When rolling for Hazards when Party is travelling on a Road or a Track, if a 11 or 12 is rolled, the Party comes across a Travelling Caravan, with 1D3 +2 different types of traveling attractions, encamped next to a small stream. Roll 1D6 on the Table below, to see which ones are there. Reroll any duplicate results. If the Party wish, they can stop for the rest of the day and visit the different attractions. Stock is rolled at 1D6, each Warrior can visit up to 1D3 locations before the Caravan attractions close up for the night.and They can then spend the night camping there with them. When Night comes roll 1D6, only on a 1 do you need roll to see if there is a Night Hazard. In the morning when you wake you see the that the caravan has already left. Each Warrior roll a 1D6, on a 1, they are missing 1D2 random items, on a 2, 1D6 x 10 Gold. If the Party has any animals or, and vehicles, roll as if you where leaving a settlement to see if any come up missing.
Skinny Bones is a thin Human trader that specialises in exotic goods.
He
has travelled to the far East and back. There is always something strange
offered for sale by Skinny Bones. Also, being an excellent haggler, he often
manages to sell his goods at a higher price. When you are buying from Skinny,
decide what you want to buy, roll to see if it is in stock, then roll 2D6 on the
following table to determine the actual price.
2-3 |
Skinny takes you for a ride! Double the price! |
4-6 |
Skinny pulls a quickie and raises the price by 50% |
7-8 |
Special Deal! You have to buy something else but both items are sold at their normal prices. |
9-11 |
You managed to get the item for its normal price. |
12 |
The impossible has happened! You managed to buy an item at half price! A deal is a deal and the sale is made. However, Skinny is so mad he wont't sell you anything else. |
If the Warrior does not have enough money, he is thrown out in disgust. half the money he had before has been taken by Skinny as compensation for wasting his time.
Equipment |
Stock |
Cost |
Cathay Charms |
6 |
800 |
Firecrackers |
3 |
50 |
Enchanted Acorn |
5 |
400 |
Fine Silk Garments |
4 |
300 |
Nippon Poison |
5 |
500 |
Arabian Lamp |
2 |
150 |
Indian Spices |
4 |
200 |
Cathay Charms:
It is believed that these charms protect
against evil spirits that seek to harm the bearer. The warrior gets one luck
counter.
Firecrackers:
Used extensively is the East, firecrackers are
a must have for any celebration. Producing loud cracking sounds and bursting
into bright lights, they have a redoubled effect in the enclosed dungeons
underground. An can be quit startling to those not familair with them. When
used, everyone (except the user) on that board section must roll 1D6. On a roll
of 1,2 or 3, the monster or warrior is stunned and may not do anything but
defend themself. Warriors can take a Intelligents Test to over come their shock.
If passed, they can act as usual. Enchanted Acorn: This is a magical acorn
enchanted by Halfling wizards who live far to the east. When thrown at BS
roll+2, enemies hit by it are turned into stone. To see if it works, roll a 2D6
and add the thrower's battle-level to it. If the number exceeds the monsters'
current wounds, it works. If not, it is doesn only 1D6 wounds, not effected by
T&A..
Fine Silk Garments
The finest silk from Cathay in the latest
fashions. A must buy for all! +1 on all appropriate Settlement events rolls. As
deemed appropriote. by GM.
Nippon Poison
Potent poisons from the land of the Ninjas! One
purchase has enough for 1D6 coats. Each coat on the weapon is effective for the
first blow that hits even if it does no damage. The poison deals an unmodifiable
one wound of damage every Power Phase. It can also be coated on missile weapons.
Those that miss can be collected at the end of the battle.
Arabian Lamp.
An exotic lamp from the land of the Arab. This
can be used to replace the Lantern,( each turn when a Power Roll of 1 is not
rolled, roll 1D6, on a 6 the Power is +1 for that turn. On Power Roll of 1, roll
1D6, on another roll of 1 the Lamp has accidently been broken.
Indian Spices.
The spiciest spices! Guaranteed to spice up
your meal! Use it with any rations to get +1 attacks but also get -1 to your WS
and BS rolls. Wizards that use this cannot cast spells. Use it without rations
to get x2 attacks and a -2 to your WS and BS roll. One use last one combat.
There is enough for 1D3 uses.
A Belly Dancering troupe is encamped here. They are putting on a show early in the evening. Roll 1D6 on the following table to see what happens.
1 |
The Warrior becomes overcome with lust and attacks one of the Dancers. You and the Party are run out of the encampment and must camp nearby. Roll at -1 to see if there is a Night Hazard. |
2 |
The Warrior becomes enamoured with one of the Dancers and when the music stops, throws 1D6 x 10 Gold at her feet. |
3-4 |
It was an okay performance. |
5 |
It was a delightful performance. You leave the show with a spring in you step. Your are +1 on WS or BS for the first 1D3 turns of the next combat fought. |
6 |
It was a magical performance. It captures your heart. |
Take one luck token. If it is not used in the next adventure, discard it.
