Saturday, August 24, 2024

By the Rivers of Analand (Part 2)

GIANT ELECTRIC EEL (#16/31, #229/365) [OOTP IV]

SKILL: 8

STAMINA: 8

ATTACKS: 1

WEAPON: Large Bite and Electric Pulse

ARMOUR: None

DAMAGE MODIFIER: +1 to Damage Roll

HABITAT: Seas, Sea-shore, Lakes, Rivers

NUMBER ENCOUNTERED: 1

TYPE: Fish

REACTION: Neutral-Unfriendly

INTELLIGENCE: Low

Also known as the Electro Eel, the GIANT ELECTRIC EEL is a much larger version of its Electric Eel relatives. Growing up to four metres long or more, the Giant Electric Eel is brightly coloured, with vivid green and purple stripes running the length of its body, that ripples with elemental energy all over its skin. It has a long snake-like head with black eyes, and a mouth with bulbous red lips and protruding needle-like teeth. The Giant Electric Eel is territorial and will attack any large creature entering its domain, usually a coral grotto or rocky tunnel in the side of a high reef atoll.

The Giant Electric Eel can bite to defend itself, but its most potent weapon is its ability to emit a pulse of electricity every three Attack Rounds that will cause 3 STAMINA damage to everyone in the water (double damage if they are wearing metal armour). This attack does not affect other Electric Eels, Giant or otherwise, and indeed these creatures are immune to all electrical damage. Even brushing against the Giant Electric Eel with bare skin causes 1 SKILL and 1 STAMINA point damage due to electric shock, while striking the creature with a metal weapon causes 1 STAMINA in shock damage to whoever is wielding the weapon.

The electricity-generating Conductive Gland of the Giant Electric Eel is a strange bulbous brown muscular mass that comprises most of the creature's tail. It is highly valued by alchemists, artificers and enchanters for its ability to independently generate bursts of electrical energy. When skewered onto the end of a pointed or bladed metal weapon, it will cause an extra STAMINA point of damage per successful hit (or 2 STAMINA points if the victim is wearing metal armour), for 10-60 minutes until finally drained of power.

MUTTON FISH (#17/31, #230/365) [OOTP IV]

SKILL: 8

STAMINA: 13

ATTACKS: 2

WEAPON: Very Large Bite

ARMOUR: Medium

DAMAGE MODIFIER: +1 to Damage Roll

HABITAT: Lakes

NUMBER ENCOUNTERED: 1

TYPE: Fish

REACTION: Neutral

INTELLIGENCE: Low

"Recently a merchant ship from Brice set sail on a trading mission to Khare. Its captain, Sante Shaaman, arrived at the Cityport at dusk. While his crew unloaded the cargo, Captain Shaaman made his way to the Wayfarer's Rest to spend the night. It was there that he heard of the MUTTON FISH.

A fisherman in the inn was talking of huge fish swimming in Lake Lumle - fish so large that they would provide enough food for a month of banqueting, and with flesh so tasty and tender that those of the crew who tasted them soon became hopelessly addicted to their flavour.

An idea sparked in Shaaman's mind. If the fisherman's words were true, this could be an opportunity for him to make some money - perhaps even his fortune. If he could take a catch of these fish back to Brice, this cargo would be of inestimable value - provided that the taste of these fish truly was as addictive as the fisherman made out.

The next morning, his ship sailed from Khare into the great lake, with his crew's eyes peeled for signs of the Mutton Fish. It was late afternoon when the storm broke..."

- Out of the Pit: The Apes of Mauristatia, Steve Jackson (Warlock, issue #5 (2:1), 1985, p. 4)

The Mutton Fish is an enormous freshwater fish known only from Lake Lumle in western Kakhabad, hence its other name, the Lumle Fish. It is at least six metres long, and often much longer, with a thick muscular metal-grey scaled body. The dorsal surface is adorned with several horizontal white stripes, while the few blueish fins are small and spined, apart from the broad, powerful tail. The Mutton Fish has a prodigious underbite of spike-like teeth; if it rolls a double six for its Attack Strength in combat, the Mutton Fish has swallowed its opponent whole (who has as many Attack Rounds as their current SKILL score to cut their way out or die, while taking regular bite damage every round).

This rarely happens for the Mutton Fish is a docile creature, generally eating only shoals of smaller fish, lake-weed, and freshwater mussels. However, during spawning season, those Schoolfish that can swim up the Jabaji River and run the gauntlet of nets at Khare, are then preyed upon by Mutton Fish as they emerge into Lake Lumle. This varied diet is believed to make the Mutton Fish's own flesh so agreeably delicious to consume with its delicate, sweet flavour, costing between 10-60GP per Provision-sized portion (each Mutton Fish provides around 4-24 Provisions worth of edible flesh, which is salted and stored in barrels). 

Despite the exquisite taste, it is not particularly nutritious, restoring only 2 STAMINA points per Provision, and, worse, is highly addictive. Anyone who eats Mutton Fish will refuse to eat anything else for 1-3 days, even if they may potentially starve to death! It is easy to see how control of the lucrative Mutton Fish trade from Lake Lumle has led to the current political unrest in Khare between Sansas the First Noble and Garin Alderay, leader of the Merchants' Guild!

