Friday, November 7, 2025

Great beasts of lava!

LAVA BEAST (#5/30, #310/365) [OOTP IV]

SKILL: 8
STAMINA: 8
ATTACKS: 1
WEAPON: Large Claw
ARMOUR: Light
DAMAGE MODIFIER: +1 to Damage Roll
HABITAT: Demonic Plane, Volcanic Areas, Deserts, Wilderness

NUMBER ENCOUNTERED: 1-6 

TYPE: Magical Creature 

REACTION: Hostile 

INTELLIGENCE: Low

Thought to be related to the Magma Beast, the LAVA BEAST is a magical creature usually found on the Elemental Plane of Fire or the Demonic Planes of Obsidian and Steel, but also sometimes on Titan in volcanic areas such as the Crucible archipelago, or hot arid regions such as the Scythera Desert. It is vaguely humanoid in shape, but with flesh like molten rock; a black crust covers it and smoke rises from fiery-red cracks as the Lava Beast lumbers about its domain. As one would expect, Lava Beasts are immune to any fire-based attacks and take no STAMINA damage from them. In addition, anyone who attacks a Lava Beast and successfully hits it with a normal weapon must roll one die; on an odd roll their weapon is destroyed by the creature’s lava core (though it will still cause a wound this Attack Round). On an even roll, or if the weapon is magical, there is no effect. Lastly, the Lava Beast breathes out great clouds of steam from its mouth; whoever faces it in combat must reduce their SKILL score by 1 for the duration of the battle.

Thursday, November 6, 2025

Some random plant monsters from Beyond the Pit converted to Herbal entries

BARK-BITER (#31/31, #305/365) [TTHA] 

Appearance: This is a bizarre type of carnivorous plant, appearing as a dead tree until disturbed, at which point it will sprout green fibrous tendrils. Eyes will open at the ends of several of its upper branches and its trunk will reveal several snapping mouth-like orifices.

Distribution: Jungles and forests across Khul

Effects: The vegetative eyeballs taken from a Bark Biter are imbued with curious essences and can be used as a substitute for up to two other ingredients in a Potion of Seeing. The usual ingredients for the Potion of Seeing are the seed-cone from a Northern Cypress (see The Titan Herbal, p. 50), Lemonberry pips (see The Titan Herbal, p. 44), copper rust, and two types of antelope or gazelle dung. Anyone who drinks a Potion of Seeing will have their sight returned to normal if they are blind or have any kind of vision-related problem. It will not restore missing eyes, however.

Cost: City 5gp, Town 7gp, Village 9gp (per eyeball)

Availability: Rare

Further Notes: See Beyond the Pit (p. 16) for more information

CARNIVOROUS PLANT (#1/30, #306/365) [TTHA] 

Appearance: This strange flesh-eating plant appears as a large, sweetly scented bush concealing sticky, spine covered tendrils that attempt to drag victims down a long digestive tube in the centre of the bush leading to a pool of digestive juices within the plant.

Distribution: Jungles, forests and marshes across Khul

Effects: A vial of digestive juices taken from the heart of a Carnivorous Plant is equivalent to a Vial of Weak Acid. It cannot dissolve metal, but if thrown at an opponent in combat (requiring a successful Test for Skill), will cause 1 stamina damage on impact and a further 1 stamina damage per Attack Round unless they spend an Attack Round wiping it from their body.

Cost: City 5gp, Town 7gp, Village 9gp (per vial)

Availability: Uncommon

Further Notes: See Beyond the Pit (p. 25) for further information.

CRAB GRASS (#2/30, #307/365) [TTHA] 

Appearance: This weird flesh-eating plant takes the form of a patch of lawn whose stalks of grass happen to end in small, serrated pincer-like claws.

Distribution: Marshes, plains and forests across Khul.

Effects: Similar to Tendril Grass, a bunch of dried Crab Grass can be used to brew a Potion of Holding. Anyone drinking this will be able to effectively cast the Hold cantrip (see Advanced Fighting Fantasy, p. 70).

Cost: City 4gp, Town 6gp, Village 8gp (per bunch)

Availability: Uncommon

Further Notes: See Beyond the Pit (pp. 35-36) for further details. Crab Grass is thought to be related to other mobile grass species, including Pilfer Grass (see The Titan Herbal, p. 52), Tangleweed (see p. XX), and Tendril Grass (see The Titan Herbal, p. 67).

