Tuesday, April 1, 2025

"Please sir, I want some more."

URCHIN (#1/30, #91/365) [POT]

SKILL: 4

STAMINA : 4

ATTACKS: 1

WEAPON: Dagger

ARMOUR: None

DAMAGE MODIFIER: See below

HABITAT: Towns, Towns (sewers), Ruins

NUMBER ENCOUNTERED: 2-12

TYPE: Humanoid

REACTION: Neutral-Unfriendly

INTELLIGENCE: Average

Rough streets make rough kids, and few are rougher than the URCHIN. Ragged-clothed street-children raised in the gutters of great stinking cities such as Pork Blacksand, Khare and Tak, the Urchin is an urban feral wild-eyed child, always armed with a sharp knife or dagger but little else in the way of possessions. Their young age and hunger reduce their strength and damage modifier somewhat; roll on the below table to determine what it is and apply it to all Urchins in the group.

Roll Damage Modifier

1-2 -1 to Damage Roll

3-4 -2 to Damage Roll

5-6 does only 1 STAMINA point damage

The attitude of these street children can range from neutral contempt, to gamine thieves attempting to steal valuables, to murderous Urchins intent on urban homicide! The wise adventurer knows how to bargain with Urchins, with the promise of some gold now, but more later if conditions are met (those foolish enough to give all payment first will never see their gold or the Urchins again). Urchins can provide information about their city, scout and follow a designated individual, guard property or objects from others, and listen out for gossip. Some Urchins show promise and are recruited directly into the Thieves' Guild as apprentices. More usually, assuming they survive, older Urchins join street gangs or mobs of vagabonds. Known Urchins include Ben of Blacksand, who some say is blessed by Usrel, and Mickle of the same city who scouts for the Thieves' Guild. The city of Neuburg in Khul is infamous for its murderous Urchins who prowl the streets of the Merchants' Quarter, looking for strangers to rob and steal from.

Enchanted Items from the pages of Warlock Magazine, part 2

Adventurer's Sock (#20/31, #79/365) [EA:V2] (Curiousity)

This is a lone grey sock, slightly damp in texture, that smells absolutely disgusting. Having been worn by an adventuring Hero for a long period of time, it may have absorbed something of their heroic essence. Such socks are thus occasionally used as components in alchemy and brewing potions. Anyone carrying an Adventurer's Sock around must suffer a -1 penalty to all social Special Skill rolls, due to the miasma of foul stench that seems to cloak them. However, once only, they may be automatically Lucky when called upon to Test their Luck. Once this power has been used, the item becomes a regular non-magical but still extremely bad-smelling adventurer's sock instead. 

5gp

Essence of Bat Spleen (#21/31, #80/365) [EA:V2] (Potion)

This is a vial containing black, ink-like liquid. Essence of Bat Spleen is a common component in many magical concoctions, and also used to make enchanted ink with which to inscribe magic spell scrolls. Drunk by itself, it allows the imbiber the Dark Seeing talent for 10-60 minutes (or +1 to any Awareness checks if they already have such a talent).

45gp

Brain of the Lost Prince (#22/31, #81/365) [EA:V2] (Curiousity)

This is a jar of yellowish fluid, containing a pinkish-grey human-sized brain. The brain is actually alive, and can be communicated with in the Common speech, but only via magical means, such as ESP spells, Psionicist abilities, and the like. The brain will claim to belong to a prince of Lendleland, who was foully slain by traitors and whose body is magically preserved under a lost citadel deep within the trackless steppes of Lendleland. Whether this is true is up to the Director, but questioning the Brain of the Lost Prince allows one a +1 bonus to a subsequent Special Skill roll for Etiquette, Law, Leadership or Flatland Lore. 

Unavailable to buy 

The Devil Hound's Magic Box (#23/31, #82/365) [EA:V2] (Artefact)

This is a casket made from blood-rubies and purple Demon steel (see Encyclopedia Arcana: Volume 1, p. 83). It glows with a red light and faint demonic music can be heard emanating from it. Each time it is opened, something unpredictable occurs. Roll two dice on the table below to determine what random effect has happened.

First Roll Second Roll Box Effect

 1-3              1          A tentacle of purple flame will slither out of the box and hit  a single target within ten metres, doing damage as per a Forcebolt spell. The user must specify a target otherwise the tendril will double back and strike them.

 1-3              2          Everyone within ten metres is rendered mute and unable to  speak. All magic-users and priests will be unable to use their spells or powers, though this does not apply to Psionicists or Shadow Mages.

 1-3              3         A haunting Siren song emanates from the Magic Box, causing all who hear it within 10 metres to stand entranced if they fail to Test their Luck. The user of the Magic Box is immune to the song. The test must be made every Attack Round, unless the Hero can find some way to block their ears, such as using Ear Plugs. The effects last for 2-12 minutes or until the lid of the Magic Box. Anyone entranced by the song, can do nothing other than stand still, listening. If attacked they can defend themselves crudely with a -4 penalty.

