Wednesday, January 31, 2024

A enchanted blade that glitters on at least two planes at once...

Astral Sword (#1/29, #32/365) [EA:V2] (Enchanted Item)

This is a long sword with a shimmering blade made of the finest Salamonian steel, and when drawn from its scabbard is enveloped in a swirling mist of vivid colours. The Astral Sword adds 1 to its bearer's SKILL score at all times, and adds 1 to the Damage Roll when used against any undead spirits, such as Ganjees, Ghosts, Wraiths, Spectres and so on. This is because the blade has been annointed with Ethereal Oil, and thus exists on the real world and in the Spirit Plane at the same time. One of these swords was used by the Dark Elf assassin Oleander Redfly, a member of the notorious Scorpion Guild, and believed slain by an adventurer on Snake Island. The adventurer obviously took the Astral Sword with them as a trophy, but was then last seen entering Deathtrap Dungeon...

Not available to buy

Bonus Post! Time Bandits, Advanced Fighting Fantasy style!

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#25-#31/31

Rounding out the challenge with the seven main protagonists (6 Dwarfs and 1 child) from a movie I found rather disturbing when watched as a child myself. As always, Advanced Fighting Fantasy 2E adds a game-able amount of granular detail to the proceedings!

 

TIME BANDITS (1981, dir. Terry Gilliam)

“They didn’t make history, they stole it!”

 

“You see, to be quite frank, Kevin, the fabric of the universe is far from perfect. It was a bit of botched job, you see. We only had seven days to make it. And that’s where this comes in. This is the only map of all the holes. Well, why repair them? Why not use them to get stinking rich?”

            Randall

 

“Young man, you stick with these boys and you’ll have a great future!”

Napoleon

 

KEVIN (#25/31)

Human Student, 11 Years Old, Male (Novice)

 

SKILL: 5 STAMINA: 10 LUCK: 12 MAGIC: 0

Magic Points: 0 Social Class: 1

Talents: Learned

Special Skills: Common Speech 4, World Lore 3, Awareness 1, Animal Lore 1, City Lore 1, Monster Lore 1, Religion Lore 1, Running 1, Secret Signs 1

Equipment: A Book (usually Ancient History), Lantern, Magnifying Glass, Camera, Satchel

Money: 0 GP Provisions: 0

 

“Mum! Dad! Don’t touch it! It’s Evil!”

 

RANDALL (#26/31)

Dwarf Rogue, 60 Years Old, Male

 

SKILL: 7 STAMINA: 16 LUCK: 10 MAGIC: 0

Magic Points: 0 Social Class: 0

Talents: Natural Leader

Special Skills: Common Speech 4, Climb 2, Crafting 2, Locks 2, Sneaking 2, Acrobatics 1, Awareness 1, Brawling 1, Dodge 1, Evaluate 1, Jump 1, Trap Knowledge 1

Equipment: The Map (shows all nearby Teleportation Portals), Club, Leather Cuirass, Flintlock Pistol, Monocle, Dagger, Golden Fist of Napoleon

Money: 0 GP Provisions: 0

 

“Heroes? Heroes? What do they know about a day’s work?”

 

FIDGIT (#27/31)

Dwarf Rogue, 77 Years Old, Male

 

SKILL: 7 STAMINA: 14 LUCK: 11 MAGIC: 0

Magic Points: 0 Social Class: 0

Talents: Evasive

Special Skills: Common Speech 4, Climb 2, Crafting 2, Locks 2, Sneaking 2, Acrobatics 1, Awareness 1, Brawling 1, Dodge 1, Evaluate 1, Jump 1, Trap Knowledge 1

Equipment: Flintlock Pistol, Chainmail Cuirass, Dagger

Money: 0 GP Provisions: 0

 

“Oh, so that’s what an invisible barrier looks like!”

 

STRUTTER (#28/31)

Dwarf Rogue, 77 Years Old, Male

 

SKILL: 6 STAMINA: 16 LUCK: 11 MAGIC: 0

Magic Points: 0 Social Class: 0

Talents: Clearsight

Special Skills: Common Speech 4, Climb 2, Crafting 2, Locks 2, Sneaking 2, Acrobatics 1, Awareness 1, Brawling 1, Dodge 1, Evaluate 1, Jump 1, Trap Knowledge 1

Equipment: Shortsword, Rope (10 metres), Leather Cuirass, Spectacles, Dagger, 1d3 Grenades

Money: 0 GP Provisions: 0

 

“Are you sure we’re not in somebody’s bedroom?”