ROCKFISH (#18/31, #231/365) [OOTP IV]

SKILL: 6

STAMINA: 5

ATTACKS: 1

WEAPON: Small Bite and Venomous Spines (see below)

ARMOUR: Heavy

DAMAGE MODIFIER: None

HABITAT: Rivers, Lakes, Marshes

NUMBER ENCOUNTERED: 1-2

TYPE: Fish

REACTION: Neutral (but see below)

INTELLIGENCE: Low

As if the Death Fish did not add enough danger to the treacherous waterways of northern Khul, yet another lethal piscine from this region is its relative, the deadly ROCKFISH. This is large, heavy-set creature at least a metre long and often longer, with tough armoured grey-brown scales that camoflage the fish's appearance, hence its resemblance to a big rock. The Rockfish will lie in wait, in shallow river waters, or even disguised as one of several rocks in a series of stepping stones across a narrow stream, until suitable prey comes within range. Then, the lightning-fast reflexes of the Rockfish will cause deadly needle-like spikes to spring from its back and shoot into the victim, releasing a dreadful paralyzing poison!

This sudden attack requires a Test for Luck to avoid. If the victim is successful, the Rockfish will swim off to find other prey, but will defend itself if cornered with its toothy jaws. If the victim is unsuccessful in avoiding the venomous spikes, the poison will spread through their body and cause them to scream in pain. They have 1-6 Attack Rounds before they fall unconscious. If this happens while they are in the water, they will drown and be eaten by the Rockfish. If they can get to dry land, the victim will lose 4 STAMINA points, and be unconscious for 1-3 days, looking like they are dead and enduring a long, dark dream, before regaining consciousness several days later. Because of these powerful effects it is perhaps no surprise the venom of the Rockfish is highly sought after by both apothecaries and assassins alike for its nerveless efficacy.

SCHOOLFISH (#19/31, #232/365) [OOTP IV]

SKILL: 6

STAMINA: 6

ATTACKS: 1

WEAPON: Large Bite

ARMOUR: None

DAMAGE MODIFIER: None

HABITAT: Rivers, Lakes, Sea, Sea-shore

NUMBER ENCOUNTERED: 3-18

TYPE: Fish

REACTION: Neutral

INTELLIGENCE: Low

Related to the smaller salmon and trout, the SCHOOLFISH is a large migratory fish that hatches from eggs in fresh-water lakes across the Old World, swims downstream and spends its life in coastal saltwater, and then returns to its ancestral home to spawn and die. Schoolfish travel in large groups, hence their name, and grow to two metres long, with pale red scales, green fins and tail, and two sabre-like fangs protruding downwards from their upper jaw. It will use these fangs to bite when threatened, but they are generally peaceful travellers, intent on swimming from one destination to another.

Schoolfish flesh is tender and edible, if not as tasty as its smaller relatives, providing 2-4 Provisions per fish; nonetheless the fish is also preyed on by larger creatures such as Mottled Kraken in freshwater and pods of Bullwhales in saltwater. They are found, in various life-stages, in all the major lakes and rivers of the Old World, and the coastal seas as well. 

Indeed, the Schoolfish River in Far Analand, that runs from Lake Libra to the Bay of Gumm, is so-named because it absolutely teems with roaming shoals of the creatures. (Incidentally, the word 'Gumm', also alluded to in the name of the nearby city Gummport, references the other useful resource of the Schoolfish - its fatty liver can be boiled down to make Vials of Glue!) The Schoolfish was also the name of a coracle-ferry between Daddu-Yadu and Daddu-Ley on the Earth End Coastline, under the command of Captain Unzana of Dhumpus, and, in her words: "The only boat that can cross the Jabaji River between here and the cityport of Khare."

SCORPION-FISH (#20/31, #233/365) [OOTP IV]

SKILL: 1

STAMINA: 1

ATTACKS: 1

WEAPON: Small Bite

ARMOUR:  None

DAMAGE MODIFIER: 1 Damage

HABITAT: Sea, Sea-shore

NUMBER ENCOUNTERED: 1-6

TYPE: Fish

REACTION: Neutral

INTELLIGENCE: Low

Related to both the Death Fish and the Rockfish, the Scorpion-Fish is a marine creature, usually found living in small schools around underwater rock outcrops or coral reefs. They are little brightly-coloured red-orange fish with spiny fins, that feed on even smaller fish, molluscs and crustaceans. They are not generally aggressive but will sometimes band together to drive off an intruder. The scores above represent one Scorpion-Fish; for each additional fish add +1 SKILL, STAMINA and ATTACKS.

