Tuesday, July 22, 2025

Weird and strange plants from far, far away... (part two)

COFFEE (#9/31, #190/365) [TTHA] 

Appearance: This is a smaller tree with glossy dark-green oval-shaped leaves, small white flowers and green seed-like fruit that turns red then purple when ripe.

Distribution: Hills and mountains in warmer regions across southern Allansia and Khul.
 
Effects: The seeds of the Coffee plant are dried, roasted and ground into powder to make a refreshing beverage with boiling water, served either hot or cold, and with a variety of additives, including milk, sugar, Cardamom, Ginger, Cinnamon, Cocoa, Fralderbark, Wyrmwood, and even Caracalk-seed spirit, among others. It is a premium beverage served in coffee-shops across southern Allansia and Khul, though its popularity is spreading. Coffee has mild restorative properties - anyone who drinks a cup of it can restore 1 STAMINA point.

Cost: City 2gp, Town 3gp, Village 4gp (per cup)
 
Availability: Common

FRALDERBARK (#10/31, #191/365) [TTHA] 

Appearance: This is a thick fleshy vine with glossy bright green succulent leaves, large yellow flowers, and long thin green pod-like fruit.

Distribution: Tropical islands across Titan.
 
Effects: The pod of the Fralderbark, when dried, becomes a fragrant dark brown stick. This is used as flavouring in various beverages including tea, coffee and various spirits. As such it is traded as a valuable spice across Titan. 

Cost: City 4gp, Town 6gp, Village 8gp (per bag of pods)
 
Availability: Rare

WYRMWOOD (#11/31, #192/365) [TTHA] 

Appearance: This is a woody shrub, with a pale silver-grey stems, narrow oval-shaped green gray leaves, and yellow tubular flowers.

Distribution: Hills, plains and wilderness across Titan.
 
Effects:  When dried, Wyrmwood is a bitter but fragrant herb used as an additive to various beverages, including coffee, tea, or beer. It is also used to make Absinthe. When burnt, the smoke from Wyrmwood torch drives off Dragons, Drakes, Wyrms and Wyverns of all kinds, or at least stops them from attacking whilst the torch is burning. If the torch-bearer attacks such a creature however, they will defend themselves but with a -1 penalty to their Attack Strength.

Cost: City 5gp, Town 7gp, Village 9gp (per torch)
 
Availability: Uncommon

Sunday, July 20, 2025

In no-way-smooth CRIMINAL

CRIMINAL (#8/31, #189/365) [POT]

SKILL: 6

STAMINA : 5

ATTACKS: 1

WEAPON: See below

ARMOUR: None

DAMAGE MODIFIER: None

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

NUMBER ENCOUNTERED: 1-2

TYPE: Humanoid

REACTION: See below

INTELLIGENCE: Average

Unless in a jail, prison, or an area of cell blocks, any CRIMINALS encountered will be escapees, currently free, desperate, and on the lam, running away from whoever imprisoned them in the first place. This means their reactions can be quite varied as the Criminal may be seeking aid to help them escape or silencing those they encounter to prevent a hue and cry being raised. Consequently, roll on the chart below for their initial reaction:

Roll Criminal Reaction

1 Friendly

2 Neutral

3 Unfriendly

4-6 Hostile

While the scores above can be used for all Criminals, at some point they did have a previous life, which will decide their background and skills. This can be determined by rolling on the appropriate terrain encounter table for their current location. However, their current circumstances will be quite different and the Criminal will usually be clad in tattered rags at best, with a weapon rolled for on the table below:

Roll Weapon Type

1 Club

2 Dagger

3 Blackjack

4 Chain

5 Needleknife

6 Ball and Chain (as per Morning Star)

In addition, a Criminal will have one item of gear, stashed or carried on their person. To determine what this is, roll three dice and consult the table below:

Roll Gear

3 a Throwing Knife

4 Lockpicks

5 Rope and grappling hook

6 half a bottle of Special Brew

7 a pouch of Smoking Weed and a Pipe

8 a Book, heavily annotated

9 Loaded Dice

10 a missing body-part (Roll: 1-2 Eye, 3-4 Hand, 5-6 Leg)

11 a Disease

12 a Skeleton Key

13 half a mouldy loaf of bread and an iron file

14 a Crowbar

15 a Pick Axe (as per War-Pick)

16 a Tunic of Holding (not worn)

17 a Treasure Map

18 a Shovel and a Sack

The general goal of any escaped Criminal is to flee the immediate area, and establish themselves somewhere else, far, far away. One of the more infamous criminals of recent times was 'Clubber' Tump, last seen working for the notorious crime lord Jay 'Fingers' Finch, head of the Surly Boys gang of Ludria (see Adventure Creation System, p. 258).

Perhaps the weirdest encountered Criminals upon the world of Titan are those found at sea, specifically in the vicinity of the Black Ocean and its associated atolls and cays; the Isles of the Dawn, Yotakami Island, the Shark Islands, the Arrowhead Archipelago, and so on. Here, particularly troublesome convicted Criminals are imprisoned within the inflated air-bladder of the noxious Shael-Beast (see Beyond the Pit, pp. 122-123, and Encyclopedia Arcana: Volume 1, p. 70), and then sent floating off across the waves, condemned for the rest of their short life to an existence within a foul-smelling spherical gaol. Such Criminals have been driven completely insane by their ordeal, and, even if freed, will react with outright hostility and attack whoever was foolish enough to release them from the air-bladder. Needless to say, unlike other encountered Criminals, they have no weapon or possessions at all, other than the stinking rotting clothes upon their backs, burnt and blistered from the sun, saltwater and stinking confines of their globular imprisonment.

Wednesday, July 16, 2025

Who wants to live forever?

Potion of Longevity (#6/31, #187/365) [EA:V2] (Artefact)

 Since the tides of the time god Chronada washed over the world of Titan people have dreamed of immortality, of the ability to live forever, and the Potion of Longevity goes some way to achieving that goal. Also known as the Potion of Eternal Youth, the Potion of Youth, or the Youth Potion, it is a small elaborately carved vial containing a silvery liquid. When drunk, the imbiber of a Potion of Longevity can immediately reduce their age by 8-48 years, though care must be taken lest they revert completely back to being a mewling baby! The drinker of the potion will still have their normal chronological age, but their physical age will be reduced - for the effects of this and ageing in general see Gods of Titan, p. 110.

These potions are obviously very valuable; when the Allansian wizard Tulkinghorse discovered one in his old age, he used his second chance at life to found the magical style of Combat Magic (see Combat Companion, p.29), whilst Yaztromo of Darkwood Forest was rumoured to be working on brewing such a potion as well. There is one member of the Alasiyan Den of Thieves who claims to be 379 years old as they drink several doses of a Potion of Longevity daily, and the Sorcerer-Governor Gumpas has imprisoned them and attempted to extract the secret of the potion's manufacture. In the Old World, Karl-Heinz Matthaus, Alchemist-in-Residence at Castle Heydrich allegedly discovered the recipe below, with which he concocted Potions of Longevity to administer to Katarine Heydrich, who was supposedly 76 years old but looked far, far younger.

