Tuesday, July 30, 2024

Once Upon a Time in Gundobad...

Amulet of Protection (#11/31, #193/365) [EA:V2] (Enchanted Item) 

This is a silver jewelled amulet that radiates protective power. Anyone who wears it gains a bonus of both +2 STAMINA and +1 LUCK. These bonuses are immediately cancelled if the Amulet of Protection is removed from the wearer's neck. One was known to be worn by an evil Gnome in the forests north of Gundobad. Using dire sorcery, the Gnome had evicted a Sprite Queen from her sacred tree, chopped the tree down and dug a burrow beneath the tree's dying roots. Here he laired until slain by the Warrior Prince Clovis, who had embarked upon the Trial of Kingship, and claimed the Amulet of Protection for his own.

Unavailable to buy

Ring of Warlock Power (#12/31, #194/365) [EA:V2] (Enchanted Item) 

This is a gold ring engraved with a seal depicting the symbol of infinity, otherwise known as a "lazy eight", looking like the number 8 lying on its side. Any Warlock who wears this ring can cast two Battle Spells per combat instead of one, but they must still deduct the Magic Points of both spells from their current total and make a Magic-Warlock Special Skill roll for each spell to see if they succeed in casting it. Lother the Warlock-Prince of Gundobad won such a ring by slaying an evil Djinn who dwelt in a white hilltop villa on the borders of the Northern Waste.

Unavailable to buy

Fine Iron Shield (#13/31, #195/365) [EA:V2] (Enchanted Item) 

This is a finely-wrought iron shield, of excellent craftsmanship. This shield is a Large Shield and requires the Armour Special Skill to use properly. In addition to having a regular Large Shield Armour Roll, it also grants its user a bonuses of +1 to both their SKILL and LUCK scores. These bonuses are lost if the owner does not bear the shield upon their non-weapon arm at all times. Some claim these shields were used by the elite Legionaries of the Kabeshian Empire, and they occasionally turn up across Khul as treasured keepsakes or found curios. Lothar, Warlock-Prince of Gundobad, discovered such a shield in the cellars of the villainous publican Sweeney Todd, and gave it to his brother Clovis the Warrior-Prince as a gift, while they both were questing on the Trial of Kingship.

Unavailable to buy

Hammer of Thunder (#14/31, #196/365) [EA:V2] (Artefact) 

This is a large, finely-crafted Greathammer, requiring two hands to use in close combat. It has a long, ornately carved shaft made from oak and a rectangular brick-shaped head forged from solid iron. Anyone wielding the Hammer of Thunder in comabt gains a +2 bonus to both their SKILL and STAMINA scores and also a +1 bonus to their LUCK score. These bonuses are lost if the bearer is not using the Hammer of Thunder in combat. In addition, the weapon can be thrown if its bearer has the Strength Special Skill, with the same range as a Throwing Dagger, and returns to its bearer's hands regardless of whether it hits its target or not. Finally, once per day, the bearer of this weapon may summon a deafening thunderclap that terrifies all animals in the immediate vicinity, while all combatants must lose 1-6 STAMINA points and reduce their SKILL by -2 for the remainder of the combat. The Hammer of Thunder was reputed to have been lost a millenia ago, by a Barbarian chief plundering a Dwarf mine in northern Khul, until recovered by the Warrior-Prince Clovis of Gundobad who had ventured forth on his Trial of Kingship.

Unavailable to buy

Staff of Two Pieces (#15/31, #197/365) [EA:V2] (Enchanted Item) 

This is a medium-sized fighting-staff, requiring two hands to wield in combat, made from a solid but unknown type of metal (some scholars suspect White Steel). The staff has magical properties - as well as inflicting regular Quarterstaff damage to a foe's STAMINA score, it will also reduce their SKILL score by 1 point for every successful hit. If their SKILL score reaches zero before their STAMINA score does, they have died. The staff gets its name from its ability to unscrew and detach into two separate metal rods, one rod of which ends in a tightly coiled screw while the other rod has a threaded indentation to accommodate it. In this separated form it was discovered by the Warlock-Prince Lothar on his Trial of Kingship, among the volcanic wastes near Dragon Hove, and now likely resides in the treasury of Gundobad.

Unavailable to buy

Mechanical Bird (#16/31, #198/365) [EA:V2] (Enchanted Item) 

This is a small mechanical bird whose parts are made from pieces of copper and crystal. When thrown into the air, it will animate into a MECHANICAL BIRD (SKILL 4 STAMINA 3, 1 Attack, Small Bite, -2 to the Damage Roll, Light Armour, can fly). The Mechanical Bird will follow all spoken commands faithfully for 10-60 minutes before deactivating. It will have 2-12 uses left when found, and will deactivate permanently when these are all used up. Technomancers have been known to craft Mechanical Birds that are permanently animated (or at least able to recharge from time to time) to act as Familiars, as per Return to the Pit (p. 10, pp. 68-78).

