Thursday, September 4, 2025

Dealing with DEMONS

(This collection of new Demons are taken and modified from the available Forms in Demons of Doom)

CHAOS DEMON (#6/30, #251/365) [OOTP IV]

SKILL: 6

STAMINA: 8

ATTACKS: 1

WEAPON: Club or Sword

ARMOUR: None

DAMAGE MODIFIER: None

HABITAT: Demonic Plane, Ruins, Dungeons

NUMBER ENCOUNTERED: 1-6

TYPE: Demon

REACTION: Hostile

INTELLIGENCE: Low

The CHAOS DEMON is heavily infused with the raw taint of Chaos and every one of them is different. Their basic form is that of a roughly man-sized humanoid, with scaly skin and a short tail. However, every single one them has at least two mutations, and so some will have crab claws, some will have multiple eyes, some will have extra limbs or heads, and so on. Chaos Demons are either used as shock troops in the demonic legions fighting interminable wars across the Pit, or sent through portals to Titan to cause what chaos they can before they are destroyed.

In the same way that their physical forms are somewhat unstable, so too are their minds. Not the brightest to begin with, most Chaos Demons are unhinged and unpredictable even to other Demons. In battle they fight with clubs or swords or whatever other natural weaponry Chaos has gifted them with. To determine what form the mutations of a Chaos Demon take, roll two die separately on the table below to determine the first mutation, and then again for the second mutation. Ignore duplicates or any that do not fit.

First Roll Second Roll Mutation Effect

1-2 1 Scaly Skin +1 STAMINA, Light Armour

1-2 2 Two Heads +1 Attack

1-2 3 Compound Eyes +2 Awareness Special Skill

1-2 4 Animal Paws Small Claw attack. Cannot use weapons or shields.

1-2 5 Tentacles +3 bonus to grapple attacks

1-2 6 Spines Enemy loses 1 STAMINA for every hit

3-4 1 Slime Skin Enemy weapon stuck on roll of 6 on D6 when hit

3-4 2 Extra Arm +1 Attack

3-4 3 Extra Eyes Cannot be surprised

3-4 4 Tail Prehensile, but cannot be used to attack

3-4 5 Acid Saliva Spitting hits on a 1-2 on a D6 and inflicts 1 STAMINA damage (no armour)

3-4 6 Beak Large Bite attack

5-6 1 Clawed Legs +4 to Climbing tests

5-6 2 Sulphur Steamer -2 to Enemy SKILL due to noxious gas

5-6 3 Crab Claw Large Claw attack

5-6 4 Regeneration Wounds heal at 1 STAMINA per Attack Round

5-6 5 Carapace Heavy Armour

5-6 6 Plague Carrier An enemy wounded by the Demon must roll on this table after combat.

DEMON TOAD (#7/30, #252/365) [OOTP IV]

SKILL: 5

STAMINA: 10

ATTACKS: 1

WEAPON: Small Bite

ARMOUR: Light

DAMAGE MODIFIER: None

HABITAT: Demonic Plane, Marshes, Ruins, Caves, Dungeons

NUMBER ENCOUNTERED: 1-3

TYPE: Demon

REACTION: Hostile

INTELLIGENCE: Low

The DEMON TOAD is the least powerful of the amphibian-like Demons - others being the Acid Demon (see Rough Guide to the Pit, p. 19) and the Toad Demon (see Return to the Pit, p. 197) - but still not a creature to be trifled with! These foul creatures look vaguely like a Giant Toad, covered with reeking slime and tiny wriggly worms. They have a wide mouth filled with sharp teeth and large side-set glowing yellow eyes. Demon Toads can talk and can grasp and manipulate with their front 'hands' but they cannot use weapons in combat.

Demon Toads are around a metre long or more, and weigh as much as a man. They can swim well, and when they have found their way onto on Titan often end up in swamps and marshes, lurking below the oily surface of stagnant ponds. Demon Toads can use a great leap attack where they can move up to six metres before gaining +2 bonus on the attack total. However, this attack can only be used if the Demon Toad is not currently engaged in combat.