Unavailable to buy

Recipe: Potion of Longevity (#7/31, #188/365) [EA:V2] (Enchanting: Artefact)

Enchantment required: 6

Cost of recipe: N/A

Cost of ingredients: N/A 

Ingredients: Powdered Xentos Fruit, Basilisk Liver, Giant Squid Ink, Tatsu Pearl, Exo-Beast Brain

Time to craft: 1 Year

Description: Also known as the Potion of Eternal Youth, the Potion of Youth, or the Youth Potion, it is a small elaborately carved vial containing a silvery liquid. When drunk, the imbiber of a Potion of Longevity can immediately reduce their age by 8-48 years, though care must be taken lest they revert completely back to being a mewling baby! The drinker of the potion will still have their normal chronological age, but their physical age will be reduced - for the effects of this and ageing in general see Gods of Titan, p. 110.

Monday, July 14, 2025

Terror of the Techno Monkeys!

TECHN0-HOMUNCULUS (#3/31, #184/365) [OOTP IV]

SKILL: 9

STAMINA: 6

ATTACKS: 1

WEAPON: Small Claw

ARMOUR: Light

DAMAGE MODIFIER: -1 to Damage Roll

HABITAT: Anywhere their master is, Ruins, Dungeons, Towns

NUMBER ENCOUNTERED: 1

TYPE: Magical Creature

REACTION: Neutral-Unfriendly

INTELLIGENCE: High

Related to the Homunculus (see Beyond the Pit, p. 69), the TECHNO-HOMUNCULUS is a hideous-looking small creature whose arrival is usually heralded by the strange clanking of gears and the hissing of pistons, due to its half-animal, half-machine nature. The Techno-Homunculus is a disconcerting amalgam of metal and clay-like flesh, resembling a tiny horned and winged devil, similar to a normal Homunculus, however, half of its body has been replaced with mechanical parts and animated with Technomancy (see below). For example, half of the beast's head is exposed metal, one wing is a folding construction of leather and brass, and one arm and one leg are entirely metallic in nature. 

The Techno-Homunculus can fly, and will use its claws or other weapons (such as a dagger, or a magical bronze wand that causes 3 STAMINA points of damage per hit) to defend itself or its master. They make for intelligent familiars, and are able to understand complex instructions and converse with their master or their master's guests on a wide range of esoteric subjects. The rogue weather mage Balthazar Sturm was served by such a Techno-Homunculus who guarded his cabin aboard his flying flagship, The Eye of the Storm. If slain, the part-mechanical, part-magical creature disintegrates in a dramatic explosion of sparks, which will cause a small fire, igniting anything flammable nearby.

Ritual of the Animate Technoid (#4/31, #185/365) [EA:V2] (Conjuring)

Magic-Conjuration: 6

Type: Creation

Components: Mandrake root, 1 pint of the Conjurer's blood, 3 Gadgets, Filigree Wings

Time Taken: 1 Month

Rarity: Uncommon

Description: This ritual, enacted over the root of a Mandrake plant (see The Titan Herbal, p. 47) that has been harvested after 1 month and properly treated and modified with the above components, will animate the humanoid-shaped root into a Techno-Homunculus, a small half-magical half-machine creature. These are more stable than regular Homunculi, and will last for 2-7 years, though they require regular source of fuel or a recharging station to enable daily functioning.

Ritual of the Animate Technoid (#5/31, #186/365) [EA:V2] (Technomancy)

Device Technique: Techno-Homunculus

Device Type: Familiar

Device Size: Small

Device Complexity: 8

Magic-Technomancy Required: 3

Cost of Technique: 100gp

Power Source: 1 Small

Components: Mandrake root, 1 pint of the Conjurer's blood, 3 Gadgets (1 Doobry and 2 Wotsits), Filigree Wings,

Cost of Components: 200gp

Description: This ritual, enacted over the root of a Mandrake plant (see The Titan Herbal, p. 47) that has been harvested after 1 month and properly treated and modified with the above components, will animate the humanoid-shaped root into a Techno-Homunculus, a small half-magical half-machine creature. These are more stable than regular Homunculi, and will last for 2-7 years, though they require regular source of fuel or a recharging station to enable daily functioning.

Sunday, July 13, 2025

More obscure plants from the Inland Sea region of Khul

CHOB BEANS (#29/30, #180/365) [TTHA] 

Appearance: This is a long hairy vine covered in green spade-shaped leaves with white flowers, and thick green seedpods, that gathers in tangled bush-like aggregates.

Distribution: Woods, plains and hills across Khul.
 
Effects: Chob Beans are reddish-brown kidney-shaped seeds that are edible, and used in cooking across Khul. A noted dish is a paste made from Chob Beans and Lox, a salmon-like fish, colourfully arranged over a bed of custard made from Dilk cream and served in a palm-leaf bowl. A bag of Chob Beans is equivalent to one Provision.   

Cost: City 2gp, Town 1gp, Village 5sp (per bag of beans)
 
Availability: Common
 
Further Notes: Chob Beans are related to Balleye Beans (see p. XX). 
 
FLAME-WOOD (#30/30, #181/365) [TTHA] 

Appearance: This is a large tree with a dark brown trunk, small pale green leaves and bright yellow flowers.

Distribution: Woods and forests across Khul.
 
Effects:  Flame-Wood is an attractive and fragrant wood often used for decorative carvings. An item made from Flame-Wood is receptive to magical enchantment and, when used in the construction of any relevant magical item that requires wood, allows the mage to add +1 to roll when determining if their enchantment is a success. Legend tells how Morkain, usurper of Lagash, trapped the breath of his brother Ashkar the Magnificent in a carven idol of Flame-Wood, and used it in a sorcerous ritual to slay Ashkar from afar.

Cost: City 10gp, Town 12gp, Village 15gp (per stick)
 
Availability: Uncommon
 
Further Notes: Flame-Wood is believed to be related to Fire Wood from Allansia (see The Titan Herbal, p. 33).
 
GRAYWOOD (#1/31, #182/365) [TTHA] 

Appearance: This is a tall cypress-like tree, with somber gray wood, and long spiny dark green needle-like leaves.

Distribution: Hills and mountains across Khul.
 
Effects:  Graywood timber is light yet strong and makes an excellent construction material for ships and boats. Such a vessel crafted exclusively from Graywood timber may add +2 to their SHIP STAMINA score. The notorious pirate vessel known as the Banshee, captained by the dread sea lord Starg, was made of such wood, and also featured a finely carved figurehead of the eponymous undead creature frozen in wailing anger across the waves.

Cost: City 100gp, Town NA, Village NA (per log)
 
Availability: Rare.
 
Further Notes: Graywood is thought to be related to Black Pine (see p. XX).
  