 1-3              4         A plague of grey Tomb Rats erupts from the Magic Box and run off in all directions, vanishing in all directions as soon as they reach the shadows, biting and nipping as they go. Everyone within 10 metres of the Magic Box must Test their Luck or catch the Red Plague.

 1-3              5          A random spell is cast on any one specified being within 10 metres. The user of the Magic Box does not know in advance what this spell will be - roll on the Random Spell table in the Heroes Companion (see p. 28), to determine what it is once the target has been chosen.

 1-3              6          A cloud of darkness erupts from the Magic Box to fill an area of 10 metres in radius, and no creature or spell can see within it. This effect also prevents the user from seeing. The darkness lasts for 2-7 Attack Rounds or until the lid of the Magic Box is closed.

 4-6              1          An Illusion-Double of one randomly-determined being within 10 metres excluding the user, is formed. It moves and speaks according to the user's mental commands, but has no power to harm anyone, even if believed. Unless dispelled by shutting the Magic Box, the Illusion-Double lasts for 2-12 Attack Rounds if in combat, or 2-12 minutes otherwise.

 4-6              2          A boiling storm of heat and steam blows out of the Magic Box, affecting every being within 10 metres. All torches and lanterns will burn twice as brightly for half as long, potentially starting a fire during this time, while all beings must Test their Luck or pass out for 1-6 Attack Rounds due to the extreme heat. This is also the heat storm duration. It does not matter if the lid to the Magic Box is closed or not; the storm remains. Anyone caught in the storm for 4 or more Attack Rounds suffers 1-6 STAMINA damage unless they have magical heat resistant abilities.

 4-6              3          The user opens the Magic Box and pulls out a Demonspawn! There is a 1-4 chance the Demonspawn will attack one victim indicated by the user, but on a roll of 5-6 the Demonspawn will attack a random companion of the user instead. The Demonspawn will never attack the user. If the Demonspawn is not slain by its foe, it will disappear after 2-7 minutes, leaving behind a puddle of foul-smelling green slime.

 4-6              4          A booming voice from the depths of the Magic Box speaks the name of the most powerful being (with the highest SKILL or MAGIC score) within 10 metres. Only if there is no other person within 10 metres will the user be named. The named victim must Test their Luck immediately or be struck rigidly paralysed with fear and unable to move, for 2-7 Attack Rounds.

 4-6              5          A cloying storm of purple fungal spores billows out from the Magic Box. Anyone within 10 metres who was facing the user must Test their Luck or be blinded for the next 2-12 Attack Rounds. The storm lasts for 2-7 Attack Rounds, and none can approach the user until it subsides. It is impossible to close the lid while the fungal spores are billowing out.

 4-6              6          A flock of 2-7 Flying Skulls (see Return to the Pit, pp. 82-83) flap out of the Magic Box and swoop to attack a foe indicated by the user. Unless slain, these undead creatures remain for 2-12 minutes before dissolving into shadows. If the Magic Box is closed before they disappear, they abandon their original task and return to attack the user of the Magic Box.        

The Devil Hound's Magic Box will have 3-18 uses when found. If the number of uses is reduced to zero, the next time the Magic Box is opened, dark fog will swirl around the user. There will be a smell of sulphur and brimstone, and 2-12 Devil Hounds (see Return to the Pit, p. 54) will appear from out of the box, attacking all in the vicinity for 1-3 Attack Rounds. A tall, muscular figure of darkness will stride forward and wrench the Magic Box from the user's hand. The fog will dissipate, leaving no trace of the Devil Hounds, their master or the Magic Box.

It is believed the Magic Box was made by an unknown Demon Prince to keep his kennels of Devil Hounds and Xlaia dogs entertained, but it was lost while the prince was on a Wild Hunt across the lands of Brice. Now, on dark moonless nights, the Wild Hunt careens across the skies of Brice, seeking the Magic Box to return to its master.

Unavailable to buy 

Dried Orc Hide (#24/31, #83/365) [EA:V2] (Curiousity)

This is a large rectangular scrap of leathery greenish-brown hide, allegedly that of an Orc. Anything written on it will automatically be translated into the Orc language and its 14-letter alphabet.

20gp

Goblin's Earlobe (#25/31, #84/365) [EA:V2] (Curiousity)

This is a fleshy mangled Goblin's earlobe attached to a brass ring. When worn as an earring, it allows the wearer a +2 bonus Knowledge Special Skill rolls in understanding the Goblin, Orc and Troll languages. Such things are much valued in wasteland settlements as translation devices, and searches are often instigated to find such an item if it is rumoured to exist in a dungeon complex nearby.

