Thursday, February 29, 2024

Even a burglar hesitates to go back for more...

BURGLAR (#1/31, #61/365) [POT]

SKILL: 7

STAMINA: 7

ATTACKS: 1

WEAPON: Dagger

ARMOUR:  None

DAMAGE MODIFIER: None

HABITAT: Towns, Towns (sewers), Plains, Dungeons, Ruins

NUMBER ENCOUNTERED: 1-2

TYPE: Humanoid

REACTION: Neutral-Unfriendly

INTELLIGENCE: High

The BURGLAR is a thief who focuses on breaking into buildings and homes to loot them of their contents. Some Burglars are opportunists, striking quickly when the time feels right, while others are more strategic in their long-term planning of tricky and difficult heists. The Burglar's skills are useful to adventurers intent on plundering dungeons for treasure. Typical Special Skills possessed by Burglars include Climb, Locks, Sneaking, Acrobatics, Dodge, Jump, Trap Knowledge, Awareness, City Lore and Evaluate.

Burglars typically favour light-weight gear, carrying little in the way of weapons except for a dagger or two, and almost never wear armour due to its bulkiness and noise. However, they will have some tools of the trade including lockpicks, rope, a grappling hook, a lantern, and maybe a crowbar or other jemmying device. Burglars are usually members of the local Thieves' Guild, in big cities such as Port Blacksand or Kaynlesh-Ma, but some may also be freelance operators. Infamous Burglars from Titan include Jak of Blacksand, considered by some to be the best Burglar in that foul cityport, and Patrosi Pantherfoot of Arantis (see Heroes of Titan, p. 40).

Wednesday, February 28, 2024

Faster than a speeding projectile fired from a flintlock musket...

Vapours of Speed (#29/29, #60/365) [EA:V2] (Enchanted Item)

This small glass vial appears to contain nothing but fresh air, but actually holds Vapours of Speed, that, if sniffed, will speed up the actions of whoever breathed in the vapours. Effectively, the inhaler of the Vapours of Speed will be able to act at double the normal rate. Thus the inhaler may attack twice per Attack Round, may cast two spells, may run at twice the normal speed, or any combination of these. Thus under the effects of the vapours, a spellcaster may cast a spell and then attack in the same Attack Round. Unfortunately, the Vapours of Speed are highly volatile in the duration of their effects and only last for 0-5 Attack Rounds (i.e. roll a die and deduct 1 to determine how many Attack Rounds). The duration is rolled for at the moment the Vapours are inhaled (and so if the inhaler rolls a 1, they are basically useless).

10gp

Tuesday, February 27, 2024

Goodness gracious, great balls of acid...

ACID BALL (#28/29, #59/365) [OOTP IV]

SKILL: 9

STAMINA: 6

ATTACKS: 1

WEAPON: Acid Spray (see below)

ARMOUR: Light

DAMAGE MODIFIER: None

HABITAT: Dungeons, Ruins, Caves, Wilderness, Deserts

NUMBER ENCOUNTERED: 2-12

TYPE: Monster

REACTION: Neutral

INTELLIGENCE: None

Life on Titan was created by the gods using the Magical Clay of Throff (see Encyclopedia Arcana: Volume 1, pp. 148-149), and some of the weirder life-forms of Titan appear to be strange leftovers from this process. For example, how else do we explain the profusion of bizarre spherical or globular entities such as Eye Stingers, Diadrones, and Walking Mouths, that resemble nothing else upon Titan? To this list we can add plenty of others, such as the Sith Orb (presented elsewhere in this volume) and the ACID BALL! This peculiar creature resembles a large grey ovoid stone, up to a metre in diameter, and are often found in groups, in dungeons and underground cave-systems. An adventurer who explored and survived the Tomb of Ut-Napishtim, buried somewhere in the vicinity of the Rivers of the Dead on the Eastern Rim of the Inland Sea, claimed the crypts there were infested with Acid Balls.

Most of the time an Acid Ball will be largely sessile and apparently dormant, producing a weak acid externally to digest moss, lichen and minerals from its environment to consume. If disturbed however, the creature will react with alarm, the spongy grey mass of its body opening numerous pores with which to shriek loudly (alerting any nearby wandering monsters) and spit gobs of acid at whatever troubles it. If an Acid Ball wins an Attack Round, its victim must deduct 2 STAMINA points due to acid damage, and spend the next Attack Round wiping the acid off, or suffer 2 STAMINA damage per Attack Round. If harvested correctly, an Acid Ball provides enough acid to make a Vial of Weak Acid (see Encyclopedia Arcana: Volume 1, p. 119).

Monday, February 26, 2024

Songs for a rosewood guitar...

ROSEWOOD (#27/29, #58/365) [TTHA]

Appearance: This is a very tall tree, up to thirty or forty metres tall, with mottled brown-grey bark, small, rounded green leaves, white, pink or purple flowers, and brown seedpods.
 
Distribution: Jungles across Titan.
 
Effects: Rosewood is favoured for timber as its heartwood is fragrant and richly-coloured a reddish-brown. It is used for decorative purposes to construct furniture, chests, furnishings such as doors, and so on. Rosewood is also used for making musical instruments, particularly lutes, drums, zithers and fiddles. Rosewood imbues the musical instrument with special properties; anyone using such an instrument may add a +1 bonus to their Special Skill roll if they are testing an appropriate skill such as Entertaining-Music, or Magic-Bardsong.

Cost: City 22gp, Town 26gp, Village 28gp (per instrument)
 
Availability: Common

Sunday, February 25, 2024

Rich man, poor man, beggar man, thief...

