Thursday, October 31, 2024

Deeds of the Mighty and Vainglorious...

Potion of Might (#1/30, #306/365) [EA:V2] (Potion)

When this vial of clear turquoise liquid is drunk, the recipient will gain a +2 bonus to their Attack Strength for the duration next battle they find themselves in.

10gp

Greater Potion of Might (#2/30, #307/365) [EA:V2] (Potion)

When this vial of clear green liquid is drunk, the recipient can restore 2 STAMINA points and 1 LUCK point, and will gain a +2 bonus to their Attack Strength for the duration next battle they find themselves in.

20gp

 

Wednesday, October 30, 2024

We're gonna need a MUCH bigger boat...

GREAT WHITE SQUARK (#31/31, #305/365) [OOTP IV]

SKILL: 9

STAMINA: 10

ATTACKS: 4

WEAPON: Large Bite and Tentacles (as per Small Claw)

ARMOUR: None

DAMAGE MODIFIER: +1 to Damage Roll

HABITAT: Seas, Sea-shore

NUMBER ENCOUNTERED: 1

TYPE: Monster

REACTION: Hostile

INTELLIGENCE: Low

The Ocean of Tempest may be named for its storms but it is also full of hideous sea monsters, one of the strangest of which is probably the GREAT WHITE SQUARK! With the head and upper body of a terrifying Great White Shark, and the tentacle-covered lower body of a Giant Squid, this fearsome predator cruises through the oceanic waters, always on the lookout for its next meal. The Great White Squark attacks by biting with its huge mouth, studded with serrated triangular teeth, and grappling with its sucker-lined tentacles. If possible, it will attempt to subdue its prey with its tentacles first, and then bite them; anyone losing an Attack Round to the Great White Squark is hit by an arm and restrained - they must reduce their SKILL by 1 until they win an Attack Round and break free.

The Great White Squark is indeed itself edible, and preyed on in turn by larger creatures such as the Leviathan and the Behemoth. A dead Great White Squark provides 3-18 provisions of edible fresh calamari, that restores 3 STAMINA points per meal when eaten. The floating islands of Pangaria did make an attempt at a fishery for the beasts but had to abandon the project when too many fisherfolk were ending up in the bellies of their Great White Squark fish-stock. Given the presence of tentacles some sages have suggested a Brain Slayer influence or that of their patron Chaos gods but this is currently speculation at best.

Less than 20 hours to go for the Advanced Fighting Fantasy: Dark Dungeons boardgame Kickstarter!

Kickstarter: ADVANCED FIGHTING FANTASY: DARK DUNGEONS the boardgame.

I have seen this project playtested at two Fighting Fantasy Fests now. I have seen the art by such incredible artists as Tony Hough, Mustafa Bekir, Brett Schofield, John Kapsalis and Matthew Dewhurst. And now it has less than 20 hours to go on Kickstarter - 35 pounds plus postage for the standard game, a 1-6 player modular, tile-based dungeoncrawler using a simplified version of the Advanced Fighting Fantasy second edition rules. It's already funded and is well on the way to important stretch goals such as added miniatures!

I'm totally invested in it, and you find all the details here. :-)

Tuesday, October 29, 2024

Just a Magic Lemon Tree...

MAGIC LEMON TREE (#30/31, #304/365) [TTHA] 

Appearance: This is a big strange-looking tree with twisted branches, dark green leaves, and large wrinkled lemon fruit, each with a smiling human-like face!

Distribution: Forests across Titan.
 
Effects: The fruit of the Magic Lemon Tree are renowned for their oracular powers. If picked from the tree, a Magic Lemon will answer 3 yes or no questions accurately if directly addressed. A Magic Lemon can be kept as a Plant Familiar, by Druids, Xylomancers, Plant Masters and the like, during or after the use of its oracular powers. It is not especially effective in combat, largely restricted to bouncing about like a small ball and biting things with a toothless mouth. However, Magic Lemons can be enchanted as a Familiar with magical powers, and can also be used as listening devices, being placed somewhere to eavesdrop on a conversation and, when retrieved, talk about it later.
 
Cost: City 12gp, Town 16gp, Village 20gp (per lemon)
 
Availability: Very Rare
 
Further Notes: The Magic Lemon Tree is a distant relative of the Lemonberry plant (see The Titan Herbal, p. 44). In ancient times, a Magic Lemon Tree was known from the Silver Elf village of Westwater, in the Kingdom of Karazan. The tree formed the backdrop for the throne of the local ruler, Lady Helena, who had enchanted the entire tree and its fruit into a Teleportation Spell of sorts accessible to those she deemed worthy, who had to count all the lemons in the Magic Lemon Tree to activate the spell. There are rumours currently swirling around the marketplace of Chalice about the existence of a similar magical tree among the Rainbow Ponds of Stittle Woad in the Forest of Spiders!
 
As a Familiar:
 
MAGIC LEMON, SKILL 1 STAMINA 1, Small Bite: 1 Damage.

Monday, October 28, 2024

Tax Man Cometh!

TAX COLLECTOR (#29/31, #303/365) [POT]

SKILL: 7

STAMINA : 6

ATTACKS: 1

WEAPON: See below

ARMOUR: None

DAMAGE MODIFIER: None

HABITAT: Towns, Plains, Ruins, Dungeons

NUMBER ENCOUNTERED: 1 + see below

TYPE: Humanoid

REACTION: Neutral-Unfriendly

INTELLIGENCE: High

"One for you, nineteen for me."