15gp

Lucky Charm (#26/31, #85/365) [EA:V2] (Enchanted Item)

This powerful item is a silver eight-pointed star on a chain. When worn, it increases the wearer's LUCK score by 4 points. The evil wizard Ar Gadayon was known to possess one of these.

Unavailable to buy 

Powdered Trollbone (#27/31, #86/365) [EA:V2] (Potion)

This is a tobacco-like smoking powder, though made from powdered Trollbone instead of Smoking Weed (see The Titan Herbal, p. 62). It is a yellow-orange in colour. Smoking Powdered Trollbone renders one strong but stupid. Its effects last for 10-60 minutes. Anyone who has smoked Powdered Trollbone will have +1 to their Damage Roll and Strength Special Skill tests, but -1 to all Knowledge and Magic Special Skill Rolls. 

15gp

Essence of Rat's Liver (#28/31, #87/365) [EA:V2] (Potion)

This is a bottle of pale red liquid with a sour smell. When drunk it renders the imbiber immune to any poison or disease for the day. However, they also cannot eat or drink (except for water). If they do, they will be sick and lose 1-2 STAMINA points.

20gp

Extract of Mutant Half-Orc Spleen  (#29/31, #88/365) [EA:V2] (Potion)

This is a small vial of dark brown liquid that smells strong and pungent. Anyone drinking it will be immune to any Chaos mutations for the entire day, whether caused by exposure to Warpstone, ingesting Mutant Meatballs, suffering from Chaos infection, or any other means.

35gp

Troll Bladder Bag (#30/31, #89/365) [EA:V2] (Enchanted Item)

This is a large bag of thick green leathery hide (actually well-tanned Troll-bladder). The bag is magically expansible, and despite counting as only one item for encumbrance purposes, will fit another five regular sized items inside of it. Any item within the Troll Bladder Bag is also protected from damage of any kind. No self-respecting Warlock would leave home without one. Troll Bladders are also often used to make balls for the popular Orc Knees game. 

75gp

Wand of 2D Imprisonment (#31/31, #90/365) [EA:V2] (Enchanted Item)

This magical relic takes the form of a long birchwood wand (see The Titan Herbal, p. 21), in whose tip is embedded a silvery-grey chunk of graphite. When aimed at a target, the target is allowed a Test for Luck. If they fail, they are trapped as a two-dimensional image on any flat surface, such as a wall, painting, parchment or screen. They can only be freed with a Counterspell, or a priest or relic that can dispel curses. If the surface they are on takes any damage, they do to; if it is destroyed, as are they. When found, the Wand of 2D Imprisonment will have 1-3 charges left. The evil wizard Ar Gadayon was known to possess one of these magical wands, with which he tormented his enemies, such as goodly heroes who were members of the Order of Arzochollies.

Unavailable to buy

Monday, March 17, 2025

A [SPORE MAN] for all seasons.

SPORE PEOPLE (#18/31, #77/365) [TTHA] 

Appearance: Spore People resemble normal people except they are covered in a mass of scarlet mushrooms that grow directly from their skin. Their spore sacs resemble spherical, scarlet mushrooms.

Distribution: Wet underground areas, jungles and marshes across Titan.
 
Effects: Spore People are an aggressive type of fungal humanoid. 1-3 spore sacs can be harvested from a dead Spore Person. These spore sacs can be thrown in combat as an improvised weapon. If they hit, the spore sac explodes, releasing a cloud of reddish spores into the victim's face. Roll on the following table to determine the effects of the spores:

Roll Spore Sac Effect

1-2 Choking Spores: The victim coughs and splutters on the dry spores causing a -2 penalty to any use of a Magic Special Skill.

3-4 Blinding Spores: Itchy, rough spores make the victim's eyes water and blink and they must suffer a -2 penalty to their SKILL score for one Attack Round.

5 Burning Spores: Acidic spores burn into the victim's skin, causing 2 STAMINA points of damage.

6 Infectious Spores: Cloying spores infect the victim if they fail a Test versus Luck, and they will turn into a Spore Person themselves within 1-6 Attack Rounds, as scarlet mushrooms rapidly spread across the victim's body. This can be cured with a priest's Cure Disease power.

Cost: City 40gp, Town 50gp, Village 60gp (per spore sac)

Availability: Rare
 
SPORE PEOPLE (#19/31, #78/365) [OOTP IV]
 
SKILL: 6

STAMINA: 10

ATTACKS: 2

WEAPON: Club or Spore Sac (see below)

ARMOUR: Medium Armour

DAMAGE MODIFIER: None

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

NUMBER ENCOUNTERED: 1-3

TYPE: Fungi/Humanoid

REACTION: Unfriendly-Hostile

INTELLIGENCE: High

SPORE PEOPLE are humans and other races unfortunate enough to be corrupted by a parasitic type of mushroom that controls their every movement, and what passes for thought in whatever is left of their fungus-infested brain. In appearance they initially resemble a large example of their type, dressed in rough furs or tattered rags and armed with a club. Roll on the table below to determine their Ancestry:

Roll Ancestry

1-3: Human

4: Dwarf

5: Halfling

6: Child of Hashak (roll: 1-2 Goblin, 3-4 Orc, 5-6 Troll)

All Spore People in a group will be of the same type. All Elves and Half-Elves are immune to the fungal infection that causes one to become a Spore Person.