DRYAD (#3/30, #308/365) [TTHA] 

Appearance: A Dryad is a plant-spirit that takes the form of a tall woman or Wood Elf maiden with dark brown skin, green hair and clothing made entirely from leaves.

Distribution: Forests and jungles across Titan.

Effects: A lock of Dryad’s hair can be used to brew a Love Potion (see Advanced Fighting Fantasy, p. 149), but is thought to have several other magical properties besides this as well. Actually, acquiring a lock of Dryad’s hair is another matter entirely, of course!

Cost: City 8gp, Town 9gp, Village 10gp (per lock of hair)

Availability: Rare

Further Notes: See Beyond the Pit (pp. 46-47) for further details.

GNARLED OAK (#4/30, #309/365) [TTHA]  

Appearance: This is a weird medium-sized carnivorous Oak tree, often festooned with the corpses of those it has slain, protruding uncomfortably from its trunk in final painful positions of repose.

Distribution: Forests across Khul.

Effects: A branch taken from a Gnarled Oak can be used to brew a Potion of Wood-Melding. Anyone who drinks this will be able to move through wood as if it were air. This power lasts for as 2-12 Attack Rounds, and when it runs out, they had better be clear of any substrate otherwise they will be crushed to death. It also applies to all equipment that the priest carries, but does not transfer to a carried person, unless they are unconscious.

Cost: City 20gp, Town 25gp, Village 30gp (per branch)

Availability: Rare

Further Notes: See Beyond the Pit (pp. 59-60) for further details. The Gnarled Oak is related to the regular Oak (see The Titan Herbal, p. 51) and the Golden Oak (p. XX).

Added Bonus: Random Plant or Fungi Table

Below is a table of random plant and fungi types that have all been mentioned in Fighting Fantasy gamebooks. 

First Roll Second Roll Third Roll Plant or Fungi type

1-3 1 1 Algae

1-3 1 2 Ash

1-3 1 3 Balsa

1-3 1 4 Beech

1-3 1 5 Bogweed

1-3 1 6 Bracken

1-3 2 1 Brambles

1-3 2 2 Briar

1-3 2 3 Brushwood

1-3 2 4 Bulrushes

1-3 2 5 Cactus

1-3 2 6 Cane

1-3 3 1 Cedar

1-3 3 2 Climbing Plant

1-3 3 3 Clover

1-3 3 4 Conifer

1-3 3 5 Cork

1-3 3 6 Creepers

1-3 4 1 Cypress

1-3 4 2 Daisy

1-3 4 3 Dandelion

1-3 4 4 Dune Grass

1-3 4 5 Elm

1-3 4 6 Evergreen

1-3 5 1 Fern

1-3 5 2 Fir

1-3 5 3 Gorse

1-3 5 4 Grass

1-3 5 5 Green Moss

1-3 5 6 Green Mould

1-3 6 1 Heather

1-3 6 2 Hedge

1-3 6 3 Holly

1-3 6 4 Ivy

1-3 6 5 Kelp

1-3 6 6 Laurel

4-6 1 1 Liana

4-6 1 2 Lichen

4-6 1 3 Lily

4-6 1 4 Mahogany

4-6 1 5 Mangrove

4-6 1 6 Matchwood

4-6 2 1 Mildew

4-6 2 2 Moss

4-6 2 3 Mould

4-6 2 4 Mushroom

4-6 2 5 Orchid

4-6 2 6 Palm

4-6 3 1 Pansy

4-6 3 2 Pine

4-6 3 3 Pitcher Plant

4-6 3 4 Pondweed

4-6 3 5 Pricklebush

4-6 3 6 Puffball

4-6 4 1 Rattan

4-6 4 2 Reeds

4-6 4 3 Rose

4-6 4 4 Rushes

4-6 4 5 Sage

4-6 4 6 Saltbush

4-6 5 1 Seaweed

4-6 5 2 Swamp Grass

4-6 5 3 Thistle

4-6 5 4 Thornbush

4-6 5 5 Toadstool

4-6 5 6 Tuber

4-6 6 1 Tumbleweed

4-6 6 2 Vines

4-6 6 3 Waterweed

4-6 6 4 Wattle

4-6 6 5 Weeds

4-6 6 6 Yeast

Tuesday, November 4, 2025

Farmer Miles of the Ham...

