Wednesday, March 5, 2025

One BANANA, two banana, three banana, four...

BANANA (#27/28, #58/365) [TTHA] 

Appearance: This is a short tree around five metres tall, with long blade-like green leaves. Banana fruits are short to long, usually curved and green to yellow in colour. An individual tree may have bunches of 3-18 bananas growing on it.

Distribution: Tropical jungles, plains and islands across Titan.
 
Effects: Bananas are especially valued as food and when consumed restore 1-3 STAMINA points when eaten, as long as they are yellow in colour. Green Bananas, on the other hand, are detrimental to gastrointestinal health and reduce 1-3 STAMINA points from those who consume them. Also known as the Yellowfruit, the skin can be used as deterrent to pursuers; anyone running must subtract -1 from a Movement Special Skill roll if a Banana skin is successfully thrown in front of them. 
 
Cost: City 6sp, Town 5sp, Village 4sp (per fruit)
 
Availability: Common
 
Further Notes: The Banana is related to the Giant Banana (see p. XX).

GIANT BANANA (#28/28, #59/365) [TTHA] 

Appearance: This is a tall tree around ten metres tall, with long blade-like green leaves. Giant Banana fruits are up to a metre long, curved and yellow in colour. An individual tree may have bunches of 2-7 bananas growing on it.

Distribution: Tropical jungles, plains and islands across Titan.
 
Effects: Giant Bananas are especially valued as food and count as 1-3 Provisions. The SOD spell has been known to turn the weapon of a combat opponent into a Giant Banana (see Encyclopedia Arcana: Volume 1, p. 19).
 
Cost: City 2gp, Town 4gp, Village 6gp (per fruit)
 
Availability: Uncommon
 
Further Notes: The Giant Banana is related to the Banana (see p. XX).

Monday, March 3, 2025

Master COOK!

COOK (#26/28, #57/365) [POT]

SKILL: 6

STAMINA : 7

ATTACKS: 1

WEAPON: Cleaver (as per Axe) or Knife (as per Throwing Dagger)

ARMOUR: None

DAMAGE MODIFIER: None

HABITAT: Towns, Dungeons, Ruins

NUMBER ENCOUNTERED: 1-3

TYPE: Humanoid

REACTION: Friendly-Hostile

INTELLIGENCE: High

The lands of Titan are rich (or not, opinions vary) with culinary tradition and the COOK is the person who prepares the food on which the world dines. Also known as Chefs (three of which were employed by the wizard Throngard at his fortress in the heart of Ergon Wood), the Cook is usually encountered in their kitchen, wearing a set of stained clothes, with or without a hat, and armed with a cleaver (damage as per a Handaxe), and 1-3 knives (which can be hurled as per Throwing Daggers). The ancestry of Cooks can vary; roll on the table below to determine the most likely candidates:

Roll Ancestry

1-2 Human 

3-4 Dwarf 

5 Flayer 

6 Hag

A Cook will always have a selection of 2-7 items of food and drink in their kitchen. These can be generated using the appropriate section in Encyclopedia Arcana: Volume 1 (pp. 53-60). Alternatively, if you lack access to that book (a situation that you should recitfy as soon as possible by purchasing it), you can roll on the table below to determine what a Cook may have:

First Roll Second Roll Food or Drink

1-3            1            Roast Aardwolf Joint

1-3            2            Bag of Vittles

1-3            3            Bomba Fruit

1-3            4            Bottle of Wine

1-3            5            Skullbuster

1-3            6            Gloister and Bread

4-6            1            Herbal Tea

4-6            2            Lizard Eyeball Pate

4-6            3            Mutant Meatballs

4-6            4            Orc Ale

4-6            5            Pickled Dung Beetles

4-6            6            Whortle Soup          

The reaction of a cook to intruders in their food preparation space can vary widely. Some are enthusiastic at the opportunity to share their latest culinary creations with bemused adventurers, while others are just happy to make some coin selling provisions of dubious repute. Variously, another Cook may be outraged at the intrusion into their kitchen workplace and react aggressively, while there are even those with cannibalistic tendencies (or just a high need for fresh meat) who will actively seek to murder strangers and add their suitably seasoned cadavers to whatever they are currently cooking up. If needed, roll a die and consult the table below to determine the Cook's (possibly current) reactionary state:

Roll Reaction

1-2 Friendly

3-4 Neutral

5 Unfriendly

6 Hostile

Some Cooks are so infamous as to become legendary, such as Inglenook of Valisnore, or Bladderwrack who served the Pirate Lord Cinnabar. The Dwarf Pookie and his brothers Glantie and Hungie ran several Eating Houses at various underground dungeons across north-western Allansia, while the Sisters of Sheena from the Black Tower were renowned as much for their sinister experiments on the side regardless of whatever nosh they were cooking up for the inhabitants of Balthus Dire's citadel. Other races of Cooks are of course prevalent, though not as common as the above ancestral types, such as the Hobgoblin Throg, whose kitchen in the Fortress of Mampang was a byword for almost-certain gastrointestinal issues for those non-denizens foolish enough to dine on its so-called "cuisine".