DIABOLUS (#8/30, #253/365) [OOTP IV]

SKILL: 14

STAMINA: 16

ATTACKS: 2

WEAPON: Axe or Sword

ARMOUR: None

DAMAGE MODIFIER: +1 to Damage Roll

HABITAT: Demonic Plane, Dungeons, Ruins

NUMBER ENCOUNTERED: 1

TYPE: Demon

REACTION: Hostile

INTELLIGENCE: High

The DIABOLUS is a very rare Demon, even in the Pit, but they are occasionally found as advisors to evil Archmages and High Priests, or as commanders for demonic armies. A Diabolus is unprepossessing in its physical form, being almost human in form, but with a demonic visage. They do have dark grey skin, long black hair and small pointed horns on their head, along with slender legs ending in hooves. They are dressed in silks or armour and often have a cloak that will seem to blow on its own without any wind!

The Diabolus is able to issue commands to other Demons that must be obeyed. This command takes a full Attack Round and the target Demon must obey whatever the command is for that Attack Round only. A Diabolus is often used as an officer for the armies of Hell due to their tactical genius. On the first Attack Round of a combat, all allies of the Diabolus gain a bonus of +2 to all their Attack Strengths. 

MINOR DEMON (#9/30, #254/365) [OOTP IV]

SKILL: 6

STAMINA: 6

ATTACKS: 1

WEAPON: Spear or Sword

ARMOUR: None

DAMAGE MODIFIER: None

HABITAT: Demonic Plane, Ruins, Dungeons, Wherever their summoner is

NUMBER ENCOUNTERED: 1-6

TYPE: Demon

REACTION: Unfriendly

INTELLIGENCE: Low

MINOR DEMONS are standard Demon minions. Not particularly powerful and with no special abilities to speak of, they are used as soldiers, guards and servants by the more powerful Demons of the Pit. Minor Demons are roughly man-sized and humanoid with red scaly skin, small horns of various types on their heads and with glowing red eyes. They can, with care, pass as human if appropriately cowled and swathed in cloaks and gloves. Because of this, Minor Demons are often used as servants by Demonologists and other summoners.

QUAG-SHUGGUTH (#10/30, #255/365) [OOTP IV]

SKILL: 12

STAMINA: 13

ATTACKS: 3

WEAPON: Large Bite and Tentacles (as per Large Claw)

ARMOUR: Medium Armour

DAMAGE MODIFIER: +2 to Damage Roll

HABITAT: Demonic Plane, Caves, Dungeons, Ruins

NUMBER ENCOUNTERED: 1

TYPE: Demon

REACTION: Hostile

INTELLIGENCE: Average

Only the most powerful of summoners are able to bring the QUAG-SHUGGUTH from the planes of Hell to serve as a champion in an army and a destroyer of enemies. They are especially known from the Plane of Pain, and the Realm of Gond upon the Plane of Bile. These creatures are up to five metres tall, move around on four thickset legs with suckered paws, and have grey-green skin striated with bulging red veins. The Quag-Shugguth has tiny eyes and a huge mouth, almost as wide as their body, filled with two rows of flesh-ripping teeth, out of which protrude six clawed tentacles.

The constant writing of the tentacles from the mouth of the Quag-Shugguth prevent enemies getting close. This Demon may reduce the SKILL of enemies in hand-to-hand combat by a total of -4. This may be applied to one enemy or divided amongst several close enemies as desired.

TIME DEMON (#11/30, #255/365) [OOTP IV]

SKILL: 10

STAMINA: 16

ATTACKS: 2

WEAPON: Sword

ARMOUR: None

DAMAGE MODIFIER: None

HABITAT: Demonic Plane, Ruins, Dungeons

NUMBER ENCOUNTERED: 1

TYPE: Demon

REACTION: Unfriendly-Hostile

INTELLIGENCE: High

TIME DEMONS are strange creatures that inhabit very remote parts of the Demonic Planes, particularly the Planes of Platinum and Steel, and have a strong sense of independence from the Princes who rule most of it. They are occasionally summoned by evil wizards, but are rarely seen on Titan. A Time Demon appears as a two-metre tall, stick-thin humanoid with grey skin, large black eyes, no nose and a tiny slit for a mouth. They usually wear dark grey robes and move slowly when walking.

A Time Demon may, at the start of the Attack Round, remove themselves from the stream of time. They no longer exist anywhere (for that Attack Round at least) and nothing can affect them. Whilst combat continues, at the start of the following AttacK Round, the Time Demon must decide whether to re-enter time, without knowing what happened whilst they were away.