 

WALLY (#29/31)

Dwarf Rogue, 74 Years Old, Male

 

SKILL: 6 STAMINA: 18 LUCK: 10 MAGIC: 0

Magic Points: 0 Social Class: 0

Talents: Survivor

Special Skills: Common Speech 4, Climb 2, Crafting 2, Locks 2, Sneaking 2, Acrobatics 1, Awareness 1, Brawling 1, Dodge 1, Evaluate 1, Jump 1, Trap Knowledge 1

Equipment: Repeating Flintlock Blunderbuss, Leather Hauberk, Dagger

Money: 0 GP Provisions: 0

 

“Lads! Here’s to stinking rich!”

 

OG (#30/31)

Dwarf Rogue, 67 Years Old, Male

 

SKILL: 7 STAMINA: 18 LUCK: 8 MAGIC: 0 +8

Magic Points: 0 Social Class: 0

Talents: Strongarm

Special Skills: Common Speech 4, Climb 2, Crafting 2, Locks 2, Sneaking 2, Acrobatics 1, Awareness 1, Brawling 1, Dodge 1, Evaluate 1, Jump 1, Trap Knowledge 1

Equipment: Club, Net, Great Helm, Leather Hauberk, Dagger

Money: 0 GP Provisions: 0

Note: In times of stress (fights, Luck tests, etc.), may be transformed into a pig-headed TUSKER (SKILL 5 STAMINA 6) on a roll of 6 on 1d6.

 

“Stinking Kevin!”

 

VERMIN (#31/31)

Dwarf Rogue, 101 Years Old, Male

 

SKILL: 5 STAMINA: 18 LUCK: 11 MAGIC: 0

Magic Points: 0 Social Class: 0

Talents: Robust

Special Skills: Common Speech 4, Climb 2, Crafting 2, Locks 2, Sneaking 2, Acrobatics 1, Awareness 1, Brawling 1, Dodge 1, Evaluate 1, Jump 1, Trap Knowledge 1

Equipment: Dagger, Chainmail Cuirass

Money: 0 GP Provisions: 0

 

“You never know until you’ve eaten it!”

Tuesday, January 30, 2024

Yet more foul scuttling beasties seething up from the sordid depths...

GRONK (#31/31, #31/365) [OOTP IV]

SKILL: 5

STAMINA: 4

ATTACKS: 1

WEAPON: Small Bite (see below)

ARMOUR: Heavy

DAMAGE MODIFIER: None

HABITAT: Caves, Dungeons, Ruins

NUMBER ENCOUNTERED: 2-7

TYPE: Monster

REACTION: Unfriendly-Hostile

INTELLIGENCE: Low

Slightly larger than their relative the Grannit, GRONKS are a similar breed of subterranean creature, with a grey-coloured, plated exoskeleton about the size of a cannonball and almost as hard. When attacking, these creatures uncurl and flip over onto four spindly crab-like legs. Their small heads have large black compound eyes, long antennae, and mouthparts with three rows of sharp mandibles. These the Gronk uses to inject venom into its victims to paralyze them so it can feed off their blood. Anyone bitten by a Gronk must Test their Luck or be paralyzed for 1-6 hours. An orange lump of Stikkle Wax is a known cure for the toxicity of Gronk venom, and if rubbed vigorously into the needle-like puncture marks of a Gronk bite, will immediately negate the effects of the injected poison. Thus, all who enter caves and caverns would be well-advised to carry Stikkle Wax with them should they fall foul of a hungry group of Gronks on the prowl for more sustenance!

Bonus post! Ladyhawke, Advanced Fighting Fantasy style!

 https://upload.wikimedia.org/wikipedia/en/b/bb/Ladyhawke_ver1.jpg

#21-#24/31

Yet another classic 80s fantasy movie with the main characters fully statted out in all their Advanced Fighting Fantasy 2E glory! For this installment, we look at the following:

 

LADYHAWKE (1985, dir. Richard Donner)

“A magical, mystical adventure!”

 

“No one ever escapes from the dungeons of Aquila, Marquet. The people of this city know that as a historical fact.”

 

“Great storms announce themselves with a single breeze, and a single random spark can ignite the fires of rebellion!”

The Bishop of Aquila

 

PHILLIPE “THE MOUSE” GASTON (#21/31)

Human Thief, 23 Years Old, Male

 

SKILL: 7 STAMINA: 12 LUCK: 12 MAGIC: 0

Magic Points: 0 Social Class: 0

Talents: Evasive

Special Skills: Common Speech 4, Awareness 2, Sneaking 2, Sleight of Hand 2, Acrobatics 1, City Lore 1, Climb 1, Con 1, Dodge 1, Jump 1, Locks 1, Running 1, Swim 1, Trap Knowledge 1

Equipment: Dagger, Lock Picks

Money: 0 GP Provisions: 0

 

“Sir, the truth is, I talk to God all the time, and, no offense, but he never mentioned you.”