20gp

Dirk of Anti-Sorcery (#17/31, #199/365) [EA:V2] (Enchanted Item) 

These long, iron-bladed daggers count as magical weapons when used in combat. When two of them are employed in battle, one in each hand (and thus requiring the Ambidextrous Talent), by a single combatant, they generate an anti-magic field that neutralizes spells and similar magic. No spells, priestly powers or bard songs may be employed during the battle (Psionics remain unaffected however). The legendary witch-hunter, anti-sorcerer and part-time demon-slayer Dragesima was known to employ such weapons when battling the wizards and warlocks of northern Khul.

Unavailable to buy

Armour of Obduracy (#18/31, #200/365) [EA:V2] (Enchanted Item) 

This is a complete suit of magical plate armour that gleams blood-red in colour. Only the helmet is missing. As well as providing an Armour Roll equivalent to Plate Armour if its wearer has the Armour Special Skill, this suit also provides the wearer with a +2 bonus to their SKILL score, a +3 bonus to their STAMINA score, and a +1 bonus to their LUCK score. These bonuses are lost when the suit of armour is removed. However, Armour of Obduracy is very heavy. Anyone who wears it can only carry five other items, excluding Provisions or Gold Pieces. While embarked upon the Trial of Kingship, the Warrior-Prince Clovis found this armour stashed near the bottom of a well in the northern wilderness of Khul.

Unavailable to buy

Slavegrabber (#19/31, #201/365) [EA:V2] (Enchanted Item) 

Serfs, outcasts, and other unfortunates all fear the vicious slavers of northern Khul who are armed with long silvery Animated Ropes known as a Slavegrabber. This is a looped lariat that is tossed into the air while the command phrases are uttered: "Slavegrabber, take them! Catch them quickly!" If this happens in combat, roll a die every Attack Round, on a 6 Slavegrabber will fly forth and ensnare their designated target such that the victim is completely immobilized. If the victim is fleeing or standing still, they must Test their SKILL to avoid the magic rope. The rope has a range of six metres centred around its owner.

Unavailable to buy

Sword of Frost (#20/31, #202/365) [EA:V2] (Artefact)

This is a long iron sword with an ornately-wrought hilt and a straight blade that glows faintly with a luminous green light. If wielded in combat, its bearer gains a +2 bonus to their SKILL score and a +1 bonus to their LUCK score as long as they hold the sword in their hands. In addition, anyone hit by the Sword of Frost suffers an extra STAMINA point of damage as the sword's biting cold greenish 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. The Sword of Frost was believed to be interred in a treasure-filled barrow-tomb in the wilderness north of the golden city of Gundobad, though some say the barrow's guardian Wight was destroyed by the Warrior-Prince Clovis, who had embarked upon the Trial of Kingship.

Unavailable to buy 

Rod of Holiness (#21/31, #203/365) [EA:V2] (Artefact) 

This is a long white rod made from ivory with a large blue diamond embedded at its tip. It is used by high priests and others dedicated to the Gods of Good to banish Demons and counter their powers. The Rod of Holiness has three main powers, each of which can be used once per day:

  • Allow its bearer to Teleport as per the spell
  • Banish: This causes all Demons within eight metres to Test their LUCK. Any that fail this test will be banished back to the Pit. For Demons with Essence this means they must lose 1 Essence point to reform at a safe distance
  • Counter: This shoots a beam of pure white light at a Demonic creature to prevent it using its Pit-given powers. The beam hits on a roll of 1-5 on a d6. A Demon hit by this beam is unable to use any of its magical special abilities for four Attack Rounds, although non-magical abilities are unaffected. Thus a Demonic Steed would not be able to breathe out its foul smoke but would still be able to make two hooved attacks. 
The legendary witch-hunter, anti-sorcerer and part-time demon-slayer Dragesima was known to employ such a weapon, alongside his Holy Sword, when battling Demons who had manifested in the lands of northern Khul.

Unavailable to buy

Wednesday, July 24, 2024

"My own brother, a damned blood-sucking vampire!"

