Friday, March 29, 2024

[Occam's] Razor Plant!

RAZOR PLANT (#1/30, #92/365) [TTHA]

Appearance: This is a bunched, grass-like plant, with long sharp blade-like fronds for leaves.
 
Distribution: Forests, jungles and plains across Allansia.
 
Effects: Accidently brushing into a Razor Plant unawares will cause 1 STAMINA point of damage as the leaves slice through the flesh of a victim. The leaves of the Razor Plant are also strong enough to be used as weapons. Each Razor Plant leaf does damage equal to a Dagger, but will only last for five battles becomes broken and useless.

Cost: City 5sp, Town 5sgp, Village 1gp (per leaf)
 
Availability: Uncommon
 
Further Notes: Though to be related to both the Blade Bush of the southern islands and the Blade Tree of Mauristatia (for details on both of these, see The Titan Herbal, p. 23).

"None shall pass!"

BLACK KNIGHT (#31/31, #91/365) [POT]

SKILL: 10

STAMINA: 11

ATTACKS: 1

WEAPON: See below

ARMOUR: Plate Armour

DAMAGE MODIFIER: +1 to Damage Roll

HABITAT: Towns, Ruins, Forest, Plains, Wilderness

NUMBER ENCOUNTERED: 1

TYPE: Humanoid

REACTION: Unfriendly-Hostile

INTELLIGENCE: High

The Right of Dispute is common on Titan, with various interlopers, such as the BLACK KNIGHT, formally challenging wayfarers for passage onwards along the road. So-named for their sombre-hued plate armour, which acknowledges the knight serves no mortal liege-lord, a Black Knight may set out their stall at a common spot, a well, ford, or crossroads, and issue a provocative demand against all-comers - win, and they may pass onwards, but lose, and they must retreat, if still alive. The weaponry choice of a Black Knight varies, and they will always have a dagger, sword and large shield in reserve, but for their main offensive choice of arms, roll on the table below:

Roll Weapon Type

1 Cleaver

2 Morning Star (and Tower Shield)

3 Battle Axe

4 Two-Handed Sword

5 Greathammer

6 Bastard Sword

Also, despite their chosen vocation, the Black Knight may have companions! Roll on the following table to find out who travels with them:

Roll Companions

1 Trusted WARHORSE (with Heavy Barding; the Black Knight will also have a Lance and challenge any opposing knights or warriors to a joust)

2 Faithful MANSERVANT

3 Trained FALCON

4 Pack of 2-7 WAR DOGS

5 Personal PRIEST OF TELAK

6 Alone

The rules of the dispute vary among Black Knights - some fight until first blood, others until one submits (usually at half-STAMINA) -  but in lawless lands it may well be to the death, with the winner claiming all possessions of the loser. The Black Knight has been a common feature of Titan lore for centuries; the master-less warrior choosing dominion over one localized place with which to assert their authority. Even the legends of King Goldhawk of Karazan note the present of a Black Knight within the kingdom, while the Warlock-Prince Lothar of Gundobad encountered one in the Northern Wastes while embarked upon the Trial of Kingship. Black Knights do not necessarily need to have black armour - the White Knights of the Twisted Bridge in northern Allansia are a notable exception - but some do gather into lawless, mercenary bands, such as the Dragon Knights present in one of the later incarnations of Deathtrap Dungeon, who serve the ancient Red Dragon Melkor.

Wednesday, March 27, 2024

By the power of Power Stones!

Power Stone (#30/31, #90/365) [EA:V2] (Enchanted Item)    

The Power Stone is a potent magical adjunct believed to contain the raw stuff of the Macrocosmos within its large glowing crystalline form. They are highly variable both in terms of appearance and effects. Roll on the following tables to determine what colour a Power Stone is, and what bonuses it confers to those who possess it.

Roll Power Stone Colour

1 White

2 Yellow

3 Red

4 Blue

5 Green

6 Purple

Roll Power Stone Effect

2 +1 PSY

3 +1 MAGIC and +2 STAMINA

4 +1 SKILL and +1 LUCK

5 +1 MAGIC

6 +1 LUCK

7 +1 STAMINA

8 +1 Magic Point

9 +1 SKILL

10 +1 STAMINA and +1 LUCK

11 +1 SKILL and +2 STAMINA

12 +1 Psy Point

Despite the best research efforts of sages and loremasters, there does not appear to be any correlation between the colour of a Power Stone and whatever bonus it provides. The effects of a Power Stone apply only to whoever is carrying it in their possession, and the bonus can raise a score above its Initial value. However, should the Power Stone be taken, stolen or lost, all bonuses are then cancelled. Power Stone effects are cumulative, if more than one is carried, but they are also heavy, and each counts as one item for encumbrance purposes.