Shambling closer in the dim light, one can see the person has been infested with a terrible disease that has caused scarlet mushrooms to burst out and grow across their skin! The Spore Person's eyes gleam with a wild madness and as they lurch towards their victim spores burst from them with each shuddering step they take.

As the Spore Person fights with their club, they can also reach and grab mushroom spore sacs and hurl them at an opponent. In addition to the normal weapon attack, the Spore Person makes a thrown weapon attack with the spore sac. If it hits, roll 1d6 for the effect:

Roll Spore Sac Effect

1-2 Choking Spores: The victim coughs and splutters on the dry spores causing a -2 penalty to any use of a Magic Special Skill.

3-4 Blinding Spores: Itchy, rough spores make the victim's eyes water and blink and they must suffer a -2 penalty to their SKILL score for one Attack Round.

5 Burning Spores: Acidic spores burn into the victim's skin, causing 2 STAMINA points of damage.

6 Infectious Spores: Cloying spores infect the victim if they fail a Test versus Luck, and they will turn into a Spore Person themselves within 1-6 Attack Rounds, as scarlet mushrooms rapidly spread across the victim's body. This can be cured with a priest's Cure Disease power.

Spore People are typically found in the same habitat as their fungal relatives; warm, damp, unpleasant places such as stinking marshes, sunken ruins, and dank tropical caverns. Here they may congregate around a larger vegetable predator - roll on the table below to determine what:

Roll Predator Type

1 Blood Vines

2 Giant Venus Fly-Trap

3 Carnivorous Plant

4 Man Trap Plant

5 Giant Slime Beast

6 Flower of Chaos

Being part fungus means they are unbothered by the bigger plant monster, and can scavenge scraps from whatever their 'host' catches and devours. Spore People will fight to the death to defend such a monstrous plant-host. They are adherents of the fungus god Myknosis, determined to spread and sprout spores in that deity's name, and are known to be an occasional menace in the city of Ludria (see Adventure Creation System, p. 324).

Sunday, March 16, 2025

Vengence of the VAGABONDS!

VAGABOND (#17/31, #76/365) [POT]

SKILL: 7

STAMINA : 7

ATTACKS: 1

WEAPON: Club, Dagger and Throwing Dagger

ARMOUR: None

DAMAGE MODIFIER: None

HABITAT: Towns, Towns (sewers), Ruins

NUMBER ENCOUNTERED: 2-7

TYPE: Humanoid

REACTION: Unfriendly-Hostile

INTELLIGENCE: Average

Above murderous urchins and street gangers in the urban pecking order, but below standover merchants such as thugs and footpads, the VAGABOND is another truly violent rogue of the street. Aggregating in small packs, Vagabonds often turn to urban mysticism to protect them from the realities of the street, and will all have the same visible tattoo to mark them as one of the group. Roll a die on the table below to determine the tattoo type:

Roll Tattoo Type

1    Red Star of Bloodkin

2    Bite of the Barracuda

3    Brand of the Bandit

4    Hood of the Cobra

5    Dragon of the Flame

6    Cloak of the Assassin

There is a 1 in 6 chance the tattoo is actually a Magical Tattoo with normal effects as per its type.

Otherwise, Vagabonds are usually clad in rough and ready clothing, and relatively heavily armed for the settlement they inhabit, carrying a spiked club, dagger and throwing dagger, all of which they can use effectively.  There is a 1 in 6 chance a Vagabond will have a special item of gear, which can be determined by rolling on the following table:

Roll Special Gear 

1    Rope and Grappling Hook

2    Sword

3    Armoured Fist

4    Leather Jack

5    Small Shield

6   Set of Lockpicks

If there are six or more Vagabonds present, one will be a VAGABOND CHIEF (SKILL 8 STAMINA 8 , weapons as above, tattoo is always magical, and has 1-3 items of Special Gear from the table above).

Vagabonds typically claim ownership of a street or area in the older, less prosperous quarters of cities such as Port Blacksand, Tak and the City of Mazes. Depending on mood, they may collect a tithe for entry, threaten menaces if not paid money, or simply beat or even kill, and rob. The confidence of some Vagabonds is such they will fight a lone victim one at a time, each Vagabond boasting that they will kill their foe single-handedly.