LIFESUCKER (#10/31, #192/365) [OOTP IV]

SKILL: 7

STAMINA: 8

ATTACKS: 2

WEAPON: Large Claw and Large Bite

ARMOUR: Light

DAMAGE MODIFIER: +1 to Damage Roll

HABITAT: Caves, Dungeons, Ruins

NUMBER ENCOUNTERED: 1-6

TYPE: Humanoid

REACTION: Unfriendly-Hostile

INTELLIGENCE: Average

Down there in the ultimate dark of the deepest reaches of the Down Below, foul terrors breed and procreate into an astonishing variety of new forms of Chaos, who then battle their way back upwards, towards the light, feasting upon anything that has the misfortune to creep in their general direction. One such stabilized race of loathsome horrors are the LIFESUCKERS, tall, gangly beings that appear part human and part bat. Their pale-skinned forms are thin and muscular, their forearms ending in vicious sword-like claws, their mouths full of long, pointed fangs.

If a Lifesucker wins two Attack Rounds in a row, it will leap at its opponent's throat with its fanged mouth, latching on and draining 2 STAMINA points per Attack Round, until driven off (when or if the victim wins an Attack Round). Any STAMINA points drained by a Lifesucker in such a manner can be added to its own STAMINA total. Once a Lifesucker has absorbed 8 STAMINA points of its victim's life-force, or if its victim has expired, it will attempt to flee and digest its meal of warm blood.  

Lifesuckers are essentially humanoid quislings, pretending to be vampiric undead, but actually just a warped group of people who worship Nyctule the Bat-Winged God, and dwell underground in dark labyrinths and slimy catacombs. They often congregate around charismatic leaders such as a Nosferatu or a Werebat of standing, and in the kingdom of Kazan are known for a fact to inhabit the rock-walled Maze of the Bogomil.

Thursday, July 18, 2024

Meanwhile, down at the Port Blacksand herb and fungi stall...

TROLLBLOOD HERB (#7/31, #189/365) [TTHA] 

Appearance: This is a large herb that can grow into a bush over a metre tall, with glossy, oval-shaped green leaves, and small white flowers that aggregate in a central spike.

Distribution: Plains, deserts and wilderness across Titan.
 
Effects: The dried leaves of this plant are used to add flavour when cooking. They also have some healing capacity towards Trolls. Any Troll, including Half-Trolls and Troll-Orcs, gains an addition point of STAMINA if eating a meal cooked with the Trollblood Herb. This perhaps explains the popularity of this herb in Port Blacksand, among the Trollish members of Lord Azzur's Imperial Guard soldiers.
 
Cost: City 1gp, Town 2gp, Village 3gp (per bunch)
 
Availability: Uncommon

Further Notes:  Leaves from the Trollherb Plant are a common component in the infamous Port Blacksand cuisinary dish 'Shark Surprise' (see Blacksand, p. 34).

BLACK MOULD (#8/31, #190/365) [TTHA] 

Appearance: This is a patch of grey-blackish furry mould with a bitter smell.

Distribution: Underground areas such as dungeons, caves and cellars across Allansia.
 
Effects: When disturbed, Black Mould produces a cloud of spores that require a Test for Luck to avoid (or the wearing of Nose Plugs or Nose Filters). Anyone who breathes in the cloud of spores, which can reach up to three metres in diameter, are paralyzed by coughing fits causing -1 to all their SKILL rolls for the next 10-60 minutes.
 
Cost: City 10gp, Town 20gp, Village 30gp (per patch)
 
Availability: Very Rare

Further Notes:  Patches of Black Mould are a necessary ingredient in the infamous Port Blacksand cuisinary dish 'Moonstone Black Cheese' (see Blacksand, p. 34). This recipe has been guarded carefully by the northerner Gradin Fouleg from the Harbour District, who has cornered the market for this particular type of cheese.

GLOW-MOULD (#9/31, #191/365) [TTHA] 

Appearance: This is a patch of pale greenish mould, growing in furry clumps.

Distribution: Underground areas such as dungeons, caves and cellars across Allansia.
 
Effects: Glow-Mould fungus that feeds on the breath of creatures. When breathed upon, a clump of Glow-Mould glows with a greenish-blue light for 1D6 minutes, the same as a Glimmer cantrip (see Advanced Fighting Fantasy, p. 70).
 
Cost: City 1gp, Town 2gp, Village 3gp (per clump)
 
Availability: Uncommon

Further Notes: Glow-Mould has been cataloged by the noted fungi scholar Needwyl of Craggen Rock (see Citadel of Chaos, p. 55-56).