Lothar, the Warlock-Prince of Gundobad claimed that one could choose what effect a Power Stone would have by expending a Magic Point as it was handled for the first time. This knowledge was gleaned during his Trial of Kingship, when he discovered several Power Stones in the volcanic tunnels beneath the jungle-clad isle of Orcmoot. Orcmoot is one of the few known places to find Power Stones, but rumours indicate the Crucible Islands may be another likely source of the glowing jewels.

Power Stones can also be used as a fuel source for the magical art of Technomancy, alongside Storm-Crystals, Warpstone, Green Metal nuggets, and so on. However, should a Power Stone be used in this way, it will no longer provide any beneficial effect to bearer. 

Lothar also discovered that Lava Worms have an affinity for Power Stones, and have been known to sniff them out using sensory pits dotted around their mouth, and swallow the stones for some kind of weird nutritional purpose. Lava Demons are aware of this ability, and use packs of Lava Worms to hunt for these rare magical rocks on the Demonic Plane of Obsidian, for Power Stones are much-valued as currency there. Other Demonic Planes with rumoured Power Stone mines include the Plane of Steel and the Plane of Pain.

Not available to buy

Tuesday, March 26, 2024

Lava Worm not Worm Larva

LAVA WORM (#29/31, #89/365) [OOTP IV]

SKILL: 9

STAMINA: 9

ATTACKS: 1

WEAPON: Very Large Bite

ARMOUR: Medium

DAMAGE MODIFIER: None

HABITAT: Volcanic areas, Caves

NUMBER ENCOUNTERED: 1

TYPE: Monster

REACTION: Hostile

INTELLIGENCE: Low

The gigantic offspring of Siluva the Worm God are many, varied, and prodigious in size. Alongside leviathans such as the Giant Sandworm, the Mudgrinder and the Polar Worm, we now have the monstrous LAVA WORM. Also known as a Giant Lavaworm, the Lava Worm is a hulking brute that lurks in magma tunnels, lava rivers, and fire-blackened basalt caverns, for it is immune to damage from either heat or flame. Here, the Lava Worm bores large round burrows, which are lined with an acidic green slime it secretes in globules from its body (and touching such a globule causes 2 STAMINA points of damage).

When the beast emerges from its hole, it appears as a huge semi-transparent gelatinous worm, a jelly-like tubular blob with a gaping maw at one end, whose luminescent innards produce a pulsating green glow. The bloated Lava Worm is a deadly flesh-eating creature that uses powerful sonar senses for echolocation, intent on slithering towards its prey to dissolve them in its acidic mucous secretions and feed on their victim's liquid remains. As well as its fire immunity, Lava Worms also only suffer 1 STAMINA damage when hit with normal edged weapons, as its gelatinous flesh heals almost instantly. 

However, the application of salt is fatal to these monsters. A Lava Worm that is hit with a jar or scattered pouch of salt, may thrash about to shake off the granules, but the salt will stick to its slimy skin, causing the worm's gelatinous flesh to melt like butter in a heated pan. Soon there will be nothing left apart from the Lava Worm's innards and entrails lying in a pool of green slime! Cave Trolls, which are the Lava Worm's favoured prey, know of this weakness and carry pouches of salt in cords around their necks, to protect themselves in subterranean regions that are reputed haunts of the Lava Worm.

As discovered by the Warlock-Prince, Lothar of Gundobad, Lava Worms have an affinity for Power Stones, and have been known to sniff them out using sensory pits dotted around their mouth, and swallow the stones for some kind of weird nutritional purpose. Lava Demons are aware of this ability, and use packs of Lava Worms to hunt for these rare magical rocks on the Demonic Plane of Obsidian, for Power Stones are much-valued as currency there.

Monday, March 25, 2024

Things of wood and more wood...

WOOD DEMON (#27/31, #87/365) [TTHA]

Appearance: A humanoid-shaped thing of hideous appearance, with dark crusty bark-like skin, that is covered in moss and fungus, and crawling with bloated insects. The Wood Demon has a crumpled, skull-like face and sunken eyes as dark as the earth itself, and attacks with long vine-like arms.
 
Distribution: Forests and jungles across Titan
 
Effects: The Wood Demon is both an entity summoned from the Pit and a manifestation of malign intelligence encountered in a woodland area. Parts of the Wood Demon can be harvested for their use in various magical processes. To determine what part has been found or harvested and its effects, roll on the following table.
 

