Wednesday, April 24, 2024

Monarchy of [Jade] Roses

JADE ROSE (#26/30, #117/365) [TTHA]

Appearance: This is a sacred plant whose green-leaved bushes produce beautiful flowers that are a pale yellow with greenish tinges in colour.
 
Distribution: Forests and woods across Titan.
 
Effects: The flowers of the Jade Rose can be used to magically create the magical trinket known as the Token of the Jade Rose (see Encyclopedia Arcana: Volume 2, p. XX). The enchantment causes the flower to petrify, effectively becoming a stone rose brooch. Wearing the token reveals its bearer's true appearance, and thus it cannot be worn by any kind of shapeshifter or creature employing illusory abilities. Thus has it also become a token of Good, and of truthfulness in appearance!
 
Cost: City 15gp, Town 15gp, Village 15gp (per flower)
 
Availability: Rare
 
Further Notes: The Jade Rose is thought to be related to another symbol of purity, the Ilithorn Rose (The Titan Herbal, p. 41).

Token of the Jade Rose (#27/30, #118/365) [EA:V2] (Trinket) 

This small brooch appears as a life-like replica of its namesake constituent, the Jade Rose (see The Titan Herbal Addendum, p. XX), but made from translucent pale green stone. The Jade Rose is a token of Good, a symbol of truth against visual lies and deceptive appearances. It cannot be worn by Shapechangers, Vampires, Were-Creatures, Dopplegangers, Changelings, Netherworld Demons, Hell Demons, Hellfire Spirits, Dire Spectres, and others, without revealing their true appearance. This also applies to any spellcaster or priest using illusory magic to alter their appearance. The Jade Rose is thus used by Goodly organizations, such as the Resistance of Ruddlestone, led by Karad the Witch-Hunter, or the Order of Arzochollies of central Allansia, to verify the true visage of potential infiltrators and assassins. It is unknown if this property applies to non-humanoid creatures with shapeshifting abilities, such as the Imitator or the Mind Warp Beast, but it seems likely.

20gp

"A hundred billion castaways, looking for a home."

CASTAWAY (#25/30, #116/365) [POT]

SKILL: 6

STAMINA : 6

ATTACKS: 1

WEAPON: See below

ARMOUR: None

DAMAGE MODIFIER: None

HABITAT: Sea, Sea-shore, Lakes, Jungles

NUMBER ENCOUNTERED: 1

TYPE: Humanoid

REACTION: Friendly-Neutral

INTELLIGENCE: High

The CASTAWAY is a marooned unfortunate, adrift alone against the elements of the sea. Clad in little but tattered rags, they may have only recently suffered their current misfortune, or perhaps they have been lost at sea for some time and adapted to their situation as best they can. To determine the immediate situation of an encountered Castaway roll on the below series of tables:

Roll Marooned on a...

1 Desert island

2 Shipwreck

3 Rocky outcrop

4 Coral atoll

5 Adrift on a small boat or raft

6 On an isolated stretch of coast

Roll Primary Weapon

1 Rusty Trident

2 Driftwood Club

3 Rusty Dagger

4 Driftwood Spear

5 Rusty Scimitar

6 Stone Handaxe

All of these weapons will automatically break on a fumble.

Roll Other Weapon

1 1-3 Driftwood Javelins

2 1-2 Rusty Harpoons

3 a Sling and a bag of sharpened coral rocks

4 1-3 Rusty Throwing Daggers

5 1-3 Purple Puffballs

6 a flimsy Net

All of these weapons will automatically break on a fumble.

Roll Other Gear

1 a Rusty Shield (breaks on a Fumble)

2 a Message in a Bottle

3 a Treasure Map in a Bottle

4 a Pet (Roll: 1 Snake, 2 Parrot, 3 Monkey, 4 Rat, 5 large Cave Crab, 6 young Giant Lizard)

5 a Pretend Friend (something spherical, such as a coconut, cannonball or inflated bladder of some kind, chalked with a face and given a name)

6 something Valuable (1-3 valuables, worth 25 Gold Pieces each. Roll a die to determine the valuable type: 1. Obsidian shards, 2. Ruby gemstones, 3. Turquoise chunks, 4. Whalebone ivory carvings, 5. Pink coral trinkets, 6. Shark’s teeth necklaces.)

Roll Supplies (roll 1-3 times, ignoring duplicates)

1 Eggs: 2-7 Eggs from local seabirds. Roll a die, and on a 6, the Eggs will belong to something else (see Encyclopedia Arcana: Volume 1, p. 93).