Purveyors of Plentiful Potions

Antifreeze Potion (#18/28, #49/365) [EA:V2] (Potion)

Drinking this potion protects one against the cold of winter and the mountains, and keeps it from sapping one's strength. They will suffer no STAMINA loss from cold damage, and may recover full STAMINA points from food or sleep in such conditions. It was known to be sold by the wizard and trader Canches of the Pikestaff Plain.

3 GP 

Potion of Curse-Removal (#19/28, #50/365) [EA:V2] (Potion)

This herbal medicine consists of a vial containing a thick brown smoke. When the vial is opened, the smoke must be immediately inhaled, though it may cause the inhaler to cough and splutter, making their eyes water. However, it is highly effective and will remove all curses and the effects of any curse that may have been cast upon the inhaler are now neutralized. The medicine-man Euphidius of Coven was known to perfected the brewing of this concoction from various unknown herbal ingredients.

50 GP 

Potion of Appetite Suppression (#20/28, #51/365) [EA:V2] (Potion)

This gourd contains an olive green potion used by wizards, rulers or wealthy merchants worried about their expanding waistline, who resort to drinking it when felling particularly overweight. Its effect is to reduce the appetite; in fact it abolishes feelings of hunger and makes the sight and smell of food repulsive. The effects wear off after 1-3 days, but during this time the imbiber of the potion will be unable to consume any food or drink, including other potions.

5 GP 

Potion of Berserk Rage (#21/28, #52/365) [EA:V2] (Potion)

This small stoppered bottle contains a crimson-coloured potion. When consumed, the imbiber must fight their next battle to the death and berserker strength will flow through their veins. Their SKILL score will increase by 4 points for the duration of their next fight, but they cannot flee, and must fight until they or all their foes are dead. The Potion of Beserk Rage is often brewed by priests of Oiden, the Khulian equivalent of the god Titan.

30 GP 

Potion of Change (#22/28, #53/365) [EA:V2] (Potion)

This is a stoppered clay jug containing a clear sparkling liquid which is odourless. It is a strange magical concoction whose properties change constantly. When drunk, the imbiber must Test their Luck to determine the potion's effects. If they are Lucky, at this moment the potion is rich with healing properties and they may. restore 4 STAMINA points if injured. If they are Unlucky however, the potion is harmful to one's health and the imbiber must lose 4 STAMINA points!

8 GP 

Potion of Obedience (#23/28, #54/365) [EA:V2] (Potion)

This is a bottle of straw-yellow liquid that smells disgusting and has a bitter taster; however after consuming it the imbiber will feel warm, happy and even euphoric inside. They will be compelled to serve either the brewer of the potion, if present, or whoever gave it to them, without question. If they found and drank the potion without such a person present, they will serve the first person they meet who issues them an order. The effects wear off in 1D3 hours.

35 GP

Potion of Slow Poison (#24/28, #55/365) [EA:V2] (Potion)

This stoppered glass bottle contains a green liquid that tastes sweet when consumed. However it is actually a slow-acting poison that will kill the imbiber in 2-12 minutes, causing them to double over clutching their stomach and die an agonizing death. For the imbiber to survive,  a Potion of Anti-Poison or other healing magic must be applied immediately!

Not available to buy

Potion of Wound Recovery (#25/28, #56/365) [EA:V2] (Potion)

This is a fizzing blue potion that does not have to be imbibed and is instead poured directly onto a wound, restoring 2-12 STAMINA points. It has no effect on diseases, internal injuries or poisons however.

10 GP

Sunday, March 2, 2025

(B)red Dwarf

DWARF (#16-17/28, #47-48/365) [OOTP IV]

                Half-Dwarf     Stone Dwarf
SKILL:             7                    8

STAMINA:        8                    10

ATTACKS:

Half-Dwarf - 1

Stone Dwarf - 2

WEAPON:

Half-Dwarf - See below

Stone Dwarf - Spear

ARMOUR: 

Half-Dwarf - See below

Stone Dwarf - Heavy

DAMAGE MODIFIER: None

HABITAT: Hills, Mountains, Plains, Towns, Caves, Dungeons

NUMBER ENCOUNTERED: 1-2

TYPE: Humanoid

REACTION: Neutral

INTELLIGENCE: High

Created from magical clay by the earth goddess Throff, DWARFS (Out of the Pit, p. 43) are one of the most stable and least variable of the original five races of Titan. Nevertheless, some variants and offshoots are present, including Gnomes (see Out of the Pit, p. 60) and Chaos Mutants (see Beyond the Pit, pp. 30-31), and the following two new types presented below.

