Friday, December 12, 2025

Various and sundry monstrosities...

BAG O' BONES (#7/31, #342/365) [OOTP IV]

SKILL: 7


STAMINA: 8

ATTACKS: 1

WEAPON: Small Claw

ARMOUR: None

DAMAGE MODIFIER: None

HABITAT: Dungeons, Ruins, Caves

NUMBER ENCOUNTERED: 1

TYPE: Undead

REACTION: Hostile 

INTELLIGENCE: Low

Typically found in forgotten corners of ancient dungeons or cursed and abandoned settlements, such as the damned village Fetchfen in the Old World kingdom of Ruddlestone, the BAG O' BONES is a skeleton-ghost, an Undead spirit animating a bunch of bones into something that roughly resembles a human skeleton. This will happen if the place where the bones lie is disturbed by an intruder. The bones will rise up and the Bag o' Bones will speak, its voice emanating out from an old skull, mocking its victim before attacking them, cackling insanely all the while. 

As with all skeletal creatures, edged and pointed weapons only do 1 point of STAMINA damage per hit to the Bag o' Bones while blunt smashing weapons do regular damage. Curiously they cannot venture into sunlight, and if exposed to it, the ghost will be banished back to the lands of the dead while the bones collapse to the ground, no longer animated. However, in the realm of darkness or the night, the Bag o' Bones is more than happy to prance about on bony legs, swiping at its victims with skeletal talons while belittling them all the while about their puny mortal existence.

BONEBEAST (#8-10/31, #343-345/365) [OOTP IV]

Chimerical Living Fossil Dragonkind 

SKILL: 9 10 11


STAMINA: 11 10 12

ATTACKS: 3

WEAPON: See below

ARMOUR: See below

DAMAGE MODIFIER: See below

HABITAT: Dungeons, Ruins, Caves

NUMBER ENCOUNTERED: 1-2

TYPE: Undead

REACTION: Hostile 

INTELLIGENCE: Low 

See the cautious adventurer entering a large cavern, lantern held aloft in one hand. There are a multitude of bones all over the floor, that crunch under their feet as they walk, most apparently belonging to various great mythological beasts. Even as they watch in horror, the bones start rising, forming gradually into an immense monstrous skeleton, a BONEBEAST, with jaws clacking together and huge clawed talons stretching forwards towards the hapless adventurer, angry at their intrusion! 

Bonebeasts have three different types depending on what creatures the bones forming this undead horror originally came from. The following table can be used to determine the type of Bonebeast encountered if needed, as well as differentiating their armour type and damage modifier:

Roll Bonebeast Type Armour Damage Modifier

1-2 Chimerical None +1 to Damage Roll

3-4 Living Fossil Medium +2 to Damage Roll

5-6 Dragonkind Heavy +2 to Damage Roll 

CHIMERICAL BONEBEASTS are mainly made up of the skeletons of fantastical beasts such as basilisks, chimerae, hydrae and manticores. When a Chimerical Bonebeast scores a hit in combat upon an assailant, roll on the table below to determine what they were hit with:

Roll Attack Type

1-2 Terrible Claws: The Bonebeast savages its opponent with cruelly sharp claws. As per Large Claws weapon type.

3-4 Tail Lash: The Bonebeast's tail hits its victim knocking them over. As per Large Claw weapon type, plus the assailant is knocked over or backwards and has a -1 penalty to their Attack Strength for the next Attack Round.

5-6 Savage Bite: The monster catches an opponent in its mouth and sinks its fangs into them. As per Large Bite weapon type.

LIVING FOSSIL BONEBEASTS are mainly made up of the skeletons of various long-dead giant reptile species, including Dinosaurs and their various kindred derivations, whether found as fossils or defeated centuries ago as the last of their kind. When a Living Fossil Bonebeast scores a hit in combat upon an assailant, roll on the table below to determine what they were hit with:

Roll Attack Type

1-3 Terrible Claws: The Bonebeast savages its opponent with cruelly sharp claws. As per Large Claws weapon type.

4-5 Tail Lash: The Dragon-thing's tail hits its victim knocking them over. As per Large Claw weapon type, plus the assailant is knocked over or backwards and has a -1 penalty to their Attack Strength for the next Attack Round.

6 Savage Bite: The monster catches an opponent in its mouth and sinks its fangs into them. As per Very Large Bite weapon type.

DRAGONKIND BONEBEASTS are mainly made up of the skeletons of Dragons, Wyverns and the various other Wyrms. When a Dragonkind Bonebeast scores a hit in combat upon an assailant, roll on the table below to determine what they were hit with:

Roll Attack Type

1-3 Terrible Claws: The Bonebeast savages its opponent with cruelly sharp claws. As per Large Claws weapon type.