The Time Demon can, by sacrificing some of their own strength, speed up time for them only. By sacrificing 1 STAMINA point, the Time Demon may take two full Attack Rounds whilst the rest of the combatants takes one. Enemies attacked during this extra Attack Round roll their Attack Strength as normal, but if they win they simply avoid the attack and do not themselves inflict damage. 

Monday, September 1, 2025

Weird and strange plants from far, far away... (part four)

KELPGEM (#30/31, #244/365) [TTHA] 

Appearance: This is a yellow-brown kelp-like seaweed whose leafy fronds sparkle with specks of green glitter.

Distribution: Seas, sea-shores and islands across Titan.
 
Effects: Kelpgem is known for occasionally containing small green gems tucked away among its fronds. Some claim the Merfolk hide them in the plant, others that Kelpgem creates gems as an oyster makes a pearl. What is known is that a clump of Kelpgem has a 1 in 6 chance of containing a small green gem worth 2-12gp.

Cost: City 2-12gp, Town 2-12gp, Village 2-12gp (per gem)
 
Availability: Rare

RAMPARTS (#31/31, #245/365) [TTHA] 

Appearance: This is a stone-grey, rock-like fungus, that grows in large fibrous clumps.

Distribution: Caves, dungeons and ruins across Titan.
 
Effects:  Ramparts is an edible underground fungus much valued by Dwarfs for its hunger-appeasing properties. Despite its disgusting taste (likened by one adventurer to a mixture of rotting cabbage and old boots), a clump of Ramparts provides the same amount of sustenance as one meal of Provisions. In addition, Ramparts remains edible for 2-7 days after being collected.

Cost: City 2gp, Town 17sp, Village 14sp (per clump)
 
Availability: Uncommon

SALTSPUR (#1/30, #246/365) [TTHA] 

Appearance: This is a sheet of greenish seaweed encrusted with white salt-crystals.

Distribution: Seas, sea-shores and islands across Titan.
 
Effects:  Saltspur seaweed is used across Titan to preserve fresh food by salting them, especially breads and savoury cakes. Saltspur added to fresh bread will preserve it for an extra 2-12 days; during this time eating such a loaf of Saltspur bread is the same as consuming one meal of Provisions.

Cost: City 1gp, Town 7gp, Village 4gp (per sheet)
 
Availability: Common

SAMARA HERB (#2/30, #247/365) [TTHA] 

Appearance: This is a spiny grey-green herb with pointed leaves and small white flowers.

Distribution: Hill and mountains across Titan.
 
Effects: The leaves of the Samara herb have cleansing properties and neutralize otherwise poisonous meat. Any poisoned meat that has Samara herb added to it will instead become edible with no ill-effects to whomever consumes it. This applies to meat only, not other kinds of food.

Cost: City 3gp, Town 3gp, Village 4gp (per bunch)
 
Availability: Uncommon

SOLANBANE (#3/30, #248/365) [TTHA] 

Appearance: This is a low-lying herb with thick-fleshy pale-green leaves and tiny yellow flowers.

Distribution: Hills, mountains and wilderness across Titan.
 
Effects: The succulent leaves of Solanbane can be broken open to reveal a thick, creamy sweet-smelling liquid. As well as being a natural perfume, anyone who smears a vial of Solanbane over their bare skin will be protected from the sun and exposure. They will suffer no STAMINA damage from either travelling or resting without shelter during the day in hot or desert conditions (see Heroes Companion, p. 71).

Cost: City 4gp, Town 6gp, Village 8gp (per vial)
 
Availability: Common

THORNWOOD (#4/30, #249/365) [TTHA] 

Appearance: This is a medium-sized tree with reddish-grey bark, covered in grey thorns, with a low wide spreading canopy of feathery green leaves, hairy yellow flowers and brown seed-pods.

Distribution: Plains, hills and wilderness across warmer regions of Titan.
 
Effects: Thornwood is hard and strong, and used to make furniture such as tables and chairs (obviously with the thorns removed). Occasionally, a Dryad Queen or other woodland spirit has been known to gift an adventurer a weapon made from Thornwood. Such a weapon is known as a staff-sword, and has one end carved to form a handle, with a weighty balanced pommel, while the blade of the weapon is lined with rows of razor-sharp thorns and terminates in a large spike. It is truly a deadly weapon, although it contains no metal at all! A Thornwood staff-sword does damage as per a regular sword and counts as magical for the purposes of hitting creatures such as Demons or Undead; however it provides no additional bonuses.