Roll

Demon Part

1

Tooth: The shape and size of the tooth will vary somewhat depending on the Wood Demon it was extracted from, but it will generally be a sharpened and stained wooden peg, notched and blackened by decay. It is used in the construction of the magical Curiosity known as the Demonstooth Amulet (see Demons of Doom, p. 51).

2-3

Ichor: Demonic ichor is a loathsome slime found bathing the brain inside the Wood Demon’s skull. It is also the prime constituent of the Demonic Plane of the same name (see Rough Guide to the Pit, pp. 10-11). It is used in the Conjuration Ritual of the Unshaped Form (see Heroes Companion, p. 17).

4-5

Blood: Demon’s blood varies in colour depending on the nature of entity it was extracted from, but that of the Wood Demon is usually a lurid green or pus-yellow in hue. It is universally viscous and foul-smelling, as well as being the prime constituent of the Demonic Plane of the same name (see Rough Guide to the Pit, pp. 9-10). A vial of Demon Blood is used for the Demonic Conjuration Ritual of the Bound Fiend (see Demons of Doom, p. 18 and p. 62).

6

Eye: The shape and size of the eye will vary somewhat depending on what type of Demon it was extracted from. The eyes of a Wood Demon are generally black in colour and oozing pus and ichor. When dried and flattened, it is used in the construction of the magical Curiosity known as the Eye of the Underworld (see Demons of Doom, p. 51).
















 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Cost: Unavailable to buy
 
Availability: Rare
 
Notes: Also known as the Forest Demon, the Wood Demon can be summoned from the Pit by using the Ritual of the Warped Timber (see below). It is particularly common on the Demonic Planes of Ichor and Rust.

Ritual of the Warped Timber (BONUS!)
Magic-Conjuration: 3
Type: Summoning
Components: A diseased seed pod from a Chaos Plant (see The Titan Herbal, pp. 26-27).
Time Taken: 5 hours
Rarity: Rare

This Ritual will summon a corrupted Wood Demon to an area, typically to act as a guardian and sentinel. Wood Demons are usually found serving Dark Druids, Clerics of deities such as Myknosis and the Darkthorn, and evil Xylomancers or Plant Masters.

WOOD GOLEM (#28/31, #88/365) [TTHA]

Appearance: A large wooden humanoid, often carved into an exotic likeness. Sometimes Wood Golems are made to resemble other objects, such as a door or chest for example, and only turn into a humanoid form when triggered by the presence of an intruder.
 
Distribution: Wherever their master/creator is
 
Effects: The Wood Golem is a magical creature made by conjuring rituals. It does not have to be carved from one single log, but all the wood involved in making it must be from the same tree (see Out of the Pit (pp. 61-62) for more information). To create a Wood Golem, one must be a spellcaster and master the Ritual of the Unshaped Form (see Heroes Companion, p. 17), or, alternatively, know the rare Animate Guardian Spell (see Encyclopedia Arcana: Volume 1, p. 14). Wood Golems, once animated, are completely invulnerable to magic of all kinds; even a magical weapon will be no better than an ordinary one. They are very vulnerable to fire, however, which can turn them into a blazing torch in a few short moments.

Cost: Unavailable to buy
 
Availability: Rare
 
Notes: The Wood Golem is a smaller and less powerful version of the Plant Golem (see p. XX). They are particularly rife in parts of the Old World, such as Mortvania, where every dreary overlord seems to have at least one Wood Golem within their gloomy mansion or tower.

Another one fights the dust...

BRAVO (#26/31, #86/365) [POT]

SKILL: 6

STAMINA: 8

ATTACKS: 1

WEAPON: See below

ARMOUR: See below

DAMAGE MODIFIER: +1 to Damage Roll

HABITAT: Towns, Ruins, Dungeons   

NUMBER ENCOUNTERED: 1-3

TYPE: Humanoid

REACTION: Unfriendly-Hostile

INTELLIGENCE: Average-High

While most rogues like to rely on speed and skill of mind, mouth and hand, there are those who, while still sharp of thought and dexterity, prefer to employ a bit more muscle in their chosen vocation across various urban nightscapes. Called many things - bruiser, bouncer, enforcer, standover-merchant, and so on - the BRAVO is usually found operating in settlements throughout Titan, keeping the peace (or not) at taverns and inns, acting as hired-muscle for sundry ne'er-do-well types, collecting money and other debts with menaces, or even providing an introductory service to the local underworld or poor quarter. 