FARMER (#30/31, #304/365) [POT]

SKILL: 6

STAMINA : 9

ATTACKS: 1

WEAPON: See below

ARMOUR: None

DAMAGE MODIFIER: None

HABITAT: Plains, Hills, Towns, Wilderness

NUMBER ENCOUNTERED: 1-6

TYPE: Humanoid

REACTION: Friendly-Neutral

INTELLIGENCE: High

"Bigfoot the Elder walked south for three furlongs sowing oats, then east for two furlongs sowing wheat, and finally south-west for four furlongs sowing hay. Have you got that? Are you ready for the question? The question is ... The question is ... What was his favourite colour?" 

- Torbain the Malevolent, Priest of Slangg, Khare, Cityport of Traps, Kakhabad 

Farmers are true folk of the land, who raise the crops, grow fruit and vegetables, and keep domestic animals and birds for eggs, hide and meat. Any Farmers encountered will be wearing outdoor clothes appropriate to their terrain and climate habitat type, and be armed with one weapon; roll on the table below to determine what:

Roll Weapon

1-2 Dagger

3-4 Club

5-6 Staff

Farmers will also have 2-4 items of special gear, rolled for on the table below:

First Roll Second Roll Special Gear

1-3 1 Weatherbeaten Hat

1-3 2 A well-thumbed copy of the Astronomer's Almagest.

1-3 3 A vice, roll: 1-3 a Pipe and Smoking Weed, 4-6 a bottle of Special Brew.

1-3 4 A Missile Weapon (Roll: 1-2 Bow, 3-4 Crossbow, 5-6 Matchlock Blunderbuss)

1-3 5 A Farming Implement (Roll: 1 Hoe (as per Pole Arm), 2 Pitchfork (as per Trident), 3 Shovel (as per Warhammer), 4 Rake (as per Spear), 5 Pick-axe (as per War-Pick), 6 Sickle)

1-3 6 Rope. Roll: 1-3 Ten metres of Rope and a Grappling Hook, 4-6 a Whip.

4-6 1 A Dowsing Rod

4-6 2 A Lantern

4-6 3 A bunch of Herbs

4-6 4 A faithful Dog, up to 1-3 of them

4-6 5 A musical instrument (Roll: 1-2 Bampoo pipe, 3-4 Bronze bell, 5-6 Goat's horn)

4-6 6 A statuette of Cholumbara, the goddess of agriculture

If encountered in a Town, Farmers will be engaged in selling produce and buying supplies to restock the farm. If encountered elsewhere, roll to determine what the Farmer(s) may be doing

Roll Farmer Activity

1-2 Travelling (to or from nearest town). Farmers will be travelling (Roll: 1-2. On foot, 3-4 On steed (Roll: 1 Pony, 2-3 Horse, 4-5 Donkey, 6 Mule), 5-6 On transport (Roll 1-3 Cart, 4-6 Wagon, either drawn by 1-3 (Roll 1-2 Water Buffalo, 3-4 Carthorse, 5-6 Ox)).

3-4 Working on the farm. Roll: 1-3 Just the Farmers, 4-6 Companions, with 1-3 (Roll: 1-3 Dogs, 4-6 Children)

5-6 Back at the farmhouse. Probably with everybody, for mealtimes and at night.

To create a random farm for an encountered farmer, first roll for the size of the farm on the table below:

Roll Size of Farm Grade Farmer Number Type Number Farm Animal Number Vehicle Number

1-2 Plot 1 1-6 Farmers 1-2 1-3 1*

3-4 Small Field 2 2-7 Farmers 1-3 2-4 1-2* 

5 Large Field 4 2-12 Farmers 2-4 2-7 2-4*

6 Huge Field 6 3-18 Farmers 2-7 2-12 2-7*

* Roll for the type of each vehicle: 1-3 Wagon, 4-6 Cart 

Next, roll for each type of specific farming present at the full farm:

Roll Type of Farm

1 Grain and crops

2 Roll again: 1-3 Fruit, 4-6 Vegetables

3 Eggs

4 Meat

5 Hide

6 Other 

To determine the specifics of each of these types of farming roll as appropriate below on the specific farming type table required:

First Roll Second Roll Grain and crops type

1 1 Amaranth

1 2 Balleye Beans

1 3 Bamboo

1 4 Barley

1 5 Chob Beans

1 6 Cocoa

2 1 Coffee

2 2 Corn/Maize

2 3 Cotton

2 4 Flaxwort

2 5 Hemp

2 6 Hops

3 1 Lentils

3 2 Marmalant Tea

3 3 Medlar

3 4 Millet

3 5 Mulberry/Silk

3 6 Mullweed

4 1 Mustard

4 2 Oats

4 3 Olives

4 4 Papyrus

4 5 Purple Lotus

4 6 Pygmy Corn

5 1 Rice

5 2 Rye

5 3 Sallow-Seed

5 4 Scarlet Poppy

5 5 Siff-Saff

5 6 Smoking Weed

6 1 Sorghum

6 2 Soybeans

6 3 Sugarcane

6 4 Sun Flower

6 5 Tea

6 6 Wheat

The size of the field can be found by rolling a die and multiplying the result by the farm's Grade. The result is the area of the field in square kilometres. On Titan, farms are usually measured in square furlongs, where a furlong is roughly equivalent to two hundred metres or an eighth of a mile.

Roll Fruit type

This type includes fruit, nuts and berries. Roll on the table below to determine which, and then roll again on the specific type to find out what the farm is growing.