Scorpion-Fish get their name from their venomous fin-spines, used defensively, which secrete a toxin that causes a painful throbbing and swelling around the wound. Anyone grabbing a Scorpion-Fish with their bare hands or striking it in combat using either the Brawling or Martial Arts Special Skills, must Test their Luck; failure indicates they have been stung by the Scorpion-Fish's spines and must reduce their SKILL by 2 for 2-7 days until the swelling decreases. This is another venom used by Sea Elves on their crossbow darts, though they increase its effectiveness to a -4 SKILL penalty, causing partial paralysis in the victim!

TIGER SHARK (#21/31, #234/365) [OOTP IV]

SKILL: 8

STAMINA: 15

ATTACKS: 1

WEAPON: Large Bite

ARMOUR: None

DAMAGE MODIFIER: +2 to Damage Roll

HABITAT: Sea, Sea-shore

NUMBER ENCOUNTERED: 1-2

TYPE: Fish

REACTION: Unfriendly-Hostile

INTELLIGENCE: Low

The TIGER SHARK is one of the largest carnivorous Sharks on Titan, usually six metres long and sometimes even bigger. It is a huge fish, with a sand-coloured rough-scaled hide covered in broad black stripes that fade as the creatures ages. Like all Sharks, Tiger Sharks are drawn to blood in the water, moving in rapidly to bite at potential prey with an enormous mouth studded with sharply curved and serrated teeth. For every wound inflicted, either on the Tiger Shark or its opponent, there is a 1 in 6 chance that another Tiger Shark will arrive and attack the creature that was injured!

Tiger Sharks are found across Titan, typically in warmer waters, preferring deeper offshore haunts during the day before ascending to the shallows during dusk to hunt and scavenge upon whatever they can find. They are feared equally in all areas where people depend upon the bounty of the bounding main, from the Sea Nomads of the southern coastline of Lendleland to the pearl-divers of the coral atolls and islands that dot the Black Ocean. Tiger Sharks are not without some use however; their rough skin is used to make Shagreen hide (see Encyclopedia Arcana: Volume 1, p. 77), while their teeth are important components in enchanting magical sharks' teeth necklaces (rumoured to protect the wearer against shark attack) or rituals to summon the dread Bone Demon.

WRAITHFISH (#22/31, #235/365) [OOTP IV]

SKILL: 10

STAMINA: 12

ATTACKS: 1

WEAPON: Very Large Bite

ARMOUR: Light

DAMAGE MODIFIER: +1 to Damage Roll

HABITAT: Sea

NUMBER ENCOUNTERED: 1

TYPE: Fish

REACTION: Hostile

INTELLIGENCE: Low

Down in the darkest depths of Titan's oceans lurk all manner of hideous deep-sea creatures. One of the more well-known, not that that is saying much, is the enormous WRAITHFISH, a silvery-grey beast related to the smaller angler-fish, and at least five metres long. This abyssal horror has spiny fins, great staring eyes, a bristly-jawed mouth full of needle-sharp teeth, and an appendage like a fishing rod, coming from atop its head, which emits a blinding light (equivalent to a permanent Light spell in dark water, can be turned on or off at will by the fish).

The Wraithfish uses this light organ to lure prey, such as smaller fish or large crabs, within range of its gnashing jaws, with which it will lunge forwards and attack. If it rolls a double six for its Attack Strength in combat, the Wraithfish has swallowed its opponent whole (who has as many Attack Rounds as their current SKILL score to cut their way out or die, while taking regular bite damage every round). If the Wraithfish is slain, its light organ will fade but can be used as an equivalent to the Glimmer cantrip for 10-60 minutes before it finally dims. This is not the only useful feature of the Wraithfish; they are known as quite the hoarders, and their lair will always have lots of metallic bits and pieces strewn about (roll on the Humanoid Type on the Treasure Table).

Thursday, August 22, 2024

By the Rivers of Analand...

[General rules for fighting aggressive fish underwater, would be to reduce a land-dweller's Attack Strength by 2. In addition, there is also the danger of drowning. Unless an opponent can defeat the fish(es) in less Attack Rounds than their current SKILL, they will drown and become a meal for the fish anyway.]

AMPHIBIOUS SPINEFISH (#7/31, #220/365) [OOTP IV]

SKILL: 6

STAMINA: 6

ATTACKS: 1

WEAPON: Venomous Spines (as per Small Claw and see below)

ARMOUR: Medium

DAMAGE MODIFIER: None

HABITAT: Sea, Sea-shore

NUMBER ENCOUNTERED: 2-7

TYPE: Fish

REACTION: Unfriendly-Hostile

INTELLIGENCE: Low

Fish that dwell within the waters of Titan have evolved into a multitude of forms, including those that decide to leave their aquatic home behind, either permanently or just on a temporary basis, and colonize the land. Such an example is the AMPHIBIOUS SPINEFISH, a highly aggressive territorial piscine that leads a bizarre split life-style. One moment it is swimming in small shoals in coastal waters, the next, inflating itself full of air and bouncing ashore to attack any intruders into its perceived shore-domain. In its sea or estuarine water habitat the Amphibious Spinefish is a boxy fish at least a metre long, with short powerful fins, but when agitated and on land, it inflates itself full of air and resembles a bouncing spherical creature, covered in venomous spines, hence its other epithet, the Venomous Blowfish.  