BEGGAR (#26/29, #57/365) [POT]

SKILL: 4

STAMINA: 5

ATTACKS: 1

WEAPON: Dagger or Club

ARMOUR: None

DAMAGE MODIFIER: None

HABITAT: Towns, Plains, Ruins, Dungeons

NUMBER ENCOUNTERED: 1 or 1-6

TYPE: Humanoid

REACTION: Friendly-Neutral

INTELLIGENCE: High

A BEGGAR is a person who has fallen on hard times and who has been driven to appealing for alms from passersby due to destitution, homelessness, and poverty. They may be lifelong Beggars, or only recently-impoverished, and thus still carrying some scraps of their previous life. Most Beggars however, will have little in the way of possessions other than dirty rags for clothes, a simple weapon such as a rusty dagger or club, a beggar's bowl to collect alms, and likely some sort of pouch or pocket to store their hard-worn coinage. They are equally happy accepting food, mugs of Herbal Tea, or a mug of ale, but money is preferred, and, if given enough, may reveal rumours they have overheard or describe things they have seen, such as follows:

Beggar Knowledge Table:

1 The Beggar knows of a big heist about to go down soon.

2 The Beggar knows the whereabouts of some treasure that they are otherwise unable to access.

3 The Beggar knows the location of a large monster that has been terrorizing the local populace.

4 The Beggar knows the whereabouts of a powerful spellcaster who may be attempting to keep a low profile.

5 The Beggar knows the location of the local Thieves' Guild and the traps that guard its entrances.

6 The Beggar knows the identity of the perpetrator of a recent crime that grabbed the attention of the local settlement.

In addition, roll on the following table to determine any afflictions a beggar may have:

Beggar Affliction Table:

1 Disease: Roll for type: 1 Leprosy, 2 Yellow Plague, 3 Scarlet Plague, 4 Dire Trembling, 5 Wasting Disease, 6 Lung Rot.

2 Insanity: The Beggar has lost their mind, owing to some previous horrific tragedy. Roll a die for behaviour: 1-2 Attack!, 3-4 Normal, 5-6 Cower and flee!

3 Missing Part: The Beggar is missing part of their anatomy. Roll: 1 Eyes, 2 Tongue, 3 Hand, 4 Leg, 5 Arm, 6 Both Legs.

4 "Normal": The Beggar does not currently suffer from any afflictions.

5 Disguise: The Beggar is actually something else in disguise. Roll: 1 Spy, 2 Assassin, 3 Hag, 4 Thief, 5 Adventurer, 6 Illusionist.

6 Magical: The Beggar is actually something else entirely. Roll: 1 Shapechanger, 2 Doppleganger, 3 Suma, 4 Genie, 5 Hell Demon, 6 Hellfire Spirit.

Beggars are governed by the Beggarman's Code, which delineates who can use which patch or territory to collect alms. Those who break the code are cursed with the Beggar's Mark, a series of scratches upon the back of one's hand. Beggars are found in any city or town, and in some settlements, such as Port Blacksand, have even organized themselves into an official Beggars' Guild run by Serxus the Beggar Lord, to further their interests and protect their guildmembers. All Beggars pay ultimate allegiance to the Beggar-King Holagar the Wretched, overlord of Shakuru, the City of Beggars that rots and decays on the outskirts of the Scythera Desert in distant Khul. Infamous beggars include Bargo the Wheeler of Port Blacksand, a former soldier who lost both his legs in a long-ago war, and Barnabas the Beggar, who haunts the dungeons known as Shaggradd's Hives of Peril, pestering adventurers for gold to buy cups of Herbal Tea.

Saturday, February 24, 2024

Yet another gleaming blade with which to dispatch villanous assailants...

Sword of Marad Steel (#25/29, #56/365) [EA:V2] (Enchanted Item)

This marvellous weapon is forged from the finest steel alloys in the city-state of Marad, on the Eastern Rim of the Inland Sea, and are sometimes gifted to prominent personalities, such as the Abbot of the Monastery of Asswr sel Dablo on the Isle of Enraki. Whoever wields a Sword of Marad Steel in hand-to-hand combat may add +2 to their SKILL when fighting with such a weapon.

Not available to buy

Friday, February 23, 2024

Half-Fish, Half-Reptile, All Carnivorous Killer

SEMERLE (#24/29, #55/365) [OOTP IV]

SKILL: 6

STAMINA: 14

ATTACKS: 2

WEAPON: Large Bite and Large Claws

ARMOUR: Light

DAMAGE MODIFIER: None

HABITAT: Marshes, Rivers, Lakes

NUMBER ENCOUNTERED: 1-2

TYPE: Amphibian

REACTION: Unfriendly

INTELLIGENCE: Low

The swamps and marshes of Khul, the Dark Continent, are host to all kinds of weird creatures. Pool Dwellers, Flesh-Eaters, Kappas and Slime Monsters, all make their home in these misty, reed-choked wetlands. Yet another such beast is the SEMERLE, an amphibious creature that appears to be frozen in time, a relic from millions of years ago. Half-fish, with a great finned tail, and half-reptile, with muscular clawed arms, it is possibly related to the Giant Dragon-Newt, with which it exists in the same habitat. A full-grown male Semerle can be up to and over two metres long, not including the tail, and weigh a hundred kilos or more. Its squat body is solid muscle, and a flick of its tail can kill many creatures, if they survive its claws and the tusks protruding from its upper and lower jaws.

Every time someone fighting a Semerle wins an Attack Round, they must still roll one die to see if they manage to avoid its lashing tail. On a roll of 5-6, the tail strikes the beast's assailant, causing 2 STAMINA points of injury. (Of course, this roll is not made in the Attack Round in which the Semerle is killed, assuming its victim survives that long!) Semerles prey on anything smaller than them that they can subdue, and construct elaborate floating nests from wood, branches and reeds. They store the meat of victims they have killed underwater, beneath these nests until the meat rots and is considered edible enough by the creature. Marsh scavengers such as Mudclaws and Swamp Orcs know of this behaviour and occasionally raid these sub-aquatic larders for food, assuming they can dodge the ravening Semerle that guards them, of course!