2 Fruit: 2-7 Fruits (Roll: 1-2 Underwater Honeypear, 3-4 Skyfruit, 5-6 Nauk Fruit)

3 Fish: 2-7 Provisions worth of dried fish.

4 Water: 2-7 gourds of fresh water

5 Fruit Juice: 2-7 gourds of fruit juice

6 Grog: 2-7 gourds of Seaman's Grog (see Encyclopedia Arcana: Volume 1, p. 59).

Roll Status

1 a Spellcaster, embracing the solitude. Roll for type: 1. Wizard, 2. Sorcerer, 3. Astrologer, 4. Priest, 5. Elementalist, 6. Animal Master.

2 a Hermit (see p. XX)

3 a shipwrecked Sailor (see p. XX)

4 an escaped galley Captive (see p. XX)

5 a lost Passenger (Roll: 1-2 Adventurer, 3-4 Merchant, 5-6 Explorer)

6 Something Else! (Roll: 1. a SEA ZOMBIE (SKILL 6 STAMINA 7, Small Claw), 2. Insane (The Castaway 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. Diseased (Roll for type: 1 Leprosy, 2 Yellow Plague, 3 Scarlet Plague, 4 Dire Trembling, 5 Wasting Disease, 6 Lung Rot.), 4. Intruder (The Castaway is actually something else in disguise. Roll: 1 Pirate Spy, 2 Pirate Assassin, 3 Siren, 4 Chaos Agitator, 5 enemy Adventurer, 6 an Illusionist-Saboteur.), 5. Possessed (the Castaway is actually something else entirely. Roll: 1 Shapechanger, 2 Doppleganger, 3 Charmed by a Siren, 4 Cursed by a Sea Hag, 5 Hell Demon, 6 Hellfire Spirit.), 6. Parasites (the Castaway is infested with parasites. Roll: 1. Brain-eaters, 2. Death Maggots, 3. Flesh Grubs, 4. Gonchong, 5. Chonggui, 6. Brain Defiler)

Given the nefarious nature of travel upon the oceans of Titan, Castaways are a common element in tales from the sea. Fire Island, for example, is virtually a magnet for the breed, with at least several miserable wretches dwelling here cheek by jowl with all the other endemic horrors. Possibly most famous is old Scrimshaw of Bone Island, often spotted striding the sandy strand of that far isle, and prone to waving his straw hat enthusiastically at passing ships. The cursed explorer Waxley Speed was renowned for becoming marooned on various stretches of fly-blown coastland in southern Allansia, the more wretched and inhospitable the better. It is also worth remembering that lakes or inland seas may harbour Castaways labouring under other difficulties; Lake Mlubz of southern Khul was infamous for the Isle of Rusty Weapons, haunted by the last wretch who offended the nameless Wizard of the Lake. This magically bound captive would sail out from their island and do battle with whoever else had sought passage on the Wizard's magic coracle, but flouted convention by attempting to keep their weapon.

Monday, April 22, 2024

Piercing, searching, biting cold!

Frostblade (#24/31, #115/365) [EA:V2] (Enchanted Item) 

This enchanted blade appears as a broadsword of northern design, with a long, straight cutting edge. When drawn in battle, the sword's blade glows coldly, rimed with frost. Anyone hit by Frostblade suffers an extra STAMINA point of damage as the sword's biting cold edge sears the wound. This damage is doubled for any creatures from the Magical Plane of Fire, such as Devlins, Fire Sprites and Fire Elementals. These swords are most common in Vynheim and the Northman lands of Bjorngrim's Sea, where they are crafted by priests of Farigiss, God of Ice and Cold.

150gp

Saturday, April 20, 2024

What shall we do with a drunken Tarfeather Bird?

TARFEATHER BIRD (#23/31, #114/365) [OOTP IV]

SKILL: 8

STAMINA: 6

ATTACKS: 1

WEAPON: Large Bite or Tarspit (see below)

ARMOUR: Light

DAMAGE MODIFIER: None

HABITAT: Sea, Sea-shore, Caves

NUMBER ENCOUNTERED: 4-24

TYPE: Bird

REACTION: Unfriendly

INTELLIGENCE: Low

The TARFEATHER BIRD, also known as the Oilbird, is a peculiar avian from the islands of the Western Ocean, in particular, Fish Island, Skull Island, the Gorblimey Rocks, Kestrel Island and, of course, Tarfeather Island itself. Here it lives in large colonies, roosting along rocky sea-shores and cliff-caves, while feeding on big fish, caught on the wing out at sea. Thought to be distantly related to the Giant Stormbird of the Eelsea, the Tarfeather Bird is a sizeable creature, well over a metre in height with a four-metre wingspan. It is covered in a thick but drab plumage of dark grey to black feathers that glisten with an oily water-repellent secretion, hence the creature's name.