As with other major races of Titan, mixed ancestry people are possible and this is why we have the HALF-DWARF. Admittedly somewhat rarer than other people, the odd Half-Dwarf or two can invariably be found engaged in similar professions to their Dwarf parentage, such as miners, smiths, warriors and others. They are generally taller than Dwarfs but shorter than humans, having a stocky build, and are usually bearded if male. Most Half-Dwarfs are also part-human, such as Erl Chorn, chieftain of the village of Drystone in central Allansia, but other ancestral types are known. The Black Tower of Balthus Dire in particular is inhabited by various green-skinned chaotic Half-Dwarfs, such as the infamous Cindergut brothers. To determine a Half-Dwarf's weapons and armour, roll on the tables below:

Roll Weapon

1 Battleaxe

2 Club

3 Handaxe

4 Warhammer

5 War-Pick

6 Shortsword

Roll Armour

1 Small Shield (roll again if armed with Battleaxe)

2 Leather Jack

3 Leather Cuirass

4 Leather Hauberk

5 Chainmail Cuirass

6 Chainmail Hauberk

The STONE DWARF is a warped elemental mutation, a Dwarf cursed by unknown powers to become a travesty of life, a figure of bizarre aspect covered in stony spines. Set as an undying guardian in some forgotten corner of a dungeon or mine, the Stone Dwarf will jerk stiffly into life and move threateningly towards any intruder to attack with two lengths of barbed stone, rather like petrified spears. They are dangerous foes and each Attack Round when the Stone Dwarf's Attack Strength is three or more points higher than its opponent's, it will cause the enemy's weapon to break as it strikes the creature's petrified body. This only applies to non-magical weapons. The process by which a Dwarf becomes a Stone Dwarf is potentially reversible; the once-lost Dwarfhold of Slate Peak in the Dragon Reaches of north-western Allansia reported some success with this following the slaying of a Mountain Basilisk that had cursed their settlement.

--------------

Half-Dwarfs as an ancestry for Heroes

Half-Dwarfs can be chosen as an ancestry type by players for their Heroes. This allows the following addition to made to the Hero's characteristics:

Half-Dwarf:         +2 to STAMINA or +1 to LUCK

The Half-Dwarf also have some Special Skills and Talents that are granted for free. These are as follows:

Special Skills:

Common Speech 4

Dwarfish 3

Crafting 1 

Underground/World/City Lore 1 (player's choice as to which)

Talents:

Dark Seeing

Thursday, February 27, 2025

I've got a lovely bunch of coconuts!

COCONUT (#15/28, #46/365) [TTHA] 

Appearance: This is a tall tree with a smooth trunk and a cluster of long spiny pinnate leaves that sprout from stalks at the top of the trunk. Its fruit are large fleshy green lobes, inside which is the brown-shelled husk of the coconut itself. An individual tree may have 2-12 coconuts growing on it.

Distribution: Tropical jungles, plains and islands across Titan.
 
Effects: Coconuts are especially valued as food. If broken open with a sword or rock, the Coconut will contain sweet clear milk and soft white flesh that when consumed restores 1-3 STAMINA points. They can be thrown as an improvised weapon, and are also used as targets at coconut shys at festivals and carnivals across Titan.
 
Cost: City 1gp, Town 8sp, Village 7sp (per coconut)
 
Availability: Common
 
Further Notes: The Coconut is a type of palm tree and is related to the Tiger Palm (see The Titan Herbal, p. 69).

Tuesday, February 25, 2025

More crystals for the gatherers...

CRYSTAL GATHERER (#14/28, #45/365) [POT]

SKILL: 8

STAMINA : 7

ATTACKS: 1

WEAPON: Pincer-Fist

ARMOUR: None

DAMAGE MODIFIER: None

HABITAT: Mountains, Seas

NUMBER ENCOUNTERED: 1-2

TYPE: Humanoid

REACTION: Neutral

INTELLIGENCE: High

Among the floating islands of the sky-realm of Pangaria, the true riders of the storm are the CRYSTAL GATHERERS, skilled workers tasked with collecting Storm Crystals - the power-source for all Technomancy within the archipelago - from the heart of the tempest. As such, the Crystal Gatherer is almost always of an Elemental ancestry, roll on the below table to determine who they are:

Roll Ancestry

1-3 Stormborn

4-5 Wind Sprite

6 Crystal Sprite

Crystal Gatherers carry little in the way of gear; usually a large sack tethered to both themselves and 1-3 inflated Spinefish Bladders, and a fully-charged Pincer-Fist. The latter is used to both collect Storm Crystals from their tempest-nurseries without damaging them, and also as a weapon, for the Crystal Gatherer to defend themselves against attack. For even in the eye of the storm, danger lurks in the form of Lightning Serpents, Bedlam Hags, Ectovults and the Fetch, all intent on claiming Storm Crystals for their own malicious purposes.