 

ETIENNE OF NAVARRE (#22/31)

Human/Werewolf Knight, 41 Years Old, Male

 

SKILL: 7 STAMINA: 16 LUCK: 10 MAGIC: 0

Magic Points: 0 Social Class: 7

Talents: Knighted

Special Skills: Common Speech 4, Armour 2, Bows 2, Swords 2, Assess Enemy 1

Awareness 1, Battle Tactics 1, Brawling 1, City Lore 1, Etiquette 1, Law 1, Mounted Combat 1, Ride 3, World Lore 1

Equipment: Jewelled Bastard Sword, Shortsword, Repeating Crossbow, Box with 20 Bolts, Leather Hauberk, Great Helm, Waterskin (full)

Money: 9 GP Provisions: 2

Companion: “Goliath” WARHORSE, SKILL 8 STAMINA 9, Hooves (as per Large Claw)

Note: Etienne takes the form of a BLACK WOLF (SKILL 8 STAMINA 9 Small Bite, Light Armour) during the hours of dusk until dawn.

 

“Each generation is called upon to follow its own quest.”

 

ISABEAU OF ANJOU “LADYHAWKE” (#23/31)

Human/Hawkwere Noble, 27 Years Old, Female

 

SKILL: 7 STAMINA: 14 LUCK: 11 MAGIC: 0

Magic Points: 0 Social Class: 8

Talents: Status (Currently exiled)

Special Skills: Common Speech 4, Etiquette 2, Law 2, Leadership 2, Awareness 1, Bargain 1, Disguise 1, Dodge 1, Healing 1, Hunting 1, Religion Lore 1, Ride 1, Sneaking 1, World Lore 1

Equipment: Dagger, Black Robes

Money: 0 GP Provisions: 0

Note: Isabeau takes the form of a DEATH HAWK (SKILL 4 STAMINA 5, Small Claws) during the hours of dawn until dusk.

 

“I am sorrow.”

 

IMPERIUS (#24/31)

Human Monk, 65 Years Old, Male

 

SKILL: 6 STAMINA: 10 LUCK: 8 MAGIC: 6

Devotion: 8 Social Class: 6

Talents: Holy

Special Skills: Common Speech 4, Healing 2, Magic-Priestly 2, Religion Lore 2, Bargain 1, Con 1, Etiquette 1, Herb Lore 1, Law 1, Magic Lore 1, Mountain Lore 1, Ride 1, Staves 1, World Lore 1

Spells: (Priestly) Zone of Peace, Banish, Heal, Ward

Equipment: Staff, Robes, Wineskin (full), bunch of Healing Herbs, Healing Balm, Curative Salve, Donkey and Cart

Money: 3 GP Provisions: 2

Companion: “Abraham” DONKEY, SKILL 6 STAMINA 6, Hooves (as per Small Claw)

 

“How strange. That’s exactly what the Bishop said. I’m sure he’ll understand you depriving him. He’s a very forgiving man.”

I was born a scentless apprentice...

APPRENTICE (#29/31, #29/365) [POT]

SKILL: 6

STAMINA: 7

ATTACKS: 1

WEAPON: Dagger and See below

ARMOUR: None

DAMAGE MODIFIER: None

HABITAT: Towns, Plains, Forest, Hills, Dungeons, Ruins, Caves

NUMBER ENCOUNTERED: 1-6

TYPE: Humanoid

REACTION: Friendly-Neutral

INTELLIGENCE: High

"Oh, I'm just so bored with all this. Every day it's the same: up before dawn for that crazed rush across town to rekindle the furnace before Master Brand comes down. Hours and hours spent melting, smelting, beating and battering, waiting for the evening to come."

Gan, Swordsmith's Apprentice [Gascoigne, M. (1991). Demonstealer.]

An APPRENTICE is a young person employed by an older professional to learn the ways of their trade. They may be encountered singly or in groups, usually in the employ of their master, running errands, carrying messages or searching for all kinds of ingredients, components or materials. Some Apprentices also flee their apprenticeship, for various reasons, and travel the land, seeking further employment or adventure!

Most Apprentices have few possessions other than the clothes on their back, a pouch with a few coins, a Dagger for defence, and maybe some food. To determine the type of Apprentice and any further possessions they may have, roll on the following table (in a group, all Apprentices will be of the same type):

1 Alchemist: An Alchemist's Apprentice. Has 1 random Potion (roll 1d6: 1-2 Potion of Cooling, 3-4 Potion of Warming, 5-6 Vial of Blimberry Juice)

2 Witch: An Apprentice Witch, has MAGIC 4, Magic-Minor 1, and 6 random cantrips. Also has a Staff and a bunch of random herbs (roll on the appropriate terrain table).

3 Thief: An Apprentice Thief, yet to complete their Night of Testing. Has a Shortsword, Lock Picks and 1 point in each of the following: Sneaking, Trap Knowledge, Sleight of Hand, and Locks.