"Hot water, good dentistry and soft lavatory paper..."

BARBARIAN (#23/29, #54/365) [POT]

SKILL: 9

STAMINA: 8

ATTACKS: 1

WEAPON: See below

ARMOUR: See below

DAMAGE MODIFIER: None

HABITAT: Hills, Wilderness, Mountains, Dungeons, Ruins, Towns

NUMBER ENCOUNTERED: 1-2 or 4-24

TYPE: Humanoid

REACTION: Neutral-Unfriendly

INTELLIGENCE: High

Tribes of humans living in the wilder areas of Allansia, Khul and the Old World respond to the dangerous conditions in various ways. Some revert to primitivism, such as the Wild Hill Men of the Moonstone Hills. Others use horses or camels to transport themselves through the wilderness, like the Nomads of the Flatlands. One group however, has become more war-like and aggressive in response to their environment, until their whole culture is a celebration of might and strength. These are the BARBARIANS of Titan!
 
Barbarians are tall, muscular humans with a mane of long black or brown hair and skin bronzed from countless seasons spent under the outland sun. They disdain the use of armour, preferring to wear furs or leather hide, and wield enormous two-handed swords and battle-axes in combat. To determine the various weapons and other equipment and abilities of a Barbarian, roll on the following tables:

Main weapon table:

1-2: Greatsword

3-4: Battle Axe

5-6: Greathammer

Sidearm weapon table:

1 Throwing Hammer

2 Chakram

3 Throwing Axe

4 Javelin

5 Spear

6 Trident

Armour table:

1 Chainmail Cuirass

2 Leather Cuirass

3 Leather Jack

4 None

5 Armoured Fist

6 Great Helm

Talent table:

1 Survivor

2 Hunter

3 Strongarm

4 Combat Reactions

5 Lightning Strike

6 Robust

Barbarians gather together in tribes and can be found living in many areas across all three continents of Titan, including: the eastern hills of Lendleland, the wastelands bordering the city-state of Kish, the rocky margins of the Craggen Heights, and northern Allansia from the Pagan Plains through the steppes of Kay-Pong to the foothills of the Icefinger Mountains and beyond. Noted tribes of Allansia include the Stormchild, Frostwind and Bloodied Eagle clans, the latter being infamous for their hostile attitude towards outsiders.
 
Each tribe will have a small well-hidden settlement of timber huts housing four to twenty four warriors (both male and female), and a further four to twenty four non-combatants (including children, the elderly, and some captives). This settlement serves as a base for launching raids against other tribes, conducting daily hunting expeditions into the wilderness, and sending forth traders to visit towns like Ismater and Zengis in northern Allansia to sell furs and ivory. A Barbarian tribe is led by its chief, who is the most powerful warrior (SKILL 10 STAMINA 10), and who is advised by the village wiseman, who is usually the most elderly and learned individual present. Other important people in the tribe include the blacksmith, whose forge makes the great axes and swords for the warriors to use as weapons, and the shaman, who provides a link to the gods and who may have lycanthropic powers and be able to change into a bear or wolf!
 
Some tribes are known for their ability to train savage beasts; various clans of the Moonstone Hills occasionally capture Griffin eggs and raise the hatchlings into ferocious battle steeds. Similarly, the Frostwind tribe of northern Allansia have an entire sub-clan of warriors known as Skyriders, whose mounts are shaggy-furred cold-adapted Pegasi. Barbarians sometimes trade the young of such creatures, in addition to their other wares, but their most infamous creation is akvavit, a throat-searing iced clear spirit flavoured with caraway seed, and served in hollow walrus tusk goblets. Anyone drinking a moderate amount of this spirit gains 5 STAMINA immediately, and a +1 SKILL bonus for the first combat after drinking it. Wandering Barbarians will often carry a flask of it with them, along with travel provisions that consist of dried meat sprinkled with healing herbs (which add 3 STAMINA when consumed).
 
Barbarians have excellent hearing and vision, and tend to fight first and ask questions later. They strongly dislike all sorcery and wizardry, though they may wear simple charms and amulets designed to give them luck during battle or while hunting. Through the shaman of the tribe, Barbarians venerate the spirits of their dead ancestors above all, but they also acknowledge mighty deities whose powers align with their beliefs, such as Farigiss, god of ice and snow, Sukh the Storm God, and Lorodil the god of volcanoes. Verlang, patron of blacksmiths, is also worshipped, likewise favoured demigods of the Animal Court, including Gurrang the Bear God, and Almor, Lord of Wolves. Each Barbarian warrior will usually carry a small totem or symbol of their chosen deity while they are hunting, travelling, or adventuring. It is perhaps thus not surprising that many Barbarians have gone on to become famous adventurers, and a list of such notables would include Ulrik Wolfsbane and Axel Wolfric from northern Allansia, Blacksand-based Vartan the Swordsman, Grunch of the Outlands who patrols the road between Warpstone and Salamonis, Anvar the Barbarian (from Kakhabad), and Krom the Mighty and his younger brother Throm, who was last seen entering Baron Sukumvit’s Deathtrap Dungeon.

(Much of this taken from Beyond the Pit)

Wednesday, February 21, 2024

Scooping out fishy dinner from the banks of a muddy river...