4-5 Tail Lash: The Dragon-thing's tail hits its victim knocking them over. As per Large Claw weapon type, plus the assailant is knocked over or backwards and has a -1 penalty to their Attack Strength for the next Attack Round.

6 Savage Bite: The monster catches an opponent in its mouth and sinks its fangs into them. As per Large Bite weapon type.

As with all skeletal creatures, edged and pointed weapons only do 1 point of STAMINA damage per hit to the Bonebeast; blunt smashing weapons do regular damage. When slain, the necromantic magic holding the Bonebeast together is dispelled in a burst of noxious energy, and it will crumble into a pile of skeletal remains once more. Among the bones the discerning adventurer may find some interesting trinkets, for likely the formerly-living entities comprising the Bonebeast accumulated some wealth in their original life-times (assume a Decent treasure hoard, as per Encyclopedia Arcana: Volume 1, p. 153).

Rumour has it certain necromancers and dark priests of Evil desert gods have perfected a ritual that summons such a Bonebeast creature from the bones of those that have perished among the sands and dunes. A Dragonkind Bonebeast was reputed to dwell in the hollow shell of Valsinore Keep in Ruddlestone, formed from the the skeletons of dragons, wyrms and wyverns slain by past lords during the chaos wars that marked the Rise of Kakhabad.

EARTH DRAGON (#11/31, #346/365) [OOTP IV]

Young Adult 

SKILL: 8 10


STAMINA: 14 18

ATTACKS: 3

WEAPON: 

Young - Large Claws and Bite

Adult - Very Large Claws and Bite

ARMOUR:

Young - Medium

Adult - Heavy 

DAMAGE MODIFIER:

Young - +1 to the Damage Roll

Adult - Double Damage

HABITAT: Mountains, Hills, Plains, Forests, Wilderness

NUMBER ENCOUNTERED: 1

TYPE: Monster

REACTION: Unfriendly-Hostile 

INTELLIGENCE: Average

'Like the teeth of a loathsome EARTH DRAGON!' is what they say about the mountain range known as the Witchtooth Line, and indeed these jagged crags named after the fangs of hags do indeed resemble the savage sabres and serrated edges of the Earth Dragon's dentition. These weird creatures, thought by some to be a type of Drake, are low-slung wingless serpentine quadrupeds, with thick brownish-black scales providing protection, in addition to the numerous spikes studded down the Earth Dragon's spine. When angered, which is often for the Earth Dragon is a bad-tempered beast, it will attack with bites from its great toothy maw and swipes from its taloned forelimbs.

Every third Attack Round the Earth Dragon will spit forth a glowing ball of lava at one immediate opponent, who must Test their Luck to avoid the projecticle magmoid vomit. Those that fail must deduct 2 STAMINA points if the perpertrator was a Young dragon or 4 STAMINA points if they were an Adult, with no Armour Roll allowed. In addition, the Earth Dragon's thick armoured plates are interspersed with numerous spikes and spines; anyone who wounds the Earth Dragon in melee combat also suffers 1 STAMINA point of damage themselves as they involuntarily impale themselves upon the Earth Dragon's sharply pointed dermal defences. 

Previously and mistakenly thought to be a devolved Black Dragon by misguided earlier scholars, it is now known the Earth Dragon - also known as the Land Dragon in some locations - is a distinct entity in its own right, for as the Wyrm and the Wyvern have lost some or all of their legs but kept their wings, the Earth Dragon has instead kept all its limbs but become wingless, but, unlike the Tatsu, also flightless. In addition, its existence has given weight to the idea the Mud Dragon is actually a primitive example of Dragonkind instead of a mutated Giant Lizard.

Considered  likely to be a southern relative of the imposing Xiau of Titan's colder regions (see Return to the Pit, pp. 212-213), the Earth Dragon is typically found clambering about a variety of habitats from rocky mountain fastness, rolling hills, thickly-forested woodland or even grassy plains and flatlands. Usually lurking in a lair such as a dark cave, lost valley or scrabbled muddy den beneath a huge dead tree, the Earth Dragon will shamble forth to depopulate the surrounding countryside with its depredations on the local hamlets and their herds of livestock. 

Earth Dragons have long been a menace across Titan, and particularly the Old World, from the steppes of Lendleland to the Shamutanti Hills. Indeed, during the Rise of Kakhabad, Beastmen warriors from the Verminpit deployed units of heavy cavalry mounted on Earth Dragons against crusaders from Ruddlestone and Analand. Dwarfs have also reported some success in training young newly-hatched Earth Dragons as battle-steeds, and a recent raid by Flatlander nomads on an outlying settlement of Fangthane was utterly destroyed by an Earth Dragon heavy cavalry unit of Dwarf Warriors fortunately on border maneuvers at the same time.