When attacking, the Tarfeather Bird will lash out with its curved beak, and spit a gobbet of burning pitch, stored in a large throat pouch. Every Attack Round, roll one die; on a roll of 1 or 2, the Tarfeather Bird's opponent has been burnt for a further 1 STAMINA point of damage. This may also cause anything flammable to start burning. It is thought the creature's breath weapon, and its overall appearance are derived from the schools of especially oily fish that it consumes. Regardless, the Chaos Pirates of the Blood Islands in particular appreciate the Tarfeather Bird's attributes and encourage colonies of them to roost near their anchorages and sea forts (which is not difficult given the creature's predilection for sugarcane grog). The noisy birds double as both an alarm system and a deterrent to intruders, and dead birds also find service as useable torches due to their flammable nature. A dead Tarfeather Bird used as a torch in this manner burns twice as brightly as a regular torch and for twice as long, but requires two hands to hold.

Friday, April 19, 2024

Yet More Exotic Plants from the Island of Mishna

(Just finishing up the last few entries from Creatures of Mishna by Benjamin Quinton-Bottley for the Titan Herbal Addendum!)

SLIME ALGAE (#21/30, #112/365) [TTHA]

Appearance: This is a disgusting green slime-like algae that grows in damp mats on cavern walls and floors.
 
Distribution: The Core Caves on the island of Mishna, and possibly similar subterranean locations on other islands of the Black Ocean as well.
 
Effects: Slime Algae is surprisingly edible, once dried out in the sun. A dried mat of Slime Algae counts as one meal's worth of Provisions but only weighs half as much (so someone carrying up to their full allowance of Provisions could carry double that if all Provisions were comprised of Slime Algae mats).
 
Cost: City 5gp, Town 4gp, Village 3gp (per mat)
 
Availability: Common

Further Notes: Slime Algae is the favoured food of Cave Hogs (see Creatures of Mishna, p. 8), and theorized as a possible reason that Cave Hog Steaks taste so good.

SEA LETTUCE (#22/30, #113/365) [TTHA]

Appearance: This is an underwater plant that grows in bunched clumps comprising of ragged translucent light-green leaves.
 
Distribution: Found at the bottom of the coral atolls and seas around the Island of Mishna, and likely other islands in the Black Ocean as well.
 
Effects: Sea Lettuce is considered a food by many underwater denizens, such as Coral Mermaids (see Creatures of Mishna, p. 9), and the Poctopus (see Creatures of Mishna, pp. 13-14). It can also be eaten by land-dwellers but is difficult to harvest and thus rare and expensive. Like Slime Algae (see p. XX), once dried out in the sun, a bunch of Sea Lettuce counts as one meal's worth of Provisions but only weighs half as much (so someone carrying up to their full allowance of Provisions could carry double that if all Provisions were comprised of Sea Lettuce bunches).
 
Cost: City 7gp, Town 4gp, Village 3gp (per bunch)
 
Availability: Rare

Thursday, April 18, 2024

"But I don't want to go on the cart!" "Oh, don't be such a baby!"

CART-DRIVER (#20/30, #111/365) [POT]

SKILL: 6

STAMINA : 9

ATTACKS: 1

WEAPON: See below

ARMOUR: See below

DAMAGE MODIFIER: None

HABITAT: Towns, Plains, Forests, Wilderness, Desert

NUMBER ENCOUNTERED: 1-3

TYPE: Humanoid

REACTION: Friendly-Neutral

INTELLIGENCE: High

CART-DRIVERS perform a vital function in the world of Titan, transporting goods by land via the use of their wheeled vehicles, which may be pushed by themselves or drawn by one or more Draft Animals. They may be carrying trade goods, barrels of ale, or bundles of fresh produce for the market, or just passengers, ferried from one distant destination to another. Given their potential proclivities to roam far and wide, Cart-Drivers are a diverse group of people. To find out what they're like, what vehicle they have, and what it is carrying, roll on the following series of tables.

Die Roll Weapon Type

1 Handaxe

2 Club

3 Whip

4 Blackjack

5 Dagger

6 Shortsword

Die Roll Special Gear

1 Nothing

2 Leather Jack

3 Crossbow

4 Matchlock Blunderbuss

5 Leather Cuirass

6 A nice broad-brimmed hat!

Die Roll Vehicle

1-2 Cart (any 1-2 Draft Animals)

3 Uncovered Wagon (any 1-4 Draft Animals)

4 Covered Wagon (any 1-4 Draft Animals)

5 Coach (only 2-4 Horses or Ponies as Draft Animals)

6 Barrow (no Draft Animal roll required, cannot carry Passengers)

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

1 Donkey

2 Mule

3 Horse

4 Pony

5 Water Buffalo, Desert Bison or Oxen

6 Camel

Die Roll Vehicle Contents

1 1-6 Passengers (roll again on Habitat type to determine who they are)