Roll General Fruit type

1-2 Fruit

3-4 Nuts

5-6 Berries

First Roll Second Roll Third Roll Fruit type

1-2 1-2 1 Apple

1-2 1-2 2 Apricot

1-2 1-2 3 Banana

1-2 1-2 4 Bandurin Fruit

1-2 1-2 5 Blood Orange

1-2 1-2 6 Bomba Fruit

1-2 3-4 1 Breadplant

1-2 3-4 2 Canefruit

1-2 3-4 3 Caracalk

1-2 3-4 4 Cherry

1-2 3-4 5 Chubbley Fruit

1-2 3-4 6 Crab Apple

1-2 5-6 1 Dates

1-2 5-6 2 Dragonfruit

1-2 5-6 3 Fig

1-2 5-6 4 Galda Fruit

1-2 5-6 5 Garva Fruit

1-2 5-6 6 Giant Banana

3-4 1-2 1 Grapefruit

3-4 1-2 2 Guava

3-4 1-2 3 Jewelfruit

3-4 1-2 4 Kumquat

3-4 1-2 5 Lemon

3-4 1-2 6 Lime

3-4 3-4 1 Makfruit

3-4 3-4 2 Mango

3-4 3-4 3 Medlar

3-4 3-4 4 Melon

3-4 3-4 5 Nauk Fruit

3-4 3-4 6 Nectarine

3-4 5-6 1 Orange

3-4 5-6 2 Pango Fruit

3-4 5-6 3 Papaya

3-4 5-6 4 Pawpaw

3-4 5-6 5 Peach

3-4 5-6 6 Pear

5-6 1-2 1 Persimmon

5-6 1-2 2 Pineapple

5-6 1-2 3 Plantain

5-6 1-2 4 Plum 

5-6 1-2 5 Pomegranate

5-6 1-2 6 Pomelo

5-6 3-4 1 Quince

5-6 3-4 2 Rose Apple

5-6 3-4 3 Sky Fruit

5-6 3-4 4 Stink Fruit

5-6 3-4 5 Stonepith

5-6 3-4 6 Sun Fruit

5-6 5-6 1 Tamarind

5-6 5-6 2 Tongo

5-6 5-6 3 Tuktuk Fruit

5-6 5-6 4 Watermelon

5-6 5-6 5 White Fruit

5-6 5-6 6 Xamen Fruit

First Roll Second Roll Nut type

1-2 1 Abundance Nut

1-2 2 Acorns

1-2 3 Almond

1-2 4 Betel Nut

1-2 5 Breadnut

1-2 6 Candlenut

3-4 1 Cashew

3-4 2 Chestnut

3-4 3 Coconut

3-4 4 Hazelnut

3-4 5 Honeymilk Nut

3-4 6 Horse-Chestnut

5-6 1 Kola Nut

5-6 2 Palm Nut

5-6 3 Peanut

5-6 4 Pine Nut

5-6 5 Pistace

5-6 6 Walnut

First Roll Second Roll Berry type

1-2 1 Bilberry

1-2 2 Blackberry

1-2 3 Blimberry

1-2 4 Bloodberry

1-2 5 Blueberry

1-2 6 Catgrapes

3-4 1 Chawberry

3-4 2 Currants

3-4 3 Giant Goldberry

3-4 4 Grapes

3-4 5 Harshberry

3-4 6 Lemonberry

5-6 1 Moongrapes

5-6 2 Mulberry

5-6 3 Raisin

5-6 4 Raspberry

5-6 5 Redberry

5-6 6 Strawberry

The size of an orchard or vineyard or similar can be found by rolling a die and divide the result by two to give you a range of 1-3. Multiplying this number by the farm's Grade gives you the area of the field in square kilometres. 

Roll Vegetable type

This type includes vegetables and edible fungi. Roll on the table below to determine which, and then roll again on the specific type to find out what the farm is growing. 

Roll General Vegetable type

1-4 Vegetable

5-6 Fungi

First Roll Second Roll Third Roll Vegetable type

1-2 1-2 1 Artichoke

1-2 1-2 2 Asparagus

1-2 1-2 3 Beetroot

1-2 1-2 4 Broccoli

1-2 1-2 5 Cabbage

1-2 1-2 6 Carrot

1-2 3-4 1 Cassava

1-2 3-4 2 Cauliflower

1-2 3-4 3 Celery

1-2 3-4 4 Chili

1-2 3-4 5 Chives

1-2 3-4 6 Cloud Cabbage

1-2 5-6 1 Collard Greens

1-2 5-6 2 Cornpepper

1-2 5-6 3 Cucumber

1-2 5-6 4 Edible Taproot

1-2 5-6 5 Eggplant

1-2 5-6 6 Healing Riverbeet

3-4 1-2 1 Horseradish

3-4 1-2 2 Jimweed Root

3-4 1-2 3 Jute

3-4 1-2 4 Kale

3-4 1-2 5 Lemongrass

3-4 1-2 6 Lettuce

3-4 3-4 1 Lotus Root

3-4 3-4 2 Mallow

3-4 3-4 3 Marrow

3-4 3-4 4 Mustard

3-4 3-4 5 Onion

3-4 3-4 6 Peas

3-4 5-6 1 Peppers

3-4 5-6 2 Pickle

3-4 5-6 3 Potato

3-4 5-6 4 Pumpkin

3-4 5-6 5 Purple Tuber

3-4 5-6 6 Radish

5-6 1-2 1 Sago

5-6 1-2 2 Shallot

5-6 1-2 3 Sorrel

5-6 1-2 4 Spinach

5-6 1-2 5 Spring Onion

5-6 1-2 6 Sprouts

5-6 3-4 1 Squash

5-6 3-4 2 Sweet Potato

5-6 3-4 3 Taro

5-6 3-4 4 Tomato

5-6 3-4 5 Turnip

5-6 3-4 6 Watercress

5-6 5-6 1 Wild Leek

5-6 5-6 2 Wild Parsnip

5-6 5-6 3 Yam

5-6 5-6 4 Yarrow

5-6 5-6 5 Yellow Cabbage

5-6 5-6 6 Yellow Carrot

First Roll Second Roll Fungi type

1-3 1 Green Mushroom

1-3 2 White Truffle

1-3 3 Edible Toadstool

1-3 4 Mountain Mushroom

1-3 5 Black Truffle

1-3 6 Red-Spotted Toadstool

4-6 1 Red Truffle

4-6 2 Green-Topped Fungus

4-6 3 Truffle

4-6 4 Ramparts

4-6 5 Tortilla Fungus

4-6 6 Healing Mushroom

The size of a vegetable patch can be found by rolling a die and divide the result by three to give you a range of 1-2. Multiplying this number by the farm's Grade gives you the area of the field in square kilometres. 