ELFIN DRAGON (#12/31, #347/365) [OOTP IV]

SKILL: 5


STAMINA: 4

ATTACKS: 1

WEAPON: Small Bite

ARMOUR: Light

DAMAGE MODIFIER: -1 to Damage Roll

HABITAT: Forests, Jungles, Mountains

NUMBER ENCOUNTERED: 1

TYPE: Monster

REACTION: Neutral 

INTELLIGENCE: High

Closely related to the Pocket Dragon, and consider by many draconic scholars to be the smallest of the dragonettes or lesser dragons, the ELFIN DRAGON is a metre-long multi-coloured flying reptile, with gossamer-thin butterfly-like wings that can change in colour and hue for either camouflage or display. Because of this, the Elfin Dragon has a +4 bonus to any Stealth Special Skill rolls they make when hiding or sneakily hovering about. 

In combat the Elfin Dragon attacks by biting with its fanged mouth, and every third Attack Round will breath out a cloud of violet gas at its immediate opponent. The opponent must Test their Luck to avoid inhaling the gas, which causes effects identical to the Befuddle spell. Elfin Dragons also know the following basic magical Cantrips which they can cast once per day: Enhance, Entertain, Glimmer and Spark. 

In the wild, Elfin Dragons dwell far from civilization, usually in heavily forested regions, where they will make their lair in a hole of a large tree's trunk. They prey on small birds, squirrels and tree rats, as well as supplementing their diet with nuts, berries and fruit. They are intelligent creatures, and, like Pocket Dragons, can communicate through telepathic thought, and in several languages, including Dragonese and both High and Low Elvish. It is perhaps not surprising therefore, to see Elfin Dragons adopted as pets and familiars by Wood, Jungle and Mountain Elves, dependent on terrain. Indeed, in Amarillia, the Elves of the Ember Woods are noted for their Elfin Dragon familiars, that they keep in addition to the more usual Grelfin. 

WRAITH DRAGON (#13/31, #348/365) [OOTP IV]

SKILL: 13


STAMINA: 20

ATTACKS: 4

WEAPON: Very Large Bite and Claws

ARMOUR: None

DAMAGE MODIFIER: Double Damage

HABITAT: Ruins, Dungeons, Caves, Spirit Plane, Demonic Planes

NUMBER ENCOUNTERED: 1

TYPE: Undead

REACTION: Hostile 

INTELLIGENCE: High

Just as there are corporeal undead Dragons, like the shambling Skeletal Dragon or the festering Kragon, so too are there non-corporeal undead Dragons as well, such as the much-feared WRAITH DRAGON. This is the vengeful spirit of a Dragon returned to the Earthly Plane to wreak havoc upon it, and takes the form of a large winged dragon formed from glowing spiritual energy, appearing only during the night or in dark places underground. Although the Wraith Dragon can only be harmed by silver or magic weapons, its own chilling talons and fangs burn with the cold fury of the dead and wound flesh and bone readily enough.

Every three Attack Rounds the Wraith Dragon will unleash a sonic scream, a howling blast of noise that causes all those present who fail their Test for Luck or who are not wearing ear plugs, to lose 4 STAMINA points. In addition, the draining touch of the Wraith Dragon's claws and teeth saps at the soul. Anyone physically wounded by a Wraith Dragon (who survives!) must roll a die, and on a roll of 1-4 deduct 1 SKILL point as well, as part of their vital energy has been stolen away. 

Wraith Dragons are generally confined to other planar environments, such as the Spirit Plane or the Demonic Pit, where they soar across otherworldly skies on glowing wings, screaming with hatred at existence and everything in it. Occasionally however, one does end up on Titan, summoned by an incautious Necromancer, or bound to a forlorn barrow or cursed glade for long-forgotten reasons. Such a Wraith Dragon was bested by the Hero of Tannatown in Femphrey, who recovered its treasure hoard to great acclaim and renown, though there is some dispute as to whether they actually slew the beast using the magic sword Wyrmbiter, or left the Wraith Dragon itself well alone.

Sunday, December 7, 2025

Forge ever onwards...

FORGER (#7/31, #342/365) [POT]

SKILL: 6

STAMINA : 7

ATTACKS: 1

WEAPON: See below

ARMOUR: 1 in 6 chance of a Leather Jack

DAMAGE MODIFIER: None

HABITAT: Towns, Plains

NUMBER ENCOUNTERED: 1

TYPE: Humanoid

REACTION: Neutral

INTELLIGENCE: High

Also known as the Counterfeiter, the FORGER is a tricky individual who uses their artistic or crafting skills to fabricate gems, jewellery, coinage, monetary documents, titles, deeds and other indicators of wealth and status. This is done in order to illicitly obtain all of the benefits of such fraudulent largess (and none of the downsides, at least until they get caught), or, more often, sell them on to others that desire similar things, who may or may not know what they are buying is counterfeit. 