HARGON (#22/29, #53/365) [OOTP IV]

SKILL: 7 

STAMINA: 10

ATTACKS: 2

WEAPON: Large Bite and Large Claws

ARMOUR: Light

DAMAGE MODIFIER: +1 to Damage Roll

HABITAT: Rivers, Lakes, Marshes, Sea-shore

NUMBER ENCOUNTERED: 1-2

TYPE: Animal

REACTION: Neutral-Unfriendly

INTELLIGENCE: Low

Many kinds of Bears dwell upon Titan, some of which have developed into specialist hunters of specific prey. One such example is the HARGON from the continent of Khul, a large furry beast with a brownish-grey pelt, great curved claws and a mouth full of sharp teeth. The Hargon hunts mainly near water, such as riverbanks, lake-shores, and sea-side beaches, and also swamps including Deathmoor and the Marsh Vile. This is because it lives mainly on fish, including some of the stranger types like Flesh Fish and Schoolfish. Having said that, the Hargon is not averse to eating warm-blooded creatures, rearing up on its hind legs, its snout wrinkling as its mouth opens in an ear-splitting roar, before lumbering forwards to attack!

The Hargon is also hunted by various tribes that share its semi-aquatic habitat, such as Swamp Orcs and Flintskins, who value its thick pelage which is both warm and waterproof, as well as its claws and fangs which make for excellent trophies worn by some of the bravest warriors. Tackling an angry Hargon alone is often the final step in the career of a novice hunter, for slaying such a creature demonstrates both skill and bravery, and allows one to take their rightful place among the tribal elite.

Reach for the low-hanging fruit, despite how rotten and warped it is...

WHISTLE BUDS (#20/29, #51/365) [TTHA]

Appearance: This plant is a flat creeper covering areas of ground and occasionally tree trunks, with red foliage and bearing dark red buds.
 
Distribution: Forests and swamps across Titan.
 
Effects: Whistle Buds are a strange type of carnivorous plant that attack with their buds, which are actually carnivorous appendages -  "mouths" with small, sharp teeth that cling to their victim (see Return to the Pit, p. 211). Several mouths attacking together can reduce evern a large animal or adventurer to a torn, bloodless corpse within minutes. Whistle Buds can detect movement in their vicinity - only the stealthiest of footfalls will fail to alert them. When they detect movement, they emit a piercing high-pitched whistle at a very loud volume. Ear Plugs will protect an adventurer; without them, the adventurer is partially incapacitated from the pain caused by the loud whistling, and must fight with their SKILL score reduced by 2 points. Whistle Buds can be used as ingredients for Potions of Noise; one bud isrequired for each potion created. Potions of Noise are usually stored in clay gourds or glass vials that are smashed on the floor when used. This results in a howl of white sound, which lasts for one battle, causing everyone in the vicinity to reduce their SKILL by 2, unless they are wearing Ear Plugs or Goblin Ear Wax. It also summons any wandering monsters in the vicinity.

Cost: City 15gp, Town 17gp, Village 19gp (per bud)
 
Availability: Rare
 
Notes: The Humming Bulb is especially well-known from occurring within Darkwood Forest and Scorpion Swamp.

Potion of Noise (#21/29, #52/365) [EA:V2] (Potion)

Potions of Noise are usually stored in clay gourds or glass vials that are smashed on the floor when used. This results in a howl of white sound, which lasts for one battle, causing everyone in the vicinity to reduce their SKILL by 2, unless they are wearing Ear Plugs or Goblin Ear Wax. It also summons any wandering monsters in the vicinity (or scares smaller creatures into fleeing). Potions of Noise can be brewed from herbal ingredients such as the sound-making parts of plants like Humming Bulbs or Whistle Buds.

20gp per vial/gourd

Sunday, February 18, 2024

An insistent drone of annoying white noise...

HUMMING BULB (#19/29, #50/365) [TTHA]

Appearance: These bizarre low-lying herbs have several thick leafy green stems with a single yellow flower, attached to a near-spherical purple-white tuber.
 
Distribution: Hills and mountains across southern Khul.
 
Effects: Humming Bulbs are so-named for when they are disturbed, their tubers produce an eerie whining shriek. Everyone in the vicinity must reduce their SKILL score by 1 until they have left the area, and the noise also doubles the chance of attracting wandering monsters or any creatures from nearby lairs. Despite their turnip-like appearance, Humming Bulbs are inedible, anyone foolish enough to consume one either cooked or raw must deduct 1-3 STAMINA points due to nausea and stomach cramps. Humming Bulbs can be used as ingredients for Potions of Noise; two bulbs are required for each potion created. Potions of Noise are usually stored in clay gourds or glass vials that are smashed on the floor when used. This results in a howl of white sound, which lasts for one battle, causing everyone in the vicinity to reduce their SKILL by 2, unless they are wearing Ear Plugs or Goblin Ear Wax. It also summons any wandering monsters in the vicinity.

Cost: City 10gp, Town 12gp, Village 14gp (per bulb)
 
Availability: Uncommon
 
Notes: The Humming Bulb inspired the arrow-type of the same name used in the Hachimanese Samurai skill of Kyujutsu ("Archery").

Saturday, February 17, 2024

Six strings that drew blood...

BARD (#18/29, #49/365) [POT]

SKILL: 8

STAMINA: 9

ATTACKS: 1

WEAPON: See below

ARMOUR: 1 in 6 chance of a Leather Jack

DAMAGE MODIFIER: None

HABITAT: Towns, Dungeons, Ruins, Hills, Forests, Plains, Wilderness

NUMBER ENCOUNTERED: 1 or 1-6

TYPE: Humanoid

REACTION: Friendly-Neutral

INTELLIGENCE: High

Entertainers across Titan span multiple types from troubadours to riddlers to jesters and beyond, but the BARD is a cut above, a musician whose very music can cause magical effects to happen. While some are destined to wander across Titan, utilizing their magical musical talents in service of the highest coin on offer, other find gainful employment at the court of a local lord who provides them with food, drink, warmth and shelter, and maybe time and space to create and refine their own compositions to add to the repertoire of spellsinging lore. For the art of Bardsong is much more malleable than many other kinds of magic, using the currency of language, the influence of culture, and the recording of historical events to craft new tunes that speak to a common zeitgeist of the times.