Roll Eggs type

1-2 Chickens, 6-36 birds

3 Ducks, 2-24 birds

4 Turkeys, 2-12 birds

5 Geese, 2-12 birds

6 Quail, 4-24 birds

Roll Meat type

1 Pork, 3-18 animals

2 Beef, 3-18 animals

3 Mutton and lamb, 4-24 animals

4 Goat, 4-24 animals

5 Chicken, 6-36 birds

6 Roll again: 1-2 Turkey, 3-4 Duck, 5-6 Geese, all 4-24 birds

Roll Hide type

1-2 Leather. Roll again: 1-4 Cattle, 3-18 animals; 5-6 Goat, 4-24 animals

3-4 Wool, Sheep, 4-24 animals

5 Eiderdown or Feathers, 4-24 Geese

6 Other Fur or Hide (see Encyclopedia Arcana: Volume 1, p. 73), 2-7 animals

Roll Other types 

1 Bees, 2-7 hives, for honey

2 Pigeons, 4-24 birds in dovecot, for messenger-birds

3 Falconry, 1-6 birds in cages, for hunting

4 Ferrets, 1-6 animals in cages, for eliminating vermin

5 Dyes (Woad) for dyers and limners

6 Herbs (Roll as per generating a Herbalist's wares for the encountered as per The Titan Herbal, p. 87) for herbalists and apothecaries

For determining the total number of animals present that are being raised for farming purposes, the number of animals given next to their name is multiplied by the farm's Grade.

Example: If a farm is a Large Field of Grade 4, and the farm has 3-18 cattle for beef, the roll, in this case 11, would be multiplied by 4 for a total of 44 heads of cattle in this Large Field for beef-farming.

Finally, in addition to any creatures raised for farming, there will be the usual farm animals ambling about the place. The size of the farm determines the number of farm animals present (for example a Large Field has 2-7 types of Farm Animal present). For each type of farm animal present, roll on the table below to determine what that is:

First Roll Second Roll Farm Animal 

1-3 1 Riding steeds, 1-3 (Roll: 1 Pony, 2-3 Horse, 4-5 Donkey, 6 Mule)

1-3 2 Cart Steed, 1-3 (Roll: 1-2 Water Buffalo, 3-4 Carthorse, 5-6 Ox)

1-3 3 Dogs, 1-3

1-3 4 Roll again: 1-3 Bull, 4-6 Cow.

1-3 5 Pigs, 1-3 

1-3 6 Sheep, 1-3

4-6 1 Goat, 1-2

4-6 2 Cat, 1-2

4-6 3 Geese, 1-2

4-6 4 Turkey, 1-2

4-6 5 Chickens, 1-6 (Sixth is a Rooster)

4-6 6 Ducks, 1-3

Example: The Director needs to quickly roll up a farm the Heroes have encountered on the wide Pagan Plains of Allansia. Rolling a 3 on the Farm Size table means the farm is a Small Field, Grade 2, with 2-7 Farmers, 1-3 types of farming and 2-4 farm animals. Making these secondary rolls gives the Director a Grade 2 Small Field farm with 4 Farmers, 2 types of farming present, and 4 farm animal types. Rolling for the farming types, the Director gets 6 and a 3, which is Eggs and Other. Rolling on those tables generates a 6 for Quail's Eggs (with 38 quails), and 6 also for Herbs (which would be then rolled for and determined using The Titan Herbal). Quail's eggs and herbs seems like quite the specialized farm! Rolling on the farm animal table four times gives us the following fellow denizens of this farm along with the farmers: two dogs, one cat, two chickens and a duck. Yes, indeed, still quite a queer place!

Disregard any results in particular that do not reflect the encountered habitat type, and choose or reroll the results until you achieve a farm composition you feel comfortable with. Obviously, this collection of animals reflects climates from northern temperate to semi-arid. Sub-arctic realms would feature musk-ox and reindeer, arid areas would have camels, desert ass, and desert bison, while tropical upland regions would see llamas and alpacas being used, and in the lowlands, guinea fowl, water buffalo, zebra, and hippohog.