Forgers may have originally been, or still are, legitimate artisans such as jewellers, limners, scribes and idol-makers, but now use their skills for the devious purposes of illegal replication of capital assets. They will be wearing work or travel clothes, with a 1 in 6 chance of a Leather Jack, and armed with a weapon rolled for on the table below.

Roll Weapon Type

1-2 Club

3-4 Dagger

5-6 Shortsword

All  Forgers have at least 1 point in Bargain, Con, Etiquette and Evaluate Special Skills. Otherwise, they can vary somewhat depending on what goods they are selling, but usually act as general or specialist traders, running their irregular business 'on the side'. To determine the size and extent of the Forger's current enterprise, roll on the table below:

Roll Grade Enterprise Staff Goods Notes

1 1 Pedlar 1 1-3 Chance of Draft Animal: 1-3

2 1 Barrow or Cart 1 1-6 Chance of Draft Animal: 1-4

3 2 Stall 1-2 2-7 Chance of Draft Animal: 1-3

4 2 Stall 1-2 2-7 Chance of Draft Animal: 1-3

5 4 Small Shop 1-6 2-12 Chance of Draft Animal: 1-2

6 6 Shop 2-12 3-18 Chance of Draft Animal: 1-2

If the Forger has a Draft Animal roll on table below to determine what:

Die Roll Draft Animal (roll or choose depending on Habitat type)

1 Donkey

2 Mule

3 Horse

4 Pony

5 Water Buffalo, Desert Bison or Oxen

6 Camel

To determine the type of counterfeit property the Forger trades in, roll a die on the table below:

Roll Forgery Type

1 Gemstones

2 Jewellery

3 Objects d'Art

4 Coins

5-6 Paper (roll again below)

First Roll Second Roll Paper Forgery Type 

1-2 1 Treasure Map

1-2 2 Magic Scroll

1-2 3 Merchant Pass 

1-2 4 Letter of Credit

1-2 5 Letter of Introduction 

1-2 6 Scroll of Civic Pardon

3-4 1 Warrant Scroll

3-4 2 Deed of Purchase

3-4 3 Tradesman's Guild Permit

3-4 4 Sea Charts

3-4 5 Miner's Permit

3-4 6 Adventurer's Permit

5-6 1 Envoy's Papers 

5-6 2 Trader's Permit

5-6 3 Event Invitation

5-6 4 Holding Titles

5-6 5 Dominion Titles

5-6 6 Social Status Titles

To determine the amount of counterfeit goods a Forger currently possesses, roll on the following table to determine how many different units of goods the Forger has for sale: 

Forger Location Units of Different Goods
City 3-18 
Town 2-12 
Village 1-6 
Pedlar* 1-3

* Pedlars are wandering traders. Assume prices the same as village costs. 

If not already established, the type of each unit can be determined by rolling on the appropriate tables in Chapters 3 and 4 of Encyclopedia Arcana: Volume 1

Finally, depending on the type of counterfeit goods, roll the dice to determine the units of goods of each type that the Forger has for sale. 

Type of Goods Units of Goods

Gems and Jewels 1-6

Jewellery 1-3 

Objects d'art 1-3

Coins 4-24

Paper 1-3 

Forgers are found across Titan, typically running a shop or stall in the market area of a town or city, the bigger the better. They offer prayers to a range of deities including Vlada, God of Wealth, Verlang, God of the Forge, and the nameless God of Thieves, hoping that one day their efforts will pay off and they will strike it rich enough to retire. Some say the scribe and lawyer Jalal Armen of Port Blacksand (see Blacksand, p. 71) can forge 'grey' documents on the side, but surely they jest, for why would such a respected member of the Temple District court such a potentially fatal and risky business?

Wednesday, December 3, 2025

Recent Random Plants I Have Known From Across the Titan-o-sphere...

OLIVE (#3/31, #338/365) [TTHA]

Appearance: This is a short, squat tree with a gnarled and twisted trunk. It has silvery green leaves and small round green fruit.

Distribution: Woods, hills and plains in warmer areas across Titan.

Effects: Olives are used for food and to produce Olive Oil. A flask of Olive Oil counts as enough oil to start a fire or lantern, use for a Potion ingredient, or make a short section of floor very slippery. In addition, a jar of preserved olives counts as one Provision, while fresh olives can be eaten as well, and are very nutritious, restoring 1 STAMINA point if a bunch of olives are consumed.

