BASH Fantasy: Men and Monsters of Kos Excerpt - Introduction, and "The Pegasus"!

Clint Staples

Pegasus

B 3  A 4  M 1              100 Hits/ 5 Soak, +10 if Barded

                  Minion:        30 Hits/ 5 Soak, +10 if Barded

 

Attack -1x4     Defend -1x4, -1x5 flying

Minion:            Attack 24  Defend 24/ 30 Flying

 

Powers: [7]

  • Size 1 (+5 Brawn rolls, Damage, Soak; -1 Dice Penalty to hit, defend, Agility)
  • Flight 5 (25 Squares) Wings
  • Boost: Defense while flying
  • Light Mail or Scale Barding +10 Soak
  • Hoof Attack: x4+5 dmg
  • Diving Stomp: A pegasus can dive downward 10 or more squares and end in a powerful stomp attack, gaining +1 DM to its Hoof damage. If the target takes any damage, it must make an Agility check (Difficulty 10) to stay standing. If ridden, the rider may use this damage bonus instead.
  • Skills: Athletics/ Flying
  • Sense Villainy: Pegasi cannot discern the nature of any dark deeds in a person’s past, but they can tell if such are present and often will not allow such a one to approach.
  • Advantage: Non-sentience

Total Points: 23          Minion: 20

 

What follows is the introduction to The Swords of Kos Campaign Setting from the upcoming book Men and Monsters of Kos: BASH Fantasy Edition (The title may change slightly, but you get the idea).

 

The Swords of Kos Setting is one of sword and sorcery, of life and adventure, set in a re-imagined eastern Mediterranean. Ten centuries after the Peloponnesian War between Athens and Sparta (what, in our own world would be the sixth century A.D.) the civilization and culture of the ancient Greeks lives on as the primary one in the region. In Swords of Kos, the Roman Empire did not subsume, eclipse and replace Greek civilization as the model for what came after. In Swords of Kos, the Gods of Olympus reign, their heroes acting as agents of their will or examples of their glory – as protectors, champions, monster hunters, or simple adventurers, even ne’er-do-wells seeking only to line their own pockets.


One hundred years in the past the Titans rose up in a war that nearly destroyed the world. Called the Cataclysm, it changed everything, returning many monsters to the earth and allowing the dead to roam, sinking islands, shattering cities and upsetting the cosmic balance. As the monsters returned, so too did the elves and dwarves, the sylphs and satyrs, the gnomes, goblins and orcs: striding, creeping, skulking or marching back into the world from distant realm or deep fastness, rejoining the world they had left behind.

Now, people live in the shadow of the Cataclysm. In some ways life is not so different from the time before. Civilization survived intact in many ways. Bronze and iron are still worked, walls and cities built, ships still fare the wine dark sea for trade or war or plunder. Many people live in the same houses that their ancestors inhabited more than a century ago.

But there are also many differences: The venerable and advanced Theran civilization is as much a memory as its home, the island of Thera obliterated in an explosion felt all through the Aegean and beyond. Tidal waves carried away many coastal towns and ports, swept the sea clear of ships, and heaved up new land, and new horrors, from the deep. And monsters of the sea were not alone. Terrible beings of land and air, even the abyss, now roam. Of these, we will now tell.

 

Men and Monsters of Kos: BASH Fantasy Edition is composed of two main sections:

1 - "Men" - by which we mean a number of playable races for the setting, everything from Antaeans, half-giants descended from the Antaeus who challenged Herakles to a wrestling match and lost, to the Cynocephalians, the dog-headed men that are mentioned in so many ancient and medieval travelogues and chronicles. The word "Men" in this instance is not a reference to gender so much as it is the collective noun for a playable race, as opposed to the second section.

2 - 'Monsters" - a collection of something like fifty descriptions and statblocks for creatures to torment, bedevil, aid or antagonize the heroes of your Swords of Kos campaign. The creatures in this section, though some may be sentient, are generally not good ideas for player characters for any of a number of reasons.

Each entry in the book, "Man" or "Monster" also includes an Adventure Hook, for the Narrator to use to as a springboard into adventure in Swords of Kos.

You can see the statblock for the Pegasus above. Here is the descriptive text for the Pegasus [courtesy of Michael Varhola):

Pegasi are powerful winged horses that tend to keep to themselves but which have acquired a reputation for opposing evil. The most famous of all such creatures, in fact, was the one ridden by the hero Bellerophon, which helped him to battle a terrifying Chimera (q.v.). Indeed, although more spirited and harder to manage than normal horses, Pegasi are also more intelligent and resolute than their wingless counterparts and are prized as mounts by those with heroic abilities and inclinations and there is great demand for their eggs. Pegasi are, however, revolted by villainy, which they seem to be able to sense in others, and are as likely as not to drop such riders to their dooms.

AND here is the Pegsus' Adventure Hook:

The Olympian Pegasus is said to soar over the Troodos Mountains and the eponymous peak at the center of the range in Southwestern Cyprus. It is a beast red as copper, from nose to fetlock, and said to be so proud that it will allow only a true hero to ride him. For such a hero, surely the climb will be little more than an afternoon hike. And if the hero has some dark deed in his past, the hike will likely be for naught.

 

Stay tuned for more on Men and Monsters of Kos for BASH! Coming soon from Skirmisher Publishing!