Way watcher

By John Keyworth
March 1998

Although out of place in a dungeon the way watcher is some times sent out on extended missions to strange places on missions for Orion and Ariel. A rare few take a liking to these missions and become adventurers.

BL

M

Ws

Bs

S

DD

T

W

I

A

Luck

Wp

Sk

Pin

1

5

4

3+

3

1

3

1d+7

5

1

1

3

0

2+

2

5

4

3+

3

1

3

2d+7

5

1

1

3

1

2+

3

5

5

3+

3

1

3

2d+7

6

2

2

3

2

2+

4

5

5

3+

4

2

3

2d+7

6

2

2

3

3

2+

5

5

6

2+

4

2

3

3d+7

6

2

3

4

4

1+

6

5

6

2+

4

2

3

3d+8

7

3

3

4

5

1+

7

5

6

2+

4

2

4

4d+8

7

3

4

4

6

1+

8

6

7

1+

4

3

4

4d+8

7

3

4

5

7

Auto

9

6

7

1+

4

3

4

5d+8

8

4

5

5

8

Auto

10

6

8

Auto

4

3

4

5d+9

8

4

5

5

9

Auto

Equipment

Leaf cloak
Using the leaf cloak the way watcher can ignore one event per journey when travelling.

Rope
As normal rope.

The way watcher can't use armour any heavyer than furs or leather and any gunpouder weapons. They can use any tresure usable by the elf.

Weapons

Long dagger
Does 1d6+Str-1 Damage. +1 to hit.

Bow
As a normal bow.

Skills

Scouting
On a 6+ each turn, while there are no monsters on the board, the Waywatcher can look at the next room and any monsters that are in there.

Skill table

2 Parry
Gains a 6+ parry(+1 per each additional skill, max 4+).
3 Feign flight
Before monsters are placed on the board the way watcher is allowed a free move.
4 Forest walker
Journey times are reduced by one week if they take place in forests(4+ outside role-playing games).
5 Power shot
Uses the elfs hand to hand damage dice when firing.
6 Ambush
Gains the ambush special ability.
7 Set traps
When monsters are detected using the scout skill the waywatcher can set traps for these unfortunate beasts. Roll a dice and consult the following table to find out what he manages to rig up.
d6 Trap
1-2 Spikes
The enemy have there feet impaled as they run onto some sharpened spikes. 1d6 enemy take a strength hit equal to the elves battle level with as many Damage dice as the elf normally causes in combat.
3 Snares
All enemy must make an I check on 2d6 or forfeit there first turns.
4 Nets
As snares but they make a strength check.
5-6 Impaler
One random enemy take BLd6 automatic wounds. No modifiers for toughness or armour.
8 Herb lore
As the Wardancer skill.
9 Rapid shot
Can fire as many times as he has attacks.
10 Dodge
Gains a 6+ Dodge(+1 per each additional skill, max 4+).
11 Way finder
Can ignore one event when travelling.
12 Glade rider
Gains an elven steed which reduces journey times by 2 weeks and adds one to the result in combat rolls on journeys.

Settlement

The waywatcher visits an elf encampment outside the town which has a general store, a farrier, weapon smith elf quarter and elven fletcher. The elven flecher is like a normal flecher but also provides the following item/services-

Name

Stock

Cost

Sell

Effect

1d6 Sheaf arrows

6

8

-

+1 strength.

1d6 Armour arrows     

6

10

-

Ignores armour.

1d6 Flight arrows

6

8

-

+1 to hit.

Leaf cloak

9

200

50

See above(only one leaf cloak can be worn at once).

Long dagger

7

150

25

See above.

Master bow

13

Sp.

-

 

Dure to the emence skill of elven fletchers an elf can have two bows combined. The waywatcher presents both bows to the fletcher and he can combine them for a base rate of 1000gc. This is added to by 200gc for each +1 that is apply to the roll for success. The base chance is 6+ on 1d6. If the roll fails then both bows are ruined!