Scimitar of the Ages (#9/31, #9/365) [EA:V2] (Enchanted Item)
This is a broad-bladed scimitar of ancient design, whose sharpened edge is untouched by time and corrosion, and whose hilt and pommel are encrusted with emeralds. They are often found in tombs in the southern lands, such as Arantis, where it will be wielded by undead guardians such as Mummies or Skeleton Kings, against anyone disturbing their final resting place. The enchantment specific to each scimitar is variable; roll on the table below to determine the type of magic imparted by the weapon:
1-3 Scimitar counts as magical versus creatures that can only be wounded by such, but has no bonus.
4 +1 bonus to Attack Strength
5 +1 bonus to the Damage Roll
6 +1 bonus to SKILL
Not available to buy
BUGBEAR (#10/31, #10/365) [OOTP IV]
SKILL: 8
STAMINA: 8
ATTACKS: 1
WEAPON: Battleaxe or Polearm
ARMOUR: Plate Armour
DAMAGE MODIFIER: None
HABITAT: Dungeons, Ruins, Caves, Towns, Deserts, Wilderness
NUMBER ENCOUNTERED: 1-6 or 4-24
TYPE: Humanoid
REACTION: Unfriendly-Hostile
INTELLIGENCE: High
Another strange offshoot of the Children of Hashak are the BUGBEARS, enormous hairy goblin-like creatures, usually clad in plate armour and, in combat, brandishing battleaxes or obscure polearms of some description (with a particular preference for fauchards, spetums, or the ranseur). This prized war-gear is due to the fact Bugbears make excellent smiths, which is their second-most favoured profession after being bodyguards, bravoes and other intimidating standover-merchants.
Around the same size as a Gark, but covered in a thick pelage of fur, there is much confusion as to the Bugbear's actual provenance. Some claim they are an offshoot of the Toa-Suo, a Hobgoblin sub-race that gave up on the mountains and ice and came back down to the lowlands to dwell. Others consider them yet another obscure Goblin hybrid that has stabilized into its own cultural niche over time, similar to Trackers, Half-Goblins, and the Garks themselves.
What is certain, is that Bugbears are usually found working for Goblin or Orc tribes, typically as protectors for the chief or shaman, when not forging weapons and armour from whatever crude iron their clan has managed to acquire. Some are also attracted to lawless frontier towns, such as Alasiyan or Sapphire City, out there on the dusty outskirts of civilization; again, using their might and brawn to secure employment in the retinue of a local despotic overlord.
REDHEAD MUSHROOM (#11/31, #11/365) [TTHA]
Appearance: This is a large mushroom with a fiery red cap, and a bitter smell and taste. They grow in clusters on the crumbling barks of rotting tree trunks.
Distribution: Forests and hills across northern Allansia.
Effects: The ninja tracker Hakasan Za of Zengis claims that Redhead Mushrooms are highly poisonous. Anyone foolish enough to eat one suffers the loss of -6 STAMINA points of damage due to this toxicity. Their stomach will be gripped by sharp pains, and they will break out in a cold sweat before being violently ill moments later. Writhing around on the ground in agony and clutching their stomach, the victim may well die if they have eaten too many and do not have a suitable poison antidote to hand!
Cost: City 10gp, Town 12gp, Village 15gp (per mushroom)
Availability: Common
ADVENTURER (#12/31, #12/365) [POT]
SKILL: 9
STAMINA: 14
ATTACKS: 1
WEAPON: Sword
ARMOUR: Leather Cuirass and Small Shield
DAMAGE MODIFIER: None
HABITAT: Everywhere
NUMBER ENCOUNTERED: 1 or 2-7
TYPE:Humanoid
REACTION: Neutral
INTELLIGENCE: High
Here they come, advancing cautiously through the underworld, sword in one hand and a glowing brass lantern in the other, ever-wary of danger whether it be devious trap or hideous creature. The ADVENTURER, the seeker of fortune and glory, who enters the dangerous places of Titan in search of tomorrow's riches! While the Heroes are likely Adventurers of one sort or another themselves, there are of course other Adventurers out there, questing against Evil and Chaos, searching for gold and treasure, or otherwise accepting dangerous tasks that require courage, bravery, curiosity and cunning.
The scores given above are for an average Adventurer, particularly one that has been encountered solo. If more diversity is required, perhaps for detailing a party of Adventurers, check the adventuring party creation table in Heroes of Titan (p. 58). An Adventurer can be of any nation, region, gender or race (and remember Elf and Dwarf Adventurers will have the Dark Seeing Talent).
As well as their weapons, armour and the inevitable lantern, an Adventurer may also possess (roll on the following table):
1. A coil of rope
2. A long stick
3. A bunch of keys
4. A steel mirror
5. A bunch of herbs
6. A holy symbol
In addition, they will have 2-12GP, and 2-7 Provisions in a leather sack or backpack.
If they think it is worth their while, Adventurers may suggest teaming up with the Heroes, but are equally likely to just swap some advice or information before wandering off again. If crossed or attacked however, they will defend themselves resolutely, fleeing or surrendering only as a last resort.
Adventurers are found everywhere there is adventure to be had!
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