Vagabonds usually exist with the tacit approval of the local Thieves' Guild and pay a tithe upward to their guild contact or handler. In addition, promising Vagabonds are often headhunted by the Thieves Guild or the Brotherhood of the Knife or whatever the local assassin's guild is called. However, if they become too much of a nuisance for the neighbourhood, the City Watch, depending on amount of bribes paid, has been known to stage an 'intervention'.

Probably the most infamous of recent Vagabond packs have been the Red Star Brotherhood of Port Blacksand, led by the vicious Man-Orc Steel-eye Mallad, who are said to operate in the vicinity of Stable Street (see Blacksand, p. 48). The Brethren of the Red Star are only too happy to relieve strangers to the Port Blacksand Harbour District of their valuables, and, if needed, their life. Elsewhere, in the strange eastern city of Zengis, dangerous vagabonds are known to frequent the Black Dragon Tavern, close to the west gate. Over in Khul one Vagabond who gave up the creed of the Blue Barracuda in exchange for life as a wandering adventurer, is Junisha Quick-Knife of Shurrupak (see Heroes of Titan, p. 17). One thing all Vagabonds usually have in common is a lack of gold, because when they have funds, they are mostly spent on weapons and tattoos, hence the need to rob passersby to obtain more moolah.

Enchanted Items from the pages of Warlock Magazine, part 1

Sword of Anclias (#13/31, #72/365) [EA:V2] (Enchanted Item)

This is a gleaming longsword whose sharp blade is made from White Steel (see Encyclopedia Arcana: Volume 1, p. 83). Whoever wields it in combat may add 2 points to their SKILL score. It gets its name from its original bearer, the great hero Anclias of Carsepolis, though some say it now lies among the treasures of the lair of the evil mystic Ar-Gadayon, within his Tower of Hades.

Unavailable to buy 

Sword of Hades (#14/31, #73/365) [EA:V2] (Enchanted Item)

This is a broadsword whose notched blade is made from demonic Black Steel (see Encyclopedia Arcana: Volume 1, p. 83). Unfortunately the Sword of Hades is cursed and possessed by an evil spirit.  Whoever holds this weapon will be taken over by the spirit immediately, unless they have some form of magical protection. The sword-bearer's SKILL will drop to a score of 6, and, being completely possessed, they will not give up the sword without a fight. In fact, anyone wielding the Sword of Hades can only release their hold on the weapon when their STAMINA scores reaches 1 or below. Make sure to keep a note of the Hero's STAMINA score before they picked up the Sword of Hades! Legend claims this cursed sword now lies among the treasures of the lair of the evil mystic Ar-Gadayon, within his appropriately-named Tower of Hades.

Unavailable to buy 

Helm of the Hunched King (#15/31, #74/365) [EA:V2] (Enchanted Item)

This appears as a simple, unadorned bronze helmet of archaic design. However, when worn it will give the wearer a bonus of +2 to any SKILL, STAMINA or LUCK checks against attacks which affect the mind. For example, this could include the wail of a Banshee, the gaze of a Vampire, the mesmerism of a Brain Slayer, etc. Some say the Helm still rests in the Tomb of the Hunched King, whose barrow is marked by a circle of seven standing stones, somewhere out there up on the high moors of the windswept central Allansian highlands.

Unavailable to buy 

Bronze Runeshield (#16/31, #75/365) [EA:V2] (Enchanted Item)

This is an antique bronze shield from the Arrowhead Archipelago, and is ornately decorated with magical runes. In fact, the shield is a wondrous sight to behold, particularly when it catches the light of the sun, and appears almost too good to be used in battle. However, anyone who bears the Bronze Runeshield in melee combat may add 1 point to their SKILL score when fighting.

Unavailable to buy

Wednesday, March 12, 2025

Monks of an Insect God

INSECTOID MONK (#12/31, #71/365) [OOTP IV]

SKILL: 7

STAMINA: 8

ATTACKS: 1

WEAPON: Staff or Club

ARMOUR: Light Armour

DAMAGE MODIFIER: None

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

NUMBER ENCOUNTERED: 1-3

TYPE: Insect/Humanoid

REACTION: Unfriendly-Hostile

INTELLIGENCE: High

Followers of the various insect gods - Hmurresh, Ymphos, Hammurabi and Vurgothrax, to name but a few - whose religious fervour and piety earns them the deity's blessing, will find themselves gradually mutating into a sort of insect-humanoid hybrid - the INSECTOID MONK. These shuffling, chittering horrors are known from such places on Titan as the Black Abbey of Lupravia and Shakuru, City of Beggars, and take the form of a heavily robed and shrouded figure with the head of a Giant Insect. To determine the type of head, roll on the following table:

Roll Head Type Effects

1. Cockroach, +1 Attack, Small Bite

2. Mantis, +1 Attack, Large Claw

3. Beetle, +1 Attack, Small Bite, Medium Armour

4. Maggot, +1 Attack, Large Bite

5. Weevil, +1 Attack, Small Claw, Heavy Armour

6. Moth, +1 Attack, Small Bite, can Fly

Insectoid Monks spend their days in prayer and contemplation to their chosen god, as well as indulging in corrupt rituals, experiments and practices designed to further the cause of insects everywhere, whether that be creating weird mutants like the Moth-Men (see Return to the Pit, p.134), or contaminating local farms, orchards and apiaries. They are suspicious of outsiders and will defend themselves with clubs and staves if attacked. Leading a cell of Insectoid Monks will be an INSECTOID ABBOT (SKILL 8 STAMINA 16, 2 Attacks); roll on the table above to determine the type, however note that the the process of mutation has been accelerated, and the Abbot will now resemble a very large-sized Giant Insect of its type, lurking in a slimey pit in the centre of its lair.

Insectoid Monks welcome similar creatures into their cloisters, including Droug, Weevil Men and Mantis Men, but they are sworn enemies of both the Spider King Arhallogen and Xoromik the Ant Goddess, and will attack followers of those demigods on sight.

Tuesday, March 11, 2025

MANGO Tango

MANGO (#11/31, #70/365) [TTHA] 

Appearance: This is a tall tree around ten to twenty metres tall, with clusters of simple shiny dark green leaves, fragrant yellow-white flowers, and irregular kidney-shaped fleshy fruit that range from green to red-orange in colour.

Distribution: Tropical jungles, hills, plains and islands across Titan.
 
Effects: Mangoes are generally edible regardless of colour, but tastes vary as to which is best. Consuming a Mango restores 1-2 STAMINA points when eaten. They can also be hurled as an Improvised Thrown weapon if desperate.
 
Cost: City 8sp, Town 6sp, Village 5sp (per fruit)
 
Availability: Common

Monday, March 10, 2025

Lair of the LOTUS-EATERS!

LOTUS-EATER (#10/31, #69/365) [POT]

SKILL: 5

STAMINA : 5

ATTACKS: 1

WEAPON: Club

ARMOUR: None

DAMAGE MODIFIER: None

HABITAT: Forests, Jungles

NUMBER ENCOUNTERED: 4-24

TYPE: Humanoid

REACTION: Friendly

INTELLIGENCE: High

Among the woods, forests and jungles of Khul, the Dark Continent, can be found groves of the Purple Lotus tree (see The Titan Herbal, p. 55), and wherever there is such a glade, there is likely to be a community of LOTUS-EATERS. These are groups of four to twenty four inhabitants, living in sickening filth and squalor, appearing as glassy-eyed, emaciated people, clad in little more than rags. From time to time they will pull a Purple Lotus flower from the lower branches of one of the trees, and slowly munch on it. However, not one of them will look unhappy; in fact, all are fixed with the most stupefyingly happy grins one has ever seen. As the dreamily-smiling Lotus-Eaters will tell visitors, once ingested the flowers give the eater unlimited powers of perception and control. 'This is paradise,' they will say, 'but you cannot see it ... yet.'

Lotus-Eaters are only too happy to offer the Purple Lotus flower to outsiders to consume, however it is highly addictive! Anyone ingesting a flower must Test their Luck, and if they fail, they have become addicted. They will be unable to do much else other than sit and eat more flowers. To break the cycle of addiction, one would have to remove the victim from their lotus grove, and physically restrain and force-feed them for 1-6 weeks in order for the victim to be cured. Lotus-Eaters will fight to the death to defend their groves or if one attempts to remove them from the area, usually picking up a branch to use as a makeshift club, preferring their current existence to any other alternative. As one recovering addict described the initial feeling of euphoria:

"I instantly saw the folly of my quest. Plucking and eating another flower, I sat myself in the grove, which, strangely, no longer seemed half as bad as when I first saw it. The sky was marvellously blue, the trees alive, and all was well. I was going to enjoying staying here! My adventure was over..."

Dare of the DoomSCROLLing!

Scroll of Control Creature (#4/31, #63/365) [EA:V2] (Scroll)

This is a rolled up piece of thin parchment. When read, it has the same effect as the Control Creature Spell (see also Encyclopedia Arcana: Volume 1, p. 12) on a designated target. This allows the caster to control the will of any one creature that they face. Rumour has it that a wizard from Lendleland once cast this spell on a recalcitrant Mungie, before both of them went on to enjoy a rather wealthy if predictably short-lived career in thievery. The spell lasts for one day. The target does not receive a Test for Luck to block the spell, but it is otherwise identical to the Command spell (see Advanced Fighting Fantasy, p. 77).