MARMALANT TEA (#2/31, #183/365) [TTHA] 

Appearance: This is a shrub-like plant with green, oval-shaped leaves and orange-yellow flowers.

Distribution: Hills and forests across southern Khul.
 
Effects:  Marmalant Tea is a potent kind of tea leaf much favoured in parts of southern Khul, such as the Inland Sea and Hachiman. It has mild restorative properties - anyone who drinks a cup of it can restore 1 STAMINA point.

Cost: City 1gp, Town 2gp, Village 3gp (per cup)
 
Availability: Uncommon.
 
Further Notes: Marmalant Tea is related to regular Tea (see The Titan Herbal, p. 67).

Saturday, July 12, 2025

[The Southern Death] CULTIST!

CULTIST (#28/30, #179/365) [POT]

SKILL: 6

STAMINA : 7

ATTACKS: 1

WEAPON: See below

ARMOUR: None

DAMAGE MODIFIER: None

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

NUMBER ENCOUNTERED: 2-7

TYPE: Humanoid

REACTION: Unfriendly-Hostile

INTELLIGENCE: High

The CULTIST is a furtive and secretive fervent disciple of a deity their fellow peoples may abhor, typically one of the Dark Lords of Evil and Chaos, or an Demon Prince of some standing, or even one of the more abhorrent Beast Lords of the Animal Court. They may have a regular occupation or place in decent society, but come nightfall the Cultist swathes themselves in a robe or cloak and steals out into the darkness, towards the hidden temple where foul and unholy rites are conducted in honour of their depraved god, whoever that may be. To determine the chosen deity of such a cult and all Cultists present, roll once on the following table:

Roll Cult God Weapon Apparel

1 Cult of the Night Dragon, Night Dragon, Dagger, Grey robes, dragonskull tattoo

2 Cult of the Cobra, Sithera (Sith), Scimitar, Red robes, golden cobra symbol

3 Cult of the Spider God, Arhallogen, Poisoned dagger (4 STAMINA damage), Black cloak

4 Cult of the Leopard God, Sku-Rachi, Tiger-claws, Leopardskin jacket (as per Leather Jack)

5 Cult of the Dark Lord, (Roll:  1 Death, 2 Disease, 3 Decay, 4 Sith, 5 Ishtra, 6 Myurr), Club, Black robes 

6 Chaos Cult, (Roll 1-2 Behemoth, 3-4 Belthegor, 5-6 Dolod), Dagger, Black robes and a Chaos tattoo

In addition to their cult accoutrements as determined above, a Cultist will also carry an unholy symbol of their faith. If seven Cultists are encountered, they will form a coven and one will be of a special type - roll below to determine what:

Roll Special Cultist, SKILL STAMINA Gear

1-2 Cultist Priest 6 9 Mace, Magic-Priestly 2, MAGIC 6

3-4 Elite Cultist 10 8 Sword

5-6 Cultist Leader 7 11 Morning Star

Especially active cults known from Titan include the Cult of the Night Dragon, believed to be based in the town of Carnex in northern Allansia, and the Cult of the Cobra, which is active in Arantis and the southern lands, as are the Cults of the Spider and Leopard Gods as well. Meanwhile, even fair Salamonis has its own nefarious Chaos Cult, called the Sisters of the Brotherhood, dedicated to the hideous demigod known as the Behemoth and led by the irredeemably evil Cardinal Zyn. Ludria, a city in northern Khul, is another settlement known to be infested with numerous weird Cults dedicated to dark gods, some of whom are devoted to to the evil works of the nefarous Inquisitor, Anna Gorval (e.g. see Adventure Creation System, pp. 120-121, pp. 335-336, pp. 338-340).

Thursday, July 10, 2025

Squeal like a weed!

SQUEALWEED (#25/30, #176/365) [TTHA] 

Appearance: This is a carnivorous water weed with long spiny tendrils growing out from a central stalk, at the top of which is a curious rugose spherical bladder that can be inflated and deflated to create a hideous racket.

Distribution: Rivers, sea-shores and swamps across southern Khul.
 
Effects: The air bladder of the Squealweed can be harvested and used by blowing air to inflate it. When air is released quickly, the bladder makes a horrible squealing noise, that causes everyone without Ear Plugs or Goblin Ear Wax in their ears to reduce their SKILL score by -1 for one Attack Round. It takes one Attack Round to reinflate the bladder. The Squealweed Air 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.

Cost: City 2-12gp, Town 3-18gp, Village 4-24gp (per bladder)
 
Availability: Uncommon
 
Notes: The Squealweed is also the name of a cutter ship that operates out of the city-state of Lagash, on the north-eastern shores of the Inland Sea.
 
SQUEALWEED (#26/30, #177/365) [OOTP IV]
 
SKILL: 6

STAMINA: 6 per patch

ATTACKS: 1

WEAPON: Tendrils (as Small Claw)

ARMOUR: None

DAMAGE MODIFIER: None

HABITAT: Rivers, Lakes, Marshes, Sea-shore

NUMBER ENCOUNTERED: 1-6 patches

TYPE: Plant

REACTION: Neutral

INTELLIGENCE: Low

SQUEALWEED is a carnivorous aquatic plant related to River Bloodweed (see The Titan Herbal, p. 57). First recorded from the stagnant waters near the infamous Dead City that lies beyond the Great Wall of Kish, the plant is thought to be some sort of weird chaos mutant that has since spread downstream to infest the Kishian Delta. Given its tolerance of stagnant or brackish water, Squealweed is now found throughout coastal areas of the Inland Sea, particularly large river systems such as the Parine, where it is considered a major menace to shipping.

Squealweed attacks by actively clawing at its victims (whether in the water or aboard small boats or on the shore) with spiny tendrils, while inflating and deflating a spherical air bladder at the top of the plant's central stalk. When air is released quickly every second Attack Round, the bladder makes a horrible squealing noise, that causes everyone without Ear Plugs or Goblin Ear Wax in their ears to reduce their SKILL score by -1 for the next Attack Round. It then takes one Attack Round to reinflate the bladder. 

Squealweed Air Bladder (#27/30, #178/365) [EA:V2] (Treasure: Monster Part)

The Air Bladder of the Squealweed is a large fibrous spherical growth with a small stomata-opening, through which air can be blown or sucked to inflate or deflate the bladder. When air is released quickly, the bladder makes a horrible squealing noise, that causes everyone without Ear Plugs or Goblin Ear Wax in their ears to reduce their SKILL score by -1 for one Attack Round. It takes one Attack Round to reinflate the bladder. The Squealweed Air 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.

