Swordmasters are the right hand of the High Loremaster of the White Tower of Hoeth, They are sent through out the world in search of knowledge and powerful magic items to add to the collection of the White Tower. While much better in HtH then their kin Swordmasters are very poor bowmen due to the fact that they trained all their lives with the Elven Great Sword which they wield faster then an ordinary warriors wields a short sword. Due to their long travels and hard battles, Swordsmasters are typically Stronger, tougher and faster then the rest of Elven kind.
Battel Level | Gold | Title | Move | WS | BS | S | Damage Dice | T | Wounds | Initiative | A | Luck | Willpower | Skills |
1 | 0 | Novice | 5 | 5 | 6+ | 4 | 1d6 | 4 | 1d6+8 | 7 | 1 | 0 | 2 | 0 |
2 | 2,000 | Champion | 5 | 6 | 6+ | 4 | 1d6 | 4 | 2d6+8 | 8 | 2 | 1 | 2 | 1 |
3 | 4,000 | Champion | 5 | 6 | 6+ | 5 | 2d6 | 4 | 2d6+8 | 8 | 2 | 2 | 3 | 1 |
4 | 8,000 | Champion | 5 | 6 | 5+ | 5 | 2d6 | 5 | 3d6+8 | 8 | 3 | 2 | 3 | 2 |
5 | 12,000 | Hero | 5 | 6 | 5+ | 6 | 2d6 | 5 | 3d6+8 | 9 | 4 | 3 | 3 | 3 |
6 | 18,000 | Hero | 6 | 7 | 5+ | 6 | 2d6 | 6 | 4d6+8 | 9 | 4 | 3 | 3 | 3 |
7 | 24,000 | Hero | 6 | 7 | 4+ | 6 | 2d6 | 6 | 4d6+8 | 10 | 4 | 3 | 3 | 4 |
8 | 32,000 | Master | 6 | 7 | 4+ | 6 | 3d6 | 6 | 5d6+8 | 10 | 5 | 3 | 3 | 5 |
9 | 45,000 | Master | 6 | 8 | 4+ | 6 | 3d6 | 6 | 5d6+8 | 10 | 5 | 4 | 4 | 6 |
10 | 50,000 | Lord | 6 | 9 | 3+ | 6 | 3d6 | 6 | 6d6+8 | 10 | 5 | 4 | 4 | 7 |
A Swordmaster may never buy a Bow or other ranged weapon, although should he find a magic one he is allowed to use it at -2 to hit.
A Swordmaster may where any armour available to the Barbarian
While using his Great Sword a Swordmaster may not use a shield of any kind
While in a Shrine to Hoeth a Swordmaster may train up to the next battle level for 500 less gold the normal. Full rules for the Shrine to Hoeth will be given later.
Holy Armour of Hoeth
Gives +2 Toughness. A Swordmaster may only wear a Helm in additions to his
Holy Armour. A Swordmaster may where other armour but he may never give away,
leave behind or sell his Holy Armour
Elven Great Sword
Adds +2 to wounds caused at -1 to hit.
Notebook
Once per adventure when an unexpected event not involving a monster occurs
roll a d6, on 6+ the Swordmaster has found something pertaining to this type of
event and the party may discard the event without resolving it
The Swordmaster may never visit the Alehouse or the Gambling House
In a city where he has ALREADY FOUND AN ELVEN QUARTER the Swordmaster may look for a Shrine to Hoeth. Roll 2d6 and if the total is 7 or more he has found it. He will only ever be able to find a Shrine in a city. He will never find one in a town or village unless specified he finds on in a scenario. Only a Swordmaster may visit a Shrine to Hoeth
While in a Shrine to Hoeth, The Swordmaster may show his notebook to the Loremaster of the Shrine. The Loremaster will read it and award the Swordmaster if he finds some new information about something. Roll on the following table:
1-2 |
Nothing new was learnt |
3-5 |
The Loremaster finds a few points of interest. Gain 1d6*10 gold |
6 |
The loremaster finds the answer to a question he has been puzzling over for a long time. Take a piece of treasure |
He may also give a donation of 1d6*50 to hte Shrine. Roll a d6 on the following table:
1 |
Hoeth is busy elsewhere. |
2-5 |
Hoeth has taken note of the Swordmaster. +1 to hit for the next adventure |
6 |
Hoeth is pleased with the Swordmaster performance. +1 Luck for the next adventure |
Shrines to Hoeth sell the following supplies that a Swordmaster may need on his journey
ITEM | Stock | Cost to Buy | Cost to Sell |
Great Sword | 2 | 500g | 250g |
Holy Armour | 2 | 500 | N/A |
Orb of Future Sight | 7 | 1d6*150 | N/A |
Magic Scroll | 5 | 1d6*50 | N/A |
The Orb of Future Sight may be used to avoid one event card. One use only
The Magic Scroll will have one of the following spells on it:
Roll on this Table:
1 |
Pretty lights |
2-3 |
Scroll of Strength |
4-5 |
Scroll of Toughness |
6 |
Scroll of Mass Death |
When a Swordmaster gains a skill roll 2d6 on the following table:
2 |
Flip |
3 |
Mediated Strike |
4 |
Blade Wall |
5 |
Herblore |
6 |
Multiple Blows |
7 |
Pressure point |
8 |
Side Step |
9 |
Corner |
10 |
Hypnosis |
11 |
Forest-Walker |
12 |
Parry |
While in a dungeon the Swordmaster acts similar to the Elf, But given the chance he will try to explore the entire dungeon. when the objective room is found roll a d6. On a roll of 1-3 the Swordmaster will stay and enter the Objective Room with his fellows. On a roll 4-6 he will insist on exploring the rest of the Dungeon first before entering the Objective room. If he has a lantern or other way to see in the dark the other adventurers may chose to go with him or to enter the objective room. If he dose not have a lantern or other some such device the Leader must go with him and any other adventures who do not have a lantern must go with them. This is because the Swordmaster has convinced them that if they explore the rest of the dungeon first they may find more gold and treasure. Obviously if the dungeon has already been completely explored the Swordmaster will enter the Objective room without having to make a roll.