 

If an Amphibious Spinefish lands a hit on a victim, they suffer Small Claw damage and roll one die; if they roll a 5 or a 6, then the attack will cause them to lose 2 additional STAMINA points, as the Spinefish's spines are coated with a toxic secretion. In addition, the random, bouncing nature of the creature's attack out of the water has the potential to send combatants flying. Literally anyone in combat can be knocked over - roll a die per adversary, highest decides which one. An Amphibious Spinefish in such a situation can knock an opponent over every Attack Round. Anyone knocked over takes incidental damage of 1 STAMINA from the fish's spines (with the same chance as venomous damage as above). They must spend the next Attack Round getting up, during which they may not fight, so an enemy will score a free hit on them unless someone steps in to help. Within the water however, fluid physics slows this attack somewhat and these special knock-over attack rules are not applicable. Should they be defeated by their assailants, the Amphibious Spinefish will deflate with a sad squeaky noise if on land, or a long trail of bubbles if under the water.

 

The venom of the Amphibious Spinefish is used by Sea Elves who make it more potent to apply on the projectiles for their underwater crossbows. These hand-crossbow darts do regular damage plus the loss of +4 extra STAMINA points from the strong venom. Amphibious Spinefish are scavengers and easy to feed and tame, but are also not above carnivory however, and if their land attack slays an incautious intruder, then the fish are quite happy to roll the corpse into the water and consume it with their bony tooth-plates! Some nations such as Hachiman and the Isles of the Dawn consider the flesh of this weird spherical creature a priceless delicacy. It is potentially highly poisonous however, so only the most skillful chefs and cooks, after at least a decade of practice, are capable of preparing a meal from Amphibious Spinefish without poisoning all of the unfortunate diners!

BLOOD SHARK (#8/31, #221/365) [OOTP IV]

SKILL: 10

STAMINA: 6

ATTACKS: 1

WEAPON: Large Bite

ARMOUR: None

DAMAGE MODIFIER: +1 to Damage Roll

HABITAT: Sea

NUMBER ENCOUNTERED: 1-3

TYPE: Fish

REACTION: Hostile

INTELLIGENCE: Low

With desperate strokes he headed for the finger of rock. But he was too slow, and looked up, surprised, as he felt the awful sensation of shark teeth ripping into his legs. Without even time to scream, he was dragged under in a flurry of blood-flecked spume.

- Death of a Pirate, Khlosta of Anghelm 

Also known as the Silver Shark, for its prevalence among the waters of the Sea of Silver, off the coast of northern Khul, the BLOOD SHARK is an extremely fast, voracious predator. Resembling a smaller, lither version of a Great White Shark, the Blood Shark is a large grey shark up to four metres long with an unmistakable sharp triangular red tipped dorsal fin. The Blood Shark is a fish of the open ocean, often found following the shipping routes and eating anything that falls overboard. They are also equally capable hunters attracted to struggles or blood from potential prey in the water, and the sight of their triangular dorsal fin cutting through the water straight towards their prey is often the last sight the victim will see. 

Certainly, the vicious Blood Shark has heightened senses of detection and appears drawn to blood in the water faster than other Sharks except the Hammerhead. For every wound inflicted, either on a Shark or its opponent, there is a 2 in 6 chance that another Blood Shark will arrive and attack the creature that was just injured. A typical gambit of the pirates who sail the Western Ocean, is to cut a prisoner's leg so they bleed and then make them walk the plank and jump into the sea, betting on how long it will take for the Blood Sharks to appear (usually within ten minutes!), and move in at speed for a feeding frenzy.

DEATH FISH (#9/31, #222/365) [OOTP IV]

SKILL: 5

STAMINA: 4

ATTACKS: 1

WEAPON: Small Bite (and see below)

ARMOUR: None

DAMAGE MODIFIER: -1 to Damage Roll

HABITAT: Lakes, Rivers

NUMBER ENCOUNTERED: 3-18

TYPE: Fish

REACTION: Hostile

INTELLIGENCE: Low

The DEATH FISH gains its name from its deadly venomous bite, and in turn gives its name to the shallow but nefarious Lake of Death, in the valley of the River Scamder in northern Khul, as yet the only location in which it is currently known to be found. Thought to be related to similar piscines such as the Rockfish and the Scorpion-Fish, the Death Fish has two fearsome special abilities. Firstly, it is completely invisible at all times, and thus is -6 to hit for all combatants (although Death Fish can still 'see' other Death Fish, they cannot detect other invisible creatures or objects). Secondly it is highly carnivorous and its bite is deadly poisonous; anyone who loses at least 1 STAMINA point to an individual Death Fish bite must Test their Luck or die!