The appearance of a Bard varies - some may be dressed in gaudy finery while others may favour a more minimalist wardrobe of a single colour such as black, white, red or green. There is a 1 in 6 chance that a Bard may be wearing a Leather Jack, but this is the only armour they will have. All Bards will have an instrument of course, which in desperation may be used as an Improvised weapon (but this is a measure of last resort as it will damage the instrument). To determine what type of instrument a Bard has, roll on the following table (or the table in the Encyclopedia Arcana: Volume 1, p. 49):

1 Bamboo Flute: This is a wind instrument made from bamboo and typically played sideways.

2 Lyre: A stringed instrument with strings attached to a U-shaped wooden frame.

3 Lute: A common stringed instrument similar to a guitar.

4 Harp: A stringed instrument with many strings attached to a triangular wooden frame.

5 Fiddle: A stringed instrument played with a bow.

6 Pipe: A wooden or metal tube that air is blown into, with finger holes along the top.

Although Bards prefer to avoid conflict through use of their music, or the witty repartee of conversation, they are often armed as a fallback measure. Chosen weapons of Bards tend to be small and easy to use. Roll once on each of the following tables to generate a Bard's chosen melee and missile weapons:

Melee Weapon:

1 Handaxe

2 Shortsword

3 Needleknife

4 Elven Longknife

5 Club

6 Blackjack

Missile Weapon: 

1 Hand Crossbow

2 Sling

3 Throwing Knife, 2-4

4 Throwing Star, 2-4

5 Blowpipe

6 Throwing Dart, 2-4

Bards are usually encountered individually (in which case assume a Music score of 2, Magic-Music 2, and 2-12 known Bard Songs), but may occasionally be found in a small group. Roll on the table to determine the composition of the group:

1-3 Master and Apprentices: One Bard is the master, with a Music score of 3, Magic-Music 3, and 3-18 known Bard Songs, while the remainder of the troupe will count as Troubadours (see the entry for Entertainers).

4-6 Super-Troupe: All Bards are equally skillful with abilities as per individual Bards above; roll separately for instruments and weapons. At least 1 will have a percussion instrument such as a drum, gong, or rattle, to provide a rhythmic accompaniment.

Notable Bards from Titan include the legendary harpist Cerod whose instrument made from enchanted Gubis-wood absorbed some of his forceful personality, Blondel the Bard of Valsinore Castle, and the Elven lute-player, Garond of Shamdabag Wood. Bards typically pay respect to Atlan, Messenger of the Gods, in his role as Sounder of the Final Horn and God of Music.

Wednesday, February 14, 2024

Bouncing orbs of infective spores and greasy wax to prevent paralysis...

(Going on an adventure, so bulk post to buy me time!)

SPOREBALL (#15/29, #46/365) [TTHA]

Appearance: This is a sponge-like fungus, a deep-red in colour, the size of a large pumpkin, often found growing on the corpses of forest creatures killed by its spore clouds.
 
Distribution: Forests and Jungles across Titan.
 
Effects: The Sporeball is a mobile, carnivorous fungi that vents clouds of spores to infect new hosts (see sidebar for more information).

Cost: Not available for sale
 
Availability: Rare
 
Notes: The Sporeball is related to Giant Puffballs, Elfbane and Syranix Fungus.

SPOREBALL (#16/29, #47/365) [OOTP IV]

SKILL: 5 

STAMINA: 2

ATTACKS: 1

WEAPON: Spore Cloud (see below)

ARMOUR: None

DAMAGE MODIFIER: None

HABITAT: Forests, Jungles

NUMBER ENCOUNTERED: 1-6

TYPE: Plant/Monster

REACTION: Neutral

INTELLIGENCE: None

The SPOREBALL is a disgusting fungal monster, deep-red in colour and appearing as a pumpkin-sized sponge-like growth, usually found growing on the corpses of those unfortunate forest creatures it has previously slain. If disturbed, a Sporeball will slide off its carcass and short-hop towards its new victim on squat, concertina-like legs. It is covered in holes which open each time it lands on the ground, puffing out clouds of red dust into the air. This cloud of toxic dust contains millions of poisonous micro-spores with which the parasitical Sporeball contaminates the surrounding air.

Sporeballs are easy to outrun, but require a Test for Luck to avoid breathing in any spores; those who are unsuccessful will cough violently their lungs on fire, and then collapse dead, unable to breathe, while their corpse becomes host for more fungal parasites. Anyone foolish enough to slice it open, by hitting the Sporeball in combat with a weapon, instantly releases all the spores and cannot Test for Luck to avoid the effects. These effects can be cured by the immediate application of a Healing Potion or priestly power (Heal or Cure Disease), however no STAMINA points will restored.

Thus, if encountering Sporeballs, it is advisable to wear Nose Filters and keep your mouth closed, or wear Nose Plugs with some form of Breathing Mask, in order avoid inhaling the spore cloud. These items must be then decontaminated or purified afterwards. In addition, Fireroot Juice can also be used against dangerous fungi such as Sporeballs; pouring it on the fungi prevents it from releasing its dangerous spores at all.

Stikkle Wax (#17/29, #48/365) [EA:V2] (Potion)

Stikkle is a ground-hugging plant with broad waxy leaves a vivid orange in colour and grows in small clumps in shaded areas of forests, plains and hills across northern Allansia (See The Titan Herbal Addendum, p. XX). 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.

1gp per lump of wax

When all else is lost, pray to the Dark Lords for salvation...