- Imperial Tax Collector, Gundobad.

Taxes are an inevitable and unwanted, but often necessary aspect of life in many countries and city-states of Titan, and the person whose job it is to gather the various tithes, levies, fines and duties, is the dreaded TAX-COLLECTOR! A Tax-Collector is always dressed in fine clothing, and will carry some sort of official badge of office, in addition to a small locked carrying strongbox, containing 6-36 Gold Pieces and 10-60 Silver Pieces, for which only they have the key. They will also have a weapon; roll on the below table to determine what:

Roll Weapon Type

1 Dagger

2 Shortsword

3 Club

4 Blackjack

5 Needleknife

6 Handaxe

A Tax-Collector always has an entourage, as it would be madness to do their job alone, carrying a large amount of gold! Roll on the below table to determine the Tax-Collector's official entourage:

Roll Entourage

1 THUGS (2-7) Club, Leather Cuirass

2-3 TOWN GUARDS (2-7) Spear, Small Shield, Leather Hauberk

4-5 SOLDIERS (2-7) Polearm, Sword, Large Shield, Chainmail Hauberk

6 Pet: Roll: 1 JAGUAR, 2 PUMA, 3 WOLF-DOG, 4 WOLFHOUND, 5 KRELL, 6 MUNGIE. Also, roll again on the Entourage table, ignoring further rolls of 6.

"...when taxation time comes around, whole countries slow down almost to a standstill, and everyone takes part in the generally good-natured game of tax-collecting!"

- Ernst Kandermann, Life on Titan (p. 121).

When encountered, Tax Collectors and their entourage will generally be set up to collect a standard tax from all passersby. Anyone refusing to pay the tax risks being arrested or beaten up by the entourage. To determine the type of tax to be levied, roll on the table below:

Roll Tax Type

1 Pedestrian Levy: Costs 10gp each for everyone on foot.

2 Horse Levy: Costs 5gp each for everyone riding a Horse, other riding steed, or Ox and Cart.

3 Adventurer Tax: Cost 5gp per Hero.

4 Transit Tax: Cost 2gp to pass (street, road, gate, bridge, etc.).

5 Nonhumans Tax: Costs 3gp each for all nonhumans present (Elves, Dwarfs, Man-Orcs, etc.).

6 Other Miscellaneous Tax: Roll for type of tax: 1 Bald, 2 Old (50+ years old), 3 Children (up to 18 years old), 4 Beards or any Facial Hair, 5 Tall (over six foot), 6 Fat (obviously overweight). Also roll one more die; this is the cost of the tax in Gold Pieces per person being taxed.

Even in supposedly good kingdoms, Tax Collectors are a strange bunch. Gallantarian Tax Collectors are infamous for their persistence in tracking down tax-dodgers, backed up by a decent squad of soldiers, while in Salamonis, the aptly named Odious Pinchpenny has forged a tax-collecting career as the most hated man in the city, accompanied by his loyal hound Midnight, a huge black mastiff with some form of magical protection. Elsewhere, Tax Collectors may simply be psychotic. Valigyna the Miser, employed by the Archmage of Mampang, was a notorious psychopath who, assisted by his pet Jaguar 'Hashi', would rob and murder anyone unfortunate enough to enter his chambers!

Meanwhile, over in the wilds north of Gundobad lurks the semi-legitimate Imperial Tax Collector, a rogue public-servant backed up by a cadre of thugs, whose excise-extraction depredations across the countryside are cursed everywhere by peasants and farmers. Why they still have the title 'Imperial' is also somewhat mysterious, given the Kabeshian Empire formerly active in these parts collapsed nearly three centuries ago during the War Against Chaos. Even some well-known dungeons have been frequented by the Tax-Collector, eager to levy antiquity collection fines against any adventurer looting too much treasure from the hoards of monsters in the underworld, unless the appropriate paperwork has been filed beforehand, of course!

Sunday, October 27, 2024

Keep Calm and May Your STAMINA Never Fail!

Calming Potion (#28/31, #302/365) [EA:V2] (Potion)

This is a bottle of blue liquid that is hurled or poured upon a potential combatant. If used against creatures that are Type: Monster or Animal (including Birds, Reptiles, Amphibians, Insects, etc.), the potion will change their reaction of Hostile to Friendly, or cause them to retreat. If used on a carnivorous plant, the potion will make it quiescent and dormant. A Calming Potion can even be used on Animated Objects and Chest Creatures, causing them to become inert, but it doesn't work on Golems or Living Statues for some reason. Calming Potions are a common magical sundry among the islands of Pangaria where they are used by Technomancers, Vine Wranglers and Cloudkin Herders; in the markets there a Calming Potion only costs 2 Gold Pieces!

12gp per Potion

Saturday, October 26, 2024

Carry On Valsinore!