Crystal Gatherers are thus both highly specialized and multi-skilled, quick-thinking and fast-moving, dealing with a rapidly changing aerial environment and its hostile denizens in their quest to keep Pangaria supplied with Storm Crystals to power all its Technomantic devices and machines. Most work under the aegis of the Citadel, returning their catch to the Technomancers at the end of the day in exchange for set rates of payment including danger-money and hardship-allowances. For some however, this is not enough, and they go the freelance route, or even become rogue operators, collecting Storm Crystals and hawking them to the highest bidder no matter what their intentions, including Cloud Giant traders, Air Brigands, and even Lightning Demon invaders from the Pit. Such turncoats are outlawed in Pangaria itself, and often hunted down and captured by Sky Watch Officers for rehabilitative reeducation in the dungeons of the Citadel, where, hopefully, they will see the wrongness of their ways...

Sunday, February 23, 2025

Miscellaneous Trinkets from the Hermit Kingdom of Hachiman

Armour of the Legion of the Seventh Seal (#10/28, #41/365) [EA:V2] (Enchanted Item)

This is a magnificent suit of lacquered Samurai armour resplendent in the gold and blue colours of the Legion of the Seventh Seal, who were the honour guard of the first Shogun. Their like as warriors has never been seen again. They were wiped out when they refused to surrender to a force ten times their size five hundred years ago. This armour, once worn by one of the Legionaries, is of archaic design but of the highest quality. It will fit perfectly whoever wears it, and allow the wearer to add 1 to their SKILL score and counts as Plate Armour for Armour Roll purposes.

Unavailable to buy

Arrow of Tsunewara (#11/28, #42/365) [EA:V2] (Trinket)

This is a fine arrow crafted from Bamboo (see The Titan Herbal, p. 21) with flights made from the feathers of a White Eagle. They were made by the legendary Samurai and master-fletcher Tsunewara and are occasionally found as treasured heirlooms or part of a larger hoard. Arrows of Tsunewara count as magic weapons when fired from a long or shortbow, but are especially enchanted against the Undead and other evil spirits. When fired at such a creature, like the Undead Samurai, will destroy it utterly if they hit, reducing the fiend to a pile of stinking ash. The Arrow of Tsunewara is a one-use magic item.

75 GP per arrow

Headband of Shinmen (#12/28, #43/365) [EA:V2] (Enchanted Item)

This is a silken red headband patterned with the image of a black three-spoked wheel. It belonged to the legendary Samurai hero Shinmen. Wearing his headband grants the bearer a +1 LUCK bonus, +1 to their Social Scale, and +1 to all Etiquette and other social Special Skill tests.

Unavailable to buy

Helmet of Befuddlement (#13/28, #44/365) [EA:V2] (Enchanted Item)

This is a shiny silver helmet of ornate workmanship. Unfortunately the Helmet of Befuddlement is cursed with evil magic. When placed upon one's head, the wearer will suffer lancing bolts of pain that feel like they are lacerating the brain, causing the wearer to scream in agony. Even if removed, the wearer's brain will still feel slightly numb, as if they weren't quite themself, and must lose 1 SKILL point. This can only be restored by magical means.

Unavailable to buy

Wednesday, February 19, 2025

Riders of the Stormborn!

A short bestiary of random denizens from Pangaria and elsewhere... (part seven)

STORMBORN (#9/28, #40/365) [OOTP IV]

SKILL: 8

STAMINA: 6

ATTACKS: 1

WEAPON: Unarmed (human-sized)

ARMOUR: None

DAMAGE MODIFIER: None

HABITAT: Mountains, Seas

NUMBER ENCOUNTERED: 1-2

TYPE: Magical

REACTION: Friendly-Neutral

INTELLIGENCE: High

The elemental Stormborn are intelligent wind spirits, thought to be related to Lightning Creatures, Storm Spirits and Whirlwinds. Native to the Elemental Plane of Air, they are also found on Titan, usually in stormy conditions, such as mountain peaks or wave-lashed seas. Stormborn are also inhabitants of the floating islands of Pangaria, where they perform many duties, especially harvesting storm crystals from within the storms that rage across the Sea of Tempests.

