Monday, September 30, 2024

A little knowledge is a dangerous thing. So is a lot.

Potion of the Waters of Knowledge (#30/30, #274/365) [EA:V2] (Artefact) 

This is a silver ewer with a closed lid, that contains a draught of crystal clear sparkling water that has been taken from the Fountain of Knowledge within the Enchanted Garden of the Scarlet Pagoda in the hermit kingdom of Hachiman. Anyone who sips carefully from the ewer and partakes of the Waters of Knowledge will be rewarded with knowledge flooding their being; for a moment it is as if they are a god. The knowledge of the gods grants them +1-6 LUCK points, and +2 to all Lore Special Skill rolls for the next 10-60 minutes. In addition, someone who drinks the Waters of Knowledge will be instantly cured of any kind of insanity, possession, mind erasure or other deleterious psychic or psychological condition.

For instance, the current Shogun's champion, Kensei the Sword Saint, bearer of the fabled sword Dai-Katana (or 'Singing Death'), used a Potion of Waters of Knowledge to restore the memory of Eleanor the Enchantress, who dwelt within the Enchanted Wood. This was en route to defeating Ikiru, Master of Shadows, at the Pit of Demons, where, in winning the Tourney of the Planes, the Shogun's champion also freed Eleanor from her hazy fugue state.

The reclusive hermit Ishi of the Crags witnessed the death of the Ronin-Lord Krasu Blackfeather who won through the Enchanted Garden to gain access to the Fountain of Knowledge, but failed to heed previous warnings encouraging moderation. Instead:

"Thirstily they bent their mouth to the refreshing pool and drank deeply of the Waters of Knowledge. Enlightenment flooded their being. Suddenly they knew the answer to everything: it was as if they were a god. So sublime was the experience that they could not contain themself and drank lustily once more. They were intoxicated with knowledge, the knowledge of the alchemists, the knowledge of the meadow wren, the knowledge of the wisest scholars of the court and much more. Their thirst for knowledge was unquenched and they drank on, but they were still unsated: they threw themself into the pool to immerse themself fully in knowledge and, intoxicated, they drowned."

- Tales from the High Fell, Ishi, Hermit of the Crags

Unavailable to buy

Sunday, September 29, 2024

"I was eating quaaludes like dungeon delvers should..."

DUNGEON DELVER (#29/30, #273/365) [OOTP IV]

SKILL: 7

STAMINA: 8

ATTACKS: 2

WEAPON: Small Claw

ARMOUR: None

DAMAGE MODIFIER: None

HABITAT: Dungeons, Ruins, Caves

NUMBER ENCOUNTERED: 1

TYPE: Humanoid/Monster

REACTION: Neutral-Hostile

INTELLIGENCE: High

The world of Titan is replete with troublesome metamorphic monsters, such as the Shapechanger, the Imitator and the Doppleganger; form-shifting foes whose deceptively placid initial appearance belies the true figure of a bloodthirsty killer. To these ranks we can add the DUNGEON DELVER of underground areas in south-western Khul, which uses its illusory powers to appear as something else - an old Dwarf, a pedestal with a treasure on top, or a chest full of gold. However, once a victim is within attack range, the Dungeon Delver will cancel the illusion, reverting to its true appearance of a hideous humanoid monster with a fanged mouth and long-clawed hands that reach out to rend and throttle their opponent!

Indeed, Dungeon Delvers are powerful Illusionists, with a MAGIC score of 5-7, a Magic-Illusionism Special Skill of 1-3, and 12-20 Magic Points worth of spells. Given their appearance, it is thought they may be an earlier variant of the Shapechanger, but a Marrangha creature that instead uses powers of illusion instead of physical plasticity to alter their appearance. Thus, while they may not be as physically powerful as the Shapechanger, this is compensated for by their impressive magical abilities. It should also be noted there is no difference in their vicious temperament!

Friday, September 27, 2024

Cat Weezle!

WEEZLE (#28/30, #272/365) [TTHA] 

Appearance: This is a short, succulent plant consisting of a solitary rosette of broad white-green leaves tipped with spines and a central clump of yellow flowers.

Distribution: Plains, hills and wilderness across southern Allansia.
 