If a Death Fish is slain, its invisibility fades within 1-6 minutes, revealing an ugly slate-grey fish up to a metre in length, with big eyes, ridged scales, spiked fins and a heavy jaw full of teeth. Despite its terrible reputation and remote location (it must be said at this point that the Lake of Death is also inhabited by a particularly villainous band of puntmen), the Death Fish is much sought-after by alchemists and enchanters for both its virulent toxin and invisibility glands. Expeditions of these scholars are sometimes encountered upon the shores of the Lake of Death, attempting to catch the lethal Death Fish while also defending themselves against bothersome puntmen!

DOGFISH (#10-15/31, #223-228/365) [OOTP IV]

SKILL: 4

STAMINA: 4

ATTACKS: 1

WEAPON: Small Bite

ARMOUR: Light

DAMAGE MODIFIER: None

HABITAT: Sea, Sea-shore

NUMBER ENCOUNTERED: 1-6

TYPE: Fish

REACTION: Neutral

INTELLIGENCE: Low

DOGFISH is the name given to smallish brown-grey sharks with large eyes, and two dorsal fins each tipped with a single spine. They grow up to and over a metre in length and are so-called for their habit of hunting prey in small packs. Dogfish usually eat smaller fish and squid, but are also scavengers and known to take a bite out of anything in the water, often in curiosity rather than hunger. Unlike regular Sharks, Dogfish are not instantly attracted to blood in the water, though they will still investigate if in the immediate area.

There are a lot of different kinds of Dogfish that inhabit the seas of Titan. If encountered, roll or choose from the table below to determine what type is present:

1 GIANT DOGFISH: Also known as Sleeper Sharks, these enormous fish grow up to six metres long or more. Their scores are SKILL 8 STAMINA 10, Attacks 1, Large Bite, +1 to Damage Roll. Giant Dogfish tend to live in the deepest darkest parts of the ocean, scavenging on anything they find, from live prey to decaying whale carcasses.

2 BRAMBLE SHARK: These large mottled sharks grow up to four metres long, and are covered in spines. Their scores are SKILL 7 STAMINA 9, Attacks 1, Large Bite, +1 Damage Roll. Anyone who successfully hits a Bramble Shark in combat must themselves lose 1 STAMINA damage due to the fish's spines. Bramble Sharks prefer deeper weedy or rocky areas on the seabed in which to dwell, where they are usually one of the larger predators alongside Groupers and Lionfish.

3 LANTERN SHARK: These are small black sharks with glowing green bioluminescent organs dotted across their body. Their scores are SKILL 3 STAMINA 2, Attacks 1, Small Bite, -2 to Damage Roll. Lantern Sharks give off the same amount of light as a Glowfish (see Beyond the Pit, pp. 145-146), which is equivalent to a Light spell. They are found in all waters, in the deepest trenches, but especially in colder northern seas where they are used by the Deep Ones as mobile underwater light-sources.

4 DOGFISH: This is a regular Dogfish, as per the original scores given above.

5 VAMPIRE SHARK: This is a small but fast-swimming black shark, that gets its name from its saw-toothed circular jaws that excise a large plug of flesh when biting and cause savage and messy wounds. Their scores are SKILL 8 STAMINA 2, Attacks 1, Small Bite, +2 to Damage Roll. If a victim in the water is bitten by a Vampire Shark, so much blood is released there is a 1-in-6 chance a regular Shark will instantly appear, and attack the wounded victim as well. Vampire Sharks are found across Titan in every ocean, preying on anything bigger than them. Large marine creatures often bear scores of circular scars upon their hide, souvenirs of numerous encounters with the nuisance-like Vampire Shark!

6 ICE SHARK: These are identical to the Giant Dogfish above, except that they prefer colder waters, and hunt for seals and walrus among the polar ice floes.

Regular Dogfish are edible, though more as by-catch than in preference to other fish such as hake, cod and herring. Still, there are plenty of them in the Western Ocean - there is a Dogfish Island off the coast of northwestern Allansia - and more than a few fishing scams run in Port Blacksand have involved passing off Dogfish as more expensive types of eating fish instead, and of which, the fishmongers of the Merchants' Guild, led by Silas Whitebait, know absolutely nothing, of course!

Tuesday, August 13, 2024

Meanwhile, down at the Port Blacksand herb and fungi stall... (part II)

PHOSPHORESCENT FUNGUS (#29/31, #211/365) [TTHA] 

Appearance: This is a luminous blue slime-like fungi, seen to coat decaying items and debris.

Distribution: Underground areas such as dungeons and caves across Allansia.
 
Effects: If collected in a vial, the Phosphorescent Fungus acts like the equivalent of a Glimmer cantrip for 10-60 minutes.
 
Cost: City 3sp, Town 4sp, Village 5sp (per vial)
 
Availability: Uncommon

Further Notes:  Phosphorescent Fungi was sought by the Gnome scholar, Needwyl the Gardener, who cultivates her fungi in the dungeons beneath the Black Citadel of Balthus Dire (see Citadel of Chaos, p. 55).

YELLOW CORAL PLUMES (#30/31, #212/365) [TTHA] 

Appearance: This is a type of bracket fungi with bright yellow upper surface and a ribbed white under surface.

Distribution: Underground areas such as dungeons, caves and caverns across Titan.
 