4 Artisan/Tradesperson: An Apprentice to an Artisan or a Tradesperson (see their entries to determine type). Has a Hammer and a bag of tools for their profession.

5 Wizard: An Apprentice Wizard, has MAGIC 4, Magic-Minor 1, and 6 random cantrips. Also has a Staff.

6 Sorcerer: A Sorcerer's Apprentice (see The Sorcery Spell Book, p. 108), has MAGIC 4, Magic-Sorcery 1, and knows only the first six spells: ZAP, HOT, FOF, WAL, LAW, DUM. Also has a Shortsword.

STIKKLE (#30/31, #30/365) [TTHA]

Appearance: This striking, ground-hugging plant has broad waxy leaves a vivid orange in colour and grows in small clumps in shaded areas.
 
Distribution: Forests, plains and hills across northern Allansia.
 
Effects: Stikkle leaves from one plant can be boiled down to produce a small lumpy orange block of Stikkle Wax. This has curative powers against wounds and venoms that cause paralysis, such as the bite of a Gronk or the touch of a Ghoul. If quickly and vigorously applied to the wounded area, one lump of wax will counteract one paralysis-causing wound. Note that Stikkle Wax has no effect on other sorts of venom or poison.

Cost: City 1gp, Town 15sp, Village 2gp (per lump of wax)
 
Availability: Uncommon

Monday, January 29, 2024

Bonus Post! Krull, Advanced Fighting Fantasy style!

https://upload.wikimedia.org/wikipedia/en/f/fa/Krull.jpg

#8-#20/31

Finally got back into this, just couldn’t leave the challenge uncompleted, though obviously I’m cheating by rehashing classic 80s sword and sorcery movie characters as Heroes for Advanced Fighting Fantasy 2e. For this instalment, we look at the following:

 

KRULL (1983, dir. Peter Yates)

“A world light-years beyond your imagination!”

 

“This it was given me to know, that many worlds have been enslaved by the Beast and his army, the Slayers. And this too, was given me to know, that the Beast would come to our world, the world of Krull, and his Black Fortress would be seen in the land…”

Ynyr the Old One

 

PRINCE COLWYN (#8/31)

Human Warrior, 33 years old, Male

 

SKILL: 7 STAMINA: 16 LUCK: 10 MAGIC: 0

Magic Points: 0 Social Class: 8

Talents: Ambidextrous

Special Skills: Common Speech 4, Ride 2, Swords 2, Thrown 2, Acrobatics 1, Armour 1, Awareness 1, Battle Tactics 1, Climb 1, Dodge 1, Jump 1, Leadership 1, Mountain Lore 1, Mounted Combat 1

Equipment: The Glaive (counts as a Throwing Dagger of Demon-Slaying, does same damage to demonic structures, has 3-18 uses), Bastard Sword, Leather Jack, Dagger, Amulet of Heat Resistance, Skeleton Key

Money: 12 GP Provisions: 2

Companion: Riding Horse, SKILL 7 STAMINA 9, Hooves (as per Large Claw)

 

“Whatever army I have I’ll lead against the Slayers until I’ve won or I’m dead!”

 

PRINCESS LYSSA (#9/31)

Human Noble, 20 years old, Female

 

SKILL: 6 STAMINA: 14 LUCK: 12 MAGIC: 0

Magic Points: 0 Social Class: 8

Talents: Status (Monthly income: 4d6 GP)

Special Skills: Common Speech 4, Etiquette 2, Law 2, Leadership 2, Awareness 1, Bargain 1, Dodge 1, Evaluate 1, Healing 1, Mountain Lore 1, Religion Lore 1, Ride 1, Sneaking 1, World Lore 1

Equipment: Dagger, White Robes

Money: 0 GP Provisions: 0

 

“Father, the invaders are destroying our world. We must have the Alliance!”

 

YNYR THE OLD ONE (#10/31)

Human Sage, 56 years old, Male

 

SKILL: 5 STAMINA: 10 LUCK: 9 MAGIC: 6

Magic Points: 14 Social Class: 4

Talents: Learned

Special Skills: Common Speech 4, Magic Lore 2, Healing 2, World Lore 2, Animal Lore 1, Climb 1, Herb Lore 1, Leadership 1, Magic-Minor 1, Magic-Wizardry 1, Monster Lore 1, Mountain Lore 1, Ride 1

Spells: (Cantrips) Attraction, Hear, Honesty

Spells: (Wizardry) Command (4), Find (4), ESP (2), Farseeing (2), Languages (2), Light (1), Open (1)

Equipment: Staff, Spellbook, bunch of dried Shaggle leaves, Healing Balm, Curative Salve

Money: 7 GP Provisions: 2

Companion: Riding Horse, SKILL 7 STAMINA 9, Hooves (as per Large Claw)

 

“There is no time now for grief!”