CARRION (#27/31, #301/365) [OOTP IV]

SKILL: 7

STAMINA: 7

ATTACKS: 2

WEAPON: Large Claws and Bite

ARMOUR: None

DAMAGE MODIFIER: None

HABITAT: Mountains, Hills, Plains, Desert, Wilderness, Ruins, Forests, Volcanic Areas

NUMBER ENCOUNTERED: 1-2

TYPE: Undead

REACTION: Hostile

INTELLIGENCE: Low

High up in the skies of Titan soar not just live birds but dead ones too, such as the undead taloned blasphemy that is the CARRION. In life it must have been something the size of Roc or a Giant Vulture, and has characteristics of both, but it is hard to be certain now the thing is somewhat decomposed - its flesh hanging in tatters from its bones, its jaundice-yellow eyes rolling in the orbits of its fleshless skull. Whatever it was in life, now that it is dead its hunger is insatiable. Giving a savage squawk the undead bird will launches itself at a victim on featherless wings of torn dead skin, that still amazingly allow it to fly in somewhat ragged fashion, and attack with its sharp claws and curved beak. 

The Carrion is not the cleanest of creatures, and anyone who is injured by one must roll a die; on a 6 they contract Red Plague (Test for Luck to avoid, see Advanced Fighting Fantasy, p. 54). They tend to haunt lonely places, preying on the occasional ibex or mountain sheep, but they have also known to be used as flying steeds by Hags and undead, such as Skeleton Kings, particularly in Bathoria and other cursed principalities of Mauristatia. Perhaps unsurprisingly, Carrion are also present in the Demonic Pit, soaring aloft on high noxious thermals over the sanguine waves of the Plane of Blood or the black basalt mountains of the Plane of Pain, looking for easy prey to torment and tear apart with their terrible talons.

"Help! I'm Being Attacked by a rogue Pinot Noir!"

GRAPES OF WRATH (#26/31, #300/365) [TTHA] 

Appearance: These are a variety of grape vine whose small spherical fruits can vary in colour; roll on the following to determine what the type of grape is:

Roll Grape Type and Colour

1 Pinot Noir: Deep purple

2 Merlot: Dark blue

3 Cabernet Sauvignon: Dark red

4 Semillon: Golden

5 Riesling: Yellow-green

6 Chardonnay: Green

Distribution: Hills, plains and islands across Titan.
 
Effects: The Grapes of Wrath is an aggressive carnivorous plant (see above for combat scores). If slain, a bunch of grapes can usually be harvested from its still vines. These are Corrosive Grapes, and best kept safely in a leather pouch. 

When not attached to the vines of the Grapes of Wrath, Corrosive Grapes will be stable, requiring the application of force to activate their acidic properties. They can destroy one metal object they are applied to, such as weapons, armour, manacles, locks, gates, portcullises, and chests. If they are thrown at a creature made of metal, such as a Metal Sentinel, Iron Cyclops or Iron Golem, they will cause 2-12 STAMINA points of damage.

Care must be taken however, for the acidic goo will dissolve flesh as well as metal, which is why the grapes are kept in a pouch. If they are applied or thrown without protective measures, such as leather gloves, they cause 2 STAMINA points of damage to whoever is holding them, as the acid eats their bare skin.

If it is thrown at a more normal adversary, toll one die and consult the table below to see what happens.

Roll Effect of Corrosive Grapes

1-2 Destroys any one piece of metal armour the adversary may be carrying.

3-4 Destroys the adversary's weapon (if metal). They must fight unarmed.

5-6 Destroys both the armour and weapon, if applicable.

If the adversary does not have any metal weapons or armour, they take 2 STAMINA damage, but are allowed an Armour Roll if they have a wooden shield or leather armour. Note that the destructive effects also apply to magical weapons and armour made from metal, but their owner is allowed to Test for Luck to avoid the effects.

Corrosive Grapes are reputed to be harvested on the Pangarian island of Cirrus, in order for the Technomancers of that archipelago to use their acidic properties in magical and alchemical procedures. Vine Wranglers on Cirrus have also reported that Corrosive Grapes are excellent when deployed to control outbreaks of Ironhedge, keeping its invasive branch-growth well in check.

Cost: City 14gp, Town 16gp, Village 18gp (per bunch of Corrosive Grapes)
 
Availability: Uncommon
 
Further Notes: Grapes of Wrath are related to Catgrapes (see The Titan Herbal, p. 25) and Moongrapes (see p. XX).

Thursday, October 24, 2024

I'm a Vine Wrangler, baby!

VINE WRANGLER (#25/31, #299/365) [POT]

SKILL: 7

STAMINA : 7

ATTACKS: 1

WEAPON: See below

ARMOUR: Leather Jack

DAMAGE MODIFIER: None

HABITAT: Forests, Jungles

NUMBER ENCOUNTERED: 1

TYPE: Humanoid

REACTION: Neutral

INTELLIGENCE: High

Just as Titan has Hunters, Trappers and Beastmasters, to deal with its varied and dangerous wildlife, so too does it have VINE WRANGLERS to work with its carnivorous plants and fungi. These are rugged individuals, well used to working in densely forested terrain, with plenty of knowledge of herbs and plants. Vine Wranglers will be wearing a Leather Jack and are equipped with a rope and lantern, as well as a club and dagger. They will also have one main weapon; roll on the table below to determine what:

Roll Weapon

1 Pitchfork (as per Trident)

2 Scythe (as per Polearm)

3 Sickle

4 Net (and roll again, ignoring further rolls of 4)

5 Spear

6 Whip

Vine Wranglers also carry 2-4 items of other useful equipment; roll two dice and check the below table to discover what they have (and reroll all duplicates):

Roll Vine Wrangler Gear

2 Potion of Plant Control

3 Essence of Bark

4 a Pestle and Mortar

5 a Herbiary book

6 Gardening Trowel

7 Straw Hat

8 a rack of glass vials

9 a watering can

10 1-3 special Vines (Roll: 1-2 Gluevines, 3-4 Ghost Vines, 5-6 Leech Vines)

11 Calming Potion

12 Amulet of Plant Control

Vine Wranglers are known especially from Pangaria, where they are charged with taming the exotic flora of that magical archipelago. This is especially true of the garden isle of Cirrus, where one of the foremost proponents of this profession is the highly-reputed Silas. Other peoples also make excellent Vine Wranglers for various reasons, and include Wood Elves, Gnomes, Dryaden, Jungle Elves, Flayers and even Dark Elves. Indeed, for a time a Dark Elf Vine Wrangler found employment in the city of Arion as a gardener to Baron den Snau! They can also make an excellent addition to any party of Heroes for their various skills, and especially so if the Heroes are venturing into trackless jungles and misty forests!

Wednesday, October 23, 2024

Corrosive Grapes of Conformity

Corrosive Grapes (#24/31, #298/365) [EA:V2] (Curiosity)*

This is an unexploded bunch of acidic grapes taken from the carnivorous plant known as the Grapes of Wrath (see The Titan Herbal Addendum, p. XX). They are carefully kept in a leather pouch, and are small spherical fruits that can vary in colour; roll on the following table to determine what the type the bunch of grapes are:

Roll Bunch of Grapes Type and Colour

1 Pinot Noir: Deep purple

2 Merlot: Dark blue

3 Cabernet Sauvignon: Dark red

4 Semillon: Golden

5 Riesling: Yellow-green

6 Chardonnay: Green

When not attached to the vines of the Grapes of Wrath, Corrosive Grapes will be stable, requiring the application of force to activate their acidic properties. They can destroy one metal object they are applied to, such as weapons, armour, manacles, locks, gates, portcullises, and chests. If they are thrown at a creature made of metal, such as a Metal Sentinel, Iron Cyclops or Iron Golem, they will cause 2-12 STAMINA points of damage.

Care must be taken however, for the acidic goo will dissolve flesh as well as metal, which is why the grapes are kept in a pouch. If they are applied or thrown without protective measures, such as leather gloves, they cause 2 STAMINA points of damage to whoever is holding them, as the acid eats their bare skin.

If it is thrown at a more normal adversary, toll one die and consult the table below to see what happens.

Roll Effect of Corrosive Grapes

1-2 Destroys any one piece of metal armour the adversary may be carrying.

3-4 Destroys the adversary's weapon (if metal). They must fight unarmed.

5-6 Destroys both the armour and weapon, if applicable.

If the adversary does not have any metal weapons or armour, they take 2 STAMINA damage, but are allowed an Armour Roll if they have a wooden shield or leather armour. Note that the destructive effects also apply to magical weapons and armour made from metal, but their owner is allowed to Test for Luck to avoid the effects.

Corrosive Grapes are reputed to be harvested on the Pangarian island of Cirrus, in order for the Technomancers of that archipelago to use their acidic properties in magical and alchemical procedures. Vine Wranglers on Cirrus have also reported that Corrosive Grapes are excellent when deployed to control outbreaks of Ironhedge, keeping its invasive branch-growth well in check.

Cost 14gp

* One use only

Grapes of Medium Disquiet

GRAPES OF WRATH (#23/31, #297/365) [OOTP IV]

SKILL: 7

STAMINA: 8

ATTACKS: 3

WEAPON: Vines (as per Small Claw) and Acid Grapes (see below)

ARMOUR: None

DAMAGE MODIFIER: None

HABITAT: Hills, Plains, Forests

NUMBER ENCOUNTERED: 1-3

TYPE: Plant/Monster

REACTION: Neutral-Hostile

INTELLIGENCE: None

On Titan the stench of mutating Chaos springs up in the most unlikely of places, and even vintners and winemakers are not immune to its taint. One fine day, your vineyards are abundantly prospering in the seasonal sun, your rows heavy with bunches of ripe grapes. The next day, disaster! They are poisoned with Chaos, and this year's Dragon's Blood Pinot Noir has warped into the dreaded GRAPES OF WRATH! These appear as a mess of leafy grape vines, laden with fruit; roll on the following table to determine what the type of grape is:

Roll Grape Type and Colour

1 Pinot Noir: Deep purple

2 Merlot: Dark blue

3 Cabernet Sauvignon: Dark red

4 Semillon: Golden

5 Riesling: Yellow-green

6 Chardonnay: Green

Now however, the vines are creeping thorny tendrils, and as if this was not bad enough, the bunches of grapes are full of acidic goo, explosively showering nearby victims. The Grapes of Wrath are aggressive carnivorous plants and will attack anyone in the immediate vicinity with both their vines and their acidic grapes, in search of a meal. The vines cause regular Small Claw damage. Every Attack Round, roll a die; on a roll of 1, a bunch of grapes has exploded causing 2 STAMINA acidic goo damage to all combat participants (except the Grapes of Wrath, which are immune to acid damage). This acid must be wiped or cleaned off or it will continue to cause 1 STAMINA damage per Attack Round as it eats into flesh.