Effects: This can be eaten as food, and restores 1-2 STAMINA points when consumed.
 
Cost: City 2gp, Town 4gp, Village 6gp (per piece)
 
Availability: Rare

Further Notes: This is a common food source underground, with many races valuing its plain, nutty flavour as a sort of bread substitute.

LAVENDER DREAM-SHROOM (#31/31, #213/365) [TTHA] 

Appearance: This is a metre-tall mushroom coloured in various shades of pink and purple. There are large vents on its broad cap and spike-adorned tendrils concealed at its base.

Distribution: Underground areas such as dungeons and caves across Titan.
 
Effects: The Lavender Dream-Shroom is a carnivorous fungi monster that releases a cloud of purple spores that hypnotize their victims while the tendrils rise up and strangle any confused opponents. Unreleased spores can be gathered in gourds and thrown at an enemy; if it hits, the gourd explodes, covering the enemy in a cloud of purple spores with an effect identical to the Befuddle spell.
 
Cost: City 2gp, Town 2gp, Village 2gp (per gourd)
 
Availability: Very Rare

Further Notes:  The Lavender Dream-Shroom is a native of the Plane of Rust within the Demonic Pit, and is found on some other planes as well such as Ichor and Bile. They can also be found on Titan, typically brought here by Demons to be grown in Clone-worked subterranean fungi farms. More information can be found in Rough Guide to the Pit (p. 36).

DEMONKIN FUNGUS (#1/31, #214/365) [TTHA] 

Appearance: This is a peculiar growth of purplish mould, often found growing in strange geometric shapes on the walls and corridors of underground dungeon complexes.

Distribution: Underground areas such as dungeons, caves and cellars across Allansia.
 
Effects: The Demonkin Fungus indicates the presence of a Demon that appears regularly in the vicinity, or some sort of connection to the Pit itself, such a portal to the Pit or an object taken from there. When removed from this connection or creature's presence, the mould blackens and dies within ten minutes or so. It can thus be used as a primitive Demon detector, mapping out the area of effect for a potential Demon incursion from the Pit. It should definitely not be eaten; anyone who eats Demonkin Fungus loses 1 STAMINA point from retching and coughing.
 
Cost: City 10gp, Town 15gp, Village 20gp (per vial)
 
Availability: Rare

Further Notes:  This fungus is often used by witch-hunters, demon-slayers and the like, to detect the presence of the infernal creatures of the Pit among us!

EMERALD NET FUNGUS (#2/31, #215/365) [TTHA] 

Appearance: This is mat of pale green pods and tendrils that lie dormant underground, beneath the sandy or stony surface of a large subterranean cavern.

Distribution: Underground areas such as large caverns and caves beneath the surface of Titan. Emerald Net Fungus is almost never found in dungeons or areas with worked stone floors, except if the floor is debris-filled or just packed dirt or clay.
 
Effects: The pods of the Emerald Net Fungus can be harvested and used as a weapon. If successfully thrown at an opponent, the pod will explode in an emerald mist of spores that solidifies into a chitinous net, as per the Web spell. This effect is the same if someone unknowingly steps on a patch of Emerald Net Fungus.
 
Cost: City 30gp, Town 40gp, Village 50gp (per pod)
 
Availability: Rare

Further Notes:  Emerald Net Fungus is commonly used as a pacifying weapon by subterranean races such as Troglodytes, N'yadach, Brain Slayers and the Skorn.

GOLDEN LOOP FUNGUS (#3/31, #216/365) [TTHA] 

Appearance: This is an underground variant of Giant Loop Fungus (see The Titan Herbal, p. 44). It is a tangled mass of pale gold pipe-like tubes that are scattered half-buried in the floor. At regular intervals along the tubes are circular loop-like structures about a foot across.

Distribution: Underground areas such as dungeons, caves and caverns beneath Titan.
 
Effects: The effects are the same as Giant Loop Fungus, but the loops also secrete an acid that dissolves flesh for 1 STAMINA point per Attack Round, until a victim is cut free.
 
Cost: City 40gp, Town 50gp, Village 60gp (per loop)
 
Availability: Very Rare

Further Notes:  Unlike regular Giant Loop Fungus, the Golden Loop variant only attracts Jellyworms in damp areas alongside underground streams or pools.

ASURA LILY (#4/31, #217/365) [TTHA] 

Appearance: This is a tall flowering plant, up to two metres in height, with rosettes of green oval-shaped leaves growing around a central stem, at the top of which is a bunch of large yellow trumpet-shaped flowers.

Distribution: Only known from the rocky hills, wilderness and volcanic areas upon the Crucible Isles.
 
Effects: A Vial of Smoke-oil can be distilled from the bulb-like roots of the Asura Lily. Smoke-oil is the only known cure to counter-act the effects of the Demon Plague. Anyone who has been infected by the Demon Plague and turned into a DEMON form of themselves, will be restored to their original guise with the application of Smoke-oil. The contents of the vial must either be poured over them, or smashed at their feet, releasing a cloud of swirling yellow gas. The gas cloud has a diameter of five metres, centred upon the point of impact, affecting all Demons in this area. 
 