Wednesday, July 3, 2024

"Cut-me-own-throat" Dibbler II

CUT-THROAT (#6/31, #188/365) [POT]

SKILL: 6

STAMINA: 10

ATTACKS: 1

WEAPON: See below

ARMOUR: See below

DAMAGE MODIFIER: None

HABITAT: Towns, Towns (Sewers), Dungeons, Ruins, Caves, Forests, Hills, Plains, Wilderness, Sea, Lake, Rivers

NUMBER ENCOUNTERED: 2-12

TYPE: Humanoid

REACTION: Unfriendly-Hostile

INTELLIGENCE: High

Of all the bloodthirsty thugs, ruffians and outlaws out there, some say CUT-THROATS are the worst. Poorer sailors than pirates, less competent trackers than bandits, Cut-Throats are only in it for all the money and treasure they can get their hands on, and the chance to cause spectacular violence, mayhem and murder. Violent, backstabbing scoundrels, Cut-Throats are typically armed to the teeth (roll twice on the weapon table below, ignoring duplicate rolls) and wear scraps of leather armour or carry a shield (roll once on the armour table below). They attack ferociously, en-masse and without honour, but are cowardly at heart and if three of them are slain or their leader is defeated, the remainder will cut and run, fleeing the battle.

DIE ROLL CUT-THROAT WEAPON (Roll twice, ignoring duplicates)

1 Needleknife

2 Dagger

3 Sword

4 Scimitar

5 Shortsword

6 Throwing Dagger

DIE-ROLL CUT-THROAT ARMOUR

1 Leather Cuirass

2-3 Small Shield

4-5 Leather Jack

6 Leather Hauberk

If six or more Cut-Throats are encountered, one will be a CUT-THROAT LEADER (SKILL 8 STAMINA 15, roll for weapons and armour as above). One of the more infamous Cut-Throat Leaders of recent times was Baba Lai. A short, dark lady with a mischievous glint in her eye and wearing practical clothes along with a sheathed shortsword, Baba Lai's robber band of bloodthirsty cut-throats notoriously terrorized the borders of Arantis and elsewhere across the southern lands. Their reign of chaos came to an end in a sorry fashion - attempting to rob the manse of the Riddling Reaver, Baba Lai and her Cut-Throats were captured by a Genie, shrunk in size, and imprisoned within a series of wine-bottles. Legend has it they are there still, endlessly tapping at the glass walls of their bottle prisons until freed by a foolish wanderer.

Treasures from the ruins of Atlantis...

Swiftstinger (#2/31, #184/365) [EA:V2] (Enchanted Item) 

This is a sleek throwing dagger in excellent condition, whose handle is marked with runes reading Swiftstinger. When Swiftstinger is thrown in combat, its thrower automatically wins that Attack Round; neither the thrower or their foe roll dice. (If there are other foes, the ones that are not attacked will still make their attack rolls, and the dagger-thrower must roll against them to defend.) Swiftstinger automatically hits its target and reduces their STAMINA by 10 points. It then vanishes, so it can only be used once. Most Enchanters agree the procedure to forge such a throwing dagger is fairly simple once the recipe has been acquired. Other, more fringe-dwelling types claim Swiftstinger is but one dagger that teleports randomly to a new nearby treasure hoard whenever it is used.

Unavailable to buy

Ring of Strength (#3/31, #185/365) [EA:V2] (Enchanted Item) 

This is a greenish brass spiral ring, carved with indecipherable runes. When placed upon one's finger, the Ring of Strength will shrink or grow to fit. Its wearer will feel much stronger and can add 2 points to their current STAMINA score, and 2 to their Initial STAMINA score. If they remove the ring, they lose these bonuses however. Such rings were the provenance of magi from the Atlantean Empire, and indeed, one adventurer recounts a tale when they were magically transported to the sunken ruins of Atlantis and encountered a Sea Ogre with exactly this type of Ring of Strength.

Unavailable to buy 

Ring of Virtue Against Poison (#4/31, #186/365) [EA:V2] (Enchanted Item) 

This is a gold ring inscribed with Elvish runes. When worn it will protect its wearer from any kind of poison or venom. They take no STAMINA damage from any kind of venomous or poisonous attack in combat, and any creature that uses poison or venom must reduce their Attack Strength by -3 when fighting the wearer of this ring. In addition, the Ring of Virtue Against Poison is protection against any kind of ingested poison as well, whether gas, pollen, fungal spores, drunk or eaten. However the ring only has 2-7 charges and each use of protection costs 1 charge. Such rings are thought to be forged by the Sea Elves, to grant protection against the many poisonous and venomous creatures of the sea that there are to contend with.

Unavailable to buy

Arm-Bracelets of Atlantis(#5/31, #187/365) [EA:V2] (Enchanted Item) 

This is a pair of jewelled arm-bracelets, designed to be worn around the wrists and fore-arms. Both bracelets are required for the item to work. When worn the Arm-Bracelets of Atlantis will increase the wearer's fighting prowess without weighing down their arms, allowing the wearer to claim a +1 bonus to their Attack Strength in combat. They were thought to be worn by the most favoured heroes of Atlantis, and occasionally turn up in the possession of a Sea Troll champion or Merfolk warrior.

Unavailable to buy