The Bravo almost always has the Strongarm Talent and the Brawling Special Skill, but otherwise can vary considerably in appearance and armament. Some, such as Half-Trolls or Dwarfs may prefer traditional weapons like axes and hammers, while others may be armed with all sorts of instruments of pain-infliction. Armour is limited to different kinds of leather accoutrements, while shields are rarely used, if at all. To randomly determine what type of weapon or armour a Bravo may have, roll on the tables below:

Die Roll Weapon Type

1             Armoured Fist

2             Pistol (Roll: 1-3 Flintlock, 4-6 Matchlock)

3             Club

4             Blackjack

5             Needleknife

6             Martial Arts (no armour worn)

Die Roll Armour Type

1-2         Leather Cuirass

3-4         Leather Jack

5-6         Leather Hauberk

Possibly the most well-known Bravo of recent times is the Half-Troll Torag the Mighty (see Heroes of Titan, p. 41) from the city of Arion on Khul's eastern coastline. Another, Rog of Coven, was infamous for the sticky end they met at the claws of some unknown creature of havoc that shambled out of the wilderness and slew Rog, who was administering a beating to the Man-Orc rogue Grognag Clawtooth, after the latter had recently eaten Rog's dog, alive.

Sunday, March 24, 2024

All that weaves well, ends well...

The Enchanted Spindle (#22/31, #82/365) [EA:V2] (Artefact)    

This is a magical spinning-wheel, made from rare and expensive types of exotic wood. It can be used, along with the appropriate textiles and materials, most of which are likewise valuable and difficult to acquire, to weave and spin enchanted clothing and the like. To use the Enchanted Spindle requires a necessary amount of material for the garment required, and a successful Special Skill roll using the weaver's appropriate Magic ability, such as Enchanting or Minor Magic. If the roll is failed, a random garment is created instead. The Enchanted Spindle can even craft clothing for non-magical weavers if they have the Crafting Special Skill (or not); in this case a successful result creates a random garment, while an unsuccessful result delivers a non-magical garment and drains the weaver's fortune, reducing their current and Initial LUCK scores by 1 point each.

The type of random garment depends on the material used. A small amount of shining silver thread would result in a Magical Neckerchief, whose exact type could be determined by rolling on the below table:

Dice Roll Item

1-4        Lucky Neckerchief

5           Neckerchief of Invisibility

6           Neckerchief of Wizardry

In times long past, Grizzell the White Witch was rumoured to possess the Enchanted Spindle, kept securely within her sanctum at Castle Argent on Tower Island.

Not available to buy

Lucky Neckerchief (#23/31, #83/365) [EA:V2] (Enchanted Item)

Made from shining silver thread using the artefact known as the Enchanted Spindle (see p. XX), the Lucky Neckerchief has the following power: it adds 1 to the wearer's current and Initial LUCK score (however their Initial LUCK score cannot exceed 12). For this power to work, the Lucky Neckerchief has to be worn overtly.

50gp  

Neckerchief of Invisibility (#24/31, #84/365) [EA:V2] (Enchanted Item)

Made from shining silver thread using the artefact known as the Enchanted Spindle (see p. XX), the Neckerchief of Invisibility has the following power: any enemies fighting the wearer must reduce their Attack Strength by 2 as they cannot see the wearer clearly. These effects last for the duration of a single combat, but they do not work against Demons or Dragons. The Neckerchief can be used 2-7 times until its power is exhausted. For this power to work, the Neckerchief of Invisibility has to be worn overtly (at least until its wearer becomes invisible!).

40gp  

Neckerchief of Wizardry (#25/31, #85/365) [EA:V2] (Enchanted Item)

Made from shining silver thread using the artefact known as the Enchanted Spindle (see p. XX), the Neckerchief of Wizardry has the following power: its wearer can restore their Magic Points to their full Initial level. This power will work only once. For this power to work, the Neckerchief of Wizardry has to be worn overtly, and cannot be donned during combat.

35gp

Saturday, March 23, 2024

Is this some mindless automaton or instead a living thing?

PLANT GOLEM (#20/31, #80/365) [OOTP IV]

SKILL: 8

STAMINA: 13

ATTACKS: 2

WEAPON: Tendrils (As per Large Claw)

ARMOUR: Medium

DAMAGE MODIFIER: +1 to the Damage Roll

HABITAT: Anywhere their master is, Ruins, Dungeons, Forests,

NUMBER ENCOUNTERED: 1

TYPE: Magical Creature

REACTION: Hostile

INTELLIGENCE:None

Alliana the Witch who dwelt among the Shamutanti Hills was infamous for using the rare Animate Guardian Spell (see Encyclopedia Arcana: Volume 1, p. 14), to turn chairs into Wood Golems who attacked those who bothered her. Similar, but more powerful, is the dreaded PLANT GOLEM, which is typically created by use of the Ritual of the Unshaped Form (see Heroes Companion, p. 17). Appearing as a large, roughly humanoid figure comprised entirely of dead vegetation, half-rotten plant remains, and twitching vines, they will animate and attack anyone who disturbs their area of guardianship, whether it be a special door, locked chest or sacred shrine. Fire is harmful to Plant Golems, and anyone wielding a flaming weapon can add 1 to the Damage Roll whenever they make a successful hit.