 

TORQUIL (#11/31)

Human Bandit Chief, 37 years old, Human

 

SKILL: 7 STAMINA: 16 LUCK: 10 MAGIC: 0

Magic Points: 0 Social Class: 0

Talents: Combat Reactions

Special Skills: Common Speech 4, Awareness 2, Axe 2, Sneaking 2, Armour 1, Bargain 1, Brawling 1, Climb 1, Con 1, Dodge 1, Evaluate 1, Forest Lore 1, Jump 1, Thrown 1

Equipment: Battle Axe, Throwing Axe, Dagger, Throwing Dagger, Chainmail Hauberk, Spiked Collar

Money: 0 GP Provisions: 0

Companion: Riding Horse, SKILL 7 STAMINA 9, Hooves (as per Large Claw)

Torquil’s band of robbers consists of Bardolph, Kegan, Oswyn and Rhun (all see below), plus Merro, Darro, Nennog and Quain, who are typical BANDITS (SKILL 6 STAMINA 6, Leather Cuirass) and armed with either swords and longbows, or whips and crossbows. All also have Riding Horses as steeds.

 

“Freedom? Well, we have it! Fame? It’s an empty purse. Count it – go broke. Eat it – go hungry. Seek it and go mad!”

 

ERGO THE MAGNIFICENT (#12/31)

Human Spell-for-Hire, 48 years old, Male

 

SKILL: 5 STAMINA: 8 LUCK: 9 MAGIC: 7

Magic Points: 18 Social Class: 4

Talents: Robust

Special Skills: Common Speech 4, Magic Lore 2, Magic-Minor 2, Magic-Wizardry 2, Awareness 1, Bargain 1, Con 1, Evaluate 1, Ride 1, Running 1, Second Sight 1, Sleight of Hand 1, Staves 1, World Lore 1

Spells: (Cantrips) Cool, Dry, Hear, Mend, Secrete, Weather Protection

Spells: (Wizardry) Cockroach (6), Exchange Shape (6), Teleport (6)

Equipment: Dagger, Backpack, Spellbook, Collection of Recipes on Scrolls, Shovel, Waterskin (empty)

Money: 3 GP Provisions: 0

 

“I am Ergo the Magnificent! Short in stature, tall in power, narrow of purpose, and wide of vision, and I do not travel with peasants and beggars! Goodbye!”

 

RELL (#13/31)

Cyclops Warrior, 49 years old, Male

 

SKILL: 8 STAMINA: 20 LUCK: 6 MAGIC: 0

Magic Points: 0 Social Class: 0

Talents: Ambidextrous, Dark Seeing, Strongarm

Special Skills: Common Speech 4, Thrown 2, Giant Speech 2, Strength 2, Awareness 1, Forest Lore 1, Polearms 1, Ride 1

Equipment: Trident, Leather Hauberk, Backpack, Rope (10 metres)

Money: 5 GP Provisions: 2

Companion: Fire-Mare, SKILL 9 STAMINA 9, Hooves (as per Large Claw)

 

“Your actions give you weight, my friend.”

 

THE EMERALD SEER (#14/31)

Human Wizard, 69 years old, Male

 

SKILL: 4 STAMINA: 10 LUCK: 9 MAGIC: 7

Magic Points: 18 Social Class: 4

Talents: Arcane

Special Skills: Common Speech 4, Magic Lore 2, Magic-Wizardry 2, Second Sight 2, Etiquette 1, Evaluate 1, Forest Lore 1, Healing 1, Herb Lore 1, Law 1, Magic-Minor 1, Ride 1, Staves 1, World Lore 1

Spells: (Cantrips) Enhance, Hear, Honesty

Spells: (Wizardry) Command (4), Find (4), ESP (2), Farseeing (2), Languages (2), Light (1), Open (1)

Equipment: Staff of Casting, Green Robes, the Emerald Crystal (as per the FAR spell, three times per day)

Money: 10 GP Provisions: 2

Companion: Riding Horse, SKILL 7 STAMINA 9, Hooves (as per Large Claw)

Note: The Emerald Seer is sight-impaired, so all Special Skill tests that require vision incur a -2 penalty

 

“The Beast does not like curious seers poking into his affairs.”

 

TITCH (#15/31)

Human Apprentice, 12 years old, Male (Novice)

 

SKILL: 4 STAMINA: 10 LUCK: 10 MAGIC: 2

Magic Points: 6 Social Class: 2

Talents: Learned

Special Skills: Common Speech 4, Magic-Minor 2, Awareness 1, Dodge 1, Forest Lore 1, Staves 1, Religion Lore 1, Running 1, Sneaking 1, World Lore 1

Spells: (Cantrips) Burn, Cool, Dry, Entertain, Glimmer, Noise

Equipment: Staff, Backpack, Green Tunic

Money: 2 GP Provisions: 3

Companion: Pet GOAT (SKILL 5 STAMINA 4, Headbutt (as per Small Claw).

