SwordMaster of Hoeth

By Dragon - J.Thorne

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.

Swordmaster Battle Level Table

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

Special Rule, Armour, Weapons and Equipment

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.

Armour

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

Weapons

Elven Great Sword
Adds +2 to wounds caused at -1 to hit.

Equipment

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

Swordmasters & Settlements

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
With a flash of polychromatic lights the scroll disappears and dose nothing.

2-3

Scroll of Strength
+1 strength for one turn.

4-5

Scroll of Toughness
+1 toughness for one turn

6

Scroll of Mass Death
all monsters on this board section take 2d6 wounds unmodified.

Skills

When a Swordmaster gains a skill roll 2d6 on the following table:

2

Flip
As part of his movement the Swordmaster may flip over two squares passing any obstacles (ie: monsters, pits, blocks) This still counts as two squares of movement

3

Mediated Strike
Once per adventure, The Swordmaster may make a killing blow against a single monster of 15 wounds or less killing it in one shoot. He may follow through for a death blow but must roll for damage as normal.

4

Blade Wall
Once per adventure the Swordmaster may begin to spine and twirl his sword so fast it becomes almost impossible to hit him. All monsters are at -3 to hit including missile shots.

5

Herblore
The same as the elf but due to his better training a Swordmaster will roll on the following table instead of the one provided in the Roleplay book:
1 No Effect
2-4 1d6 wounds healed
5 2d6 wounds healed
6 All wounds healed

6

Multiple Blows
The swordmaster may make one extra attack with a normal sword or two extra attacks with his Great Sword

7

Pressure point
This cause a monster to staggering and gives him a -1 to hit penalty and the Swordmaster a +1 to hit bonus when fighting that monster. To use this skill the Swordmaster must trade a attack. The monster takes a -1 to hit penalty and the Swordmaster gains a +1 to hit bonus for each attack traded in this way

8

Side Step
This skill allows the Swordmaster to avoid a blow, discount each hit on him on a roll of 5+

9

Corner
On a successful 'to hit' roll roll a d6. On a 5 or 6 the Swordmaster has backed his enemy into a corner. move the monster into an empty corner and move the Swordmaster next to him (it does not count toward his movement). The monster is at -1 to hit and -1S for the rest of the turn and the Swordmaster is at +1 to hit and +1S against that monster for the rest of the turn

10

Hypnosis
same as Elf skill on page 49 of the roleplay book

11

Forest-Walker
Same as Elf skill on page 49 of the roleplay book

12

Parry
Same as Elf skill on page 49 of the Roleplay book But a Swordmaster of level 1-5 may parry on a 4+ and a Swordmaster of Level 6-10 may parry on a 3+

Swordmasters & Dungeons

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.