Each time a Plant Golem wins an Attack Round, its opponents must Test their Skill. If they fail, the Plant Golem has wrapped some of its trailing vines around the opponent's legs and arms, making it hard to move freely and fight, and the assailant must subtract 1 from their Attack Strength. The Plant Golem can do this up to three times per opponent, binding its victims tighter and tighter into its suffocating grasp. Anyone who fights a Plant Golem must do their best to despatch it quickly! They are typically used as sentinels by capable spellcasters of a more nemophilistic nature, such as Arch-Druids, Plant Masters, Xylomancers, and the like.

PLANT GOLEM (#21/31, #81/365) [TTHA]

Appearance: A roughly human-shaped figure, a huge shape comprised of rotten and decaying vegetation, thick knobbly limbs, and a twitching profusion of tendril-like vines and creepers.
 
Distribution: Wherever their master/creator is; ruins, dungeons and forests across Titan.
 
Effects: The Plant Golem is a magical creature made by conjuring rituals, from all types of vegetable matter (see sidebar for more information). To create a Plant Golem, one must be a spellcaster and master the Ritual of the Unshaped Form (see Heroes Companion, p. 17).

Cost: Unavailable to buy
 
Availability: Very Rare
 
Notes: The Plant Golem is a larger and more powerful version of the Wood Golem (see Out of the Pit, pp. 61-62).

Tuesday, March 19, 2024

Yet more fungus among us...

PURPLE PUFFBALL (#19/31, #79/365) [TTHA]

Appearance: This is a big puffball with a hard exterior whose colour varies from lilac to violet, and grows individually in the shade of large expansive woodland trees.
 
Distribution: Forests and woods across Khul, and also various offshore islands such as the Arrowhead Archipelago.
 
Effects: A Purple Puffball can be thrown as an improvised weapon. Upon impact it will explode in a large cloud of purple 'smoke' - actually thousands of microscopic spores. These are harmless to inhale, but act equivalent to a Darkness spell, centred around the point of impact.

Cost: City 35gp, Town 40gp, Village 45gp (per puffball)
 
Availability: Uncommon
 
Notes: The Purple Puffball is related to Giant Puffballs (see The Titan Herbal, p. 55) and Poison Puffballs (see The Titan Herbal, p. 54).

Sunday, March 17, 2024

Beauty and the Beastman!

BEASTMAN (#18/31, #78/365) [POT]

SKILL: 7

STAMINA: 7

ATTACKS: 1

WEAPON: Scimitar, Spear, Battle Axe

ARMOUR: Chainmail Hauberk

DAMAGE MODIFIER: None

HABITAT: Hills, Mountains, Wilderness

NUMBER ENCOUNTERED: 1-6 or 3-18

TYPE: Humanoid

REACTION: Neutral-Unfriendly

INTELLIGENCE: Average-High

Not to be confused with the goat-headed Chaos Beast Men described in the tome Return to the Pit (see pp. 40-42), the BEASTMEN of Kakhabad are an obscure race of subhuman chaotics. Thought to be related to the Klattamen of the lowlands, the Beastmen dwell in the deep valleys between the Zanzunu Peaks, their tiny villages clustering around waterways such as the Tinpang, Ilklala and Vischlami Rivers. They are brutish, brawny, shaggy-haired creatures, with narrow eyes, broad noses, high sloping foreheads and black hair growing over their dark-skinned faces and hands. Beastmen villages, which are largely concerned with mining, contain around three to eighteen inhabitants with the same number again of women and children. Each village will be led by a Beastman champion, with SKILL 8 STAMINA 8. 

Some Beastmen leave their villages and become guards and mercenaries; these will usually be encountered in a group of one to six warriors. They are sought after as fighters owing to the quality of weapons that they forge themselves. Beastmen usually wear chainmail hauberks along with horned and spiked helmets, and arm themselves with cruel-bladed scimitars, long barbed spears and battle-axes. The Archmage of Mampang, for example, is known to have recruited a large battalion of them to watch over his fortress in High Xamen. More disquieting are the rumours that weird cults are known to kidnap young Beastmen, who are then trained to become the frenzied killing machines that are Chaos Warriors!