ACOLYTE (#14/29, #45/365) [POT]

SKILL: 8

STAMINA: 7

ATTACKS: 1

WEAPON: See below

ARMOUR: See below

DAMAGE MODIFIER: None

HABITAT: Towns, Towns (sewers), Dungeons, Ruins, Caves, Hills, Forests, Wilderness, Deserts

NUMBER ENCOUNTERED: 1-6

TYPE: Humanoid

REACTION: Unfriendly-Hostile

INTELLIGENCE: High

Whereas cultists are furtive and secretive fervent disciples of a deity their fellow peoples may abhor, and initiates, devotees and novices are believers in acceptable mainstream gods, ACOLYTES are followers of the Dark Lords of Evil and Chaos, who openly proclaim their worship because their temple or settlement is tolerant of such deviancy. Acolytes are thus found in small bands or sects, overtly proselytizing questionable demiurges and practices in borderland settlements, strange religious communities, war-torn states, and decadent and immoral cityports.

To determine the type of Acolyte, roll on the table below:

1 Acolyte of Decay: Armed with Dirks (equal to an Elven Longknife) and wearing Crocodile-skin armour. Worship the Dark Lord Decay, being particularly prevalent in the lands of the Inland Sea in Khul, and across the Scythera Desert to the cursed beggar-city of Shakuru.

2 Dark Disciple: Armed with iron-bladed Sickles. No armour but wear dark brown robes. Dark Disciples hail from the Lost City of Vatos in the Desert of Skulls, where they worship the Dark One, who they think is an amalgam of the three Dark Lords, but is in fact is Elim, the original god of Evil.

3 Acolyte of Pain: Armed with spiked whips and flails but no armour, and their robes are often torn and bloody. Secret followers of Trabaten, God of Exenteration, but commonly seen in Ruddlestone, Brice, Femphrey and Gallantaria, where they bully bystanders they dislike by calling them unbelievers and forcing them to undergo excruciating tortures, including the Test of the Wheel, the Test of Scorpions, or the Test of Burning Coals.

4 Grey Acolyte: Armed with heavy serrated daggers or iron-banded fighting staves and wearing grey robes. Grey Acolytes are followers of the Night Dragon, and are active in northern Allansia and the isolated settlements of the Dragon Reaches

5 Acolyte of Disease: Armed with a spiked iron-censer on a chain (equivalent to a Morning Star), and wearing the skin of their last victim as a Leather Cuirass. Found anywhere there is plague and pestilence, aiding and abetting the spread of their dread lord Disease.

6 Death Acolyte: Armed with a dagger and wearing black robes. Death Acolytes typically hail from Bathoria and are followers of the first Dark Lord. They are often carrying nefarious magic, including Black Steel daggers, vials of Spectrebane, or an Orb of Amethyst, all of which they will use to defend themselves.

Other Acolytes could include followers of different gods and powers, including deities such as the Darkthorn or the Malice, or even the Demon Princes themselves. In addition to any equipment listed above, Acolytes often wear thick robes and a hidden Holy Symbol of their god. To determine the spiritual power level of an encountered Acolyte, roll on the following table to determine their ability (see Combat Companion, pp. 7-10):

1 Civilian

2 Novice

3 Competant

4 Veteran

5 Expert

6 Master

Being god-botherers, Acolytes will have advances in MAGIC, Religion Lore, Magic-Priestly, Second Sight, and Demon or Undead Lore, in that order and depending on their chosen god, among other skills and talents.

For larger devout cells of such folk, roll twice for groups of two or more. The higher roll will represent the most powerful Acolyte in the group while the lower roll will reflect the abilities of the remaining followers. If the rolls are the same, the followers are the next step down on the table.

Tuesday, February 13, 2024

A random bunch of previously unpublished miscellanea...

ZANHOKE (#11/29, #42/365) [TTHA]

Appearance: This is a tall herb with a single yellow-orange flower and wide green leaves. Its seeds are large, black and edible.
 
Distribution: Plains, hills and wilderness across Titan.
 
Effects: Each plant provides enough seeds to fill a small bag. Whether chewed raw or eaten after roasting, a bag of Zanhoke seeds is equivalent to one Provision.

Cost: City 2gp, Town 1gp, Village 5sp (per bag)
 
Availability: Common

CHUMPIE (#12/29, #43/365) [OOTP IV]

SKILL: 5 

STAMINA: 4

ATTACKS: 1

WEAPON: Shortsword, Elven Longknife or Shortbow

ARMOUR: Leather Cuirass

DAMAGE MODIFIER: None

HABITAT: Forests, Jungles

NUMBER ENCOUNTERED: 2-7

TYPE: Humanoid

REACTION: Friendly-Neutral

INTELLIGENCE: High

Like Leprechauns and Elvins, the race of CHUMPIES are another group of diminutive people who follow the ways of Logaan and the Trickster Gods. They have greenish-brown skin with long, black, brown or blonde hair, and wear leather clothes. Chumpies are typically armed with smaller bladed weapons such as shortswords or longknives, as well as using shortbows. They lack major magical powers however, and so must rely on their devious intelligence and natural agility. For Chumpies love gold, and are always devising a range of wily schemes to steal gold from people!

One such cunning stratagem, practiced by the Chumpies of Darkwood Forest, was to make an elaborately carved 'Throne of Wishes' out of a tree stump (as they are excellent wood-workers), with an attendant pewter mug on a string, and a written paper note inside the mug saying whoever placed a Gold Piece in the mug could wish for whatever they desired. Of course, if a coin was put in the mug, it would instantly be dragged upwards and snaffled by giggling Chumpies (who would then flee through the forest canopy), and, unsurprisingly, no wish would be granted!