Cost: City 40gp, Town 50gp, Village 75gp (per staff-sword)
 
Availability: Common

VARRANGRASS (#5/30, #250/365) [TTHA] 

Appearance: This is a type of grass with thin white leaves and spiky black seeds, that gives off a strong herbal odor.

Distribution: Plains and deserts across Titan.
 
Effects: The leaves of the Varrangrass form a potent magical adjunct. A bunch of Varrangrass provides a burst of magical energy to a Wizard or Sorcerer in the form of 1-6 Magic Points or STAMINA (depending on the user's magical style), they can use when casting a spell.

Cost: City 10gp, Town 12gp, Village 14gp (per bunch)
 
Availability: Rare

Friday, August 29, 2025

The ARTISANS!

ARTISAN (#29/31, #243/365) [POT]

SKILL: 6

STAMINA : 7

ATTACKS: 1

WEAPON: See below

ARMOUR: 1 in 6 chance of Leather Jack

DAMAGE MODIFIER: None

HABITAT: Towns, Plains, Forests, Hills

NUMBER ENCOUNTERED: See below

TYPE: Humanoid

REACTION: Friendly-Neutral

INTELLIGENCE: High

Also known as a Craftsperson, the ARTISAN is a skilled manufacturer of objects, whether common or valuable, for sale across the continents and civilizations of Titan. They wear work or travel clothes, appropriate to where they are, have a bag of tools for their work, and may also have a Leather Jack as armour on a roll of 1 on one die. Artisans typically possess some kind of weapon to defend themselves against thieves, vagabonds and the like; roll on the following table to determine what:

Roll Weapon Type.

1 Shortsword

2-3 Club

4-5 Hammer

6 Dagger 

All Artisans have at least 2 points in Crafting for their chosen profession, and at least 1 point in Bargain and Evaluate Special Skills. Otherwise they can vary considerably depending on their chosen vocation. To determine the type of Artisan, roll three dice separately on the table below:

First Roll Second Roll Third Roll Artisan Type

1-3 1 1 Armourer

1-3 1 2 Artist 

1-3 1 3 Basket-maker 

1-3 1 4 Blacksmith

1-3 1 5 Bladesmith

1-3 1 6 Boat Builder 

1-3 2 1 Bonecarver

1-3 2 2 Bookbinder/Book-maker 

1-3 2 3 Bowyer/Bow-maker

1-3 2 4 Brass Smith 

1-3 2 5 Brewer

1-3 2 6 Broom-maker 

1-3 3 1 Builder

1-3 3 2 Bronze Smith 

1-3 3 3 Calligrapher

1-3 3 4 Candle-maker 

1-3 3 5 Carpenter

1-3 3 6 Carpet-maker

1-3 4 1 Cartographer

1-3 4 2 Cartwright

1-3 4 3 Ceramic-maker 

1-3 4 4 Chandler

1-3 4 5 Clock-maker 

1-3 4 6 Cobbler

1-3 5 1 Coffin-maker 

1-3 5 2 Cooper

1-3 5 3 Coppersmith

1-3 5 4 Distiller 

1-3 5 5 Dyer 

1-3 5 6 Engraver

1-3 6 1 Fletcher

1-3 6 2 Foundryman

1-3 6 3 Furniture-maker

1-3 6 4 Furrier 

1-3 6 5 Gemcutter 

1-3 6 6 Glassmaker/Glassblower

4-6 1 1 Goldsmith 

4-6 1 2 Horn-worker 

4-6 1 3 Instrument-maker 

4-6 1 4 Jeweller

4-6 1 5 Keycutter/Key-maker 

4-6 1 6 Leadsmith 

4-6 2 1 Leather-worker 

4-6 2 2 Limner

4-6 2 3 Linen-maker 

4-6 2 4 Locksmith

4-6 2 5 Luthier 

4-6 2 6 Mason

4-6 3 1 Net-maker 

4-6 3 2 Painter 

4-6 3 3 Perfumer 

4-6 3 4 Potter

4-6 3 5 Printer

4-6 3 6 Rope-maker

4-6 4 1 Sail-maker 

4-6 4 2 Sharpener 

4-6 4 3 Shipwright

4-6 4 4 Silversmith

4-6 4 5 Soap-maker 

4-6 4 6 Stonemason

4-6 5 1 Tailor

4-6 5 2 Tanner

4-6 5 3 Tapestry-weaver 

4-6 5 4 Textile-worker 

4-6 5 5 Thatcher 

4-6 5 6 Tinker

4-6 6 1 Tinsmith

4-6 6 2 Undertaker 

4-6 6 3 Weaponsmith

4-6 6 4 Weaver

4-6 6 5 Wheelwright

4-6 6 6 Wood-carver

To determine the size and extent of the Artisan'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 4 Small Shop 1-6 2-12 Chance of Draft Animal: 1-2