Grapes of Wrath can occur anywhere there is decent wine-country, from the warmer plains and hills of southern and central Allansia, and Arantis, across much of the northern Old World, and from Khul; Ximoran, the lands of the Inland Sea, and stretches of the north, around the cities of Ashkyos, Kalagar, Arion, and especially Corda (and south from there to Arkand). However, for some reason reports of these weird vine creatures are particularly prevalent on island archipelagoes, including Pangaria and the Arrowhead Isles. The Pangarians are even reputed to deliberately cultivate Grapes of Wrath to harvest their acidic grapes which are useful in various Technomancy procedures. Here, skilled gardeners, such as Silas of Cirrus, who work with the plants are called Vine Wranglers, and no doubt use plenty of Calming Potions!

Monday, October 21, 2024

Wonderful night for wine by the light of the moon...

MOONGRAPES (#22/31, #296/365) [TTHA] 

Appearance: These are a variety of grape whose small sperical fruits are a pale green in colour.

Distribution: Hills and plains across Titan.
 
Effects: Moongrapes can be harvested only be the light of a full moon, and used to make the valuable wine known as Moon-Petrus (see Citadel of Chaos, p 38). Some say if a Were-Creature drinks this wine while in human form, they will instantly change into their animal shape. 
 
Cost: City 75gp, Town 80gp, Village 85gp (per bottle)
 
Availability: Rare
 
Further Notes: Moongrapes are related to Catgrapes (see The Titan Herbal, p. 25) and the Grapes of Wrath (see p. XX).

The Fire Rises!

FIREMASTER (#21/31, #295/365) [POT]

SKILL: 7

STAMINA : 7

ATTACKS: 1

WEAPON: Club or Dagger and see below

ARMOUR: None

DAMAGE MODIFIER: None

HABITAT: Towns, Dungeons, Ruins, Caves, Volcanic Areas, Wilderness, Plains

NUMBER ENCOUNTERED: 1-2

TYPE: Humanoid

REACTION: Neutral

INTELLIGENCE: High

The FIREMASTER is an itinerant wanderer, a nomadic follower of Filash the Fire God, hawking various trinkets associated with fire in all its different hues. They will be dressed to match in garish reds, greens, blues and so forth, and have 2-7 ornate braziers, each burning with a different colored flame. Firemasters are usually armed with a Club or Dagger, and will have another special weapon as follows:

Roll Special Weapon

1 Fire Dust: has 2-7 pouches to use

2-3 Breathe Fire: If an opponent loses 2 Attack Rounds in a row, the Firemaster breathes a gout of flame at them, causing them an additional 2 STAMINA points' damage.

4-5 Flaming Brand: The Firemaster is skilled in using a Flaming Brand in combat, and suffers no combat penalty with it as a weapon. Anyone wounded by the Flaming Brand ignites as per a Small Flame.

6 Firepowder: has 2-7 pouches to use

In addition, a Firemaster will be selling 1-3 of the following curios:

Roll Item Price

1 Fire Dust: 2-7 pouches 12gp per pouch

2-3 Fire Rock: 2-12 rocks 1gp per rock

4-5 Fire Wood: 2-12 sticks 5gp per stick

6 Firepowder: 2-7 pouches 10gp per pouch

Firemasters are travelling pedlars, roaming from one settlement to the next. However, on a roll of 1, they have settled down temporarily, in whatever location they have been encountered, where they unsurprisingly dwell in a fire-blackened stone hut. Others, like Borrn of Blacksand, are regular performers at that cityport's Market Square, displaying their fire-eating prowess in exchange for coin.

Sunday, October 20, 2024

Saltpans of the Skull

The Skull of Salt (#20/31, #294/365) [EA:V2] (Holy Item) 

This takes the form of a Sea Giant's skull, completely encrusted with petrified salt crystals, with two particularly large crystals embedded in the eye-sockets.

The Skull of Salt is the most precious relic of the Water Sprites of the Inland Sea. It was given to them by the god Hydana, Father Sea himself, to use its magic to keep the seas and fresh waters of the world separate.

The pirate Starg, captain of the dread ship Banshee, retrieved the Skull of Salt for the Water Sprites from a carnivorous Krell.

Powers

Tier I

+1 bonus to Dominion morale and any Dominion income is increased by a quarter

Tier II

Cast the Thunder spell three times a day

Tier III

Nothing at this tier.

Tier IV

Cast the Breathe spell twice a day

Tier V

Immune to all water-based attacks including steam and ice.

Tier VI 

Casts the Weather Control spell once a day.

Saturday, October 19, 2024

Hungry hungry HIPPOHOG!