A Stormborn appears as an ethereal and translucent humanoid figure comprised of swirling air infused with elemental energy, and with two glowing eyes. They disdain typical accoutrements such as clothing, weapons or armour, but can defend themselves with fists of air, like the punch of a strong windblast. Stormborn can be wounded by regular weapons as normal, but do have other defences, such as the ability to fly, communicate telepathically with other Stormborn in the vicinity, and alter their body shape to whatever form is desired. They also take no damage from electrical or wind-based attacks. Stormborn count as magical creatures however, and are affected by priestly powers such as Banish or Ward, and other similar spell-like effects.

On Pangaria, Stormborn work in a variety of professions, particularly crystal gathering, but they also make excellent spellcasters, such as wizards, sorcerers or technomancers. They prefer to work outdoors, or with the elements, such as the miller Methedus from Cirrus Isle, who some say was once a sorcerer of some power. One of the most powerful Stormborn currently is Boreas, an elder of the Pangarian tribe and friend of the Chief Engineer Krazic.

Stormborn as an ancestry for Heroes

Stormborn can be chosen as an ancestry type by players for their Heroes. This allows the following addition to made to the Hero's characteristics:

 Stormborn:         +1 to MAGIC

The Stormborn also have some Special Skills and Talents that are granted for free. These are as follows:

Special Skills:

Common Speech 4

Elemental Speech 2

Magic-Minor 1 

World Lore 1 

Because of their Talents (see below), Stormborn Heroes can only choose 2 more Special Skills at 2 points and 4 more Special Skills at 1 point of ability.

Talents:

Dark Seeing

Elemental Commune (as per priestly power, requires 1-6 minutes to concentrate, allows Stormborn to talk to any other Stormborn the vicinity)

Fly (as per spell)

Elemental Form (allows Stormborn to change their shape to whatever form desired as long as it is the same size)

Saturday, February 15, 2025

In the court of the Crimson Moss

CRIMSON MOSS (#8/28, #39/365) [TTHA] 

Appearance: This is a thick, luxuriant crimson-coloured moss with fleshy, lobe-like leaves.

Distribution: Wilderness, volcanic areas, deserts and plains across Titan.
 
Effects: Also known as Blood Moss, a bunch of Crimson Moss is mildly carnivorous, and when placed on skin, will drain 1 STAMINA point from the victim. However, the Crimson Moss will then turn this meal of blood into a healing salve in a process that takes an hour. When applied to a wound or injury, such a prepared patch of moss will restore 1-6 STAMINA points to the recipient.
 
Cost: City 10gp, Town 13gp, Village 17gp (per bunch)
 
Availability: Rare
 
Further Notes: A large growth of Crimson Moss has been recorded from the summit of Firetop Mountain, along with Redweed (see p. XX) and Sleeping Grass (see The Titan Herbal, p. 60). It is also found growing in the demonic Pit; even, as rumour would have it, upon the spires of the Palace of Agony!

Who coaches the Coachpeople?

 COACHPERSON (#7/28, #38/365) [POT]

SKILL: 7

STAMINA : 9

ATTACKS: 1

WEAPON: Sword or Whip and see below

ARMOUR: See below

DAMAGE MODIFIER: None

HABITAT: Towns, Plains, Forests, Hills, Wilderness

NUMBER ENCOUNTERED: 1-3

TYPE: Humanoid

REACTION: Neutral

INTELLIGENCE: High

If the coach or carriage is the most exclusive of regular land transport upon Titan, the COACHPERSON that steers, guides and guards them is often the most skilled sort of road-traveller. Talented with missile weapons, assessing road and wilderness conditions, dealing with a team of riding beasts and being handy with a whip, are just some of the many skills possessed by the Coachperson. All have a long thick coat and a broad-brimmed hat, along with good boots, a sword and a whip. To determine other items of equipment, roll on the tables below:

Roll Armour (roll once)

1-2 Leather Jack

3-4 Leather Cuirass

5-6 Leather Hauberk

Roll Missile Weapon (roll once)

1-2 Crossbow

3 Repeating Crossbow

4 Hand Crossbow

5 Flintlock Blunderbuss

6 Matchlock Blunderbuss

Roll Extra Gear (roll 1-3 times)

1 Rope

2 Sling and ammo

3 Pipe and pouch of Smoking Weed

4 Flask of Special Brew

5 A good Book

6 1-3 Throwing Knives

The coach itself is a fast four-wheeled travelling vehicle, usually used for transporting passengers quickly to their destination, but sometimes will carry goods as well. It is typically covered, though some coaches can have removable covers. The coach will be drawn by 2-4 Horses or Ponies as Draft Animals. To determine the contents of the coach, roll on the table below:
Die Roll Coach Contents

1-4 1-6 Passengers (roll again on Habitat type to determine who they are)