 

“I have a cinnamon bar.”

 

KEGAN (#16/31)

Human Bandit, 31 years old, Male

 

SKILL: 7 STAMINA: 16 LUCK: 10 MAGIC: 0

Magic Points: 0 Social Class: 0

Talents: Light Sleeper

Special Skills: Common Speech 4, Awareness 2, Axe 2, Sneaking 2, Armour 1, Bargain 1, Brawling 1, Climb 1, Con 1, Dodge 1, Evaluate 1, Forest Lore 1, Jump 1, Thrown 1

Equipment: Battle Axe, Throwing Axe, Dagger, Chainmail Cuirass

Money: 0 GP Provisions: 0

Companion: Riding Horse, SKILL 7 STAMINA 9, Hooves (as per Large Claw)

 

“Noble sentiments, but we fight for profit, do you know what I mean?”

 

BARDOLPH (#17/31)

Human Bandit, 37 years old, Male

 

SKILL: 7 STAMINA: 16 LUCK: 10 MAGIC: 0

Magic Points: 0 Social Class: 0

Talents: Lucky

Special Skills: Common Speech 4, Awareness 2, Sneaking 2, Sword 2, Armour 1, Bargain 1, Brawling 1, Climb 1, Con 1, Dodge 1, Evaluate 1, Forest Lore 1, Jump 1, Thrown 1

Equipment: Sword, Dagger, Throwing Dagger, Leather Hauberk

Money: 0 GP Provisions: 0

Companion: Riding Horse, SKILL 7 STAMINA 9, Hooves (as per Large Claw)

 

“Torquil!”

 

OSWYN (#18/31)

Human Bandit, 20 years old, Male

 

SKILL: 7 STAMINA: 16 LUCK: 10 MAGIC: 0

Magic Points: 0 Social Class: 0

Talents: Survivor

Special Skills: Common Speech 4, Awareness 2, Sneaking 2, Staff 2, Armour 1, Bargain 1, Climb 1, Con 1, Dodge 1, Evaluate 1, Forest Lore 1, Jump 1, Sword 1, Thrown 1

Equipment: Staff, Sword, Throwing Dagger, Leather Cuirass

Money: 0 GP Provisions: 0

Companion: Riding Horse, SKILL 7 STAMINA 9, Hooves (as per Large Claw)

 

“I have no sons, but I will go with you.”

 

RHUN (#19/31)

Human Bandit, 33 years old, Male

 

SKILL: 7 STAMINA: 16 LUCK: 10 MAGIC: 0

Magic Points: 0 Social Class: 0

Talents: Strongarm

Special Skills: Common Speech 4, Awareness 2, Sneaking 2, Spear 2, Armour 1, Bargain 1, Brawling 1, Climb 1, Club 1, Con 1, Dodge 1, Evaluate 1, Forest Lore 1, Thrown 1

Equipment: Spear, Javelin, Morning Star, Dagger, Leather Cuirass

Money: 0 GP Provisions: 0

Companion: Riding Horse, SKILL 7 STAMINA 9, Hooves (as per Large Claw)

 

“Rocks in our pockets and gravestones above our heads is all we will get from this journey.”

 

THE WIDOW OF THE WEB (#20/31)

Human Wizard, Age Unknown, Female

 

SKILL: 4 STAMINA: 10 LUCK: 9 MAGIC: 7

Magic Points: 18 Social Class: 0

Talents: Natural Mage

Special Skills: Common Speech 4, Evaluate 2, Magic-Wizardry 2, World Lore 2, Animal Lore 1, Forest Lore 1, Herb Lore 1, Magic Lore 1, Magic-Minor 1, Monster Lore 1, Secret Signs 1, Staves 1

Spells: (Cantrips) Attraction, Hear, Honesty

Spells: (Wizardry) See Future (6), Find (4), ESP (2), Farseeing (2), Languages (2), Light (1), Open (1)

Equipment: Staff, Black Robes, Hourglass of Red Sand (when inverted commands Giant Spider for 3-18 Attack Rounds; if broken, can flee a single deadly situation but has only 2-12 hours to live), The Mirror of Seeing (+2 to all scrying spell rolls)

Money: 0 GP Provisions: 0

Companion: “The Spider”, a GIANT SPIDER, SKILL 7 STAMINA 8, 2 Attacks, Large Bite, Medium Armour, bite is poisonous (Test for Luck or die)

 

“For you cannot leave here – no man has ever escaped the Web.”

Sunday, January 28, 2024

In which plagues of insects drop dead from the sky like charred ash...