Effects: The leaves of the Weezle plant can be ground down to create Weezle Juice. One plant provides enough juice for one bottle. In extremely small doses it is often used as a food additive to improve flavour. The bitter, acidic nature of Weezle Juice makes it very useful against certain creatures. For adventurers it is best used against Giant Leeches and their ilk; if sprinkled on them, it will causes the revolting creatures to shrivel up and die. A tiny tincture of it will also restore any ability drains inflicted by an Energy Leech. A bottle of Weezle Juice can also be thrown as an improvised weapon against Giant Slugs, Snails and Gluggs, against which it is extremely effective. If the bottle hits, it will shatter on impact, causing 1-6 STAMINA damage, plus 1-6 STAMINA damage per Attack Round to these molluscan creatures as the Weezle Juice burns through their jelly-like bodies. These amounts of damage are doubled if the Weezle Juice is ingested by the creature, for example, by throwing an open bottle down a Giant Slug's mouth, or emptying a bottle's contents inside a Glugg if one has been unfortunately swallowed by the monster.
 
Cost: City 4gp, Town 6gp, Village 8gp (per bottle)
 
Availability: Common
 
Further Notes: Anyone foolish enough to drink an entire bottle of Weezle Juice must lose 1-3 STAMINA points due to the stomach cramps caused by its highly acidic nature.



Tale Gunner

GUNNER (#27/30, #271/365) [POT]

SKILL: 7

STAMINA : 6

ATTACKS: 1

WEAPON: See below

ARMOUR: Leather Hauberk and Small Shield

DAMAGE MODIFIER: None

HABITAT: Towns, Hills, Mountains, Seas, Dungeons

NUMBER ENCOUNTERED: 1-2

TYPE: Humanoid

REACTION: Friendly-Neutral

INTELLIGENCE: High

The GUNNER is a professional soldier, who uses their skill with firepowder weapons to seek gainful employment. They may be working the tourney circuit, wagering their ability with firepowder weapons in contests for prizes of gold and silver, or seeking placement as a mercenary, looking to be hired for war. Dwarf Gunners (+1 STAMINA) are particularly favoured for their long history using such weapons, but may require a lot of alcoholic beverages to finance! Gunners typically prefer light to medium armour, such as a leather hauberk and a small shield, and will carry 2-18 weapon charges/ammo pouches. To determine what weapons they have, roll on the following tables:

Die Roll Firepowder Weapon Type

1 Flintlock Pistol

2-3 Matchlock Blunderbuss

4-5 Flintlock Blunderbuss

6 Matchlock Pistol

Die Roll Melee Weapon Type

1-2 Club

3-4 Hand Axe

5-6 Short Sword

The use of firepowder weapons is both a recent and comparatively rare development upon Titan. Initially developed by the Dwarfs of Fangthane as cannons for their war-galleys, their use as hand-held missile weapons has spread from Dwarf marines to pirates, swashbucklers and buccaneers in particular (e.g. Gunner Gyoru, see Heroes of Titan, p. 12). In the Old World, firearms are known to be used by mercenaries, highwaymen (e.g. Eyrud Moonshadow, see Heroes of Titan, p. 35), and various Vampire, Witch and Mage Hunters, all of whom use silver ammunition of course!

Thursday, September 26, 2024

. . . s h i m m e r . . .

SHIMMERA (#25/30, #269/365) [OOTP IV]

SKILL: 9

STAMINA: 10

ATTACKS: 1

WEAPON: Heat Blast (as per Sword)

ARMOUR: None

DAMAGE MODIFIER: None

HABITAT: Dungeons, Ruins, Caves, Desert, Wilderness, Plains, Volcanic Areas, Magical Planes

NUMBER ENCOUNTERED: 1-2

TYPE: Magical

REACTION: Unfriendly-Hostile

INTELLIGENCE: High

"Sometimes, in a lonely place, an adventurer will have the distinct feeling that someone, or something, is following them. After a while they will hear shuffling steps; they begin to run and the steps speed up.  Out of the corner of their eye, the adventurer see a shadowy glimmer chasing themselves. There is a slicing sound and they look at a cut in their cloak. Turning around, they see an indistinct figure that shimmers in a dark haze. The adventurer cannot see their adversary's weapon but can only hear it cutting through the air, air that is changing around them and appearing to get warmer, for the adventurer faces a SHIMMERA!"