2-3 Food or Drink (see Encyclopedia Arcana, pp. 53-54)

4-5 Other trade goods (see Encyclopedia Arcana, p. 72)

6 Illicit Contraband (Roll again ignoring a 6; food, drink or goods are being smuggled, but passengers may be (roll): 1-3 being kidnapped 4-6 travelling in secrecy)

A Cart-Driver can be found in any town or settlement across Titan, as well as on the road through generally favourable terrain such as plains, hills and forests. In drier wilderness and desert areas, mules, donkeys, desert bison and camels will be the primary draft animals used. The land routes of some of the great trading corridors wandering over the three continents are typically thick with Cart-Drivers of all stripes - long merchant caravans, semi-nomadic bands of traders, and lone operators - all hauling cargo from one outpost to another. Particularly famous cart-routes include:

  • Allansia: Salamonis to Zengis, via Fang, Chalice and Stonebridge
  • Allansia: Zengis to Fangthane, via Sardath
  • Old World: Pollua to Royal Lendle, via Chalannabrad and Crystal City
  • Old World: Gummport to Arkleton
  • Khul: Kalagar to Ximoran, via Ashkyos and Djiretta
  • Khul: Tancred's March from Gorak to Kelther, via Kazan

New Special Skill

Handle Vehicle (Movement)

This Special Skill bestows the ability to handle - ride, steer and maintain - a particular class of vehicle, whether on land or sea or in the air. The classes are as follows:

  • Small Boat (e.g. rowing boat).
  • Large Boat (e.g. fishing boat, barge)
  • Ship (e.g. galleon)
  • Cart/Coach/Wagon
  • Chariot
  • Balloon/Airship
Each must be possessed separately before a Hero can fully control the whole range of vehicles, but the Director may allow a modified chance of, say, a Hero skilled in handling a coach being able to handle a chariot in a race or in battle.

New Rules

Vehicles in Advanced Fighting Fantasy

Blacksand provided comprehensive details on different kinds of boats and ships for your Advanced Fighting Fantasy game, and more information is presented below about various sorts of land vehicles that may be used by the Cart-Driver as described above. 

Barrow

VEHICLE STAMINA: 1

VEHICLE WEAPONS: None

VEHICLE ARMOUR: None

Base Movement: 4

Encumbrance: 20 items

CREW: 1 (STAMINA X1/8)

This is a simple cart with one or two wheels that is usually pushed by a single Cart-Driver. It does not generally carry passengers, only goods.

Cart

VEHICLE STAMINA: 2

VEHICLE WEAPONS: None

VEHICLE ARMOUR: None

Base Movement: 6

Encumbrance: 40 items or 1-6 Passengers

CREW: 1-3 (STAMINA X1/4)

This is a two-wheeled vehicle drawn behind one or more Draft Animals, and unsurprisingly perhaps, the most common choice of vehicle for a Cart-Driver.

Coach

VEHICLE STAMINA: 4

VEHICLE WEAPONS: None

VEHICLE ARMOUR: Light

Base Movement: 8

Encumbrance: 30 items or 1-6 Passengers

CREW: 1-3

This is a fast four-wheeled travelling vehicle, usually used for transporting passengers quickly to their destination, but sometimes will carry goods as well. It is usually covered, though some coaches can have removable covers.

Wagon, Uncovered

VEHICLE STAMINA: 3

VEHICLE WEAPONS: None

VEHICLE ARMOUR: None

Base Movement: 6

Encumbrance: 50 items and 1-6 Passengers

CREW: 1-3

This is a large four-wheeled cart, often pulled by several Draft Animals, that can carry a lot of cargo and some Passengers as well.

Wagon, Covered

VEHICLE STAMINA: 4

VEHICLE WEAPONS: None

VEHICLE ARMOUR: Light

Base Movement: 6

Encumbrance: 60 items and 1-6 Passengers

CREW: 1-3

This is a wagon with a cover protecting the contents from the weather. It may be a permanent cover, transforming the wagon into a virtual house on wheels, or a temporary cover that can be removed if needed.

Tuesday, April 16, 2024

Behold! A means of avoiding parasitic infestation!