Cost: City 5sp, Town 7sp, Village 1gp (per flask)

Availability: Common

 

SOUTHERN HARDWOOD (#4/31, #339/365) [TTHA]

Appearance: This is a tall, many-branched tree with broad green leaves, large white flowers and small brown nut-like fruit.

Distribution: Forests and jungles across Titan.

Effects: The timber of the Southern Hardwood is used for construction, whether it be for decorative purposes or not, including doors, chests, caskets and walking staves. A quarterstaff made out of Southern Hardwood counts as a Masterwork Weapon (see Combat Companion, p. 33).

Cost: City 20gp, Town 12gp, Village 4gp (per staff)

Availability: Uncommon

Further Notes: The Southern Hardwood is related to the Hardwood Tree (see The Titan Herbal, p. 39). The great main door of the Merchants’ Guild of Port Blacksand has been made with Southern Hardwood timber imported from distant Arantis (see Blacksand, p. 77). 

  

TORTILLA FUNGUS (#5/31, #340/365) [TTHA]

Appearance: This is a flat, circular hand-sized fungus that is a grey-white to yellow-white in colour.

Distribution: Plains, caves, ruins and dungeons across Khul.

Effects: Tortilla Fungus is surprisingly edible and highly nutritious. Although some find its spongy, flesh-like texture off-putting, eating a Tortilla Fungus is filling, and the equivalent of consuming a meal, restoring 2 STAMINA points to the consumer.

Cost: City 5gp, Town 4gp, Village 3gp (per fungus)

Availability: Common

Further Notes: Tortilla Fungus is used to make the dish known as Fungus Tortillas, which are a popular delicacy across Khul, especially the city of Corda and surrounds.

 

WHEATBLIGHT (#6/31, #341/365) [TTHA]

Appearance: This is a fungal infection of grain crops and appears as a chalky white matted substance covering the shrivelled grain kernels and sodden rotted stalks.

Distribution: Plains, hills and farmlands across Titan

Effects: Wheatblight affects all grains such as wheat, barley, oats and rye. Any farm Holding or Dominion that grows such crops must reduce their monthly Income by half while their plants are afflicted with Wheatblight. If encountered randomly, roll on the following table to determine what has been infested with Wheatblight (either wild or farm-grown):

Roll Crop Type

1 Wheat

2 Barley

3 Oats

4 Rye

5 Millet

6 Maize

Cost: Not available for sale.

Availability: Common

Monday, December 1, 2025

Sing a song of dying, a pocket full of doom...

Singing Death (#2/31, #337/365) [EA:V2] (Holy Item)

This is a magnificent no-dachi, a two-handed greatsword of Hachimanese design. The long, curved single-edged blade is made from white steel, with a hilt bound in white shagreen, and a scabbard of bright filigreed gold. Whenever Singing Death's blade whistles through the air to slay an Undead or Demon, the entire sword will pulse with a flash of bright white light, as the evil creature's spirit is sent screaming back to the Infernal Pit.

Singing Death is also known as the Dai-Katana, or the Sword of the Samurai, and this wondrous blade is the symbol of the power of the Shogun who rules the distant land of Hachiman. Legend states that should anything happened to Singing Death then Hachiman would collapse into anarchy, as rebel lords and barbarian raids and invasions tear the state apart. Legend also states that whoever has Singing Death and uncovers the secret of the sword will rule Hachiman. However, they who know the secret cannot reveal it freely, or else have their soul damned to the Nether Regions. 

Indeed, recently, during the reign of Shogun Kihei Hasekawa, his champion Kensei the Sword-Saint had to be sent to recover Singing Death, after it was stolen by the evil Ikiru, Master of Shadows, and hidden deep in his mountain lair, known as Onikaru, the Pit of Demons. Fortunately, Kensei succeeded on his mission, aided with the knowledge of the Secret of Singing Death. The latter was gleaned from the dying words of a demonic Dai-Oni after Kensei had bested the fiend's hellish Tourney of the Planes.

The 'Secret of Singing Death' is the command word 'Harmony', spoken in Hachimanese, which activates the weapon when held in the hands of the bearer for the first time. This will only happen if the bearer is of Goodly persuasion; the sword will not provide any bonuses for those of Chaos, Evil or Neutral disposition.

Powers:

General:

Singing Death counts as a magic weapon and adds a +1 bonus to all its wielder's combat rolls.

Uttering the command word 'Harmony' in Hachimanese will cause Singing Death to fly to its bearer's hands if the sword is within their visual range. This will take one Attack Round, during which the bearer will be unarmed.

Tier I

Whoever holds Singing Death in battle gains +2 SKILL, +4 STAMINA, and +2 LUGK, even if these bonuses take them above their initial scores. These bonuses are lost if Singing Death leaves their hands or the battle ends.