5 6 Shop 2-12 3-18 Chance of Draft Animal: 1-2

6 8 Large Shop 3-18 4-24 Chance of Draft Animal: 1

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

Roll Draft Animal

1 Donkey

2 Mule

3 Pony

4 Horse

5 Ox, Water Buffalo or Desert Bison

6 Camel 

The Artisan typically serves a lengthy apprenticeship before becoming fully skilled at their craft. The services of a skilled Artisan are always valued and respected, and most are found in towns and cities, such as Ludria (see the Adventure Creation System, p. 109, p. 153), where there is enough demand for their trade. They are always members of the Guild appropriate for their profession. For example Port Blacksand has a Grand Association of Tradesmens' Guilds, headed by the charismatic Bardaras Narbor (see Blacksand, p. 47, p. 61), an umbrella guild whose joint Guildhouse in the Execution Hill district provides offices for a host of smaller Artisans' organisations including the Blacksmiths' Guild, the Carpenters' Union, the Jewellers' Consortium, and so on. Meanwhile, over in the Dark Continent of Khul, the city of Arion has a large Artisans' district clustered along Bloodaxe Road and surrounds (see Travels in Arion, pp. 41-45).

Wednesday, August 27, 2025

Bug Powder Dust

Powdered Creature (#27/31, #241/365) [EA:V2] (Potion)

This is a stoppered glass tube full of coloured powder. When the tube is opened and the powder mixed with water, such as poured into a bucket or emptied into a glass, there will be a furious bubbling and the powder will transform into a monster that will immediately attack the nearest opponent, regardless of who they are. See the table at the end of this entry to determine the type of creature. The colour of the powder is determined by the creature type, so a Silver Dragon will be a tube of icy blue powder, whereas a Mammoth will be reddish-brown powder for example.

If two or more Powdered Creatures are poured into the same water source this will just create two or more individual creatures, not some weird mutant combination. However, if only a fraction of the powder is used, the creature's scores will be reduced as follows:

Amount of Powder used SKILL STAMINA Damage Modifier

Three-quarters  75% 75% -1

Half 50% 50% -2

A quarter 25% 25% -3

Note the original Damage Modifier is reduced by the amount listed; so if the creature had a Damage Modifier of +1, and only half the powder was used, its new Damage Modifier would be +1 -2 = -1 to the Damage Roll. The remaining powder can be used to create a separate creature from a different water source with the appropriate scores depending on the amount of powder leftover.

Powdered Creatures were first created by the Riddling Reaver, using refinements to his arcane Particle Blender machine, to reduce creatures to a concentrated form. Over the years, wandering adventurers have repeatedly broken into the Riddling Reaver's laboratories and stolen some Powdered Creatures, or meddling enchanters have devised their own recipes, and thus these tubes of coloured powder occasionally turn up elsewhere. The below selection of creatures represents those that the Riddling Reaver has successfully created; the Director may course decide to add their own favourites to this collection.

Roll Powdered Creature SKILL STAMINA Attacks Weapon Armour Damage Modifier

2 Manticore 12 18 3 Large None +1

3 Wyrm 9 12 3 Very Large Medium +1

4 Xoroa 10 11 1 Spear None None

5 Nandibear 9 11 2 Large Light None

6 Crocodile 7 7 2 Very Large Bite Heavy None

7 Slykk 6 5 1 Shortsword None None

8 Gark 7 11 1 Battle Axe Light +1

9 Death Dog 9 10 1 Large Bite None +1

10 Giant Scorpion 10 10 2 Large Medium Double

11 Mammoth 10 16 2 Very Large Light +3

12 Silver Dragon 15 22 4 Large Bite Medium +1

50gp  

Dust of Teleportation (#28/31, #242/365) [EA:V2] (Potion)

This is a small phial of red dust. When sprinkled on the floor, smoke will rise up and the user will vanish, experiencing a feeling of spinning in a black void. Seconds later they will re-materialize 10-60 metres away in a random empty space. If they know the properties of the dust beforehand, they can choose where to teleport to, as long as it is within 60 metres and currently empty of matter. The dust is poisonous and anyone foolish enough to eat it loses 2 STAMINA points.