Silver Dragonfly Pendant (#28/31, #28/365) [EA:V2] (Enchanted Item)

This is a silver pendant in the shape of a dragonfly, that hangs around one's neck on a silver chain. On the back of the pendant is the marker's mark - the initials JF. This stands for Jadan Fam, the legendary crafter of these items. The Silver Dragonfly Pendant has been dipped in the juice of the ground-up Manglewort root, a very rare plant found only in springtime in the valleys of the Icefinger Mountains. The tiniest amount acts as a very potent insect repellent. Only Jadan knew where to find the Manglewort, and he never told a soul where they grow to his dying day. The pendant acts as an invisible shield - no insect will approach the bearer of the herb, effectively creating an insect-free (Giant or normal-sized) barrier three metres in radius around the bearer. Any insect that attempts to breach the barrier, will explode, suffering 3-18 STAMINA points of damage. The pendant's effects are permanently 'on' but only apply to actively aggressive insects. Note also, this power only applies to insects, not arachnids, myriapods, crustaceans, worms, etc.

Not available to buy

Friday, January 26, 2024

A green slimey belly that hungers ravenously for more food...

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

SKILL: 10

STAMINA: 9

ATTACKS: 2

WEAPON: Unarmed (Large), Wooden Spoon (as per Club), Spear or Scimitar

ARMOUR: Medium or Heavy

DAMAGE MODIFIER: +1 to Damage Roll

HABITAT: Caves, Dungeons, Ruins, Hills

NUMBER ENCOUNTERED: 1

TYPE: Humanoid

REACTION: Hostile

INTELLIGENCE: Low-Average

The NORGUL, also known as the Slime Belly due to its prodigious and undiscriminating eating habits, is a towering, grotesque, dark green-skinned humanoid. It has a bloated torso, stocky arms and legs, and a large round head and pockmarked face. While its eyes and ears are small, the Norgul has a wide mouth with bulbous purple lips, and long teeth protruding from its lower jaw, many of which are broken.

Thought to be related to Ogres and their mutated chaotic ilk, it dwells in caves and dungeons, or among rocky hills, subduing whatever prey it can catch either with its flailing fists, or by beating the victim with a big wooden spoon. The Norgul will eat anything, but its favourite food is a jar of eyeballs (any species, but preferably sheep). For this delicacy, it may be possible to bargain with the Norgul for safe passage through its territory, but one must always be cautious for they are treacherous beasts and not to be trusted!

Due to their size the Norgul is sometimes employed by Orc tribes as a shock trooper, as they are powerful creatures who fight with brute strength and savage aggression. They are usually given poorly-fitting spiked plate-mail (which counts as Heavy Armour) to wear, and a spear or a couple of curved scimitars to fight with. However, as food is of primary motivation for the Norgul, even more so than your average Orc, their discipline in war can be questionable. A Norgul soldier is just as likely to follow orders as to chase something edible across the battlefield, such as the supply wagon, or a small unit of tasty Halflings!

Instead, and perhaps because the Norgul is always babbling about consuming more food, the position of tribal cook is a better role, ensuring undying gratitude for supplying the creature with a big cauldron on an iron chain over an open fire, and a special, much-stained leather apron to wear. One of the most infamous such cooks of modern times was the noted freelancer Uzzuk the Norgul, who dwelt in the caves beneath Skull Crag, but indiscriminately hired his culinary skills out to whichever local tribe of marauders had embarked on a raiding campaign and could supply him with the most fresh eyeballs, of course!

Thursday, January 25, 2024

A very poor substitute for the real thing...

STARFIRE (#26/31, #26/365) [TTHA]

Appearance: This strange herb grows near water and has tall stems that are adorned with bright yellow star-shaped flowers. The tallest stems bear the most flowers and when picked, they exude a heady aroma that makes one feel a little woozy!
 
Distribution: Marshes, swamps and river-banks across northern Allansia.
 
Effects: Starfire is a common herb grown in the gardens of witches, wise-women and hedge wizards. It can be used as a like-for-like substitute for a missing ingredient when brewing a potion consisting of two or more herbal components (within reason; the Director is at liberty to decide if Starfire is an acceptable switch or not). However, it is not an especially reliable replacement; if added to a set of ingredients during the brewing stage, Starfire will subtract a -2 penalty from the chance of success when determining if the potion has been created successfully. Note that these abilities only apply to potions with purely herbal components. Interestingly, simply picking Starfire flowers and smelling them restores 1 LUCK point, though this is not cumulative and can happen once a day at best.

Cost: City 1gp, Town 2gp, Village 3gp (per bunch)
 
Availability: Common
 
Notes: Starfire is one of the many herbs cultivated by the Toadmen of the Bu Fon Fen in central Allansia.

Wednesday, January 24, 2024

Ranting at the failure of reality to conform to their own twisted views...