If you wish to determine an individual Beastman type, roll one die:

1 Miner: Armed with a War Pick and wearing a Leather Cuirass.

2 Smith: Armed with a Greathammer. No armour.

3 Guard: Armed with a Spear and Large Shield, and wearing a Chainmail Hauberk.

4 Mercenary: Armed with a Scimitar and Large Shield and wearing a Chainmail Hauberk

5 Chaos Thug: Armed with a Battle Axe and wearing a Chainmail Hauberk and a Great Helm

6 Trader: Armed with a Scimitar and wearing a Leather Cuirass. Carries 2-7 of the following for trade in a leather bag (roll one die): 1 Gold nuggets 2 Bluestone nuggets 3 Copper nuggets 4 Silver nuggets 5 Copperstone nuggets 6 Green Metal nuggets.

Beastmen follow various gods such as Osmani, God of Mercenaries, Verlang the Forge God, and Trabaten, Demigod of Exenteration. A priest of one of these gods will be present in a Beastman village, along with a simple shrine dedicated to the chosen deity in question. Beastwomen have identical scores to their menfolk, and will have a likely similar occupation that can be rolled on the above table. Beastchildren are SKILL 5 STAMINA 5 and usually armed with a Dagger or Sling; they are often tasked with hunting and preparing food, obtained from the hills and valleys surrounding the village.

(See also Return to the Pit, pp. 27-28)

The true elixir lies within us...

Elixir of Life (#17/31, #77/365) [EA:V2] (Potion)

This is a small potion-bottle has to be drunk while freshly brewed, and has the pungent aroma of wild Garlic (see The Titan Herbal, p. 35), which is one of its ingredients. Drinking it will leave the imbiber feeling invigorated and they may increase their Initial STAMINA score by 2 points and restore their current STAMINA score to this new maximum. This new lease of life is temporary however, and will only last for seven days, after which their Initial STAMINA will return to its normal score, as well as their current STAMINA if it is higher too. If consumed more than seven days after being brewed, the Elixir of Life has lost its potency and will have no effect. 

12gp 

How does It feel to feel?

BLACK FEELER BEAST (#16/31, #76/365) [OOTP IV]

                Adult     Young

SKILL:        12          6

STAMINA:   24          6

ATTACKS: 4

WEAPON: 

    Adult - Tentacle (as per Very Large Claw) 

    Young - Tentacle (as per Small Claw)

ARMOUR: Light

DAMAGE MODIFIER: 

    Adult - +2 to Damage Roll

    Young - None

HABITAT: Caves, Dungeons, Ruins

NUMBER ENCOUNTERED: 1

TYPE: Monster

REACTION: Hostile

INTELLIGENCE: Low

Possibly thought to be related to other similar terrestrial non-aquatic cephalopods, such as the Salt Sucker and the Sand Squid, the BLACK FEELER BEAST eschews the surface of Titan and instead lives a subterranean lifestyle, preying on whatever it can find in the tunnels and caverns that burrow beneath the planet. Its body is spherical and mostly comprised of mouth and stomach, while sprouting numerous black hairy tentacle-like feelers with which it attempts to subdue its victims. Should a Black Feeler Beast score two successive hits in a row, without taking any hits in return, it will have grasped its opponent tightly and flung them into its gaping maw, where they will take Large Bite damage (or Very Large Bite damage if from an adult creature) until the victim or the Black Feeler Beast is dead.

Recent work by the wizard Geronicus of the Mage Order has revealed that the majority of Black Feeler Beasts encountered by adventurers and others, in places such as the Dark Chasms or the Homrath Caves, are actually only the younger versions of the creature. Adults are enormous, very dangerous, and rarely met by chance. The most infamous adult Black Feeler Beast of recent times was the much-dreaded Beast of the Fellscar Crags, who preyed on unfortunates subjected to "The Chase", a sacred ceremony of the Xokusai Orcs run according to the rules laid down in the Prophecy of Mukinahdun.

Friday, March 15, 2024

Who's going to eat your wild parsnips?

WILD PARSNIP (#15/31, #75/365) [TTHA]

Appearance: This is a tall herbaceous plant with rosettes of rough hairy leaves, umbrella-like yellow flowers and a large cream-coloured edible taproot.
 
Distribution: Forests, woods, hills and plains across Titan.
 