Unavailable to buy  

Monday, August 25, 2025

Hungry like the WOLF

WOLF (#22-26/31, #234-240/365) [OOTP IV]

The WOLF is a common canine carnivore, ubiquitous to all the continents of Titan as well as some offshore islands, including the Arrowhead Archipelago. Being highly diverse, previously considered species of wolf have included regular Wolves and Snow Wolves (also known as Frost Wolves or Northern Wolves) in Out of the Pit (p. 120), hybrids such as Wolf Dogs (Out of the Pit , pp. 38-39) and Wolfhounds (Out of the Pit , p. 120), and stranger varieties such as the Whipperwolf (see Beyond the Pit, p. 152), but, interestingly, not the Giant Aardwolf, which is actually a type of Hyena. While many types, including Red or Desert Wolves of arid areas, and the rare Striped Wolf of Skeln, can be considered identical in abilities to the common Wolf, other breeds, such as Black, Dire, Grey, Snout, and White Wolves are quite different and all of these latter kinds are further detailed below. Werewolves of course may take any form, depending on what creature initially infected them with the magical disease of Lycanthropy!

BLACK WOLF (#22/30, #234/365) [OOTP IV]

SKILL: 8

STAMINA: 9

ATTACKS: 1

WEAPON: Small Bite

ARMOUR: Light

DAMAGE MODIFIER: +1 to Damage Roll

HABITAT: Woods, Hills, Mountains

NUMBER ENCOUNTERED: 1

TYPE: Animal

REACTION: Hostile

INTELLIGENCE: Average

The dreaded BLACK WOLF of Mauristatia, in the central highlands of the Old World is a much-feared beast about which too little is known. Some say it is the bestial form of a particular type of Werewolf, others state that it is a lord among wolves as kings and queens lead people, and still more claim the Black Wolf is an entirely distinct lupine species. What is known is that the Black Wolf is a monstrous beast, twice the size of any other wolf, whose pelt is utterly black, apart from a long streak of grey running down its spine, with huge teeth and steel-sharp claws. Those poor unfortunates who face it will see their death reflected in its eyes, and with a guttural growl, the great wolf will pounce!

The Black Wolf will be accompanied by a pack of one to six regular wolves which follow its lead without question, and it is not averse to hunting down and attacking any interloper into its territory. Such a creature was reputed to be the animal form of the Mad Prince and known Werewolf, Garoul Wulfen of Lupravia, who preferred the company of wolves to men and would prowl the wooded borderlands of that cursed principality, striking fear into all who dwelt there or had the misfortune to be passing through.

DIRE WOLF (#23/30, #235/365) [OOTP IV]

SKILL: 8

STAMINA: 8

ATTACKS: 1

WEAPON: Small Bite

ARMOUR: Light

DAMAGE MODIFIER: +1 to Damage Roll

HABITAT: Hills, Wilderness

NUMBER ENCOUNTERED: 1-6

TYPE: Animal

REACTION: Hostile

INTELLIGENCE: Low

Also known as the Giant Wolf, the DIRE WOLF is a primitive throwback to lupine ancestry, a monstrous creature with a brownish pelt and unblinking feral yellow eyes. Living in outland areas full of similar prehistoric fauna, the Dire Wolf exists in small packs of one to six creatures, hunting Black Elk and young Mammoths, while avoiding the attentions of Sabre-Tooth Tigers and Nandibears, communicating among its pack members with a series of snarling barks.

Their size and viciousness are much valued by others however, and Dire Wolf cubs are often captured and sold at premium prices for those prepared to raise and train these wild beasts. Orcs of the Old World and Hill Goblins of the Craggen Heights are known to use Dire Wolves as mounts, fielding units of Wolf-Rider cavalry whether attacking merchant caravans or deployed on the battlefield. Others treasure the Dire Wolf as a loyal companion, such as Count Varcolac, Wulfen Lord and Prince of Lupravia, who kept a pair of them as lupine bodyguards within his throne room to deal with all troublesome intruders! 