Farmers consider themselves the backbone of any decent nation, such as Ruddlestone, Gallantaria, Femphrey or Ximoran, toiling on their farms to produce food for the kingdom to consume. All too often though, particularly in the magically capricious continent of Khul, their farms are reduced to barren wastelands through pestilence and famine, disease and decay, until their fields are as dry as dust and their animals naught but gleaming bone. Elsewhere, in more bountiful rural and rustic locations, the Farmer enjoys a high social standing, as both a land-owner and free-person, who works their own land for produce and profit.

Farmers offer their prayers to many different deities over the course of the year and its seasons, so that their crops may flourish and their animals be strong and healthy. The main gods of worship are Cholumbara, goddess of agriculture and known as the Ploughman in the Old World or Limmannin in Allansia, Galana the goddess of plants and fertility, and Varantar, patron demigod of farm animals and shepherds. A year on Titan from a farmer's perspective is thus a cycle of sowing, growing and harvesting, alongside a succession of rituals and fairs, such as the Equinox, the Solstice, the Midsummer Fair and so on, to ensure hopefully plentiful returns upon their investment in the land itself.

Saturday, October 25, 2025

Gimme a potion and make it a double...

Potion of Destiny (#28/31, #302/365) [EA:V2] (Potion)

This is a small opaque glass bottle containing a golden-coloured liquid. When drunk, at any time except during battle, the imbiber may immediately restore 4 LUCK points, but they cannot exceed their Initial LUCK score.

20gp

Potion of Heroism (#29/31, #303/365) [EA:V2] (Potion)

This is a small glass phial containing a clear liquid glittering with silvery motes. When drunk at the start of a battle, the potion-imbiber may restore 2 STAMINA points immediately if injured or wounded, and, in addition, increase their SKILL  score by 2 for the duration of the battle.

55gp

Friday, October 24, 2025

Bring me a shrubbery...

UNDERGROWTH (#26/31, #300/365) [TTHA]

Appearance: This curious carnivorous plant resembles a leafy bush that will begin to quiver when approached by potential prey. Long thorn-clad creepers will then shoot out to grab prey and drag it into the creature’s screaming feeding-pit, at the centre of the ‘bush’.

Distribution: Plains, hills, wilderness and jungle across southern Khul

Effects: Once slain, the digestive juices of the Undergrowth’s feeding pit can be collected to concoct a vial of Weak Acid. It cannot dissolve metal, but if thrown at an opponent in combat (requiring a successful Test for Skill), will cause 1 stamina damage on impact and a further 1 stamina damage per Attack Round unless they spend an Attack Round wiping it from their body.

Cost: City 5gp, Town 7gp, Village 9gp (per vial)

Availability: Rare 

UNDERGROWTH (#27/31, #301/365) [OOTP IV]

SKILL: 4

STAMINA: 9

ATTACKS: 4

WEAPON: Vines (as per Small Claw)

ARMOUR: Light

DAMAGE MODIFIER: None

HABITAT: Plains, Hills, Wilderness, Jungles

NUMBER ENCOUNTERED: 2-12

TYPE: Plant

REACTION: Hostile

INTELLIGENCE: None

 

Signs of incipient Chaos mutation are ubiquitous across Khul, emanating out from the Wastes of the Chaos at the dark heart of the continent. A particularly common manifestation is the omnipresent proliferation of people-eating plants, such as the hideous UNDERGROWTH. This curious carnivorous flora resembles a leafy bush that will begin to quiver when approached by potential prey. Long thorn-clad creepers will then shoot out to grab the prey and drag it into the creature’s feeding pit, at the centre of the ‘bush’. 

Whoever loses two Attack Rounds is tossed into the spiky pit where they take automatic Very Large damage every Attack Round until they or the plant are dead. In addition, the Undergrowth will emit a howling scream for every Attack Round that a victim has not been stuffed into its feeding pit. All present without ear plugs must reduce their SKILL score by one due to the horrible grating noise made by the plant-beast’s constant shrieking. 

The Undergrowth is found across southern Khul, from the  kingdoms of Kazan and Zamarra, through the wild gullies and far-flung oases of the Scytheran borderlands, to the realm of the Inland Sea, including the dense jungles beyond the city-state of Shurrupak. Throughout these lands wayfarers should be on constant lookout for clumps or glades of bushes that all begin to quiver the moment they pass by!