Unavailable to buy

Scroll of Fortune (#5/31, #64/365) [EA:V2] (Scroll)

Reading this has the same effect on the reader as if they had drunk a Potion of Fortune. It will restore their LUCK score to its Initial level. As the letters disappear from the page when read, the Scroll can be used only once.

40 GP 

Scroll of the Hamakei (#6/31, #65/365) [EA:V2] (Scroll)

This is an old piece of faded parchment with something written on it in the Hamakeian language, and at the bottom of the parchment is the number 66 (although this number may vary). It is quite a useful item and created by the race of Hamakei who live in the desert wastelands. The scroll provides a magic screen against conjured animals or insects. To activate the spell, the reader just has to say Hamakei and call out the number on the bottom of the parchment. It will create a magical barrier that is impervious to the attacks of any summoned animal or swarm, no matter their size or number. The scroll will also work against normal animals or insects, but provides no protection against humanoids, monsters, undead, demons, Elementals and so on. Its effects last up to one hour, and the barrier is centred around the reader of the scroll and is up to two metres in diameter. The barrier is dispelled if the reader moves however; it is not mobile.

Unavailable to buy

Scroll of Riddles (#7/31, #66/365) [EA:V2] (Scroll)

These Scrolls were favoured by that meddling servant of the Trickster Gods of Luck and Chance, the Riddling Reaver, and often found aboard his various conveyances, such as the floating ship The Twice Shy or his airborne dirigible, and at his mansion-lair in the Arantian highlands. They contain a riddle, which can be found by rolling on the Riddle Table below.

First Roll Second Roll Riddle and Answer

1-3    1    What has a face, but no mouth? (A: a clock)

1-3    2    What has a neck, but no head? (A: a bottle)

1-3    3    What has four fingers and one thumb, and is neither fish, flesh, fowl or bone? (A: a glove)

1-3    4    What is it that has four legs, one head, and a foot? (A: a bed)

1-3    5    What runs all day and all night, and never stops? (A: a river)

1-3    6    What is it that goes uphill and downhill, yet never moves? (a road or path)

4-6    1    If you feed it, it will live; if you give it water, it will die. What is it? (A: fire)

4-6    2    What kind of ear cannot hear? (A: an ear of corn)

4-6    3    What has four legs and a back, but cannot walk? (A: a chair)

4-6    4    What gets wet as it dries? (A: a towel)

4-6    5    The more you take away, the larger it becomes. What is it? (A: a hole)

4-6     6    What comes once in a minute, twice in a moment, but not once in a thousand years? (A: the letter M)

Anyone reading a Scroll of Riddles must solve the riddle within one minute (the Director can time this from the moment the Hero reads the riddle), making as many guesses as they want, otherwise the scroll will explode! The reader and anyone standing next to them, must Test their Luck. If they are Lucky they will lose only 1 point of STAMINA. However, if they are Unlucky, they will lose 3 points of STAMINA. If a riddle is solved correctly, then the words of the riddle will fade from the page, to be replaced by magical lettering. This will be titled, making clear its magical powers. Roll a die on the table below to determine what type of magical scroll the Scroll of Riddles has turned into:

Roll Scroll Type

1-2 Scroll of Skill

3-4 Scroll of Strength

5-6 Scroll of Fortune

45 GP

Scroll of Skill (#8/31, #67/365) [EA:V2] (Scroll)

Similar to a Scroll of Fortune, this scroll will be titled, making clear its magical powers, and covered in magical lettering. Reading this has the same effect on the reader as if they had drunk a Potion of SKILL. It will restore their SKILL score to its Initial level. It is good for one use only, as the magical lettering fades away as it is read.

75 GP

Scroll of Strength (#9/31, #68/365) [EA:V2] (Scroll)

Similar to a Scroll of Fortune, this scroll will be titled, making clear its magical powers, and covered in magical lettering. Reading this has the same effect on the reader as if they had drunk a Potion of STAMINA. It will restore their STAMINA score to its Initial level. It is good for one use only, as the magical lettering fades away as it is read.

30 GP

Sunday, March 9, 2025

The ELFish genes

ELF (#1-3/31, #60-62/365) [OOTP IV]

                 Cavern Elf      High Elf     Town Elf
SKILL:             8                 8                7

STAMINA:        6                 8                5

ATTACKS: 1

WEAPON:

Cavern Elf - Longbow or Spear

High Elf - Longbow or Sword

Town Elf - Dagger or Staff

ARMOUR: 

Cavern Elf - Leather Cuirass

High Elf - Chainmail Cuirass

Town Elf - None

DAMAGE MODIFIER: None

HABITAT: 

Cavern Elf - Caves, Dungeons

High Elf - Plains, Wilderness, Ruins, Towns

Town Elf - Towns, Ruins

NUMBER ENCOUNTERED: 1-3

TYPE: Humanoid

REACTION: Neutral

INTELLIGENCE: High

Created from magical clay by the plant goddess Galana, ELVES are one of the more variable of the original five races of Titan, with numerous types differing both in appearance and habitat of choice. Black, Dark, Mountain and Wood Elves are described in Out of the Pit ( pp. 46-47), while Desert, Half-, Ice, Jungle, Sea and Wild Elves can be found in Beyond the Pit (pp. 48-51). Three further variants are presented below.