GREY WOLF (#24/30, #236/365) [OOTP IV]

SKILL: 7

STAMINA: 7

ATTACKS: 1

WEAPON: Small Bite

ARMOUR: Light

DAMAGE MODIFIER: None

HABITAT: Woods, Mountains, Hills, Plains

NUMBER ENCOUNTERED: 1-6

TYPE: Animal

REACTION: Hostile

INTELLIGENCE: Average-Low

Slightly larger than regular Wolves, the GREY WOLF is a terrifying pack-hunter found in the wilder borderlands of Titan, across cold regions all three continents, such as Darkwood Forest in Allansia (see Forest of Doom, p. 12). A lithe, grey-furred creature with red-golden eyes, it is also known as the Timber Wolf as it generally favours wooded areas, but has been known to hunt and track prey across the plains as well. If three or more Grey Wolves are encountered, one will be a pack-leader with SKILL 9 STAMINA 8, and +1 to the Damage Roll.

These canine carnivores are always ravenously hungry, and difficult to dissuade from attacking. Some travellers report success with brandishing flaming brands, for wolves in general are always afraid of naked flames. Others have survived by clambering up trees and waiting til the howling marauders depart disappointed and frustrated. Still, when the baying yowls start and the pack begins to hunt, the best defence is often a length of cold steel blade in one's hand, and one's back against a tree-trunk, dealing with the Grey Wolves as they attack in turn. If there is a pack-leader present, better to slaughter it first if possible, runs the conventional wisdom, and the rest of the foul curs will flee yelping into the wilderness! 

SNOUT-WOLF (#25/30, #237/365) [OOTP IV]

SKILL: 4

STAMINA: 7

ATTACKS: 1

WEAPON: Small Bite

ARMOUR: Light

DAMAGE MODIFIER: None

HABITAT: Plains, Hills, Wilderness

NUMBER ENCOUNTERED: 1-3

TYPE: Animal

REACTION: Hostile

INTELLIGENCE: Average-Low

Just like the Snuff Hound is a breed of dog tasked with sniffing out escapees and fleeing prisoners, so too does the SNOUT-WOLF possess the ability to track the scent, not of people however, but gold! This is a wolf-like beast with a long snout, sharp fangs, and a ragged brownish pelt. Snout-Wolves are native to south-western Khul, where they are often bred or used by armies such as those of the warlord Ostragoth the Grim, and tasked with finding gold, whether stashes of coins or seams of base metal, for their owners to loot and exploit. In the wild they live in small groups out in the wilderness, preying on mammals such as rabbits and deer, as their olfactory powers are equally capable of detecting prey as well as gold. Curiously their flesh is also quite edible and Roast Snout-Wolf is a specialty in the strange Khulian kingdoms of Zamarra, Gorak and Kazan!

WHITE WOLF (#26/30, #240/365) [OOTP IV]

SKILL: 8

STAMINA: 9

ATTACKS: 1

WEAPON: Small Bite

ARMOUR: Light

DAMAGE MODIFIER: +1 to Damage Roll

HABITAT: Woods, Hills, Mountains

NUMBER ENCOUNTERED: 1-2

TYPE: Animal

REACTION: Neutral-Unfriendly

INTELLIGENCE: Average

Not to be confused with the Snow Wolf, the WHITE WOLF is a huge creature, almost as large as a pony, though rangy and agile, with a short white pelage and bright crystal-clear ice-blue eyes. Although a rare breed it is well known from the northern woods, hills and mountains of Allansia. Here 'Whitewolf' is a common surname or title, vis-a-vis Cares Whitewolf, the king of Carsepolis (whose name is still commemorated in Port Blacksand's 'Whitewolf Fortnight' festival), or the Archmage Erridansis Whitewolf, founder of the School of Magic in the Forest of Yore.

As can be likely surmised from the above, White Wolves are considered noble creatures of the northlands, and much venerated by druids and shamans of the Northmen and Barbarians who dwell in these parts. They disdain pack-life, hunting either solo or with a mate, but there is good in their soul and they are happy to be gifted meat, either dried jerky or fresh and bloody, in exchange for safe passage through their territory. Indeed, woe betide the fool who slaughters one of these honourable creatures out of hand for they will bring the curse of the northern druids down upon their wretched self!