2-12GP

Wednesday, June 18, 2025

Courtiers with Hidden Faces

COURTIER (#24/30, #175/365) [POT]

SKILL: 5

STAMINA : 7

ATTACKS: 1

WEAPON: Dagger and see below

ARMOUR: None

DAMAGE MODIFIER: None

HABITAT: Towns, Ruins, Plains

NUMBER ENCOUNTERED: 1-6

TYPE: Humanoid

REACTION: Friendly-Neutral

INTELLIGENCE: High

Call them flunkies, call them sycophants, call them what you will, but the COURTIER is an ever-constant presence wherever there are halls of power to lurk in, whenever the big decisions are being made. Courtiers will be there, advising, ego-stroking, distracting, observing, reporting, in an endless cycle of self-perpetuating internal and external politics. They typically wear fine rich clothes in the latest fashion at court, and at the very least will have a dagger hidden up a sleeve somewhere. In addition, roll once on the following table for an additional weapon:

Roll Additional Weapon

1 Rapier (as Scimitar)

2 Flintlock Pistol

3 Matchlock Pistol

4 Throwing Dagger

5 Needleknife

6 Club

In addition, any Courtier may have 1-3 extra items which can be determined by rolling on the following chart:

Roll Extra Item

1 a very nice Hat

2 Pipe and Smoking Weed

3 Flask of Special Brew

4 A musical instrument (roll: 1-2 Lyre, 3-4 Lute, 5-6 Mandolin)

5 A book of myths and legends, such as Life on Titan or the Ur-Mythalia.

6 a vial of Poison

Courtiers are obviously encountered at court, or on their way to or from it. At best they may seek out adventurers with quests for the good of the realm, but most courtiers are mindless dandies, pretending to be advisors of one sort or another. At worst, the courtier is a backstabbing traitor, a treasonous snake in league with nefarious powers, whether enemy nations or the insidious forces of Evil and Chaos, that must be rooted out and destroyed by the wise ruler. The role of the Courtier has perhaps been perfected by the Dark Elves, in their decadent underground cities, where simply staying alive for a day can be considered a success for a courtier!

Treasures from Dungeoneer (1989).

Blue-Haired Wig (#9/30, #160/365) [EA:V2] (Component)

This is used for the Naval Sorcery TOK spell (see below). It is a wig of blue hair that has been dyed, or taken from an unknown blue-furred creature, or else harvested and gathered from the shorn locks of those spellcasters that have spectacularly failed at casting a magic spell (such as rolling an 11 on the Oops! table; see Advanced Fighting Fantasy, p. 68). There is a 1 in 6 chance that the Blue-Haired Wig is permanently enchanted and anyone who wears it will be able to talk to any sea or water-based aquatic creatures they encounter, without needing to cast any Naval Sorcery spells such as TOK.

20 GP 

TOK (2) (#10/30, #161/365) [EA:V2] (Naval Sorcery)

Component: Blue-Haired Wig

When this spell is cast, the Naval Sorcerer is able to communicate with any water creature present (sentient or otherwise), whether sea, lake or river, for one conversation. The Naval Sorcerer must be in a position to physically communicate with the creature as if they could regularly hear each other. For example, a Naval Sorcerer could not shout from the top of a lighthouse at a shark they spot several meters underwater offshore, but they could yell from the deck of a ship at a pod of chittering dolphins. It also works underwater, as long as one keeps the wig attached of course! 

Crystal of Power (#11/30, #162/365) [EA:V2] (Artefact)

 "One of the holy relics of Carsepolis was a Crystal of Power. This crystal was a force of great good and healing, but it was of little use in the Siege of Carsepolis during the War of the Wizards. The Dark Elf sorcerers among our attackers knew of it, and could counter the crystal's powers whenever we attempted to use it. When it seemed that the city was about to be taken, some of us priests, wishing to preserve the relics from the forces of Chaos, threw the crystal into the care of the seas of the Western Ocean. In the seemingly endless years during which I have lived here, I have learnt that it has been recovered. The Fish People have discovered it and taken the Crystal of Power to the old Temple of Hydana, the sea god." - Sargon's Ghost, Port Blacksand sewers. 

This is a large stone, made of an opaque, quartz-like substance and is about twenty centimetres high and ten centimetres across, cut and faceted like a first-water diamond. The Crystal of Power is mounted in a special gold stand but is not fixed to it. It is a relic of the ancient Carsepolitan Temple of Hydana in the catacombs beneath the Mermaid Tavern of Port Blacksand (p. 52). The Crystal of Power was reputed to be found on an altar at the base of Hydana's statue in the temple's main hall. Here it lay alongside the Sword of Erechion (see below), and was guarded at all times by fanatical Fish Man warriors, until allegedly being claimed by a band of ragged adventurers.

The Crystal of Power is an amplifier of magical energy. Any spell cast into the crystal is doubled in effect, but the crystal must be attuned to the caster, who can then choose the final destination of the spell after the crystal's power enhances it. It costs 10 Magic Points/STAMINA/Psy Points, or the use of two separate priestly Powers that are given up for the day, to attune the Crystal of Power to a spellcaster (the cost of attuning the Crystal is restored normally). 

If a spell is cast at the Crystal of Power without first attuning the arfefact, the enhanced spell is immediately reflected back at the caster, accompanied by a deafening noise of crackling electricity (and learnt the hard way by the evil wizard Xortan Throg!). The Crystal amplifies (and reflects) all spells, powers, effects and psionic emanations.

Interestingly, when the unattuned crystal reflects a spell back at the caster, and assuming the caster survives whatever their spell was, if they then touch the crystal, the effects of their own spell on themselves are negated. It is believed those same adventurers who took the Crystal of Power used this ability to mistakenly restore Sargon the Dark, Carsepolitan High Priest of Elim, back to life (after he had cast a Death Spell at someone bearing the crystal in his previous existence).

The Crystal of Power is a very powerful artefact and may well have other abilities. It is unbreakable, and it is rumoured that after their exertions in the sewers of Port Blacksand, the same adventurers who found it gave it to King Salamon for safekeeping. 

Unavailable to buy

Dragon's Tooth (#12/30, #163/365) [EA:V2] (Treasure: Ivory)

A Dragon's Tooth is a large curved bone fang taken from the jaws of said draconic creature. These are valuable chunks of ivory in their own right and count as good treasure. To determine what type of Dragon the tooth is from, roll on the following table:

First Roll Second Roll Dragon Type

 1-2 1 Silver Dragon

1-2 2 Stormdrake

1-2 3 Wyvern

1-2 4 Pocket Dragon

1-2 5 Black Dragon

1-2 6 Tatsu

3-4 1 Blue Dragon

3-4 2 Sea Dragon

3-4 3 Wyrm

3-4 4 Fire Drake

3-4 5 Red Dragon

3-4 6 Xiau

5-6 1 Gold Dragon

5-6 2 Green Dragon

5-6 3 Ice Drake

5-6 4 Firewyrm

5-6 5 White Dragon

5-6 6 Sturramak

If a lot of teeth have been found, they will all be from the same Dragon or type of Dragon. Dragon's teeth can be used in the creation of various magical items, including the Crown of Dragon's Teeth and the Golden Dragon Tooth (see below for both). The Dragon's Tooth Inn and Tavern in Port Blacksand (see Blacksand, p. 75) is infamous for its adventuring clientele, and even has a dragon's head trophy mounted on the wall above the bar, but knowledgeable adventurers will tell you the teeth in the trophy's jaws that give the tavern its name, are all fake teeth. Or are they?