Effects: A bag of Wild Parsnips is equal to one provision. Sap from Wild Parsnips can be used to brew a Potion of Blindness, but it requires at least ten bags of the vegetables to provide enough useable sap. Whoever drinks a Potion of Blindness will be temporarily blinded (-4 to their SKILL) for up to 2-7 days.

Cost: City 2gp, Town 1gp, Village 1gp (per bag)
 
Availability: Common
 
Notes: Wild Parsnip is related to carrots, parsley and Hogweed (see The Titan Herbal, p. 40).

Wednesday, March 13, 2024

More battles for the Battle Mage!

BATTLE MAGE (#14/31, #74/365) [POT]

SKILL: 7

STAMINA: 14

ATTACKS: 1

WEAPON: Dagger or Staff

ARMOUR: None

DAMAGE MODIFIER: None

HABITAT: Towns, Dungeons, Ruins, Plains, Anywhere their employer is

NUMBER ENCOUNTERED: 1

TYPE: Humanoid

REACTION: Neutral

INTELLIGENCE: High

The BATTLE MAGE is a rare but powerful wizard, skilled in the art of using Battle Magic when engaged in mass combat. They may be a hired mercenary, sharing their arcane skills with whoever can afford their services, or a court spellcaster, engaged by a king or lord to defend their domain against invaders. The Battle Mage has a MAGIC score of 10, a Magic-Wizardry Special Skill of 5 (with 30 Magic Points worth of Wizardry spells), and a Magic-Battle Magic Special Skill of 1-3 (with 22-26 Magic Points worth of Battle Magic spells). These eldritch warrior-magi are often accompanied by 0-5 assistant wizards to help them cast their spells (and hopefully learn some Battle Magic on the side); each assistant counts as a SPELL-FOR-HIRE (SKILL 6 STAMINA 9 MAGIC 5 Magic Wizardry 2, and 14 Magic Points worth of Wizardry spells).

Battle Magic originated in the Old World, developed by rival kingdoms such as Gallantaria and Brice as they each attempted to gain an advantage over the other nation in their long and interminable wars. Since then its use has spread haphazardly across Titan, for it is powerful if exhausting magic to employ, and its practitioners guard their arcane secrets jealously. Balthus Dire, for example, continually pestered his resident Ganjees with requests to learn the secret of Battle Magic but to no avail. One well-known Battle Mage was the evil sorcerer Manadrax, who employed Orcs of the Bone Breaker Tribe against the Dwarfs of Grey Rock, in a bid to obtain access to a seam of magical Truestone. Manadrax allegedly lost both the Battle of Grey Rock and his life however, and it is not known what happened to his spellbook full of Battle Magic rituals...

Tuesday, March 12, 2024

I Ain't No Fortunate Luckstone...

Fortunate Luckstone (#13/31, #73/365) [EA:V2] (Enchanted Item)

This is a polished gem, usually made of agate or chalcedony, and an opaque yellowish-orange in appearance. It is similar in ability to a Lucky Charm (see Encyclopedia Arcana: Volume 1, p. 128). When held, the power of the Fortunate Luckstone is immediately apparent. Whoever holds a Fortunate Luckstone in their hand can increase their LUCK score by 1 point, but not over their Initial score. 

10gp 

Monday, March 11, 2024

The thing that should not be...

THE THING (#12/31, #72/365) [OOTP IV]

SKILL: 5

STAMINA: 9

ATTACKS: 2

WEAPON: See below

ARMOUR: Medium

DAMAGE MODIFIER: +2 to Damage Roll

HABITAT: Ruins, Dungeons, Caves, Wilderness

NUMBER ENCOUNTERED: 1

TYPE: Monster

REACTION: Hostile

INTELLIGENCE: Low

Yet another large furry humanoid from the wilds of Khul, the THING is a vast horrible creature, covered in hair, grunting incomprehensibly and usually clutching a large, two-handed weapon of some sort. Their origins are somewhat obscure, possibly being some sort of Chaos-warped variant of a Yeti, Ice Hulk or Snow Beast, yet dwelling in the lowlands and menacing serfs and peasants by stealing their livestock via force of arms.

To determine the Thing's weaponry, roll on the table below:

1-2 Cleaver

3-4 Battleaxe

5-6 Greathammer

The Thing tends to acquire their weapons randomly from whoever they may have previously slain, but, historically, they were often used as gladiatorial foes in the arena of the Kabeshian Empire. This practice still endures, and it is not uncommon to find a Thing employed as a pit-fighter or colosseum-monster in places across Khul, such as Ashkyos or Calah, stalking across the blood-stained sands of the arena, snarling in defiance and clutching a large iron two-handed weapon, ready to fight!

Sunday, March 10, 2024

Yet more whispering willows...