 HIPPOHOG (#19/31, #293/365) [OOTP IV]

SKILL: 9

STAMINA: 8

ATTACKS: 2

WEAPON: Very Large Bite or Trample (as per Very Large Bite)

ARMOUR: Light

DAMAGE MODIFIER: +1 to Damage Roll

HABITAT: Marshes, Rivers, Lakes

NUMBER ENCOUNTERED: 1-6

TYPE: Animal

REACTION: Unfriendly-Hostile

INTELLIGENCE: Average

Picture the scene - a muddy Allansian river-bank at dusk, where a herd of large ungulate mammals wallow in the shallows, flicking their ears and tails. Suddenly, there is a loud squelching noise breaking the reverie, causing nearby waterbirds to take wing, followed by the arrival of a hideous stench. Ah, yes, this is the HIPPOHOG! Appearing, as its name suggests, as a strange hybrid of pig and hippopotamus, with a huge head and an enormous tusked mouth, wide snout, tiny eyes and ears, and a thick-set neck that joins its head to its bulbous body covered with a thick grey to black hide. When angered or hungry, both of which happen often, the Hippohog will charge at its enemies on its four stumpy legs, making snuffling sounds that get louder and louder.

Although usually herbivorous, eating huge amounts of riverweed, the Hippohog has been known to supplement its diet with fresh meat. Using its keen sense of smell, the creature will look for its evening meal, attacking anything horse-sized or smaller. On seeing its opponent, the Hippohog breaks wind, releasing a stench that is so rancid that it makes its victim retch and feel light-headed. Hippohogs overcome their enemies by first disabling them with their acrid intestinal gas before trampling them underfoot. All opponents must reduce their SKILL by 3 points for the battle, except for those who may be equipped with Nose Plugs or Nose Filters. Interestingly, Hippohogs can be kept at bay with burning branch of flame, but no one has yet investigated the flammable properties of Hippohog gut gas. This is surely a profitable line of inquiry for any alchemist keen to make their name!

The legendary Orcish ale, Grundel's Speshul Ree-Zerv (see Citadel of Chaos, p. 24), is matured for a minimum of eighteen days in a Hippohog's stomach. Whether the animal is alive or dead is not specified. Orcs in southern lands, such as Swamp Orcs from Silur Cha, have been known to use the Hippohog as a cavalry steed. Units of them are deployed in battle by the Lizard Man Empire, but obviously isolated out on a flank somewhere, for even the reptilian overlords have a sense of smell! That being said, the force of a herd of stampeding Hippohogs  crashing into enemy units more than makes their presence worthwhile on the battlefield. They were also venerated by both the ancient Djaratians and the modern Arantians, for vast herds of them dwell in the turgid brown waters of the river Eltus.

Thursday, October 17, 2024

The Legend of Sleepwood

SLEEPWOOD (#18/31, #292/365) [TTHA] 

Appearance: This is a low tree with dark brown twisted wood and long branches with light green leaves that grows near streams and creeks.

Distribution: Riversides in forests and hills across Titan.
 
Effects: When properly enchanted, fires made from Sleepwood logs cause anyone standing next to them to Test their Luck or fall asleep for one hour due to the fumes from the fire. If not enchanted, it is simply a fragrant timber to be used for firewood. 
 
Cost: City 12gp, Town 15gp, Village 13gp (per log)
 
Availability: Rare
 
Further Notes: Sleepwood is often used as firewood by Elvins and Fairies, who are immune to its effects (as are Elves).

Casting cantrips for cold cash up front...

SPELL-FOR-HIRE (#17/31, #291/365) [POT]

SKILL: 6

STAMINA : 9

ATTACKS: 1

WEAPON: Staff

ARMOUR: None

DAMAGE MODIFIER: None

HABITAT: Towns, Dungeons, Ruins, Caves, Forests, Plains, Wilderness

NUMBER ENCOUNTERED: 1

TYPE: Humanoid

REACTION: Neutral

INTELLIGENCE: High

The arcane, magic-using equivalent to a mercenary, the SPELL-FOR-HIRE is motivated by one thing only - gold, and lots of it, in exchange for the power of their magical spells. They wander the land seeking gainful employment as a spellcaster-for-sale, whose costs amount to 16gp a day in wages as a Hireling (see Heroes Companion, p. 32). Spell-For-Hires all have a MAGIC score of 6, but can vary in their eldritch professional knowledge - roll on the below table to establish their particular magical provenance:

Roll Magic Type and Scores

1-3 Wizard: has a Magic-Wizardry Special Skill of 2, with 16 Magic Points of Wizardry spells.

4 Demi-Sorcerer: has a Magic-Demi-Sorcery Special Skill of 2, with 16 Magic Points of Demi-Sorcery spells.

5 Illusionist: has a Magic-Illusionism Special Skill of 2, with 16 Magic Points of Illusionism spells.

6 Warlock: has a Magic-Warlock Magic Special Skill of 2, with 16 Magic Points of Warlock spells.

All Spell-For-Hires also have a Magic-Minor Magic Special Skill of 2 and 6 Cantrips. Spell-For-Hires tend to cultivate something of a flamboyant appearance and reputation in order to attract potential employers. Roll 1-3 times on the following table to determine what makes a particular Spell-For-Hire special:

Roll Flamboyant Accessory

1 a FAMILIAR!

2 a very large and ostentatious Hat!

3 an elaborate set of wizardly Robes

4 a potion rack with 2-4 Potions

5 an exotic Riding Steed

6 a scholarly collection of 2-4 Scrolls

In addition all Spell-For-Hires will have a Staff, a Potion of MAGIC, and their closely-guarded Spellbook.