6-36 GP

Crown of Dragon's Teeth (#13/30, #164/365) [EA:V2] (Artefact)

This enchanted crown consists of a golden circlet, to which are attached numerous sharp ivory Dragon's teeth, all curving upward and inward. The Crown of Dragon's Teeth is an artefact with a baneful reputation, being infamous as a tool of evil and chaos. Whoever wears the crown has two special attacks whenever they are personally attacked in battle. If they win the first Attack Round, instead of wounding their opponent with a weapon, a bolt of black lightning arcs out from the crown and automatically hits its target (the opponent) for 2-7 STAMINA points of damage. If the crown-wearer wins the second Attack Round, the crown summons a squalling mob of malefic phantasmal fiends, small shadowy creatures, that rend, tear, bite and claw their opponent for 2-12 STAMINA points of damage with an Armour Roll allowed.

The Crown of Dragon's Teeth was known to be worn by the powerful enchantress Morgwyn of the Dark Tower, a follower of the witch goddess Shekka. As the partner to the dread lord Belgaroth, Morgwyn conjured terrible creatures from the Spirit World during the siege of Caer Skaal, to assail the camps of the crusaders at night and deny them sleep and rest. Upon hearing the news of her husband's death upon the field of battle, Morgwyn took her own life, throwing herself from the highest turret of the fortress. Her spectre still haunts the castle they say, with the Crown of Dragon's Teeth sitting atop her ghostly head. 

Unavailable to buy 

Golden Dragon Tooth (#14/30, #165/365) [EA:V2] (Artefact)

This is a large Dragon's Tooth that appears to be made from or encased within solid gold, usually with a number stamped along the base of the tooth. The Golden Dragon Tooth contains the spirit of a Supreme Elemental of Light, and the number identifies what type of Elemental it is. Roll a die on the table below to determine what.

Roll Tooth Number Elemental Type (defeats Foe)

1 27 Water Elemental (defeats Fire Elemental)

2 94 Earth Elemental (defeats Air Elemental)

3 186 Air Elemental (defeats Water Elemental)

4 315 Fire Elemental (defeats Earth Elemental)

5 280 Fake tooth made from bronze

6 280 Fake tooth made from silver 

Sometimes the number is lacking from the tooth, or replaced with a symbol. To use a Golden Dragon Tooth, one shouts the magic word 'Cachondo!' to activate the tooth and hurls it to the ground to break into two pieces, releasing the contained Elemental. The Elemental (see Out of the Pit, pp. 44-46 and Advanced Fighting Fantasy, p. 124 for combat scores) will serve the tooth-bearer for one hour, or the duration of one combat.

Much lore on the Golden Dragon Teeth can be found in ancient grimoires such as the tiny tome Eye of the Dragon (which has a whole chapter devoted to 'Dragon's Teeth') or a much-copied scroll called The Elementals. There was even a recent incident where the second incarnation of Zagor, having cheated death with a Raise Dead spell cast upon himself, summoned four evil Demon Elementals of Chaos only to have them all defeated by a nameless adventurer fortuitously bearing four Golden Dragon Teeth!

Unavailable to buy 

Idol of Decay (#15/30, #166/365) [EA:V2] (Unholy Item)

This is a jade statuette depicting the Dark Lord Decay as a mouldering skeleton. It was found by a  wandering Priest of Decay at the site of what would become Shakuru, City of Beggars (the priest went on to become Shakuru's first High Priest of Decay). The idol rested in the temple of the god Decay within Shakuru for decades, centuries even, but has recently disappeared and is rumoured to have been taken to Allansia for an unknown purpose. It is an evil artefact, that, when housed in a worship space sacred to evil and chaos, curses the surrounding region with a foul plague of famine and decay. The barbarian adventurer Ulrik Wolfsbane was known to be on the quest to discover the Idol of Decay's current whereabouts.

Powers

Tier I

The Idol grants anyone defending its temple a +1 bonus to their Armour Roll. 

Tier II

The Idol grants all priests of Decay present the ability to use their powers twice a day. 

Tier III

 The Holding containing the Idol has its Income reduce to 50% as famine begins 

Tier IV

The Holding containing the Idol has its Morale drop by -2 as famine continues.

Tier V

 The Holding containing the Idol has its Income reduced to zero as famine bites.

Tier VI

 The Holding containing the Idol is downgraded one size, to reflect people dying of famine or fleeing from the horrific conditions.

Unavailable to buy

Lucky Rabbit's Foot (#16/30, #167/365) [EA:V2] (Trinket)

This is a preserved rabbit's foot, worn around one's neck on a string as a lucky charm. It grants a +2 LUCK bonus when worn, and allows the wearer to use the Priestly Power of Salvation, as long as they are a devout believer of a god, once and once only, thereafter the Lucky Rabbit's Foot loses all its powers. Clovis, Warrior-Prince of Gundobad, was captured by Demon-worshipping witches and used the Salvation power of a Lucky Rabbit's Foot charm to summon the witch-hunter Dragesima to save him. One was also worn by the barbarian adventurer Axel Wolfric.

10 GP 

Magic Wand (#17/30, #168/365) [EA:V2] (Enchanted Item)

This is a rod of wood, typically of darker hue, such as Black Pine, Blackwood or Ebony, with a pointed tip that is encased in silver, and augmented with a silver star or a large ruby or some other valuable ornament. The enchantment on the Magic Wand enhances the control a Hero has over magical energies, and thus adds a special +1 bonus to all spell casting tests. The Magic Wand tends to be favoured by young urban mages, who prefer something useful but lightweight, as opposed to lugging about an oaken staff.

150 GP 

Runesword (#18/30, #169/365) [EA:V2] (Enchanted Item)

Engraving runes into the blade of a sword to imbue it with magic spells and enchantments is a time-honoured legendary tradition across Titan, and many variants of the Runesword exist. To determine a particular type, first roll on the Sword type table below to get the initial size and shape:

Roll Sword Type

1 Shortsword

2 Sword (e.g. longsword, broadsword, etc.)

3 Bastard Sword

4 Great Sword

5 Cleaver

6 Scimitar (roll again if desired: 1 Sabre, 2 Cutlass, 3 Falchion, 4 Rapier, 5 Needlesword, 6 Khopesh)

Once the type of sword has been established, roll below to determine the nature of the runic enchantment engraved upon the sword:

Roll Runic Enchanted Type

1 Runes of the North: This mighty blade has been engraved with Frostholm runes of warding and valour. These glow with an eerie blue magical light when in the presence of evil or chaos creatures. In addition, wielding the weapon in battle grants the user a +1 bonus to all their combat rolls if they are fighting evil or chaos creatures. Such a Runesword was known to be wielded by the Allansian barbarian adventurer Ulrik Wolfsbane.

