape. They may also attempt to free any other captured monsters as well, and once some Trappers are slain will usually flee back into the wilderness.

On the floating islands of Pangaria, Trappers are generally tasked with catching and relocating the larger creatures that may be making a nuisance of themselves. If combat is inevitable, the creature will be harvested for parts if slain. On Titan, one of the more reputable Trappers is Kragor the Ensnarer (see Heroes of Titan, p. 38).

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