Item |
Who |
Stock |
Price(B) |
Price(S) |
Comments |
Sabre |
BE |
4 |
350 |
205 |
Does D3+D2 x Strength wounds |
Javelin |
BEW |
3 |
250 |
150 |
thrown up to 3 x Strength Squares away doing, Spear is 2 x Strength. Does 1D6+Str-1 damage. Roll 1D6, on 5 or 6, if a monster becomes adjacent to you. or if you haven't moved yet that turn, you can still move and do so, you can make a H to H attack after everyone else has attacked, at the end of the Action Phase. |
Saw-toothed dagger |
BDW |
5 |
200 |
50 |
WR's Strength-2+1D6 , ignores all armour |
Long-hafted knife |
DEW |
2 |
300 |
175 |
can be hidden, can be thrown, add WS instead of Strength when fighting) |
Fine Halberd |
BEW |
6 |
500 |
250 |
fight in ranks, +1 T and -1 I when wielded |
Item |
Stock |
Cost(buy) |
Comments |
Healing Herbs |
3 |
100 |
(heals 1D6 wounds) |
Fire Salve |
4 |
150 |
heal 2D6 wounds and be at -1 T and -1 Intg. until end of combat |
Bitter Spices |
5 |
200 |
heals 1 wound and be at +1 Strength until end of 1D3+1 turns |
Shining Liquid |
4 |
150 |
All Undead attacks are -1 to hit you for 1D3+1 turns |
Honeyed Brew |
5 |
200 |
Heal 1D6 wounds onto bearer and cure all poison effects |
Blazing Herbs |
3 |
100 |
when used, acts as lantern for the next 1D6+1 turns |
Silver Spices |
5 |
200 |
discard to increase Power roll for turn by 1D2, unless it is a 1 |
Black Spices |
6 |
300 |
discard to give warrior 5+ magic resistance for 1D3+1 turns |
Green Spices |
5 |
200 |
discard to heal 2 wounds onto all warriors on same board section) |
Golden Sands Spices |
6 |
300 |
discard to create a mirage that allows a Party to avoid/cancel a Travel Hazard |
Blue Spices |
5 |
200 |
discard to make an Ambush a normal attack |
(All items are potions/salves and are one-use-only :)
No more than three of each can be bought at the same visit. They can't be sold...)
Fuzzlewag/Frazzledorf/Frincildel/Funkenwagnul etc., is a human wizard, formerly a Proffessor at College of Magic in Nuln. Old beyond old, for humans, some say he exceeds 200 years in age, extended by the magics he uses so regularly. Fuzzlewag was once a great wizard, renowned throughout the Empire for his researches into the most arcane of magics. Now he is a little senile, travelling the world and studying magic. Being extremely unstable, its not certain what he may do. Roll 1D6 on the following table. To see his frame of mind.
1 |
He suddenly screams "Thief! Thief!" attracting the attention of the rest of the encampment. Not caring for any explanation, he demands the warrior pay resatutions in the form of 1D6 x 10 gold. Or else he will turn you into a toad. | ||||||||||||
2 |
He starts dancing around in glee. You may do nothing. Come back some other time. | ||||||||||||
3-5 |
He doesn't go crazy, much. Buy and sell as normal. | ||||||||||||
6 |
He suddenly casts a spell at you. Roll 1D6 on the next table to see
what happens.
|
Item |
1-2 |
3-4 |
5-6 |
Dispel magic scroll |
200 |
300 |
550 |
Destroy Magic Scroll |
400 |
500 |
700 |
Potion of Invisibility |
250 |
400 |
600 |
Potion of Strength |
150 |
300 |
450 |
Potion of Toughness |
200 |
350 |
500 |
Potion of Floating |
250 |
400 |
600 |
Energy Jewel + |
200 |
350 |
500 |
Wizard's Staff |
350 |
450 |
550 |
Descriptions of the above items (except the Wizard's Staff) can be found in the Treasure section of the Roleplay Book, pages 69-71. Rules for the Wizard's Staff can be found on page 24 of the Roleplay Book.
Special Item
Everytime you visit Fuzzlewag, he has something
special for sale. Roll on the dungeon Room Treasure, Magic Items sub-table to
discover what is offered (page 69-71). He will sell it for its cost x 1.2.
Font of Power
There is a Font of Power in his camp. He allows you
to use it and the charge is 1D6 x 50.
Buyer
He is also a buyer of magic items. All magic items (except
those he sells) can be sold to him for 100 gold above its normal price.
Clotho Fae is an ancient fortune teller that has travelled from a far.
Rumours has it that she has already lived longer than the natural life span of a
human, yet it seems unlikely that she is going to die anytime soon. She is known
to be extremely accurate and powerful. Kings and Emperors have been known to
consult her.
If you decide to visit her, you must pay her 1D6 x 50 gold. Roll
1D6, if you don't want to keep the roll, roll a second time, which outcome you
must use on the following table to see what she sees...
1 |
You insult her by calling her a fraud! In disgust she lays a curse on
you. Form now on, the first time a 5 is rolled on the Power Phase during a
Adventure you are turned into a toad for three turns. |
2 |
She says a lot of things, none of which are useful. |
3 |
She doesn't see anything. She apologizes and as compensation, she gives you a small charm. Which allows you Ignore the first 1D6 wounds you receive that combat. After that, roll 1D6, on a 1-4 the charm is useless. but a 5 or a 6 the charm can be used in the next combat. |
4 |
She warns of a danger lurking ahead on your Journey. Which helps you warn your fellow Party members of an upcoming Hazard. (Allows Party to ignore next Hazard. |
5 |
She can see the path that is best for you to take. In the next Adventure, when there is more then on obvious way to go. The Warriors Intuition tells him what is the the straightest path to the Objective of the Adventure. |
6 |
She describes the death of your Warrior in vivid detail. On the next attack that reduces your Warrior to 0 wounds , you may ignore the result and have the attack reroled at -1 to WS/BS roll, and also wounds. |