- From Treatise on the Kingdoms of South-west Khul by Ignatius Pommfritte

Weird strange things lurk at the confluences of the different Elemental Planes, entities that while they may barely appear to be alive or even there, are instead actual sentient beings with their own inexplicable goals and purposes. For example, where the Magical Plane of Fire intersects with that of Air, we find the flickering creature known as the SHIMMERA.

This is a hazy, vaguely humanoid figure that materializes in dry, desolate or dark places, existing only to strip all excess moisture from its surroundings. The Shimmera attacks with a concentrated blast of hot air that does damage as per a sword. Anyone who survives an attack by a Shimmera will feel physically drained and dehydrated, and must reduce their STAMINA score by 2. The Shimmera is immune to heat or fire damage. All opponents must reduce their SKILL by 2 for this battle, due to the difficulty in hitting the Shimmera's indistinct form, and only inflict 1 STAMINA damage per successful hit. Anything wet that is struck by a Shimmera, such as the contents of a water bottle or potion flask will instantly evaporate.

The Shimmera is generally a denizen of the distant magical planes but is sometimes summoned to Titan to act as a guardian entity. For example, they are known to wander the Dark Chasms beneath the Kingdom of Gorak, and the Djaratians often used them as silent sentinels bound to ancient crypts and tombs beneath what is now the Desert of Skulls. Typically anyone who is not designated as ritually chosen, or consecrated to a specific deity, will be instantly attacked, however, the Shimmera can be appeased by offerings that create or produce heat, such as a torch, candle, lantern, Yokka Egg, and so on.

Potion of Vaporous Essence (#26/30, #270/365) [EA:V2] (Potion) 

This is a very rare and valuable potion  that appears as a small phial containing a ruby-coloured liquid. When drunk, the imbiber's body, clothing and all possessions will turn into a thin mist that can float through the smallest crack. It works both on land and underwater. Someone in vaporous form cannot attack, but they cannot be wounded by non-magical weapons. After 3-18 minutes they will become solid again, hopefully in a space that can contain their full size otherwise the results could be disastrous! 

This particular type of potion was known to be brewed by the wizard Greylock, who some claim lived within a magic air bubble among the ruins of Atlantis, and would exchange examples of this potion or others in exchange for rare trinkets such as the Silver Pearl. Interestingly, Corianthus the Storm Giant tells the story of a nameless adventurer who used the giant's Triplex Potion Concoctor to brew a similar potion with a much longer duration, though it only transformed the imbiber and not all their accoutrements.

Price 70GP

Monday, September 23, 2024

Mull(weed) of Slammer Kyntire

MULLWEED (#24/30, #268/365) [TTHA] 

Appearance: This is a tall herb with long pale green leaves and clumps of small umbrella-shaped pink-purple flowers. Its thick stem produces a yellowish sap.

Distribution: Forests, plains, hills and wilderness across Titan.
 
Effects: The sap of the Mullweed can be distilled into Mullweed Oil, enough to fill one small bottle. If Mullweed Oil is applied to insect bites and stings, immediately after being bitten, it negates any effects caused by the bite or sting, such as toxic poisons or transmissible diseases, apart from actual physical STAMINA damage.
 
Cost: City 15gp, Town 12gp, Village 10gp (per bottle of oil)
 
Availability: Common
 
Further Notes: Anyone foolish enough to drink a bottle of Mullweed Oil will be immediately sick, retching themselves hoarse for 1-3 STAMINA damage as Mullweed Oil is toxic if consumed.

Angry Arbalestier

CROSSBOWMAN/WOMAN (#23/30, #267/365) [POT]

SKILL: 7

STAMINA : 6

ATTACKS: 1

WEAPON: See below

ARMOUR: Leather Hauberk and Small Shield

DAMAGE MODIFIER: None

HABITAT: Towns, Plains, Forests, Hills

NUMBER ENCOUNTERED: 1-3

TYPE: Humanoid

REACTION: Friendly-Neutral

INTELLIGENCE: High

The CROSSBOWMAN is a professional warrior, who uses their skill with the crossbow 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. Dwarf Crossbowmen (+1 STAMINA) are particularly favoured for their bravery and durability, but may require a lot of alcoholic beverages to finance! Crossbowmen typically prefer light to medium armour, such as a leather hauberk and a small shield, and will carry a case with twenty bolts or quarrels. To determine what weapons they have, roll on the following tables:

Die Roll Missile Weapon Type

1-2 Hand Crossbow

3-4 Crossbow

5-6 Repeating Crossbow

Die Roll Melee Weapon Type

1-3 Sword

4-6 Shortsword

While Dwarfs gain fame as trusted Crossbowmen and Dark Elves are noted for their varied experimental crossbow specialties,  other nations or people renowned for their skill with the crossbow include Shabak, Brice, the Wall Battalions of Analand, and various orders of Shield Maidens, including such notables as Myrteles Sureshot of Lake Lumle (see Heroes of Titan, p. 15). Others number mercenaries (e.g. Buran Xisis, see Heroes of Titan, p. 10) and bounty hunters (Xigol the Relentless, see Heroes of Titan, p. 19), while those highwaymen and highwaywomen who cannot afford blackpowder firearms, are also keen practitioners of the crossbow, including one of their most infamously tragic members, Grinning Lord Dorian, recently of central Allansia.

Sunday, September 22, 2024

Mist Opportunity

Staff of Mist (#22/30, #266/365) [EA:V2] (Artefact) 

This is a long slender staff made from fine-grained white Silverwood, surmounted by the clawed finger of a Cold-Drake (such as a White Dragon, Silver Dragon, Ice Drake or Xiau), clasped around a large blue sapphire. The Staff of Mist has two major powers:

  • Three times per day it may be banged on the ground to create the Fog spell, which takes the form of a chilling white mist that rapidly fills all available space as per the volume of the spell.
  • Once a day it can summon a monster to attack whoever the staff is pointed at when its bearer wishes to use this power. To determine the type of monster summoned, roll one die:
    1-2 Mist Vampire
    3-4 Fog Devil
    5-6 Cold Spirit
    However, if the monster is slain by its opponent then the Staff of Mist loses all of its magical powers immediately.
The Staff of Mist was believed to have first been enchanted by Gethiella Stardale, a Wood Elf Shaman from Affen Forest, but she sadly perished, as many do, upon the haunted shores of Lake Nekros. A Warlock-Princess of Corda, Mariana-Cabellos the Grey, found the staff in the wilderness and carried it south to Arion. Unfortunately, her ship, the Silver Mistral, was wrecked far off course, near Arkand with the apparent loss of all on board, including the Staff of Mist.

Unavailable to buy

Friday, September 20, 2024

Cold(er) Skin

COLD SPIRIT (#21/30, #265/365) [OOTP IV]

SKILL: 10

STAMINA: 12

ATTACKS: 1

WEAPON: Large Claw

ARMOUR: Medium

DAMAGE MODIFIER: None

HABITAT: Ice, Mountains, Hills, Forest, Sea

NUMBER ENCOUNTERED: 1-2

TYPE: Magical

REACTION: Unfriendly-Hostile

INTELLIGENCE: High

Out there, in the centre of a raging snowstorm or the depths of a pine forest in the middle of winter, lurks the COLD SPIRIT, a hostile elemental creature that seeks to extinguish life and warmth. It appears as a vaguely humanoid figure made from pure frost, with claws of ice, and glittery crystalline armour that swirls and coalesces to ward off the blows of opponents. If the Cold Spirit can be placated with an appropriate gift, such as an Ice Jewel or something similar, it will leave well alone, or even offer advice, but more usually will simply attack any intruders to its domain, either with its icy talons or its freezing breath.

One enemy within sight can be breathed upon by the Cold Spirit each round. This character must Test their Luck or be frozen solid for one Attack Round. They will be immune to damage while frozen, but will be unable to take any action at all. As one would expect, Cold Spirits are immune to all damage from cold or frost-based attacks, but they do take double damage from all heat or fire attacks. When not haunting wintry wildernesses across Titan, the Cold Spirit makes their home in the Realm of Ice, a strange regional conjunction of elemental powers that can be found between the Magical Planes of Air and Water. They can be summoned by practitioners of Ice Magic and other Elementalists, and one was even imprisoned as a guardian in the lair of a mysterious Archmage known only as the Dragonlord.

A grey and misty land...

SILVERWOOD (#20/30, #264/365) [TTHA] 

Appearance: This is a tall, slender type of pine tree with silvery-green needles and fine-grained white wood, that grows right up at the edge of the tree-line in Titan's colder terrain.

Distribution: Mountains and Ice areas across Titan.
 