The Helmet of Ut-Napishtim (#19/31, #110/365) [EA:V2] (Artefact)

A stout-looking helmet, made of bronze in an archaic design. Ut-Napishtim was a historical figure from southern Irritaria in ancient times, who was called the Keeper of the Waters of Retribution. His helmet has been constructed by a magical being of high potency, and prevents its wearer from being stricken with illness, parasites or disease. Anyone wearing the Helmet of Ut-Napishtim is immune to the attacks of parasitical creatures such as Flesh Grubs, Death Maggots or Brain-eaters. In addition, they are immune to any poison or disease, and any kind of mind attack. They can however be attacked normally in combat with weapons and spells. Legend has it that the helmet lies in the Tomb of Ut-Napishtim, buried somewhere in the vicinity of the Rivers of the Dead on the Eastern Rim of the Inland Sea, and that the crypts there were infested with Acid Balls.

Not available to buy

Monday, April 15, 2024

I am all the Sith! [Orb]

SITH ORB (#18/31, #109/365) [OOTP IV]

SKILL: 10

STAMINA: 10

ATTACKS: 4

WEAPON: Large Claw

ARMOUR: Medium

DAMAGE MODIFIER: +1 to Damage Roll

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

NUMBER ENCOUNTERED: 1

TYPE: Monster

REACTION: Hostile

INTELLIGENCE: Average

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 Acid Ball (presented elsewhere in this volume) and the SITH ORB! This terrible beast resembles an armoured sphere, jet black in colour and ferocious of temperament. The Sith Orb floats through the air, levitating at will, and attacking foes by lunging out with up to four claw-tipped tentacular arms. It has a single large blueish purple eye and under this is a slash of a mouth packed with gnashing teeth.

Sith Orbs make excellent guards, requiring minimal sustenance, and are often used to watch over treasure vaults, temples and tombs, especially in the region of the Inland Sea of southern Khul. Here, particularly within the warlike city-state of Kish and its surrounding territories, they are deployed as a last-ditch defence against some of the more rapacious pirates and buccaneers that sail these seas of blood. Despite their name, it is unknown what association the Sith Orb has with the Snake Demon Sith, but the fact the cursed Dead City is nearby to Kish would suggest there may be some link to the Demonic Pit.

Saturday, April 13, 2024

More exotic plants from the distant island of Mishna

(Have enjoyed reading Creatures of Mishna by Benjamin Quinton-Bottley for the database project, and thought I'd stat up some more plants while the memories are still fresh.)

LOST WEED (#14/30, #105/365) [TTHA]

Appearance: This is a creeping water weed, that grows in bunches of green circular leaves.
 
Distribution: Found only in the Lake of the Lost, on the island of Mishna.
 
Effects: Two bunches of Lost Weed can be combined with a chunk of Core Fungi (see p. XX) and a harvested vine from a Monster Plant (see p. XX) to make Rhino Treats (see Creatures of Mishna, p. 20), which can be used to placate and tame both the regular Rhinoceros (see Return to the Pit, p. 154) and the rarer Black Rhino of Mishna (see Creatures of Mishna, p. 20). In addition, Lost Weed itself is a favourite food of the Thorny Frog (see Creatures of Mishna, p. 15), and can be used to tame these creatures as well.
 
Cost: City 3gp, Town 2gp, Village 1gp (per bunch)
 
Availability: Common
 
Further Notes: Lost Weed may be related to River Bloodweed (see The Titan Herbal, p. 57)

CORE FUNGI (#15/30, #106/365) [TTHA]

Appearance: This is a smooth round puffball-like fungus that is usually a pale yellow to bright gold in colour.
 
Distribution: The Core Caves on the island of Mishna, and possibly similar subterranean locations on other islands of the Black Ocean as well.
 
Effects: A chunk of Core Fungi can be combined with two bunches of Lost Weed (see p. XX) and a harvested vine from a Monster Plant (see p. XX) to make Rhino Treats (see Creatures of Mishna, p. 20), which can be used to placate and tame both the regular Rhinoceros (see Return to the Pit, p. 154) and the rarer Black Rhino of Mishna (see Creatures of Mishna, p. 20).
 
Cost: City 5gp, Town 3gp, Village 3gp (per chunk)
 
Availability: Uncommon
 
Further Notes: Core Fungi is sometimes eaten by Cave Hogs (see Creatures of Mishna, p. 8) and may be related to the Giant Puffball (see The Titan Herbal, p. 54). 

GLITTER GRASS (#16/30, #107/365) [TTHA]

Appearance: This is a longish type of grass plant, with pinkish-purple glittering leaves.
 
Distribution: Plains and deserts on the island of Mishna, possibly other islands of the Black Ocean as well.
 
Effects: Glitter Grass is the favoured food of several creatures on this island, such as the Mishnan Unicorn (see Creatures of Mishna, p. 16) and the Uni-Sheep (see Creatures of Mishna, pp. 16-17). A clump of Glitter Grass can be used to attract their attention, and may be offered to make the creature react in a more friendly way towards the holder. It is unknown if Glitter Grass has a similar effect on continental Unicorns (see Beyond the Pit, pp. 148-149) or the Black Unicorn.
 