The Spell-For-Hire lives something of a precarious existence, trying to champion their capable magical potency without being accused of witchcraft, annoying other spellcasters or Wizards' Guilds local to the area, or rousing the ire of the Abolish High Magicks brigade. It is perhaps not surprising that some then rejoin a guild or college to continue their training and studies, while others may become an amanuensis to a successful Battle Mage, as an assistant wizards to help them cast their spells (and hopefully learn some Battle Magic on the side).

Other Spell-For-Hires seem more than happy with the freelance life, whether in a busy cityport or out on the open road. Panesh the Potent (see Heroes of Titan, p. 52), is a Spell-For-Hire from western Khul, who rejected the gaudy showmanship of his master, Agravert Peltophas of Anghelm, for an existence based simply on a decent amount of gold pieces in exchange for spells that work. Others with similarly effective mercenary-like creeds include Prospero Seacharmer of Chalannabrad, hired for their expertise in dealing with the inhabitants of the Eelsea. A recent Spell-For-Hire with a growing reputation is Bhingara the Orc Mage of Port Blacksand, who deals with the jobs that city's Wizards' Guild are too busy for.

Wednesday, October 16, 2024

Stalking the Seas of Sand

XHOSS CACTI (#14/31, #288/365) [TTHA] 

Appearance: This is a large segmented, lobe-shaped cacti with pink or purple flowers, that grows in hot arid upland areas.

Distribution: Deserts, hot barren plains and wilderness areas across Titan.
 
Effects: Although it appears edible, the flesh of this cactus is poisonous. Anyone who eats a Xhoss cacti must Test their Luck or fall asleep for 1-6 hours. The mysterious race known as Sand Stalkers (see below) extract fluid from this cacti to create the sleeping venom for their weapons. A vial of Xhoss poison can be smeared onto a bladed or pointed weapon, or even onto one's gloved hands as contact venom (Sand Stalkers are immune to the venom and can use their bare hands). Anyone wounded by such a weapon or touched by venom-coated hands must immediately Test their Luck or be rendered unconscious for 10-60 minutes. It lasts for one battle only. 
 
Cost: City 20gp, Town 26gp, Village 32gp (per vial)
 
Availability: Uncommon
 
Further Notes: As it is a cactus, Xhoss is related to other cacti examples including the Barbthorn (see The Titan Herbal, p. 21), the Green Spikeball (see The Titan Herbal, p. 38), Hurscht (see The Titan Herbal, p. 40), Spiked Flesh-Eating Kakti (see The Titan Herbal, p. 63), and the Dragon Fruit Tree (see p. XX).

SAND STALKER (#15/31, #289/365) [OOTP IV]

SKILL: 8

STAMINA: 7

ATTACKS: 1

WEAPON: Sword, Longbow or Spear

ARMOUR: Light

DAMAGE MODIFIER: +1 to the Damage Roll

HABITAT: Desert, Plains, Wilderness, Volcanic Areas

NUMBER ENCOUNTERED: 1-6 or 4-24

TYPE: Animal/Humanoid

REACTION: Unfriendly-Hostile

INTELLIGENCE: High

Since time immemorial the SAND STALKERS have trekked across the dunes, from the Badlands and the Eternal Desert of the Irritarian era, to the current continents of Allansia and its Desert of Skulls, or the Scythera Desert and other wastelands of central Khul. They are tall and thin creatures, of scrawny build and with unusually long heads, wearing scraps of leather armour and armed with swords, longbows and spears, while carrying large sacks to collect loot. Sand Stalkers have large brown eyes and long, narrow tongues which dart out of their small mouths from time to time to wipe the wind-blown sand away from their eyes. Some may call them Camel People, for that is what they overwhelmingly resemble, but never to their face!

For Sand Stalkers are mean, evil hunters, patrolling the arid deserts as bandits and robbers, trapping their victims in pit traps and challenging them, in their high-pitched yodeling voices, to the game of Death Arrow in a bargain for their survival. Death Arrow is a game whereby an arrow is fired into the distance and the victim must reach it before the Sand Stalkers. The victim may be granted a head-start of the distance they can throw a rock, if they look especially pitiful or have companions they may have to carry on their race. Winners of Death Arrow go free, losers cede all their possessions to the Sand Stalkers and are tied up and left to the sun and the ants.

Though rumoured to have magical powers, where the simple touch of their sweaty hands shrivels the brain of a Sand Stalker opponent, actually, the Sand Stalkers are masters of the use of vials of Xhoss poison, a contact venom brewed from cacti. A vial of Xhoss poison can be smeared onto a bladed or pointed weapon, or even onto one's gloved hands as contact venom (Sand Stalkers are immune to the venom and can use their bare hands). Anyone wounded by such a weapon or touched by venom-coated hands must immediately Test their Luck or be rendered unconscious for 10-60 minutes. It lasts for one battle only.   

In addition, the weapons of all Sand Stalkers are razor sharp, allowing them a +1 Damage Roll bonus. This is because grindstones maintained by the Sand Stalkers use secret processes involving various cacti essences and different types of sand and dust to sharpen their weapons to deploy the absolute maximum in a cutting edge. Sand Stalkers typically operate in small bands, but are sometimes encountered in larger communities, known as 'herds', where one Sand Stalker will be either a leader (SKILL 10 STAMINA 12 ) or a Priest of Assamarra, the God of the Desert. One such infamous leader was Q'sar Quickbolt of the Found Tombs of Arvakaten, who led from the front to ensure the primacy of his Sand Stalker marauders! Sand Stalkers are generally on good terms with Caarth and Desert Lizard Men, less so with Laupers, Gnolls and Desert Elves.