SILVERLEAF WILLOW (#11/31, #71/365) [TTHA]

Appearance: This is similar to a regular weeping Willow tree (see below), except that its drooping branches are adorned with long leaves that are more silvery than green in coloration.
 
Distribution: Forests, marshes, river-banks and lake-shores across Titan.
 
Effects: The sap of the Silverleaf Willow has strong healing properties. Sap can be collected from a chopped branch. A vial of Sap of the Silverleaf Willow when applied to a wound will restore 4 STAMINA points.

Cost: City 8gp, Town 10gp, Village 12gp (per vial)
 
Availability: Uncommon

Saturday, March 9, 2024

Waited on hand and tentacle...

BUTLER (#10/31, #70/365) [POT]

SKILL: 5

STAMINA: 6

ATTACKS: 1

WEAPON: Dagger

ARMOUR: None

DAMAGE MODIFIER: None

HABITAT: Towns, Dungeons, Ruins

NUMBER ENCOUNTERED: 1

TYPE: Humanoid

REACTION: Neutral

INTELLIGENCE: High

The BUTLER is a servile factotum, the chief household worker in charge in particular of maintaining the dining room, the pantry, and, especially, the wine-cellar. A secondary worker, usually dubbed the Housekeeper, but largely identical to the Butler, is in charge of all other aspects of the house. Needless to say, Butlers are restricted to operating in the mansions, castles and strongholds of rich merchants, feudal overlords and powerful magi across Titan; possibly the most well-known in recent times is Kertor Bast (see Citadel of Chaos, pp. 69, 72-73, 114), who works for the demi-sorcerer Balthus Dire at his Black Tower atop Craggen Rock in western Allansia.

Butlers typically have little in the way of their own possessions, usually a uniform or suit of sorts, whose quality depends on the generosity of their master, and, for self-defence, a dagger or knife tucked away somewhere upon their person. They will have an excellent knowledge of the household they are in charge of; its denizens, contents (including the type, vintage and number of bottles of wine!), and secrets. Getting a Butler to part with such information depends largely on their loyalty to their master - poorly paid or badly treated Butlers are obviously more susceptible to bribes and flattery, whereas fanatically loyal (or desperately fearful) staff may simply summon a guard contingent via a hidden alarm to deal with any intruders!

Friday, March 8, 2024

Maybe I am a monster...

Barkskin Ointment (#9/29, #69/365) [EA:V2] (Potion)

This jar of ointment is intended to be rubbed into one's arms and chest, making their skin as tough as bark for one week. This is equivalent to wearing a Leather Hauberk for Armour Roll purposes. However, it cannot be used in addition to regular armour, except for shields and helmets. Occasionally, on a roll of 6 on one die, the concoction has curdled badly. In this instance, the skin will not harden and instead burn and blister with excruciating pain, causing the loss of 2 STAMINA points! Barksin Ointment is made with the bark of the Ironbark Tree (see The Titan Herbal, p. 42).

7gp 

Wednesday, March 6, 2024

Your rage will become your master!

BEAST OF FURY (#8/31, #68/365) [OOTP IV]

SKILL: 8

STAMINA: 10

ATTACKS: 2

WEAPON: Large Claws

ARMOUR: Light

DAMAGE MODIFIER: +1 to Damage Roll

HABITAT: Caves, Dungeons, Mountains, Volcanic Areas

NUMBER ENCOUNTERED: 1-2

TYPE: Monster

REACTION: Hostile

INTELLIGENCE: Low

Possibly related to the Manic Beast of Allansia, the BEAST OF FURY is a huge, hairy vaguely-humanoid creature found dwelling in caves and mountainous areas across Khul. In fact, its name comes from both its horrible temper and the fact it is noted as inhabiting the Homrath Caves beneath the immense volcano known as the Fangs of Fury in the southern kingdom of Zamarra.

Fighting a Beast is Fury is difficult as their thick black or grey pelt absorbs some weapon damage and their muscular arms end in great clawed hands. Worse, if a Beast of Fury rolls a double for its Attack Strength it has grabbed its prey with both hands and rent them asunder for double STAMINA damage. Such is the power of pure rage!

Beasts of Fury are carnivorous, subsisting mainly on mountain goats, smaller dungeon beasts and other creatures, but equally happy to hunt down larger prey, such as wandering adventurers, Orc warriors and so on. In the darker mountain passes of Khul, when one hears a ferocious howl, and the sound of powerful feet scrabbling across a rocky surface, one knows to get their weapon ready quickly to face the wrathful onslaught of the Beast of Fury!