Tier II

Singing Death can be thrown with same range as a Throwing Dagger, though doing its own regular melee damage if it hits its target. It will not return to its bearer's hands, unless they utter the command word 'Harmony' in Hachimanese.

Tier III

A successful hit by Singing Death upon any Undead, Shadow or Spirit creature will slay them instantly.

Tier IV

Singing Death will absorb one magical or spell-like attack, or cast spell, from any Demon, once per Attack Round. The magic will be completely negated, and not affect the bearer of Singing Death.

Tier V

A successful hit by Singing Death upon a Lesser Demon will slay them instantly. If they are slain on Titan or elsewhere on the Earthly Plane, their spirit will return to the Pit. If however, the Demon is slain whilst in the Pit, their spirit will then be exiled to the Void.

Tier VI

A successful hit by Singing Death upon a Greater Demon or Demon Prince will slay them instantly. If they are slain on Titan or elsewhere on the Earthly Plane, their spirit will return to the Pit. If however, the Demon is slain whilst in the Pit, their spirit will then be exiled to the Void.

Unavailable to buy 

Friday, November 28, 2025

Catacomb Crawler, Chomper Seedling, what begins with 'C'?

CATACOMB CRAWLER (#30/30, #335/365) [OOTP IV]

SKILL: 9


STAMINA: 7

ATTACKS: 2

WEAPON: Large Bite or Claw

ARMOUR: Light

DAMAGE MODIFIER: None

HABITAT: Dungeons, Ruins, Caves

NUMBER ENCOUNTERED: 1

TYPE: Reptile

REACTION: Hostile 

INTELLIGENCE: Low

The subterranean realm is full of dangerous reptilian beasts, such as the Cesuoshe, the Hanging Snake, the Lithogen, and the CATACOMB CRAWLER. The last of these is a hideous creature with a large, lizard-like body covered in mottled green and brown scaly skin, and a long tail ending in a rattlesnake's rattle. The head of the Catacomb Crawler looks horribly like a fleshless human skull, although the nictating golden eyes in that skull are undoubtedly reptilian, as is the forked tongue that darts from its mouth to taste the stale musty air of the dungeons.

So named for its mobility in the underworld, the Catacomb Crawler can clamber across floors, walls and even ceilings with its curved ivory claws. It is carnivorous and when prey has been detected - essentially anything man-size or smaller - will move with lightning speed to attack its victim with equally vicious teeth and talons. During the battle, the Catacomb Crawler will keep up a constant percussive rattle from its tail; the sound is irritating and all combatants must reduce their Attack Strength by 1 unless they are wearing ear plugs.

Catacomb Crawlers are known to dwell in a variety underground locales across the Old World and even Titan, from the tunnels beneath the ancient castles of Ruddlestone, Brice and Gallantaria, to the abandoned tombs and crypts upon the Isle of Scars. Unfortunately, cold steel or a timely spell are the best deterrents to such a beast, for the Catacomb Crawler knows only to hunt, slay, and feast, and once the scent of prey has been acquired, will track it remorselessly through the passageways and corridors of whatever labyrinthine maze it currently calls home.

CHOMPER SEEDLING (#1/31, #336/365) [OOTP IV]

SKILL: 6

STAMINA: 7

ATTACKS: 1

WEAPON: Large Bite

ARMOUR: Medium

DAMAGE MODIFIER: None

HABITAT: Woods, Jungles

NUMBER ENCOUNTERED: 1

TYPE: Plant

REACTION: Neutral

INTELLIGENCE: None

A CHOMPER SEEDLING is a mobile plant-creature with a body like a huge cabbage atop a nest of tentacle-like roots. The entire body opens to reveal a mouth full of thorn-teeth and a red tongue-like root. The Chomper Seedling spits digestive acid in combat; this saliva is a sticky corrosive liquid and when it hits it does an extra 1 point of stamina damage from acid and its victims must roll 1d6 or suffer a -1 penalty to their Armour Rolls for the rest of the fight as their armour is corroded away. Chomper Seedlings can be summoned by the magic-users called Grove Tenders using the appropriate spell (see Magic Companion, p. 57), and also found occasionally in forests and jungles across Titan.

Thursday, November 27, 2025

New Herbs from the Magic Companion

CHOMPER SEEDLING (#21/30, #326/365) [TTHA]

Appearance: This mobile plant-creature with a body like a huge cabbage atop a nest of tentacle-like roots. The entire body opens to reveal a mouth full of thorn-teeth and a red tongue-like root.
Distribution:
Forests and jungles across Titan
Effects:
The Chomper Seedling spits digestive acid in combat; this can be harvested after the creature has been slain, 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 

CURESTALK (#22/30, #327/365) [TTHA]

Appearance: This is a short, reedy herb with thin green leaves and small, round pink flowers.
Distribution:
Plains across Titan in temperate climates or cooler.
Effects:
When chewed and swallowed, the dried stalks of this herb cure the one that consumers it of one disease. It has no effect on poison, or other noxious or venomous effects.
Cost:
City 10gp, Town 12gp, Village 14gp (per bag of stalks)
Availability:
Common 
Further Notes:
Curestalk is one of the six basic starting herbs of the magical profession known as Grove Tenders (see Magic Companion, p. 53).