When used on any other Demon-type creature from the Pit, it will reduce their Essence by one, causing them to be reborn in the Pit into a different form from the next lowest Type. If used on a Demon in the actual Pit itself, their Essence will be reduced by two and they will be reborn as two Types lower than what they were (or Type I if they cannot go any lower), reforming nearby at a safe distance.
 
Cost: City 100gp, Town 200gp, Village 300gp (per vial)
 
Availability: Very Rare

Further Notes: A store of Smoke-oil, enough to cure a hundred people, was kept by the Guardians of the Crucible, who lived on the islands of the same name. In order to produce larger quantities in the event of a major outbreak of Demon Plague, however, the Great High Guardian required the assistance of the High Priestess of Throff from the Invisible City, somewhere in eastern Allansia.

FURY AGARIC (#5/31, #218/365) [TTHA] 

Appearance: This is a large mushroom-like fungus with bright orange blotches and yellow gills and stalk.

Distribution: Forests and hills across Titan.
 
Effects: The Fury Agaric is a poisonous mushroom that causes temporary insanity if eaten. The person who ingests a Fury Agaric will be unable to distinguish friend or foe, and will attack everybody nearby until all are slain, and then go looking for more victims. Someone who has eaten Fury Agaric cannot Escape from combat and must always fight to the death. They are however consumed with a ferocious anger; whenever they are wounded in combat, during the next Attack Round they add two to the dice roll for their Attack Strength. If they are wounded again during this Attack Round the bonus will be retained for the next Round but if they are not wounded, their anger momentarily abates, and the bonus is lost. If restrained, the effects wear-off in 1d6 hours time though they will have no recollection of what has happened.
 
Cost: City 7gp, Town 14gp, Village 21gp (per mushroom)
 
Availability: Rare

Further Notes:  Fury Agaric has been known to be used by the Berserkers of Vynheim, and other northern lands, to rouse them into a violent temper prior to engaging in melee combat upon the field of battle.

AMBER LANTERN FUNGUS (#6/31, #219/365) [TTHA] 

Appearance: This is a strange fluorescent fungus that grows in patches on walls, cliff-faces and other vertical surfaces. It gives off an eerie amber light.

Distribution: Caves, dungeons and ruins across Titan.
 
Effects: A patch of Amber Lantern Fungus can be placed inside a glass jar or similar receptacle and is the equivalent of a lantern, except the light it provides will gradually fade after 1d6 hours.
 
Cost: City 5sp, Town 6sp, Village 7sp (per patch)
 
Availability: Uncommon

Further Notes: Amber Lantern Fungus is used by many subterranean races as a light source, including Dwarfs, Troglodytes and the Skorn.

Thursday, August 1, 2024

Seven Clans of the Samurai

SAMURAI (#22-28/31, #204-210/365) [POT]

SKILL: 8

STAMINA: 9

ATTACKS: 1

WEAPON: Katana (as per Greatsword) or Longbow

ARMOUR: Plate Armour

DAMAGE MODIFIER: None

HABITAT: Towns, Plains, Forests, Hills, Mountains, Rivers, Lakes, Seas, Marsh

NUMBER ENCOUNTERED: 1-6

TYPE: Humanoid

REACTION: Neutral

INTELLIGENCE: High

The SAMURAI is a knight from Hachiman, or other similar lands, an honour-bound fighter who follows the art of Bushido, the Way of the Warrior. To become a Samurai they must be masters of Kenjutsu, the Way of the Sword. Typical Samurai carry two swords; the Katana (a two-handed weapon as per a Greatsword) and the Wakizashi (as per a Shortsword). They are also accomplished archers and will have a long bow and a full quiver of arrows. Samurai wear an ornate form of Plate Armour comprised of laquered strips of leather, reinforced with wood and metal.

Other Special Skills possessed by a Samurai warrior include Etiquette, Acrobatics, Battle Tactics, Hunting, Leadership, and Martial Arts. Being a Samurai is a long process of creative discovery, and all Samurai have a special power they have uncovered during their voyage of self-actualization. Roll a die to determine what extra power a Samurai may have unleashed:

Roll Power and Effect

1 Archery: 'Kyujutsu' This skill indicates the Samurai is an accomplished archer. For every arrow in their quiver, they may roll on the table below to determine what type of arrow they have. They must keep a record of the number and type of arrows on their Adventure Sheet.

    Roll Arrow Type and Effect

    1 Willow-Leaf: This is the regular arrow type.

    2 Bowel-Raker: This broad, crescent-bladed arrow does an extra +1 STAMINA     damager per hit, but has a -1 penalty when firing due to its ungainly shape.

    3 Armour-Piercer: Against opponents with Heavy or Plate Armour, these            arrows cause +1 STAMINA damage per hit.

    4 Humming-Bulb: These only cause 1 STAMINA damage per hit, but make a        frightening noise that sounds alarms and spooks animals.