Effects: Properly prepared Silverwood timber can be used, along with several other components, to craft a magical Staff of Mist. This can cast the Fog spell three times a day simply by banging it on the ground. Once per day it can summon a monster to attack whoever the staff is pointed at when its bearer wishes to use this power. To determine the type of monster summoned, roll one die:
1-2 Mist Vampire
3-4 Fog Devil
5-6 Cold Spirit
However, if the monster is slain by its opponent then the Staff of Mist loses all of its magical powers immediately.
 
Cost: City 60gp, Town 70gp, Village 80gp (per staff)
 
Availability: Rare
 
Further Notes: Silverwood is also used in magical traps, built into furniture, furnishings and the like, that will summon both fog and a monster if an intruder approaches too closely.

Thursday, September 19, 2024

Traders' Entrance...

TRADER (#8-19/30, #252-263/365) [POT]

SKILL: 6

STAMINA: 7

ATTACKS: 1

WEAPON: See below

ARMOUR: 1 in 6 chance of a Leather Jack

DAMAGE MODIFIER: None

HABITAT: Towns, Rivers/Lakes, Sea/Seashore, Ruins, Hills, Forests, Plains, Wilderness, Desert

NUMBER ENCOUNTERED: See below

TYPE: Humanoid

REACTION: Friendly-Neutral

INTELLIGENCE: High

A TRADER is a small-time merchant, usually specializing in one particular trade or type of goods with which they earn an income by selling. They wear work or travel clothes, appropriate to where they are, and may also have a Leather Jack as armour on a roll of 1 on one die. Traders typically possess some kind of weapon to defend themselves against bandits, vagabonds and the like; roll on the following table to determine what:

Roll Weapon Type

1 Shortsword

2-3 Club

4-5 Staff

6 Dagger

All Traders have at least 1 point in Bargain, Con, Etiquette and Evaluate Special Skills. Otherwise, they can vary somewhat depending on what goods they are selling. To determine the type of Trader, roll two dice separately on the table below.

First Roll Second Roll Trader Type

1-3 1 Baker: Sells grain-based food such as bread, pies and cakes. Goods count as Provisions.

1-3 2 Butcher: Sells animal meat. Goods count as Provisions. Has a Cleaver and 1 point in the Animal Lore Special Skill.

1-3 3 Chandler: Sells (roll): 1 Candles, 2 Lanterns, 3 Ropes, 4 Sacks, 5 Torches, 6 Waterskins.

1-3 4 Clothier: Sells cloths, fabrics (see Encyclopedia Arcana: Volume 1, p. 72, in particular the entries on Textiles and Clothing)

1-3 5 Cobbler: Sells shoes, boots, sandals and clogs.

1-3 6 Fishmonger: Sells fresh fish if near water or preserved fish if further inland. Goods count as Provisions. Has a Cleaver, a Jar of Salt, and 1 point in the Fish Lore Special Skill.

4-6 1 Food-Seller: Sells (roll): 1 Grilled fish, 2 Fried meat, 3 Roast chestnuts, 4 Rat-on-a-stick, 5 Electric Eel skewers, 6 Grilled Grannit. Goods count as Provisions.

4-6 2 Fruiterer: Sells all kinds of fruit and vegetables. Goods count as Provisions.

4-6 3 Furrier: Sells different kinds of furs, pelts, skins and hides (see Encyclopedia Arcana: Volume 1, pp. 73-78)

4-6 4 Grocer: Sells herbs (see Encyclopedia Arcana: Volume 1, pp. 60-61), spices (see Encyclopedia Arcana: Volume 1, pp. 85-88), and other bits and bobs, such as jars of salt, vinegar, etc.

4-6 5 Miscellany: Sells (roll): 1 Magic Items (see Encyclopedia Arcana: Volume 1, pp. 153-55), 2 Useless Junk (see Encyclopedia Arcana: Volume 1, pp. 42-43), 3 Sorcery Spell Components (see Encyclopedia Arcana: Volume 1, p. 155), 4 Monster Parts (see Encyclopedia Arcana: Volume 1, pp. 63-71), 5 Trade Goods (see Encyclopedia Arcana: Volume 1, pp. 71-73), 6 Eggs (see Encyclopedia Arcana: Volume 1, pp. 92-95).

4-6 6 Vintner: Sells bottles of wine (see Encyclopedia Arcana: Volume 1, p. 55)

To determine the size and extent of the Trader's current enterprise.