Dagger of Dervish-Killing (#16/31, #290/365) [EA:V2] (Enchanted Item) 

This appears as a throwing dagger with a bronze blade and a hilt shaped like a cat that is inlaid with jewels. They have been enchanted to slay Dervishes, who are the holy people of the Nomads of the Twin Sun Desert, many of whom follow Krsh the God of Death. If thrown at a Dervish Priest of Krsh (for it does not work against Dervishes who follow other gods), the Dagger of Dervish-Killing will hit automatically, causing 3-18 STAMINA points of damage. It has one use of this power only. Against other opponents the dagger counts as a regular Throwing Dagger, requiring a normal Missile Weapon Thrown attack, albeit one that is magical. However, once the Dervish-killing power has been used, the dagger, though now a regular weapon, is no longer an enchanted one. This is one of many enchanted trinkets often accumulated by the wandering trading race known as the Laupers (usually as protection against marauding bands of Dervish-led Twin Sun Nomads).  

85 gp

Monday, October 14, 2024

The return of MUNGO!

SAILOR (#13/31, #287/365) [POT]

SKILL: 6

STAMINA : 5

ATTACKS: 1

WEAPON: Dagger or see below

ARMOUR: None or Leather Jack

DAMAGE MODIFIER: None

HABITAT: Towns, Seas/Sea-shore, Rivers, Lakes, Ice

NUMBER ENCOUNTERED: 1-6 or as per boat

TYPE: Humanoid

REACTION: Neutral

INTELLIGENCE: High

Across the twelve seas of Titan sails the SAILOR, as well as over lakes and up and down rivers too! Sailors are capable deckhands at using watercraft from a rowboat up to a galleon in size, depending on their location. Their choice of apparel also reflects their domain; sailors on warm, tropical waters typically wear a head-covering and light baggy clothing, while those in colder seas may wear so much padded waterproof hide it counts as a Leather Jack for armour purposes. All Sailors have a dagger stashed upon their person, as well as one other weapon of choice and the appropriate Special Skill(s). Roll on the table below to determine what that weapon is (or assume all Sailors are armed with Cutlasses or Belaying Pins):

Roll Weapon Type

1 Net (and roll again, ignoring any further rolls of 1)

2 Harpoon (as per Trident)

3 Cutlass (as per Scimitar)

4 Belaying Pin (as per Club)

5 Throwing Dagger

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

Sailors may be found in towns and cities on shore leave, along the waterfront and in dockside taverns, drinking in small groups, or, when encountered elsewhere, aboard their chosen vessel. To determine what boat is being sailed and how many Sailors are aboard, roll on the table below (reroll any result that does not feel appropriate for the Habitat type):

Roll Boat Type

1 Knarr/Rowboat (Crew: 2-7 Sailors)

2 Longship (Crew: 10 Sailors)

3 Cog (Crew: 10 Sailors)

4 Caravel (Crew: 10 Sailors)

5 Barge (Crew: 20 Sailors)

6 Roll: 1-3 Galley (Crew: 40 Sailors), 4-6 Galleon (Crew: 55 Sailors)

Each boat will also have a CAPTAIN (SKILL 10 STAMINA 10, weapons and armour as per Sailor), and, if there are at least 20 Sailors, a FIRST MATE (SKILL 8 STAMINA 9, weapons and armour as per Sailor). Both the Captain and the First Mate may have a Magical Tattoo on a roll of 6; roll on the table below to determine the type of Magical Tattoo:

Roll Magical Tattoo Type

1-2 Rising Sun

3-4 Dive of the Dolphin

5-6 Eye of the Raptor

The scores above can generate an average profile for the Sailors' Ship Characteristics as follows: CREW SKILL 6 CREW STAMINA 5, Crew Morale 7, Light Weapons, Numbers as per Boat type. To determine different profiles and/or Special Skills for the Sailors' Ship Characteristics, roll on one or both of the following tables:

Roll Sailor Crew Type

1 Novice Crew

2 Normal Crew

3 Veteran Crew

4 Navy Crew (see also the MARINES entry)

5 Pirate Crew (see also the PIRATE entry)

6 Elite Crew

Roll Sailor Crew Special Skill

1 Perception

2 Sea Lore

3 Close Combat

4 Ship Weapons

5 Crafts

6 Carousing

Given the dangers of sailing across any body of water on Titan, including dreadful storms, horrible monsters and bloodthirsty cutthroats, it is perhaps not surprising that some sailors switch professions. More than a few are tempted by illicit gains and become pirates, smugglers or wreckers, while others may go the other way, to become marines and gunners on warships. Still other Sailors become adventurers, merchants and explorers, perhaps dreaming of the day they can captain their own ship, or, better yet, retire to a nice cityport somewhere to run their own tavern! A reverse example was the adventurer Mungo of Oyster Bay, who retired to become a Sailor on the daunting coastline of north-western Allansia, on his small boat, the Blue Marlin