Fireroot Juice (#13/29, #44/365) [EA:V2] (Potion)

Fireroot is a bushy herb found among hills and mountains across Titan (See The Titan Herbal Addendum, p. XX). The cylindrical yellow taproot of the Fireroot can be ground down to create a jar of Fireroot Juice. This is used, sparingly, as an additive to food to make it spicier, as Fireroot Juice is burning hot. If thrown as an improvised missile weapon, a jar of Fireroot Juice will cause light damage but anyone hit by it must reduce their SKILL by 2 until they can wash the stuff off! Fireroot Juice can also be used against dangerous fungi such as Sporeballs or Purple Globe Fungi; pouring it on the fungi prevents it from releasing its dangerous spores.

3gp per jar

Friday, February 9, 2024

When you gaze up above at the stars in the dark sky, know also that they gaze down upon you...

ASTROLOGER (#10/29, #41/365) [POT]

SKILL: 7

STAMINA: 8

ATTACKS: 1

WEAPON: Staff

ARMOUR: None

DAMAGE MODIFIER: None

HABITAT: Towns, Ruins, Hills, Mountain, Forests

NUMBER ENCOUNTERED: 1

TYPE: Humanoid

REACTION: Neutral-Unfriendly

INTELLIGENCE: High

The ASTROLOGER is a scholarly profession who uses their viewing-scopes and other scrying apparatus to peer into the night-sky scanning the constellations above for hints and clues as to the fates and destinies of those living here on Titan. Their abode is typically a tower or observation hut, containing several brass telescopes and other viewing devices, walls covered in star charts and planetary predictions, and a well-thumbed copy of An Astrologer's Almagest among other tomes and grimoires. One of the most well-known Astrologers of recent times is Liam Astromonius of Grimmund, deep within the Forest of the Night in central Allansia.

Astrologers can construct a horoscope for anybody who can give the Astrologer their date of birth. If this information has not been created previously, use the RANDOM BIRTHDAY GENERATOR at the bottom of this entry. The horoscopes are of four types, cost 10GP or the same in goods in kind, and may or may not work, depending on whether the Astrologer succeeds with their Astrology-Lore roll. The horoscopes are:

  • Good fortune: Success: +1 bonus to all LUCK tests for this day or the next day. Failure: -1 penalty to all LUCK tests for this day or the next day.
  • Guidance: Success: +1 bonus to all SKILL tests for this day or the next day. Failure: -1 penalty to all SKILL tests for this day or the next day.
  • Health: Success: all wounds or injuries reduced by -1 STAMINA for this day or the next day. Failure: all wounds or injuries increased by +1 STAMINA for this day or the next day.
  • Occult Acuity: Success: +1 bonus to all MAGIC tests for this day or the next day. Failure: -1 penalty to all MAGIC tests for this day or the next day.

Astrology is a difficult art, with varying levels of ability. If an Astrologer is encountered, roll on the following table to determine their exact provenance:

1 Charlatan: Will take the money, but the horoscope will always be a failure. Recipient will realise this the first time it fails.

2 Scholar: Has Astrology-Lore of 3, but no magical abilities. Can cast horoscopes only.

3 Sorcerer with some skills: Has Astrology-Lore of 3, Magic-Sorcery of 3 and a MAGIC score of 6. Determine Components randomly, but first Component will always be an Orb of Crystal.

4 Wizard with some skills: Has Astrology-Lore of 3, Magic-Wizardry of 3 and a MAGIC score of 6. Has 18 Magic Points and the See Future (6) spell, plus other random Wizardry spells.

5 Chronomancer: Has Astrology-Lore of 3, Magic-Chronomancy of 3 and a MAGIC score of 6. Has 18 Magic Points worth of Chronomancy spells.

6 Community of Astrologers: There will be 1-3 Astrologers here (roll again to determine what kinds but ignore rolls of 1 or 6), and 1-6 Apprentice Astrologers (see here for more details on Apprentices).

The Random Birthday Generator (can also use to generate Holy Days)

1 - Deduct the Hero's age from the current year (Titan, p. 114, is set in 284 AC for example) to get the year of birth.

2 - Roll on the following table to get the month of birth:

First Roll 1-3, Second Roll 1: Freeze (31 days) 2: Dark (28 days) 3: Unlocking (31 days) 4: Sowing (30 days) 5: Winds (31 days) 6: Warming (30 days)

First Roll 4-5, Second Roll 1: Fire (31 days) 2: Watching (31 days) 3: Reaping (30 days) 4: Hiding (31 days) 5: Close (30 days) 6: Locking (28 days)

3 - Roll on the following table to get the day of birth, bearing in mind how many days each month has, as given above:

First Roll 1, Second Roll 1: 1st 2: 2nd 3: 3rd 4: 4th 5: 5th 6: 6th

First Roll 2, Second Roll 1: 7th 2: 8th 3: 9th 4: 10th 5: 11th 6: 12th

First Roll 3, Second Roll 1: 13th 2: 14th 3: 15th 4: 16th 5: 17th 6: 18th

First Roll 4, Second Roll 1: 19th 2: 20th 3: 21st 4: 22nd 5: 23rd 6: 24th

First Roll 5, Second Roll 1: 25th 2: 26th 3: 27th 4: 28th 5: 29th 6: 30th

First Roll 6, Second Roll 1: 31st 2-6: Not Applicable

4- Roll on the following table to get the hour of birth:

First Roll 1, Second Roll 1: 1st 2: 2nd 3: 3rd 4: 4th 5: 5th 6: 6th

First Roll 2-3, Second Roll 1: 7th 2: 8th 3: 9th 4: 10th 5: 11th 6: 12th (Noon)

First Roll 3-5, Second Roll 1: 13th 2: 14th 3: 15th 4: 16th 5: 17th 6: 18th

First Roll 6, Second Roll 1: 19th 2: 20th 3: 21st 4: 22nd 5: 23rd 6: 24th (Midnight)

Also, if you want to find out which numbered year corresponds to which Animal Sign, use the following chart:

284: Fox, 283: Rabbit, 282: Spider, 281: Dog, 280: Eagle, 279: Wolf, 278: Bat, 277: Deer, 276: Mouse,  275: Goat, 274: Tiger, 273: Ox, 272: Snake, 271: Lion, 270: Dragon, 269: Horse, 268: Shark, 267: Cat, 266: Owl, 265: Crocodile, 264: Fox, 263: Rabbit, [Cycle repeats etc.]