Roll Grade Enterprise Staff Goods Notes

1 1 Pedlar 1 1-3 Chance of Draft Animal: 1-3

2 1 Barrow or Cart 1 1-6 Chance of Draft Animal: 1-4

3 2 Stall 1-2 2-7 Chance of Draft Animal: 1-3

4 2 Stall 1-2 2-7 Chance of Draft Animal: 1-3

5 4 Small Shop 1-6 2-12 Chance of Draft Animal: 1-2

6 6 Shop 2-12 3-18 Chance of Draft Animal: 1-2

If the Trader has a Draft Animal roll on table below to determine what:

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

Traders are found across Titan, whether running a shop in a settled area or out on the road, travelling from village to village. They typically offer prayers to Vlada, God of Wealth, hoping that one day their trading efforts will pay off and they will strike it rich. One such example of this rags-to-riches story is Mercule Sharatan, who spent her youth running a grocer's barrow in the Market Square of Port Blacksand but rose in power and stature thanks to her keen eye for a bargain, to become both a wealthy spice merchant and Guildmaster of the Port Blacksand Guild of Merchants and Traders!

Sunday, September 15, 2024

Booty and the Glowfish

Shark's Tooth Necklace (#23/31, #236/365) [EA:V2] (Trinket) 

This may appear as little more than a string necklace from which dangles a Tiger Shark's tooth, but it has protective powers if worn in water. No sharks of any kind will attack the wearer of a Shark's Tooth Necklace, though they may still swim alongside them out of curiosity. This does not apply to creatures such as Shark-Kin, Weresharks or the Karkarus, who are free to act as they wish. If the wearer of this necklace actually attacks a shark, the protective magic will be neutralized and all sharks in the area will attack the wearer to the exclusion of everything else.

50GP

 

Ritual of the Ossified Fiend (#24/31, #237/365) [EA:V2] (Demonological/Conjuring Ritual) 

Magic-Conjuration: 6

Type: Summoning

Components: A Tiger Shark's tooth, a gold crown and 2 Black Pearls

Time Taken: Twenty four hours

Rarity: Rare

When complete, this Ritual summons a Bone Demon from the Lands of the Dead upon the magical Plane of Blood. Most Demonologists capable of using this ritual use the resulting Demon as a major guardian for a key or strategic location. The Ritual must be completed in one continuous block of twenty four hours at the location desired, and so demands great stamina and strength from the Demonologist. 

 

Giant Electric Eel Conductive Gland (#25/31, #238/365) [EA:V2] (Monster Part) 

The electricity-generating organ of a Giant Electic 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 weapon, it will cause an extra STAMINA point of damage per successful hit, for 10-60 minutes until finally drained of power.

Price as per Treasure: Monster Part

 

Spinefish Bladder(#26/31, #239/365) [EA:V2] (Monster Part) 

This is a translucent spherical sac, that, when inflated with air, helps the Amphibious Spinefish float out of the water and bounce about on land to defend their territory. The Spinefish Bladder can also be used to make various aerial weapons including potash-balloons or spike mines, which Pangarian Goblins have been known to deploy when defending their flying sky-chariots.

Price as per Treasure: Monster Part

 

Blowfish Venom (#27/31, #240/365) [EA:V2] (Poison) 

Blowfish Venom is extracted from glands at the base of sharp spikes that adorn the skin of the Amphibious Spinefish. This can be applied to a bladed or pointed weapon and will last for 2-12 Attack Rounds. Anyone wounded by a weapon covered in Blowfish Venom must lose 2 extra STAMINA points per wound due to the venom's toxic secretions. The venom of the Amphibious Spinefish is also 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 per hit, from the strong venom.

Price as per Gear: Poison and Venom

 

Death Fish Venom (#28/31, #241/365) [EA:V2] (Poison) 

Death Fish Venom is extracted from glands at the base of the creature’s large savage tooth-lined jaws. This can be applied to a bladed or pointed weapon and will last for 1-3 Attack Rounds. Anyone wounded by a weapon covered in Death Fish Venom must Test their Luck. If they are Lucky, they take regular weapon damage, but if they are Unlucky, they die! Death Fish Venom is favoured by assassins, murderers and other malicious sorts; one of its foremost proponents was rumoured to be the traitorous adventurer Luthaur of Kallamehr.