    5 Silver-Arrowhead: This is identical to the Willow-Leaf Arrow, but made of        silver and thus of use against Demons and the Undead.

    6 Flaming-Brand: This padded arrow head only causes 1 STAMINA damage        per hit, unless ignited into a flaming torch, in which case it causes normal fire        damage damage and may set hit targets alight.

2 Fast Draw: 'Iaijutsu' This skill enables a Samurai to draw their sword and strike all in one fast motion. This means that the Samurai will always hit their enemy, no matter what their SKILL rating, in the first Attack Round of combat only, doing 3 STAMINA points of damage.

3 Heroic Leaping: 'Karumijutsu' This enables the Samurai to make fantastic leaps and acrobatic jumps. Using this Talent will enable the Samurai to jump over a wall or across a pit at will, with no chance of slipping or falling. A Samurai can jump a horizontal distance equal to quadruple their height, and a vertical distance equal to twice their height. No run-up is required, and carrying a heavy load or wearing armour has no effect on the distance jumped either.

4 Two-handed Fighting: 'Ni-to-Kenjutsu' This is the skill of fighting with two swords, the Wakizashi (shortsword) and the Katana (Greatsword). All Samurai carry both swords, but not all have this special skill at using them simultaneously. With this skill, when the Samurai attacks an opponent and rolls a 9 or more, they may another attack, before the enemy has the chance to fight back. (If the Samurai rolls a 9 or more on their second throw, they cannot have yet another attack!)

5 Combat Reactions: 'Hayaijutsu' The Samurai is granted almost supernatural awareness and control when in battle, and actually grants two abilities. The first is that the Samurai cannot be ambushed by enemies. While they may not be aware of an ambushing enemy, their lightning fast reactions means that the ambusher receives no benefits to their combat totals. In addition, a Samurai with Combat Reactions suffers less penalties when outnumbered. If the Samurai is outnumbered by 1-, 2- or even 3- to one, the attackers gain no benefit to their combat total. If outnumbered by 4-to-one, the attackers gain a +1 bonus, 5-to-on grants +2 and 6-to-one grants +3.

6 Crack Shot: 'Shapujutsu' A Samurai with this Talent has an unerring eye with missle weapons, able to strike the most vulnerable part of a target. The Samurai gains a +1 bonus to all Damage Rolls made with missile weapons such as bows, crossbows, and slings.

Samurai are loosely divided into clans of warriors depending on the type of terrain they are initially trained in, which in turn determines their choice of accessory weapon in addition to the bow and sword. These clans number seven and are:

  • Plains: Heigen-Bushi. Has Flatland Lore and Polearms Special Skills.
  • Hills: Oka-Bushi. Has Hill Lore and Thrown (Sling) Special Skills.
  • Mountains: Yama-Bushi. Has Mountain Lore and Axes (War-Pick) Special Skills
  • Forests: Mori-Bushi. Has Forest Lore and Axes Special Skills.
  • Rivers and Lakes: Kawa-Bushi. Has River/Lake Lore and Trident (Thrown and Polearms) Special Skills.
  • Sea: Umi-Bushi. Has Sea Lore and Firepowder Weapons (Flintlock/Matchlock Blunderbuss) Special Skills.
  • Marshes: Numachi-Bushi. Has Marsh Lore and Blowpipe Special Skills.

Samurai encountered in towns and other settlements will be from the clan represented from the surrounding terrain. 

Samurai are found throughout Hachiman, working directly for the Shogun or engaged as retainers by various regional nobles, as well as off-shore, on both Kyo-Kyara Island and the Yotakami Isles. They are also found further afield, as mercenaries employed with the frequently warring political factions of either the Isles of the Dawn or the Arrowhead Archipelago. Other enclaves of similar culture that include the presence of Samurai warriors number the Khulian micro-kingdom of Zamarra, the Glimmering Sea city-state of Bei-Han, and the coastline of the Sea of Pearls. 

Samurai have entered Deathtrap Dungeon as contestants, such as the warlord Zen-Kut-Sedatche, and joined the crew of the pirate Cinnabar Bloodbones, like Wu-Lin the Swordswoman. One of the more famous Samurai of recent renown is Ugetsu the Wanderer (see Heroes of Titan, p. 18) whose heroic exploits in eastern Allansia are legendary. The most epic Samurai however is the current Shogun's champion, Kensei the Sword Saint, who slew Ikiru, Master of Shadows, with the fabled sword Dai-Katana (or 'Singing Death'). 

Samurai are also well-represented in mythology. One of the most feared opponents to face in Hachiman is the Undead Samurai, while near-mythical Samurai heroes whose tales are told across the land number Tsunehara, Shinmen and the warriors of the Legion of the Seventh Seal. The guardian-hero of Hachiman is  the Silver Samurai, rumoured to have been immortalized in stone within the Enchanted Garden of the Scarlet Pagoda, while, further afield, the mystical Stone-Skin Warrior who guards the paths to the sacred volcano that is the Fangs of Fury in Zamarra, is clearly a Samurai of some description.