Tuesday, January 30, 2024

I was born a scentless apprentice...

APPRENTICE (#29/31, #29/365) [POT]

SKILL: 6

STAMINA: 7

ATTACKS: 1

WEAPON: Dagger and See below

ARMOUR: None

DAMAGE MODIFIER: None

HABITAT: Towns, Plains, Forest, Hills, Dungeons, Ruins, Caves

NUMBER ENCOUNTERED: 1-6

TYPE: Humanoid

REACTION: Friendly-Neutral

INTELLIGENCE: High

"Oh, I'm just so bored with all this. Every day it's the same: up before dawn for that crazed rush across town to rekindle the furnace before Master Brand comes down. Hours and hours spent melting, smelting, beating and battering, waiting for the evening to come."

Gan, Swordsmith's Apprentice [Gascoigne, M. (1991). Demonstealer.]

An APPRENTICE is a young person employed by an older professional to learn the ways of their trade. They may be encountered singly or in groups, usually in the employ of their master, running errands, carrying messages or searching for all kinds of ingredients, components or materials. Some Apprentices also flee their apprenticeship, for various reasons, and travel the land, seeking further employment or adventure!

Most Apprentices have few possessions other than the clothes on their back, a pouch with a few coins, a Dagger for defence, and maybe some food. To determine the type of Apprentice and any further possessions they may have, roll on the following table (in a group, all Apprentices will be of the same type):

1 Alchemist: An Alchemist's Apprentice. Has 1 random Potion (roll 1d6: 1-2 Potion of Cooling, 3-4 Potion of Warming, 5-6 Vial of Blimberry Juice)

2 Witch: An Apprentice Witch, has MAGIC 4, Magic-Minor 1, and 6 random cantrips. Also has a Staff and a bunch of random herbs (roll on the appropriate terrain table).

3 Thief: An Apprentice Thief, yet to complete their Night of Testing. Has a Shortsword, Lock Picks and 1 point in each of the following: Sneaking, Trap Knowledge, Sleight of Hand, and Locks.

4 Artisan/Tradesperson: An Apprentice to an Artisan or a Tradesperson (see their entries to determine type). Has a Hammer and a bag of tools for their profession.

5 Wizard: An Apprentice Wizard, has MAGIC 4, Magic-Minor 1, and 6 random cantrips. Also has a Staff.

6 Sorcerer: A Sorcerer's Apprentice (see The Sorcery Spell Book, p. 108), has MAGIC 4, Magic-Sorcery 1, and knows only the first six spells: ZAP, HOT, FOF, WAL, LAW, DUM. Also has a Shortsword.

STIKKLE (#30/31, #30/365) [TTHA]

Appearance: This striking, ground-hugging plant has broad waxy leaves a vivid orange in colour and grows in small clumps in shaded areas.
 
Distribution: Forests, plains and hills across northern Allansia.
 
Effects: Stikkle leaves from one plant can be boiled down to produce a small lumpy orange block of Stikkle Wax. This has curative powers against wounds and venoms that cause paralysis, such as the bite of a Gronk or the touch of a Ghoul. If quickly and vigorously applied to the wounded area, one lump of wax will counteract one paralysis-causing wound. Note that Stikkle Wax has no effect on other sorts of venom or poison.

Cost: City 1gp, Town 15sp, Village 2gp (per lump of wax)
 
Availability: Uncommon

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