5 Trade goods (see Encyclopedia Arcana, p. 72)

6 Illicit Contraband (Roll again ignoring a 6; goods are being smuggled, but passengers may be (roll): 1-3 being kidnapped 4-6 travelling in secrecy)

A Coachperson can be found in any town or settlement across Titan, as well as on the road through generally favourable terrain such as plains, hills and forests. The land routes of some of the great trading corridors wandering over the three continents are typically well-used by Coachpeople - usually lone operators or members of a wider mercantile concern - all hauling people and cargo from one outpost to another. Particularly famous transport-routes include:

  • Allansia: Salamonis to Zengis, via Fang, Chalice and Stonebridge
  • Allansia: Zengis to Fangthane, via Sardath
  • Old World: Pollua to Royal Lendle, via Chalannabrad and Crystal City
  • Old World: Gummport to Arkleton
  • Khul: Kalagar to Ximoran, via Ashkyos and Djiretta
  • Khul: Tancred's March from Gorak to Kelther, via Kazan

New Special Skill

Handle Vehicle (Movement)

This Special Skill bestows the ability to handle - ride, steer and maintain - a particular class of vehicle, whether on land or sea or in the air. The classes are as follows:

  • Small Boat (e.g. rowing boat).
  • Large Boat (e.g. fishing boat, barge)
  • Ship (e.g. galleon)
  • Cart/Coach/Wagon
  • Chariot
  • Balloon/Airship
Each must be possessed separately before a Hero can fully control the whole range of vehicles, but the Director may allow a modified chance of, say, a Hero skilled in handling a coach being able to handle a chariot in a race or in battle.

New Rules

Vehicles in Advanced Fighting Fantasy

Blacksand provided comprehensive details on different kinds of boats and ships for your Advanced Fighting Fantasy game, and more information is presented below about the Coach as used by the Coachperson:

Coach

VEHICLE STAMINA: 4

VEHICLE WEAPONS: None

VEHICLE ARMOUR: Light

Base Movement: 8

Encumbrance: 30 items or 1-6 Passengers

CREW: 1-3

This is a fast four-wheeled travelling vehicle, usually used for transporting passengers quickly to their destination, but sometimes will carry goods as well. It is usually covered, though some coaches can have removable covers. If there is one than one crew present, one will be a COACHPERSON, while the other(s) will be APPRENTICES (SKILL 6 STAMINA 7), armed with slings and shortswords (and often the children of the Coachperson).

Friday, February 14, 2025

[Animated] Bug powder dust...

Dust of Animation (#6/28, #37/365) [EA:V2] (Enchanted Item)

This is a sachet of fine blue sparkling dust. When sprinkled over an inanimate object, such as a statue or piece of furniture, the object will immediately animate and follow the commands of whoever sprinkled the dust. The effects and duration qre identical to the Animate Guardian spell (see Encyclopedia Arcana: Volume 1, p. 14).

Unavailable to buy

Thursday, February 13, 2025

A short bestiary of random denizens from Pangaria and elsewhere... (part six)

PANGARIAN GOBLIN (#5/28, #36/365) [OOTP IV]

SKILL: 6

STAMINA: 6

ATTACKS: 1

WEAPON: See below

ARMOUR: None or see below

DAMAGE MODIFIER: None

HABITAT: Towns, Ruins, Dungeons

NUMBER ENCOUNTERED: 1-6

TYPE: Humanoid

REACTION: Friendly

INTELLIGENCE: High

PANGARIAN GOBLINS are a rare variant that exists only among the eponymous floating islands of that distant sky-realm, somewhere above the Ocean of Tempests. While they have a regular Goblin's appearance and fascination with mechanisms and engineering, in every other aspect they are completely different.  Highly intelligent, friendly, and always keen to help or share, the Pangarian Goblin is usually employed as an Aeronaut, Baker or Cook, Craftsfolk, Engineer, or Technomancer. Roll on the below table to determine their profession and equipment:

Roll Profession and Gear

1 Aeronaut: As per Aeronaut

2 Baker: Hat, Apron, Bag of Salt, Sling, Dagger

3 Cook: Cleaver, Dagger, Throwing Dagger, Bag of Salt, Hat, Apron

4 Craftsfolk: Tools, Rope, Club

5 Engineer: Tools. Rope, Lantern, Brass Telescope, Staff

6 Technomancer: as per Technomancer

Pangarian Goblins dislike the wilds and the sea, and are mostly at home in the settlements and towns, as well as being adept at delving into the underground tunnel systems to troubleshoot any municipal plumbing problems. At this time, the current High Technomancer of Pangaria is Vizigg the Goblin, and the Chief Engineer is his ex-apprentice Krazic, also a Goblin. There have been rumours that Pangarian Goblins occasionally come to the aid of their lesser brethren upon the surface of Titan, selling them sky-tech on the cheap no questions asked and so on, but these have never been conclusively proven!