2 Runes of Bone: These runes are favoured in the southlands of Allansia and often inscribed into the longer curved blades of the region. Any weapon engraved with these runes causes an extra +1 STAMINA damage per hit. Such weapons have been known to be given to Bone Golems to wield (see Return to the Pit, p. 97).

3 Runes of Doom: This is a blade of black steel, inscribed with glowing red runes. Anyone hit with a Runesword bearing these runes must roll two dice; if the result is greater than their STAMINA, a powerful surge of energy from the Runesword overcomes them and causes them to lose 1 SKILL and 1 LUCK as well! (If either their SKILL or LUCK scores are reduced to zero, the victim is totally corrupted and becomes a Shadow - see Return to the Pit, p. 161.) Such a weapon was known to be used by greater Shadow Demons, such as Ikiru, Master of the Pit.

4 Runes of Mist: This blade has runes inscribed in silver along its length. It adds +1 to its wielder's SKILL score while they use it in combat, and can even be used by a non-corporeal creature as well, though if they are slain the Runesword will fade away along with their defeated spirit. Such Runeswords were know to be brandished by Marsh Ghosts in the Deathmoor, who themselves were the tattered undead shades of the ancient Stargazer civilization.

5 Runes of Chaos: This jet black blade is covered with the glowing green runes of chaos and charged with the powers of darkness. It adds +1 STAMINA damage to every hit, and it will also drain 1 LUCK point as it taints the injured victim with the foul infection of Chaos. If their LUCK score is reduced to zero by the Runesword, the victim is totally corrupted and immediately becomes a Chaos Mutant (see Beyond the Pit, pp. 30-31). A Runesword such as this was wielded by the evil warlord Belgaroth who twice attempted to conquer the kingdom of Ruddlestone.

6 Runes of Energy Drain: This is an old, somewhat tarnished blade that has seen plenty of action, with runic symbols engraved upon it. It adds +1 STAMINA damage to every hit in combat. However, it has also been cursed with a Drain Energy spell. Every time this sword is used in a battle it will drain 1 STAMINA point from its wield at the end of the fight, assuming they survive.

Unavailable to buy

Summon Runesword spell (4) (#19/30, #170/365) [EA:V2] (Shadow Magic)

This spell summons a Runesword of black steel, etched with glowing red Runes of Doom (see above) for the spellcaster to wield in battle against their enemies. The Runesword will last for the duration of the battle, fading away to nothingness at the end of the fight or if the spellcaster is slain. The spellcaster must use the Runesword every Attack Round; if they try and do something else, such as cast a spell or flee, the sword immediately disappears. 

Simulacrum (#20/30, #171/365) [EA:V2] (Artefact)

When found as treasure, the Simulacrum will be in its unformed state - a pale unmoving humanoid body, faceless, featureless and glowing slightly with a soft light. Anyone who touches it and transfers 1-6 STAMINA points from their total score, will restore the Simulacrum to life in their own image with all of their memories and skills, though in somewhat reduced form.

It moves rather slowly and woodenly, and if they spend a further 1-6 STAMINA points they may gift the Simulacrum with an additonal power as per below:

Roll Power Type

1-2 Magical Power: 2 random spells at Arcane Power 7

3-4 Martial Power: +4 SKILL

5-6 Priestly Power: 2 random Priest Powers at DEVOTION 7

The Simulacrum can follow a simple daily program of activity, performing as a decoy, or accompany its creator as a body double or even a body guard. 

Unavailable to buy

SIMULACRUM (#21/30, #172/365) [OOTP IV]

SKILL: 2

STAMINA: 6

ATTACKS: 1

WEAPON: Unarmed, Club or Dagger

ARMOUR: None

DAMAGE MODIFIER: None

HABITAT: Dungeons, Ruins, Towns, Caves

NUMBER ENCOUNTERED: 1

TYPE: Humanoid

REACTION: Neutral

INTELLIGENCE: High

The magical SIMULACRUM is an artifical being animated by the forces of powerful sorcery, usually created by a powerful spellcaster as a decoy or even a backup to activate further resurrection protocols, when things go wrong. Sometimes however, if their creator dies first, this ignites a conundrum of existence for the Simulacrum, a paradox of self-ownership. Some Simulacra continue to a set pattern, stuck in a rut of inertia and repeat, mimicking their final instructions with only minimal deviation for unavoidable change. Others go rogue, grappling with unanswerable questions of self-identity, they stalk the catacombs and darkened streets, appearing like an exact copy of their former master but now wracked with a soul-destroying malaise on the purpose of existence.

To determine the random extra power a Simulacrum will possess, roll on the following table: 

Roll Power Type

1-2 Magical Power: 2 random spells at Arcane Power 7

3-4 Martial Power: +4 SKILL

5-6 Priestly Power: 2 random Priest Powers at DEVOTION 7

Simulacrum will generally be made in the form of the currently most powerful regional wizard or sorcerer whether Good or Evil, for these are the only people strong enough to create such minions. In the event a random Simulacrum is encountered and needs a likeness, the following table can be used for north-western Allansia, for example:

Roll Likeness of Simulacraum

1 Nicodemus the Wizard

2 Zagor the Warlock

3 Xortan Throg

4 Sargon the Dark

5 Balthus Dire of Craggen Rock

6 Yaztromo of Darkwood Forest

For all intents and purposes the Simulacrum will believe itself to be the person it is imitating, struggling to imitate their abilities with its limited repertoire of skills. When presented with overwhelming evidence of its uselessness, a Simulacrum may express a desire to move forward and become an independent entity in its own right. 

How long do Simulacrums last for? Current evidence suggests 1-3 years from the date of creation, before the magical energies run out, sapping the Simulacrum of any power to exist. It will collapse in upon itself with a strange sucking sound, leaving behind nothing but empty clothing. 

Ritual of the Identical Sentient (#22/30, #173/365) [EA:V2] (Conjuration)

Magic-Conjuration: 3

Type: Creation

Components: Locket of hair from caster, Pickled Shapechanger Brain

Time Taken: 3 days

Rarity: Rare

Description: This ritual creates an intelligent copy of the caster - a Simulacrum - and uses some of the caster's own life-force, deducting 3 STAMINA points from their total score. If the Simulacrum is later cancelled or dispelled, the caster will regain these STAMINA points normally; however if the Simulacrum is slain or destroyed then these STAMINA points are lost permanently.

The Simulacrum has SKILL 2 STAMINA 6 and whatever weapons or armour the caster gives it. It is quite intelligent, capable of understanding and following orders, as well as engaging in conversation with those around it, like an exact duplicate of the caster. Simulacra are typically given a set pattern of detailed instructions to follow, usually being used as a decoy by a caster with many enemies on their mind. Assuming it is not slain, the Simulacrum can last for as long as the caster wants.

The ritual is rare and known only to a few. The evil wizard Xortan Throg definitely employed it in his scheme to kidnap Princess Sarissa of Salamonis, while Zagor the Warlock, especially in his second and third incarnations, was more than capable of employing it as well. Shadrack the Hermit of Fishtail Rock in the Baklands was even known to use an astral projection of his Simulacrum, sending it across time and space to impart important lore to adventurers in need.