Price as per Gear: Poison and Venom

 

Death Fish Invisibility Organ (#29/31, #242/365) [EA:V2] (Monster Part) 

This is a small purplish organ, found as a lump of tissue behind the main brain of the Death Fish. It is thought to be a vital component in enchanting objects that grant the power of invisibility to their bearers.

Price as per Treasure: Monster Part

 

Lantern Shark Glow Glands (#30/31, #243/365) [EA:V2] (Monster Part) 

These are a pair of long cylindrical glands that run along the shark’s body and glow green in colour. They can be cut out if the Lantern Shark is killed and used as a light source equivalent to a candle. They are also valued by alchemists for their light-giving properties.

Price as per Treasure: Monster Part

 

Mutton Fish Flesh (#31/31, #244/365) [EA:V2] (Special Food and Drink) 

This varied diet is of the rare Mutton Fish is believed to make its 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!

Price as per Gear: Food and Drink

 

Rockfish Venom (#1/30, #245/365) [EA:V2] (Poison) 

Rockfish Venom is extracted from glands at the base of needle-like spikes that adorn the back of the creature. This can be applied to a bladed or pointed weapon and will last for 2-7 Attack Rounds. Anyone wounded by a weapon covered in Rockfish Venom must Test their Luck. If they are Lucky, they take regular weapon damage, but if they are Unlucky, they will be afflicted with a dreadful paralyzing toxin, that 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 water, they will drown. 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.

Price as per Gear: Poison and Venom

 

Schoolfish Flesh (#2/30, #246/365) [EA:V2] (Special Food and Drink) 

Schoolfish flesh is tender and edible, if not as tasty as its smaller relatives such as salmon and trout. Properly salted and preserved, it provides 2-4 Provisions per fish. 

Price as per Gear: Food and Drink

 

Schoolfish Liver (#3/30 #247/365) [EA:V2] (Monster Part) 

The liver of the Schoolfish is a fatty red-brown organ that, if correctly extracted and placed within a jar of oil, will produce an adhesive slime, known in this region of Analand as Gumm. This is equivalent to a Vial of Glue, a component for some Sorcery spells.

Price as per Treasure: Monster Part

 

Scorpion-Fish Venom (#4/30, #248/365) [EA:V2] (Poison) 

Scorpion Fish Venom is extracted from glands at the base of the creature's sharp fin-spines. It can be applied to bladed or pointed weapons, and if the weapon causes a wounding hit, the Scorpion Fish Venom contains a paralyzing toxin resulting in throbbing and swelling around the wound. The victim must reduce their SKILL by 2 for 2-7 days until the swelling decreases. Note that these effects are not cumulative and the amount of venom is generally good for 1-6 Attack Rounds before losing its effectiveness. 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! 

Price as per Gear: Poison and Venom

 

Wraithfish Lamp Organ (#5/30, #249/365) [EA:V2] (Monster Part) 

This is a large spherical organ, that glows an emerald-green in colour. They are attached to a muscular stalk that grows from the top of the Wraithfish’s head. It can be cut off if the Wraithfish is killed and used as a light source equivalent to the Glimmer cantrip for 10-60 minutes before it finally dims. They are also used as components for potions and enchanted items that deal with the creation of light and the generation of electricity.

Price as per Treasure: Monster Part

 

Tiger Shark's Tooth (#6/30, #250/365) [EA:V2] (Ivory) 

The teeth of a Tiger Shark are very distinctive with a sideways pointing tip, flanked on both sides by sharp serrations. As well as being valuable as Ivory, the tooth of a Tiger Shark can be used to make the magic trinket called the Shark's Tooth Necklace. In addition, they are a component when casting the Demonologist's Ritual of the Ossified Fiend. 

Price as per Treasure: Ivory

 

Spinefish Poison (#7/31, #251/365) [EA:V2] (Poison) 

Spinefish Poison is actually a deadly ingested toxin created when an attempt at cooking Amphibious Spinefish goes disastrously wrong. Usually this waste is destroyed but some unscrupulous types may keep samples as resale to interested assassins and poisoners. The efficacy of Spinefish Poison is limited somewhat by its distinctive stench however, though this is true of both properly and improperly cooked Spinefish delicacies. Anyone swallowing food tainted with Spinefish Poison must Test for Luck or die, though they get a +4 bonus due to the recognizable smell. If some effort has been taken to mask the odor of the poison, this bonus does not apply.

Price as per Gear: Poison and Venom