Pangarian Goblins as an ancestry for Heroes

Pangarian Goblins can be chosen as an ancestry type by players for their Heroes. This allows the following addition to made to the Hero's characteristics:

 Pangarian Goblin:         +1 to LUCK

Pangarian Goblins also have some Special Skills and Talents that are granted for free. These are as follows:

Special Skills:

Common Speech 4

Goblin Speech 2

Crafting (player's choice) 1

Handle Vehicle (player's choice) 1

Talents:

Dark Seeing

Tuesday, February 11, 2025

Weird plants from the north-eastern corner of Khul (part two)

YELLOW CARROT (#4/31, #35/365) [TTHA] 

Appearance: This is a short herbaceous plant with pale green spikey leaves, a bristly stem, small white flowers, and a yellow, carrot-like root-tuber.

Distribution: Plains, forests and hills across northern Khul.
 
Effects: The Yellow Carrot is used extensively as a food and in cooking across northern Khul. A bag of Yellow Carrots is equivalent to one meal's worth of provisions. They are also a key ingredient in the brewing of a Potion of Darkseeing. When consumed, this potion allows the imbiber to see in the dark, as per the Darkseeing Talent, for an hour before wearing off.
 
Cost: City 2gp, Town 15sp, Village 12sp (per bag)
 
Availability: Common
 
Further Notes: A signature dish of the high-end Bushel Tavern in Arion is the Black Elk stew with Yellow Carrot crust, best served with a fine rose wine from the south (see Travels in Arion, p. 52).

The fire rises still higher...

CHARCOAL-BURNER (#3/28, #34/365) [POT]

SKILL: 7

STAMINA : 7

ATTACKS: 1

WEAPON: Staff or Torch

ARMOUR: None

DAMAGE MODIFIER: None

HABITAT: Forests, Jungles

NUMBER ENCOUNTERED: 2-7 or 3-18

TYPE: Humanoid

REACTION: Neutral-Unfriendly

INTELLIGENCE: Average-High

Many folk are drawn to the woodlands and forests to make a living; one of the oldest professions that exists in these bosky wilderlands is that of the lowly CHARCOAL-BURNER. Living in small lonely communities on the edges of the forest, these folk, grimed grey from the soot of their trade, barter the charcoal they make at nearby villages in exchange for food and scraps of hide. They are a secretive folk, resentful and distrusting of outsiders, clad in ragged animal pelts and armed with a staff or flaming torch, a tinderbox, and 1-3 items from the following table:

Roll Special Gear

1 Magic Torches (see Encyclopedia Arcana: Volume 1, p. 101)

2 Fire Dust, 2-7 pouches

3 Torches, 1-3

4 Charcoal, 1-3 bags

5 Firewood, 1-3 bags

6 Magic Wood (see Encyclopedia Arcana: Volume 1, pp. 101-102)

Charcoal-Burners may be found in either a small group scouting the forest for potential wood, or in small clusters of huts with three to eighteen inhabitants. These will be arranged within a circle of low smoking mounds which are covered by newly cut turf. Grey smoke rises from the mounds that conceal the wood which is slowly being turned into charcoal at great heat. Nearby will lie piles of staves ready to be burnt.

Such a community will be led by a FIRE-WIELDER (SKILL 10 STAMINA 10, Flaming Staff - damage as per staff, can set things on fire as per torch); essentially the biggest and toughest Charcoal-Burner present. They are not averse to banditry to supplement their meagre earnings, and some even quit the profession to become itinerant woodsmen, penniless adventurers, or wandering Firemasters. 

Sunday, February 9, 2025

As shrewd as a snake...

Snake Staff (#2/28, #33/365) [EA:V2] (Enchanted Item)

This is a long pole crafted from any kind of wood. When rapped against the floor three times in quick succession, it will transform into a hissing SERPENT (SKILL 6 STAMINA 6, Venomous Large Bite (Test for Luck or die!), Light Armour, see also Beyond the Pit, pp. 116-118) that will slither along the floor and attack any enemies of the staff-bearer. If the enemies are slain, the Serpent will revert back to its staff form; however if the Serpent is slain, then the item is destroyed. It can be used once a day. Snake Staves were often used by the priests of the lost city of Vatos in historical times, and are still occasionally recovered from the ruins of that settlement by scavenging adventurers. Not to be confused with the Serpent Staff (see Encyclopedia Arcana: Volume 1, p. 135

Unavailable to buy

Saturday, February 8, 2025

More Blood for the Blood Vines

BLOOD VINE (#31/31, #31/365) [TTHA] 

Appearance: The Blood Vine consists of a large buried bulb, attached to many long spiky vines that spread out from it like a spider's web, snaking across the ground, hiding under leaf litter, and draped from the lower branches of nearby trees.