AGITATOR (#25/31, #25/365) [POT]

SKILL: 6

STAMINA: 5

ATTACKS: 1

WEAPON: Club

ARMOUR: None

DAMAGE MODIFIER: None

HABITAT: Towns, Towns (Sewers), Plains

NUMBER ENCOUNTERED: 1 or 2-7

TYPE: Humanoid

REACTION: Friendly to Hostile (depending on cause)

INTELLIGENCE: High

The AGITATOR is a professional malcontent, using the gift of the gab to argue for changing some aspect of the status quo that they find objectionable. They can be found in any settlement, the large the better, proclaiming their just cause as the true path above all other considerations. They typically carry little more than a few coins, a club to defend themselves with, and 2-12 pamphlets or scrolls extolling their beliefs in screed-form, though some may also have a tinderbox, a wet rag, a bottle of strong spirits and a pouch of Smoking Weed. The Agitator is generally tolerated as an irksome if necessary presence by more enlightened leaders, but an irritating trouble-maker to be silenced if necessary in the eyes of oppressive warlords and autocrats.

One of the best examples of official acknowledgement of the role of the Agitator in society, is the square called Ranter's Corner in Royal Lendle, capital of Gallantaria. Here, rabble-rousers and instigators such as Zekerah the Beggar-Prophet, preach daily on a wide variety of causes and topics. On the other hand, in Port Blacksand, we have the tragic tale of Tomron the People's Poet, an advocate for the rights of the common person until slain by the assassin Denzil, disguised as a troubadour, on the orders of Lord Azzur.

Typical Talents for Agitators could be Inspiring Leader, Natural Leader and Silvertongued, while Special Skills include Bargain, Con, Etiquette and Leadership for convincing their listeners (and Disguise, Dodge, Running and Sneaking, for when their persuasion skills fail them!). An example of an Agitator as a Hero is the pacifist Priest of Asrel, Ishan the Instigator from war-like Brice (see Heroes of Titan, p. 25). To determine the specific motivation of an Agitator, roll on the following table:

1. Chaos Infiltrator: The Agitator is attempting to sow chaos and discord within a peaceful kingdom at the urging of the Dark Lords of Evil and Chaos. They will have a Chaos Talisman and probably some sort of Chaos Tattoo as well (though both will obviously be hidden from view). The Agitator will not preach overtly about Chaos, but instead attempt to subvert the current order by whatever means necessary, to cause an nefarious explosion of unforeseen events.

2. Unpopular Cause: The Agitator espouses a belief that generally lacks support among the populace at large. Whether it be identifying as devoutly anti-magic in a town full of sorcerous colleges, or acknowledging friendship to Orcs in a keep on the borderlands, their cause is not popular. Such notoriety typically attracts negative attention, often from the very forces they seek to nullify or suppress.

3. Anti-Rulership: The Agitator is a champion of the oppressed! They rail against the inequalities of life's allotted vocation, and the inability, feigned or otherwise, of local rulers to improve the lot of the ordinary person. Rises in taxation, the exploitation of workers, and the failure of authorities to suppress the tide of hideous monsters rampaging across the country-side, are all familiar topics for emotional venting from this Agitator.

4. A New Cult: The Agitator is attempting to promote the worship of a different God that is at odds with the regular religious beliefs of a settlement. In a big city this could be a return to a more pastoral way of belief or equally a bright shiny new sect representing something completely unique. In a more isolated community, it may represent an attempt to convert the huddled masses to a single system of belief, and to root-out dissidents and non-believers, according to the particular motivation of the individual Agitator.

5. Impending Danger: The Agitator is attempting to warn a settlement of a terrible danger that is rapidly approaching. This could be the rise of a new evil sorcerer, an invading horde of monsters, a nearby army of nomadic barbarians, or weird and strange weather conditions. The warnings could be real or false; the Agitator may even be from another profession entirely who was simply caught up in and survived the encroaching danger.

6. Nefarious Intent: The Agitator does not have the best interests at heart for the settlement they currently inhabit. They may be there to inspire sloth and non-vigilance prior to an Orc attack, preach acquiescence to new invaders, or claim gold-rushes to empty the community of workers. Or, maybe the settlement is a lawless cityport and the Agitator is simply preaching peace and tolerance for a change...

Once the Agitator has reached a proficient level of rabble-rousing, and begun to accrue real influence and notoriety, they are now known as a DEMAGOGUE (SKILL 8 STAMINA 8, otherwise identical to an Agitator for weapons and gear). The Demagogue is typically accompanied by a cadre of 2-7 Agitator-followers who echo and amplify their speeches, disseminate their thoughts and ideas via leaflets and other written tracts, and redirect random tavern chatter to notice the glory of their radiant mentor. Probably the best example of successful demagoguery in recent times has been the rise of the once rebellious Merzei of the Isles of the Dawn, to their current eminence as Grand Councillor to King Maior himself.