Cost: City 10gp, Town 15gp, Village 20gp (per clump)
 
Availability: Uncommon
 
Further Notes: Glitter Grass may be related to Sleeping Grass (see The Titan Herbal, p. 60), found elsewhere across Titan, but lacks its soporific effects. 

LAVA SEED (#17/30, #108/365) [TTHA]

Appearance: This is a small glowing red-orange seed, similar to an acorn but smaller in size.
 
Distribution: The lava pits of the active volcano Mount Vona, tallest of the Spine Mountains on the island of Mishna, possibly other volcanic islands of the Black Ocean as well.
 
Effects: The lava pits of Mount Vona have strange magical properties, and one of these is the occasional production of these mysterious seeds, found right at the edge of pools of lava. The Lava Seed (see also Creatures of Mishna, p. 20), inflicts 1-6 STAMINA damage if swallowed, but then causes the swallower's skin to harden like living rock, though it burns to the touch. The imbiber has the equivalent of Heavy Armour, takes no damage from heat or fire, and inflicts 1 STAMINA damage on anyone who hits the swallower with an unarmed or natural attack. The armour lasts for one hour before crumbling away. Given these effects, it is possible that Lava Seeds are somehow involved in the creation of Lava Ogres (see Creatures of Mishna, p. 11).
 
Cost: City 35gp, Town 45gp, Village 55gp (per seed)
 
Availability: Very Rare
 
Further Notes: The Lava Seed is thought to be a component in the crafting of magical Lava Spheres by Dwarven Enchanters.

Friday, April 12, 2024

"Feeeeed me!"

MONSTER PLANT (#13/30, #104/365) [TTHA]

Appearance: This is a bizarre humanoid plant-monster with a bear-like body, a beaked feeding apparatus, six long thorny vines growing from its dorsal surface, and an extended prehensile tail. It is many different shades of green in coloration.
 
Distribution: Jungles on the island of Mishna, possibly other islands of the Black Ocean as well.
 
Effects: The Monster Plant is a type of carnivorous plant creature that uses its vines and tail to pull prey towards its beaked mouth (for more information, see Creatures of Mishna, p. 13). A harvested vine can be combined with Lost Weed (see p. XX) and Core Fungi (see p. XX) to make Rhino Treats (see Creatures of Mishna, p. 20), which can be used to placate and tame both the regular Rhinoceros (see Return to the Pit, p. 154) and the rarer Black Rhino of Mishna (see Creatures of Mishna, p. 20).
 
In addition, the Monster Plant will release a huge cloud of foul-smelling pollen when threatened. This can be collected in sachets and hurled at an opponent in battle. If it hits its target, the victim must lose 1 STAMINA and 2 SKILL points as the pollen confuses their brain and senses, unless they are wearing Nose Filters. The effects of successive pollen strikes are not cumulative, and a good sleep will restore any lost SKILL points.
 
Cost: City 5gp, Town 10gp, Village 15gp (per vine, or sachet of pollen)
 
Availability: Rare
 
Further Notes: The Monster Plant may be related to the similar shambling creature called the Giant Slime Beast (see The Titan Herbal, p. 60), that is native to the swamps of Khul.

Thursday, April 11, 2024

"I swear to god I had something for this!"

ARCHER (#12/30, #103/365) [POT]

SKILL: 7

STAMINA : 6

ATTACKS: 1

WEAPON: See below

ARMOUR: Leather Cuirass

DAMAGE MODIFIER: None

HABITAT: Towns, Plains, Forests, Hills

NUMBER ENCOUNTERED: 1-3

TYPE: Humanoid

REACTION: Friendly-Neutral

INTELLIGENCE: High

The ARCHER is a professional warrior, who uses their skill with the bow to seek gainful employment. They may be working the tourney circuit, wagering their archery ability in contests for prizes of gold and silver, or seeking placement as a mercenary, looking to be hired for war. Wood Elf Archers (+1 SKILL) are particularly favoured, given they learn to use the bow almost as soon as they can walk! Archers typically prefer light armour, such as a leather cuirass, and will carry a quiver with twenty arrows. To determine what weapons they have, roll on the following tables:

Die Roll Missile Weapon Type

1-4 Longbow

5-6 Shortbow

Die Roll Melee Weapon Type

1-3 Sword

4-6 Shortsword

It is perhaps not surprising that some of the greatest Archers of our current times are Elves. Born under a full moon in the heart of Darkwood Forest, Laertes Lapwing (see The Warlock of Firetop Mountain, p. 9) is a legendary Wood Elf Archer constantly searching the wilds of northern Allansia for his missing twin sister. Likewise, in Khul, Saliel Torion of Mithrir Forest (see Heroes of Titan, p. 17), is a Mountain Elf Archer famed for his ability to decimate a horde of onrushing Orcs with just his trusty longbow and a quiver full of arrows.