Distribution: Plains, forests, jungles, marshes, lake-shores and river-banks across Khul.
 
Effects: The Blood Vine is a weird type of carnivorous plant found across Khul (see below), often growing in large 'patches' or colonies. A Blood Vine bulb is of interest to alchemists and herbalists for its chemical components, who will not just buy fresh bulbs but also information on the location of a Blood Vine colony where they can be harvested. Getting such bulbs is another matter, requiring spades, picks, lantern oil and a lot of effort to clear and harvest an entire patch; while each bulb itself is several feet across, requiring a wagon or cart to transport them.
 
Cost: City 20gp, Town 22gp, Village 24gp (per bulb)
 
Availability: Uncommon
 
BLOOD VINE (#1/28, #32/365) [OOTP IV]
 
SKILL: 7

STAMINA: 0 (see below)

ATTACKS: 1

WEAPON: Blood Drain

ARMOUR: None

DAMAGE MODIFIER: None

HABITAT: Plains, Forests, Jungles, Marshes, Lakes/Rivers

NUMBER ENCOUNTERED: 6-36 (in a field or 'patch')

TYPE: Plant

REACTION: Neutral

INTELLIGENCE: None

One must be vigilant in the wilds of the Dark Continent of Khul lest they carelessly stumble into a field of BLOOD VINES! Any creature wandering into such an area will activate the plant's thorny tendrils. These will attempt to grab hold of the prey and dig their spikes into its flesh, starting to drain the unfortunate victim of blood, while dragging it towards a central bulb, where they will be pulled underground for leisurely digestion. Blood Vines are extremely dangerous as they are found in colonial patches of up to twenty or thirty plants, spread out across an area, waiting to snare anything unfortunate enough to come too close.

A victim must test their Awareness Special Skill if possible, as the vines start to slither around them. If they succeed, they quickly spot the safest route out of the patch, and only spend one Attack Round fighting the Blood Vines. If they fail the test, they blunder further into the patch and must spend 1-6 Attack Rounds fighting their way out!

A patch of Blood Vines is too large to be beaten with a few sword swings. The aim is to fend them off while escaping. Blood Vines attack by wrapping themselves around the body of a victim and sucking out blood - if they hit they cause 1-3 STAMINA damage per hit, with no protection from Armour or the Dodge Special Skill. Clearing a field of Blood Vines requires spades, picks, lantern oil and a lot of time and effort.  

(See also: Adventure Creation System, p. 227)

Friday, February 7, 2025

Butcher, baker, CANDLE [STICK] MAKER

CANDLE MAKER (#30/31, #30/365) [POT]

SKILL: 7

STAMINA : 7

ATTACKS: 1

WEAPON: Dagger or Club and see below

ARMOUR: None

DAMAGE MODIFIER: None

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

NUMBER ENCOUNTERED: 1

TYPE: Humanoid

REACTION: Friendly-Neutral

INTELLIGENCE: High

Similar to the Firemaster, the CANDLE MAKER (and Seller), is part-trader, part-showman and part-disciple of Filash the Fire God, though instead of dealing with flame outright, works with candles instead. Candle Makers usually appear similar to other merchants, though roll below to determine their ancestry:

Roll Ancestry

1-3 Human

4 Half-Elf

5 Elf (Roll: 1 Mountain,  2-3 Black, 4-5 Town, 6 Wood)

6 Gnome

A Candle Maker will usually be armed with a Club or Dagger, but will have 1-3 special weapons up their proverbial sleeve as well - roll on the table below to determine what:

Roll Special Weapon.

1-2 Fire Dust, 2-7 pouches

3-4 Fire Capsules, 2-7

5-6 Firepowder, 2-7 pouches

Finally, Candle Makers will have things to sell. Roll 2-4 times on the table below to determine what:

Roll Items for Sale

1 Magic Candles (see Encyclopedia Arcana: Volume 1, p. 121)

2 Torches (2-7)

3 Candles (1-6 sets of 12)

4 Tinderbox (1-6)

5 Lantern (1-3)

6 Magic Wax (see Encyclopedia Arcana: Volume 1, p. 101)

Candle Makers are often encountered as itinerant vagrants, hawking their wares to all and sundry, but successful ones end up with a shop in some out of the way locale. Arnor of Firetop, for example, sells Blue Candles to wandering adventurers who venture into the dungeons beneath the mountain, while Nylock the Trader was known to peddle Blood Candles within the fortress of Mampang. One of the most noted however, is Galor Erethrim, whose candle shop in the Harbour District of Port Blacksand is reputed to do a roaring trade in various types of enchanted candle.