Thursday, October 23, 2025

I'm a FORESTER, and that's okay...

FORESTER (#25/31, #299/365) [POT]

SKILL: 10

STAMINA : 7

ATTACKS: 1

WEAPON: Forester's Axe (as per Cleaver)

ARMOUR: See below

DAMAGE MODIFIER: None

HABITAT: Forests

NUMBER ENCOUNTERED: 1-3

TYPE: Humanoid

REACTION: Friendly-Neutral

INTELLIGENCE: High

Up there in those cold northern forests, those deep mountainside groves of heavy lumber, we find the FORESTER, the near-wild man of the woods, who lurks out here, checking the best choice timber to cut and ship downriver. Foresters typically carry a Forester's Axe, which is a huge two-handed chopping instrument that does damage as per a Cleaver. They will also have a sidearm of some description; roll on the table below to determine what:

Roll Sidearm Type

1-2 Handaxe

3-4 Tomahawk (Throwing Axe)

5-6 Matchlock Blunderbuss

Foresters wear rough clothing of green, grey and brown cloth, and cured animal hides; roll on the table below to determine what level of armour this counts as:

Roll Armour Type

1-2 Leather Jack

3-4 Leather Cuirass

5-6 Leather Hauberk

In addition roll 1-2 times on the below table to determine what special gear the Forester has:

Roll Special Gear

1 Pipe and Pouch of Smoking Weed

2 Bottle of Special Brew

3 Borrinskin Hat or Boots

4 Whittling Knife (as per Dagger)

5 Snowshoes

6 Coil of Rope

Foresters are known from the northern woods, such as the foothills of the Icefinger Mountains, the Forest of Fiends, the Forest of the Night, and the upper valleys of Frostholm, in Allansia. In the Old World, they are found especially in the Northlands and the highlands of the many Mauristatian Principalities (such as Barandrun of the Forest of Phantoms in Mortvania), while Khul sees them operating in the north-east wilds, such as the outskirts of Affen Forest, or, over in Ximoran, along the margins of the desolate Mithrir Forest.

Wednesday, October 22, 2025

A Plethora of Potent Potions (Part III)

Potion of Luckless Fortune (#22/31, #296/365) [EA:V2] (Potion)

This is a vial of bubbling turquoise liquid. Whoever drinks this suffers from a fatal mixture of luckless fortune that does not favour one in whatever their current quest is. This sucks away at a victim’s LUCK causing them to lose 1 LUCK point per day. Unless cured, when their LUCK score reaches zero the victim will perish in a bizarre and ridiculously unlucky manner, suffering an agonizing death (for example: spontaneous combustion, an accident with a gardening implement, being impaled on an adventuring colleague’s sword, etc.) Legend states this potion could be brewed in the Chamber of Ancient Magical Spells, within the great citadel at Sharrabbas in Kazan, by combining Condensed Mist from the Mithrir Forest with Essence of Eye of Newt.

Unavailable to buy

Potion of Stormbringing (#23/31, #297/365) [EA:V2] (Potion)

This is a vial of syrupy dark green liquid. Drinking it grants the imbiber the power of Stormbringing. This lasts for 10-60 minutes, and if the imbiber is outside, or near a window, they may summon a great storm of thunder and forked lightning. This causes a lightning bolt to strike a single enemy for 2D6 STAMINA damage or 2-7 opponents for 1D6 STAMINA damage each. Legend states this potion could be brewed in the Chamber of Ancient Magical Spells, within the great citadel at Sharrabbas in Kazan, by combining Ground Dragon's Claw with 1000-Fathom Seawater.

150gp

Potion of Metal-Changing (#24/31, #298/365) [EA:V2] (Potion)

This is a vial of bubbling lilac-coloured liquid. Drinking this grants the imbiber to change metal objects from one base metal to another for 10-60 minutes, but once used the power is used up. A steel sword could be changed to a silver blade for example, or lead coins changed into gold pieces. Legend states this potion could be brewed in the Chamber of Ancient Magical Spells, within the great citadel at Sharrabbas in Kazan, by combining Essence of Viper's Tongue with Condensed Mist from the Mithrir Forest.

100gp