DREAMLEAF (#23/30, #328/365) [TTHA] 

Appearance: This is a leafy herb with broad green frond-like leaves and large purple flowers.
Distribution: Forests and jungles across Titan.
Effects: The leaves of the Dreamleaf herb can be dried and mixed with hot water to create a tea-like brew. Whoever drinks this will gain an additional +2 points of STAMINA from sleeping for one night.
Cost: City 4gp, Town 5gp, Village 6gp (per bunch of leaves)
Availability: Common 
Further Notes: Dreamleaf is one of the six basic starting herbs of the magical profession known as Grove Tenders (see Magic Companion, p. 53).

HEARTWOOD (#24/30, #329/365) [TTHA]

Appearance: This is a tall tree with red-brown bark, broad green leaves and small white flowers.
Distribution:
Forests and jungles across Titan.
Effects:
Heartwood has a lustrous red-brown hue and is used in construction and used to make staves and other wooden implements. It can be used to construct the magic item known as the Heartwood Staff (see p. XX).
Cost:
City 50gp, Town 60gp, Village 70gp (per staff)
Availability:
Uncommon 
Further Notes:
Heartwood is referenced by the Primal Magic spell Strength of the Heartwood (see Magic Companion, p. 48).

SALVE TAPROOT (#25/30, #330/365) [TTHA]

Appearance: This is a low-growing herb with yellow-green spiny leaves and bright blue flowers. 
Distribution: Plains and marshes across Titan.
Effects: The roots of this plant can be prepared into a paste that restores 1-3 STAMINA points over the next ten minutes when applied to a wound.
Cost: City 6gp, Town 7gp, Village 8gp (per bag of roots)
Availability: Common 
Further Notes: Salve Taproot is one of the six basic starting herbs of the magical profession known as Grove Tenders (see Magic Companion, p. 53).

SEED POD (#26/30, #331/365) [TTHA] 

Appearance: This is a large brown nut or seed-like object that sprout from the ground as living growths of magical energy.
Distribution: Forests, plains, hills, marshes and jungles across Titan.
Effects: The Seed Pod is used power the magic of Grove Tenders (see Magic Companion, pp. 50-60). This magical power can also be used by other spellcasters and restores either 1-6 Magic Points or stamina points depending on the caster’s magic style. Ten Seed Pods occupies one inventory slot for encumbrance purposes.
Cost: City 20gp, Town 25gp, Village 35gp (per pod)
Availability: Common 

SLUMBER-OIL PLANT (#27/30, #332/365) [TTHA] 

Appearance: This bushy herb has dark-green many-lobed leaves and lustrous white flowers.
Distribution: Forests, jungles and marshes across Titan.
Effects: An extract of oil from this plant has a narcotic effect. A few drops of Slumber-Oil, applied to food or drink, can send the imbiber into a deep sleep (but they can Test for Luck to resist its effects).
Cost: City 10gp, Town 13gp, Village 16gp (per vial of oil)
Availability: Common 
Further Notes: Slumber-Oil Plant is one of the six basic starting herbs of the magical profession known as Grove Tenders (see Magic Companion, p. 53).

TOXIC SAP PLANT (#28/30, #333/365) [TTHA]

Appearance: This scraggly herb has pale green succulent leaves and delicate orange flowers.
Distribution: Warmer plains, wilderness and desert areas across Titan.
Effects: After an hour of preparation, the sap of this plant can be refined into a toxin that when applied to a weapon that slashes or pierces causes 1-3 points of STAMINA damage. A vial of Toxic Sap is potent enough for 3 strikes before it is worn off. It can also be applied to three arrows or crossbow bolts.
Cost: City 10gp, Town 15gp, Village 20gp (per vial of sap)
Availability: Common 
Further Notes: Toxic Sap Plant is one of the six basic starting herbs of the magical profession known as Grove Tenders (see Magic Companion, p. 53).