Thursday, February 8, 2024

A bastion of protection against hurled or fired projectiles...

Shield of the Sentinels (#9/29, #40/365) [EA:V2] (Enchanted Item)

This ancient-looking large shield is made of bronze turned almost green from verdigris, with a leather strap on the back of the shield to attach it to one's arm. Anyone strapping on the shield will feel a sudden surge of power running up their arm. This is because the Shield of the Sentinels has been imbued with some of the legendary combat abilities of the magical warriors known as Sentinels (see Out of the Pit, pp. 100-101). Anyone using the shield can add 1 to their SKILL score and also add 1 to any Armour Roll against missile weapons. This also includes magical attacks, such as the breath of a dragon or a Force Bolt spell.

Not available to buy

Not Hawk the Slayer or Ladyhawke, but there are a lot of other Hawks...

HAWK (#8/29, #39/365) [OOTP IV]

            Giant Hawk Warhawk Griphawk Gryphawk

SKILL:          9              8             9             5

STAMINA:     9              8             10           4

ATTACKS: 1 (except Griphawk: 2)

WEAPON: Large Claws

Gryphawk - Small Claws

ARMOUR: None

DAMAGE MODIFIER: None

HABITAT:

Giant Hawk - Plains, Hills, Mountains, Wilderness, Desert

Warhawk -Plains, Forests, Hills, Mountains

Griphawk - Caves, Dungeons, Ruins

Gryphawk - Forests, Plains, Hills, Mountains, Towns

NUMBER ENCOUNTERED: 1-2 (except Gryphawk: 1-3)

TYPE: Bird

REACTION: Unfriendly-Hostile

INTELLIGENCE: Average

HAWKS are large winged predatory birds, of which there are many types on Titan. Previously we have considered the Death Hawk and Night Hawk (both in Out of the Pit, p. 65) and the Giant Bloodhawk (see Beyond the Pit, pp. 21-22). Presented below are four other species of Hawk recorded from Titan at present.

Although slightly smaller than the Giant Bloodhawk, with a wingspan of only three to four metres, the GIANT HAWK is nevertheless a dangerous avian predator. Usually found circling far overhead in clear skies throughout Khul, from the Ximoran Protectorate, across the Mountains of the Giants, to the immense empty wastelands beyond, the Giant Hawk prefers live prey but will subsist on carrion if needs must. In appearance it has brown-feathered wings and fiercely clawed talons, which which it attacks, gliding down out of the sky uttering a terrifying shriek. If a Giant Hawk ever rolls a double six for its Attack Strength it has picked up its opponent, if human-sized or smaller, and carried them off in its talons, to either dump in a nest of 2-7 hungry chicks (SKILL 4 STAMINA 5, Small Bite), or hurl against a cliff or down to the ground, for 'softening up'. Mountain Giants in Khul's upland regions have been known to train Giant Hawks as hunting-birds to track down such delectable treats as humans, Elves, Dwarfs and others!

Another very large type of Hawk, although this time from Allansia, is the WARHAWK. With its huge wingspan, curved black beak and fire-red feathers, there is no mistaking this gigantic predatory bird. Thought to originally have been raised as attack-birds by Mountain Elves and northern human kingdoms such as Goldoran, the regular use of Warhawks is now rare. However, Zanbar Bone in his second incarnation as a Skeleton Demon, summoned one to place a demonic Black Keystone atop the parapet of the wizard Yaztromo's tower, in a doomed bid to rule Allansia. Like Giant Hawks, Warhawks will carry off a designated victim if they roll a double six for their Attack Strength, and they also have one further weapon in their arsenal; Warhawks have been known to aerially defecate on a victim before attacking, which requires a Test for Luck to avoid or the victim loses 1 SKILL point until they can properly bathe and wash the disgustingly smelly stuff off!

Proof that the powers of Chaos also afflict the avian fauna of Titan comes in the form of the bizarre GRIPHAWK, a weird subterranean mutant only distantly related to its surface-dwelling relatives. In appearance it appears as a huge, black-feathered hawk but with four claw-bearing feet instead of two, and great staring eyes that have excellent dark-seeing capabilities. Griphawks typically nest in large caverns in extensive underground systems such as the Dark Chasms beneath Gorak, preying on lone Orcs, Goblins and others. Occasionally, they go into a sort of hibernatory stasis, burying themselves in the wall of a tunnel or passageway, with only a claw protruding to facilitate future escape. Woe betide the simpleton passing down a tunnel who pulls such a claw however, as the Griphawk will instantly awaken and attack with full fury!

Not to be confused with the Griphawk, from a nearby region of south-western Khul we have the GRYPHAWK. Interestingly, the prefix 'Gryp' seems to be a linguistic feature of the Kingdom of Kazan, where we also find the Grypvulture (see Beyond the Pit, p. 64), and the Grypfalcon (see p. XX in this book). Gryphawks are similar to Death Hawks in size but with golden-brown feathers. They are also easily trainable, and are used as messengers, hunters, and guards by many different types of people within Kazan, including humans, Orcs and Goblins. Gryphawks, like many other predatory birds, can be commanded by the magical artefact known as the Grey Talon of Sakar.