Sword of Erechion (#23/30, #174/365) [EA:V2] (Enchanted Item)

This is a large ornate sword with flared silver guards and a sapphire-studded hilt. It is a relic of the ancient Carsepolitan Temple of Hydana in the catacombs beneath the Mermaid Tavern of Port Blacksand (p. 52). The Sword of Erechion can be found at the base of Hydana's statue in the temple's main hall, alongside the altar bearing the Crystal of Power (see above), and guarded at all times by fanatical Fish Man warriors. This weapon is magical and confers a bonus of +2 points to the SKILL or Sword Special Skill of anyone who uses it when fighting. Unfortunately, it has lain underwater for many decades and is now a little brittle; the blade will snap in two the first time it is used, unless something is done to repair it (using an appropriate magic spell or ritual). The blade of the sword does look tarnished and flecked with rust, but this weakness will be noticed only if the sword is examined carefully by someone making a successful Sword Special Skill roll. This sword once belonged to Prince Erechion (hence the sword's name), of the royal house who ruled over Carsepolis at its height.

Unavailable to buy

Monday, June 9, 2025

Like RATS

RAT (#26/31-6/30, #146-57/365) [OOTP IV]

SKILL: See below

STAMINA: See below

ATTACKS: 1

WEAPON: Small Bite

ARMOUR: None

DAMAGE MODIFIER: -2 to the Damage Roll

HABITAT: See below

NUMBER ENCOUNTERED: 2-12

TYPE: Animal

REACTION: Neutral-Unfriendly

INTELLIGENCE: Low

The common RAT was first detailed in Return to the Pit (p. 74) and while the existence of other types was acknowledged there, insufficient space prevented publication of the relevant details. Instead, for the edification of adventurers, rat-catchers, Hags and others, twelve more species of Rat are detailed on the table below. The type can be chosen depending on habitat or determined randomly by rolling two dice separately.

1st Roll 2nd Roll Type SKILL STAMINA Habitat

1-3 1 CASTLE RAT 6 2 Towns, Dungeons, Ruins

Also known as the Tomb Rat, the CASTLE RAT is a large agile fast-moving grey-furred rat species typically drawn to living in various stone human constructions, such as castles, tombs, crypts, towers, citadels, fortresses, pyramids and necropolises. There is absolutely no truth to the rumour that Castle Rats are used in the making and brewing of Ratbeer, but they sure enjoying gnawing into barrels of the stuff to drink it! 

1-3 2 CORN RAT 3 2 Plains, Towns, Wilderness

A common pest on the Pangarian farming island of Cirrus is the CORN RAT. Also found on Titan, amid farms and crops, they are usually harmless rodents, seeking to eat corn and other grains and seeds. Occasionally however, when cornered in their lair or infected with rabies or some other disease, they become a chittering horde of aggravated creatures seeking something meatier to eat, like people!

1-3 3 DESERT RAT 2 2 Deserts, Wilderness, Plains

The DESERT RAT is a lean lithe rodent with dun-coloured fur. They are typically found scurrying around dunes and rocky outcrops at night, looking for plants or beetles to gnaw on. Desert Rats will clutch at food with their forepaws, chewing on it nervously while their ears twitch about, alert for danger to flee from. However, they will tackle bigger prey if in a large swarm and extremely hungry. Desert Rats are extremely good at sniffing out water and have even been known to chew through waterskins and drinking cannisters. More than a few merchant caravans have woken up to find all their water gone courtesy of these thirsty vermin! As a result their name is used as a curse by the nomad tribes of the Twin Sun Desert and elsewhere: "Son of a Desert Rat!"

1-3 4 FANG RAT 5 2 Dungeons, Caves, Ruins, Hills, Mountains

This is a crazed looking black rat with mad red eyes and slavering jaws from which two long fangs protrude, found lurking in holes and burrows in dungeons, caves and rugged upland terrain. It will run at opponents without fear and will jump and attempt to bite them on the leg or arm (Test for Skill to avoid). The rat uses fangs to inject poison into their victim like a venomous snake. This venom causes -1 SKILL -4 STAMINA to the victim if bitten.

1-3 5 HELLRAT 4 3 Demonic Plane, Dungeons, Ruins, Caves, Volcanic Areas

As there are Hellhounds and Hellcats in the Demonic Pit, so too are there HELLRATS! These are larger than typical rats, with scaly red skin, spikey horns and a pointed tail, that occasionally burp small flames. Indeed, in combat, roll a die each Attack Round; on a 1 or 2 the HELLRAT breathes fire on their opponent for 1 STAMINA damage. Hellrats have escaped to Titan from the Pit, and are known to infest various areas including dungeons, caves, ruins and volcanic areas, as they are immune to fire and fire-based attack damage. Some have even been recorded from the prison cells of the dungeon of the Fire Giant Kuperan, Monarch of the Sands, by one adventurer fortunate enough to escape such a predicament!

1-3 6 PLAGUE RAT 4 3 Towns, Towns (sewers), Ruins, Dungeons

The PLAGUE RAT is a breed of rat twisted into sheer malevolence by the Dark Lord Disease. Plague Rats are vile things, some thin and scrawny while others are huge fat and as big as small dogs, with coarse black hair, fierce sharp yellow teeth and diseased red or yellow eyes. As their name suggests they are carriers of a virulent disease, in this case the Bubonic Plague. Anyone bitten by a Plague Rat must Test for Luck to avoid catching the full infection; even those who are Lucky must still lose 1 SKILL and 6 STAMINA points as they still feel extremely unwell. Unfortunately for those who are Unlucky, this terrible pestilence is invariably and quickly fatal if not treated with all haste. Bubonic Plague begins to take hold after five hours, and the victim loses 2 STAMINA points every hour from then on, until dead or cured. Ravening turbulent hordes of Plague Rats are known from cursed cities, ancient ruins and foul dungeons, and sometimes kept as pets by Hags or other misanthropes, although they are more likely to be found lurking out there squeaking in the darkness, waiting for some poor fool to chance by the Plague Rat lair and be attacked!

4-6 1 SEWER RAT 5 3 Towns (sewers), Towns, Dungeons

The SEWER RAT is also known as the Giant Sewer Rat, for it is an impressive creature, bigger than a common rat but smaller than a true Giant Rat. Having grown larger and stronger feeding on the stinking refuse of city drainage systems, the Sewer Rat is sleek and dangerous, with black fur, glowing red eyes and open jaws flashing long needle-sharp teeth. When gathered together in a swarm, they will attack anything! Dwarfs know them as Slime Rats for their habit of infesting the deepest and most disgusting Dwarf latrines and cess-pits, and to be called 'a slime rat' by a Dwarf is both a gross insult of the highest order and an immediate challenge to a fight. Equally, to be called a 'sewer rat' is likewise offensive in all big human cities. In Port Blacksand, one can play the extremely dangerous 'Rat in Hand' game at the tavern of the same name using live Sewer Rats (see Blacksand, p. 62), while the abandoned Rohmer Theatre in the Old World port of Blackhaven is allegedly infested with a horde of the savage creatures.