TUBERROOT PLANT (#29/30, #334/365) [TTHA]

Appearance: This bushy herb has large blue-green leaves and bright yellow flowers. Among the root structure will be clustered 2-7 pale elongated tubers. 
Distribution:
Hills and forests across Titan.
Effects:
The tubers of this plant, once cleaned and peeled, can be eaten to restore 3 points of STAMINA instead of 2 from a regular meal. A bag of tubers from one plant counts as three meals worth of provisions.
Cost:
City 10gp, Town 15gp, Village 20gp (per bag of tubers)
Availability:
Common 
Further Notes:
Tuberroot Plant is one of the six basic starting herbs of the magical profession known as Grove Tenders (see Magic Companion, p. 53).

Monday, November 24, 2025

Don't whiz on the electric FENCE!

FENCE (#20/30, #325/365) [POT]

SKILL: 6

STAMINA : 7

ATTACKS: 1

WEAPON: See below

ARMOUR: 1 in 6 chance of a Leather Jack

DAMAGE MODIFIER: None

HABITAT: Towns, Ruins, Dungeons

NUMBER ENCOUNTERED: 1

TYPE: Humanoid

REACTION: Neutral

INTELLIGENCE: High

The FENCE is a purveyor of stolen goods, a trader in objects that may have 'fallen off the back of a wagon', whether as a buyer of purloined items offered to them by thieves and the like, or a seller, dealing with contraband to be bought by interested parties with no questions asked. 

They wear work clothes, appropriate to where they are, and may also have a Leather Jack as armour on a roll of 1 on one die. Fences typically possess some kind of weapon to defend themselves against robbers and irate customers; roll on the following table to determine what:

Roll Weapon Type

1-2 Club

3-4 Dagger

5-6 Shortsword

All  Fences have at least 1 point in Bargain, Con, Etiquette and Evaluate Special Skills. Otherwise, they can vary somewhat depending on what goods they are selling, but usually act as general or specialist traders, running their irregular business 'on the side'. To determine the size and extent of the Fence's current enterprise, roll on the table below:

Roll Grade Enterprise Staff Goods Notes

1 1 Pedlar 1 1-3 Chance of Draft Animal: 1-3

2 1 Barrow or Cart 1 1-6 Chance of Draft Animal: 1-4

3 2 Stall 1-2 2-7 Chance of Draft Animal: 1-3

4 2 Stall 1-2 2-7 Chance of Draft Animal: 1-3

5 4 Small Shop 1-6 2-12 Chance of Draft Animal: 1-2

6 6 Shop 2-12 3-18 Chance of Draft Animal: 1-2

If the Fence has a Draft Animal roll on table below to determine what:

Die Roll Draft Animal (roll or choose depending on Habitat type)

1 Donkey

2 Mule

3 Horse

4 Pony

5 Water Buffalo, Desert Bison or Oxen

6 Camel

To determine the type of stolen property the Fence trades in, roll a die on the table below:

Roll Fenced Goods Type

1 Gems and Jewels (See Encyclopedia Arcana: Volume 1, pp. 80-83)

2 Objects d'art (See Encyclopedia Arcana: Volume 1, pp. 78-79)

3 Jewellery (See Encyclopedia Arcana: Volume 1, pp. 83-85)

4 Trade Goods (See Encyclopedia Arcana: Volume 1, pp. 71-73)

5 Intoxicants (Roll: 1-2 Special Brews (See Encyclopedia Arcana: Volume 1, p. 59), 3-4 Smoking Weed (See Encyclopedia Arcana: Volume 1, p. 49), 5-6 Purple Lotus flowers (See The Titan Herbal, pp. XX-XX))

6 Spices and incense (See Encyclopedia Arcana: Volume 1, pp. 85-88)

To determine the amount of stolen goods a Fence currently possesses, roll on the following table to determine how many different units of goods the Fence has for sale: 

Fence Location Units of Different Goods
City 3-18 
Town 2-12 
Village 1-6 
Pedlar* 1-3

* Pedlars are wandering traders. Assume prices the same as village costs. 

If not already established, the type of each unit can be determined by rolling on the appropriate tables in Chapters 3 and 4 of Encyclopedia Arcana: Volume 1

Finally, depending on the type of stolen goods, roll the dice to determine the units of goods of each type that the fence has for sale. 

Type of Goods Units of Goods

Gems and Jewels 1-6

Objects d'art 1-3

Spices and incense 1-6

Intoxicants 1-6

Jewellery 1-3

Trade Goods 2-12

Fences are found across Titan, typically running a shop or stall in the market area of a town or city, the bigger the better. They offer prayers to a range of deities including Vlada, God of Wealth, Sindla, Goddess of Luck, and the nameless God of Thieves, hoping that one day their efforts will pay off and they will strike it rich enough to retire. There are rumours that the merchant Sinas Stickle of Port Blacksand (see Blacksand, p. 74) dabbles in the black market from time to time, such is the scale of his enterprise, but others claim these are but lies spread by jealous competitors in the guildhouse.