"With two shakes of a Roc's tail..."

 Feather of a Roc (#11/30, #102/365) [EA:V2] (Curiosity)    

This is is one of the smallest of the wing feathers taken from the gigantic predatory bird known as the Roc (see Beyond the Pit, p. 109; also Encyclopedia Arcana: Volume 1, p. 69), that has been treated with a minor enchantment. Whoever carries the feather has brief limited powers of levitation in the event of a fall. If the bearer of the Feather of a Roc finds themself plummeting downwards in a falling situation - a pit trap, slipping from a mountain path, falling off a bridge - this magical curiosity will activate immediately. It will allow the bearer to float gently down to the below horizontal surface - whether it be land or water or something else - and they will take no damage from the fall. This enchantment works once and then is lost; the feather cannot be re-enchanted with this power once used.

30gp

Tuesday, April 9, 2024

On a Giant Seahorse I ride...

GIANT SEA HORSE (#10/31, #101/365) [OOTP IV]

SKILL: 7

STAMINA: 9

ATTACKS: 1 or 2

WEAPON: Headbutt (as per Large Bite) or Tail (see below)

ARMOUR: Medium

DAMAGE MODIFIER: None

HABITAT: Seas, Sea-shore, Rivers, Lakes

NUMBER ENCOUNTERED: 1-6

TYPE: Fish

REACTION: Neutral

INTELLIGENCE: Low

The GIANT SEA HORSE is a much larger version of its smaller seahorse cousins, but otherwise identical in appearance, with a long equine head, silvery plates of pink-veined, armour-like scales, and a lengthy, flexible, coiled tail. These magnificent creatures graze in meadows of sea-grass or green seaweed beneath the waves of the ocean, and have been tamed by Merfolk and Sea Elves to use as underwater steeds to carry scouts and warriors. A Giant Sea Horse so trained can also use its tail to attack an opponent; a successful hit indicates the tail has wrapped around the assailant's limbs, causing them to lose -1 SKILL for the duration of the battle due to reduced mobility. Otherwise, the creature will simply headbutt their opponent in battle, but these are wary, fast-swimming animals, and they may flee instead. For surface-dwellers, trying to ride a Giant Sea Horse requires special training to avoid being bucked off when attempting to mount. This training can only be obtained from Merfolk or Sea Elves, who will require gifts in order to impart their knowledge; a method of breathing underwater is also compulsory!

Monday, April 8, 2024

You'll remember me when the west wind moves across the fields of Siff-Saff...

SIFF-SAFF (#9/30, #100/365) [TTHA]

Appearance: This is a barley-like grass, with long green leaves, and tufted yellow spikelet-flowers, full of seeds, arranged in a distinctive herring-bone pattern.
 
Distribution: Plains and wilderness across Titan.
 
Effects: The seeds of Siff-Saff can be harvested as grain, but their taste is poor compared to wheat and barley, and the plant is generally grown only by the poorest of farmers. If the seeds are collected before they ripen, they can be ground down into a yellow paste that smells disgustingly of rotten eggs. A jar of Siff-Saff Paste functions as a primitive cure-all, and will restore 1-3 STAMINA points of damage if applied and rubbed into a wound.
 
(Siff-Saff Paste should on no account be eaten; anyone foolish enough to do so will find their mouth become so numb it is difficult to swallow, while a burning sensation forms in their stomach, causing 2 STAMINA points of damage.)
 
Cost: City 5gp, Town 4gp, Village 3gp (per jar)
 
Availability: Uncommon

Sunday, April 7, 2024

The good, the bad and the undesirable...

BOUNTY HUNTER (#8/30, #99/365) [POT]

SKILL: 10

STAMINA : 9

ATTACKS: 1

WEAPON: See below

ARMOUR: See below

DAMAGE MODIFIER: None

HABITAT: Towns, Towns (sewers), Plains, Forests, Hills, Wilderness, Desert, Dungeons, Ruins, Caves, Anywhere their quarry is

NUMBER ENCOUNTERED: 1

TYPE: Humanoid

REACTION: Neutral-Unfriendly

INTELLIGENCE: High

"Exploring the Lacynthian Caves, striking behind Orchelm enemy lines, rediscovering the Forgotten Temple of Daemos, defying the monstrous Vampire Lords of Vannan - most adventurers would be proud to have achieved but one of these feats, but you have done them all and many more besides. What is more, all these death-defying exploits were accomplished as part of your apprenticeship! For you have joined the few whose very lives are a byword for danger: you have become a Bounty Hunter.