4-6 2 SWAMP RAT 3 2 Marshes, Rivers, Lakes

Also known as the Water Rat, SWAMP RATS are brownish mangy wetland dwelling rats that actively hunt prey by scent, including lone wayfarers if they are not careful. For the voracious appetites of Swamp Rat imperils them to attack, they are literally always hungry. They are kept as pets by some swamp people, such as Bograts, while others, like Marsh Goblins, consider Swamp Rats their favourite food and are more than happy to bite the head off a live rodent and munch happily on the remains!

4-6 3 TAILLESS RAT 4 2 Towns, Ruins, Dungeons

Certain spellcasters of a less than salubrious repute have long been known to take the form of a rat in order to escape foes, spy on enemies, or access small cracks and crevasses. Interestingly, when taking the form of such a creature, a small flaw is always evident, and hence the case of the TAILLESS RAT, perhaps best exemplified by the witch Mistress Crowfoot of Ruddlestone who was known to favour this acaudal animal shape. Of course, a Tailless Rat could also be a disguised ally of the spellcaster (Shareella the Snow Witch disguised her White Dragon pet as a white rat), or just a simple shuffling nearly blind huge Tailless Rat of the underworld, content to scavenge through debris in search of food. Roll on the below table to determine what the Tailless Rat is, if anything, and it will transform within 1-2 Attack Rounds unless steps are taken to prevent this, such as sprinkling ground Minotaur horn on it for instance.

Roll True Type 

1 Tailless Rat.

2 Hag (see Beyond the Pit, pp. 65-66).

3 Shapechanger

4 Doppelganger 

5 Changeling

6 Young Dragon  (Roll: 1-2 Black, 3-4 White, 5 Silver, 6 Gold)

4-6 4 TREE RAT 3 2 Forests, Jungles

Also known as Forest Rats, TREE RATS are large arboreal brown-furred rodents with long pink prehensile tails. True to their name, they spend most of their time living high in the treetops, eating fruit and nuts and staying out of the way from predators such as Pocket Dragons, Serpents, Wraith Apes and a wide variety of eagles, falcons, hawks and owls. Tree Rats also descend to ground level, to root around under rotting logs and forest floor leaf-litter for choice grubs and bugs to feast upon. Occasionally however, when cornered in their lair or infected with rabies or some other disease, they become a chittering horde of aggravated creatures seeking something meatier to eat, like people! 

4-6 5 VERMIN RAT 3 2 Ruins, Dungeons, Caves, Towns, Towns (sewers)

The VERMIN RAT is a species of large rat found lurking in drak, refuse-strewn places across north-eastern Khul, such as old cellars, town sewers and mouldering caves. They have been known to swarm together in symbiosis with Vermin Millipedes as a swarm (see Return to the Pit, p. 194), but may also be found as a pack of simply rats. 

4-6 6 WHARF RAT 4 3 Sea-shore, Sea (on ships), Towns, Towns (sewers), Lakes, Rivers

The WHARF RAT is a creature of Titan's cityports and town harbors, a huge black shabby-furred rodent known to teem and swarm in some numbers. Dwelling among the rubble and refuse of the dockside, Wharf Rats eat anything they can find and have been known to attack dogs and even lone people. Worse though, is when they infiltrate a ship, and infest the bilges during a long sea voyage making life aboard quite unbearable for all and sundry.

All Rats attack as a horde, so for every second Rat present add +1 SKILL, +2 STAMINA, and +1 ATTACK. All Rats also carry diseases - anyone bitten must Test for Luck or be infected (see Advanced Fighting Fantasy, p. 54, except for the Plague Rat, whose details are given above). Attacking packs of Rats tend to disperse and flee squeaking in terror once half their numbers have been decimated, but some, potentially crazed with disease, have been known to fight to the death. Most Rats though are afraid of fire, and will not approach anyone bearing an open flame unless they have vastly superior numbers. 

GREAT RAT (#7-8/30, #158-159/365) [OOTP IV]

 
            Great Rat    Gigantic Rat 
SKILL:         7                10

STAMINA:    8                16

ATTACKS:

Great Rat - 1

Gigantic Rat - 2 

WEAPON:

Great Rat - Large Bite

Gigantic Rat - Very Large Bite 

ARMOUR: None

DAMAGE MODIFIER:

Great Rat - None

Gigantic Rat - +2 to the Damage Roll 

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

NUMBER ENCOUNTERED:

Great Rat - 1-2

Gigantic Rat - 1 

TYPE: Animal

REACTION: Hostile

INTELLIGENCE: Low

Even larger than the Giant Rat is the GREAT RAT, truly a rodent of unusual size, measuring at least six feet long from the tip of its nose to the end of its tail, with a massive wolf or dog-sized body, grasping paws tipped with curved claws, and red eyes that glow with malice. The Great Rat is a denizen of the darkest sewers, the deepest dungeons and the most ancient catacombs, where it hunts alone or as part of a mated pair. They will have a nest, straw-filled and bone-lined and full of the flotsam and jetsam of a rat's home. When hunting the Great Rat sniffs out prey with its long nose and whiskers, snarling and attacking ferociously with clasping talons and yellow two-inch chisel-like incisors. 

Great Rats are remarkably intelligent and often used by a variety of people as guard-creatures or even pets. For example, Roggmondo, tattooist of Royal Lendle was known to keep a pet Great Rat he called Bransell, that dealt with ungrateful customers or nosy officials, while the mage Ar Gadayon also kept one as a guard in his mysterious Tower of Hades. The murderous inkeeper Todd and his wife had a Great Rat pet at their deathtrap of an inn north of Gundobad, while even the notorious Vampire lord Count Reiner Heydrich also possessed a tame Great Rat, at least in his first incarnation at the family estate in Mortvania.

Ridiculous as it may seem, even bigger than the Great Rat is the GIGANTIC RAT, a rodent of enormous proportions. This takes the terrifying form of a huge grey-furred beast, larger than an elephant with four clawed legs and vicious teeth. Thought to be bred by Rat Men Priests and Wizards deep underground for use as war-beasts and the like, Dwarfs and Skorn have reported that Gigantic Rats are occasionally found in the deepest largest caverns of the Underearth, where they are particularly fond of feasting on beds of subterranean fungi. 

More unbelievable is the account of an adventuring scribe Mandalaxis, who braved the perils of the Riddling Reaver's aerial flagship, the Twice Shy. Mandalaxis claimed she encountered a Gigantic Rat guarding an ingot made entirely of gold and a metre across, in an enormous subterranean purple grassland. This was allegedly accessed by a Portal of Darkness in the bowels of the ship, but few give Mandalaxis' tale much credence following her subsequent disappearance while exploring the manse of the Riddling Reaver in the Arantian highlands.