In the aftermath of the Grand Rebellion, when the forces of Prince Viridel Kerithrion abandoned their surface bolt-hole for the caverns deep beneath Titan, three types of Elves were spawned in these wars of kindred. The Dark Elves founded the city of Tiranduil Kelthas and have dwelt there ever since, as well as establishing colonies elsewhere. The Black Elves took one look at the Dark Elves' descent into demon-worshipping depravity and fled back to the surface, become nomadic traders and mercenaries. And last were the CAVERN ELVES, who fled deeper underground, to an isolated cave where they established their own settlement of Karvakon.

Karvakon became cut off from the rest of both the Down Below and the surface world probably around the time of the Splitting of the Lands, and the Cavern Elves lived strange isolated lives worshipping the forgotten deity Vacavon (now known to be an aspect of the underworld god Dhaktili). And so a millenia passed, until a revolutionary called Grondel summoned a planar-travelling adventurer, whose presence reminded the Elves that there was a world outside. Exploring the outer limits of the tunnels around Karvakon they discovered a new cave, opened by rockfall, leading to the rest of the Underearth!
 
Now, slowly and cautiously, the Cavern Elves are exploring the lands around them, and taking that knowledge back to Karvakon for the priests to compile in the great archives. Easily identifiable by their white skin, long white hair tied into top-knots, and black saucer-shaped eyes, these Elves, armed with spears and bows, wander the Underearth in small groups of 1-3 adventurers, observing all. They ignore the Dark Elves, for the secret records kept by the priests of Vacavon reminded them of the Darkside's treachery. But, weirdly, they have fallen in with the Brain Slayers, who are fascinated by these isolated Elves, their forgotten deity, and what other secrets they may have stashed away in their temples and libraries!

Also known as Elder Elves and Silver Elves, the HIGH ELVES are thought to represent the original form of Galana's true Elves of the One Forest; powerful warriors, wizards and sorcerers devoted to a lifetime's service in the cause of Good. Some deride them as messianic fanatics; doomed outcasts wandering the lands in search of injustices to avenge and wrongs to right. Others consider them the very emblem of heroic noble chivalry, mighty champions of Good who seek to destroy Evil and Chaos wherever they find it. Unlike other Elven races, it is thought that High Elves lack larger gatherings or settlements, and, similar to Minimites, traverse the lands of Titan alone or in small groups, stalking righteously from place to place. Some scholars claim they do have the odd hermitage here or there, where High Elves can gather, recuperate, exchange lore, enchant potent magicks, and gird themselves in their epic struggles against the badness inherent in the world. Regardless, they are rarely encountered but some legendary heroes are known, such as Sha-Solor the Sage of Gallantaria (see Heroes of Titan, p. 53) or Lady Illythin of the Steppes (see Heroes of Titan, p. 13).

Similar to some Dwarfs, though much more rarely, the occasional Elf settles down in a city or other settlement of those younger human upstarts, establishes a business, starts a family, and after many years, largely forgets their ties to whatever Elven homeland they once hailed from. Thus we have the TOWN ELF; originally hailing from the woods or mountains, or even, rarely, a more specialized locale, but who has since become completely integrated within their chosen human community. Such a Town Elf will usually be running a business in line with their talents - selling magical trinkets, teaching at a sorcerous college, acting as a local sage or loremaster - and wear robes and carry a staff or dagger. They may even have an elven sword or longbow as an heirloom, tucked away in a trunk somewhere in their dwelling. One such example is the candlemaker Galor Erethrim of Port Blacksand; others include Xundle Nightlamp of Kalagar (see Heroes of Titan, p. 43) and the noted wizard Astariel Ashenstar (see Heroes of Titan, p. 46). The Town Elf is usually the type of Elf manifested by the Ring of Warrior-Summoning (see Encyclopedia Arcana: Volume 1, p. 131).

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

Cavern, High and Town Elves as ancestries for Heroes

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

Cavern/High/Town Elf:         +1 to MAGIC

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

Special Skills:

Common Speech 4 (if Town Elf)

Elvish 4 (if Cavern or High Elf)

Common Speech 2 (if Cavern or High Elf)

Elvish 2 (if Town Elf)

Magic-Minor 1 (all Elves)

World or Flatland Lore 1 (if High Elf; player's choice as to which)

City Lore 1 (if Town Elf)

Underground Lore 1 (if Cavern Elf)

Talents:

Dark Seeing

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".