As a Bounty Hunter, you are a grim, experienced and fearless survivor who lives off the rewards offered by the civilized nations of the Old World for the capture of wanted criminals. Unlike most of your sort, who are ruthless, money-grubbing scum, you don't waste your time arresting petty thieves, however. You strive for the return of justice to the Old World: you look to hunt down the handful of arch-villains who you know are behind the many foul wars and cruel mishaps that have recently threatened to bring your native land of Gallantaria to her knees. You will not rest until you have uncovered and arrested each and every one of these evil fiends."

(Moonrunner, p. 7)

When the BOUNTY HUNTER rides through town, the streets go silent, because no-one knows who or what the stranger may be tracking to collect the bounty payment. Criminals, bandits, and other troublesome folk, the Bounty Hunter cares not for who they are but only to mercilessly hunt them down, dead or alive, depending on whatever provides greater payment for lesser danger. The Bounty Hunter is a much-feared stranger, a powerful figure that exists outside the traditional power structure, and has their own methods and motivations. For while they perform a necessary evil, ridding the land of miscreants, no-one wants to be their target or even know who their target is.

Because of the varying danger of who they may be tracking, Bounty Hunters tend to be heavily armed, often with plenty of gear and equipment, in order to deal with any eventuality. Some may favour projectile weapons such as crossbows or gunpowder weapons, while others may prefer nets, lassos or bolas with which to bring down prey. Bounty Hunters are also competent fighters with a variety of melee weapons, but their armour choices can vary widely; some wear plenty of armour for protection, others may be unarmoured for reasons of stealth or speed. To determine the various accoutrements of any given Bounty Hunter, roll a die on each of the following tables:

Die Roll Missile Weapon (plus a full case of ammo if needed)

1 Blowpipe (with Poisoned Darts)

2 Chakram

3 Bow (Roll: 1-3 Short, 4-6 Long)

4 Crossbow (Roll: 1-2 Hand, 3-4 Normal, 5-6 Repeating)

5 Gunpowder Weapon (Roll: 1 Flintlock Blunderbuss, 2-3 Flintlock Pistol, 4-5 Matchlock Pistle, 6 Matchlock Blunderbuss)

6 Net (this could also include Lassos or Bolas)

Die Roll Melee Weapon 

1 Grab-Club (New weapon - similar to a 'pincer-staff' or medieval mancatcher, damage as per a Morning Star; anyone hit must Test Their Skill, or be partially immobilized with -2 SKILL until they win an Attack Round and free themselves)

2 Handaxe

3 Sword

4 Scimitar

5 Mace

6 Trident

Die Roll Armour

1 None

2 Leather Jack

3 Leather Cuirass and Small Shield

4 Leather Hauberk and Small Shield

5 Chainmail Cuirass and Large Shield

6 Breastplate and Large Shield

Die Roll Means of Transport 

1 Foot

2 Mule

3 Horse

4 War Horse

5 Nighthorse

6 Something exotic (Roll: 1 Giant Bat 2 Rhinoceros 3 Camel 4 Giant Lizard 5 War-Cat 6 Phororhacos)

Die Roll Extra Equipment

 1 10 metres of rope

2 1-3 iron manacles

3 1-3 wanted posters

4 a pipe and pouch of Smoking Weed

5 a bottle of something obnoxious

6 Roll two more times ignoring further rolls of 6

Example: The Director is creating a Bounty Hunter called Jezer Skarrow, and rolls 6, 6, 3, 2, and 3. Thus Jezer Skarrow is armed with a Trident and a Net, has a Leather Cuirass and a Small Shield, and travels with a Mule and a Wanted Poster.

Notable examples of Bounty Hunters active in Titan at this current time include, from Khul the Dark Continent, Xigol the Relentless (see Heroes of Titan, p. 19), who tracks human prey for Marshal Lakatos of Ashkyos, and Snurd Hideflayer, who battles the shaggy Desert Goblins of Scythera. Meanwhile, in Allansia, we have Eric Whitehand, who cleared the Gnolls from Gnollwood, and in the Old World, Varick Oathbreaker of Femphrey, who is the sworn enemy of the Hero of Tannatown. This is actually a far cry though from the glory days of Bounty Hunters in the Old World, when, immediately after the War of Four Kingdoms, Bounty Hunters were engaged across Gallantaria tracking down war-criminals and traitors, such as Baron Tag of Casper following his second escape from the dungeons of Royal Lendle.