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.

Thursday, February 6, 2025

Ebony Staff of the Awkmute

Ebony Staff (#29/31, #29/365) [EA:V2] (Enchanted Item)

This is a quarterstaff typically made from the heartwood of a single aged Ebony tree (see The Titan Herbal, p. 30), topped with a golden or silver headpiece, and enchanted with various eldritch spells to create a potent weapon with a nefarious reputation. Anyone using an Ebony Staff in combat may roll a die when they hit their opponent; on a roll of 1-2 the victim must lose 1 SKILL point as they are drained of energy, on a roll of 3-6 the victim instead suffers regular damage as from a Quarterstaff. If the victim has a LUCK score, the following table can be used;

Roll Damage

1-2 causes STAMINA damage as per a Quarterstaff

3-4 -1 SKILL point

5-6 -1 LUCK point

If a victim's SKILL or LUCK score reaches zero they die as they are literally drained of energy, or suffer some ridiculously fatal stroke of bad fortune. If the victim survives the fight, their LUCK score will gradually be restored as normal, and their SKILL score will restore at the rate of 1 point every hour. Ebony Staves count as enchanted weapons in combat and are typically used as weapons by the weird avian clerics known as Awkmutes (see Beyond the Pit, p, 13). These strange folk construct them from only the best wood found among the various rainforests of the Inland Sea (such as the jungles beyond Shurrupak, the isle of the Roc, or the summit of Mt. Martu-Amurru).

Unavailable to buy

Monday, February 3, 2025

Grotto of the GROAN

GROAN (#28/31, #28/365) [OOTP IV]

SKILL: 6

STAMINA: 5

ATTACKS: 1

WEAPON: Dagger or Club

ARMOUR: None

DAMAGE MODIFIER: None

HABITAT: Caves, Dungeons, Ruins

NUMBER ENCOUNTERED: 1-3 or 4-24

TYPE: Animal/Humanoid

REACTION: Unfriendly-Hostile

INTELLIGENCE: Low-Average

Yet another weird example of subterranean people from the Underearth of Titan, the GROAN are a race of strange eyeless monsters as white as bone, that look like some small weird humanoid hybrid of bat and maggot. Their heads are bare except for a fanged mouth, slit-like nostrils and elaborate hearing pits, their bodies pallid and slimy, with clawed hands and feet, and with spindly wings sprouting from their back, upon which they can fly for a reasonable distance underground if the space is big enough. For the Groan use sonar to fly, to navigate the dark caverns, and are immune to the penalties of bright light or darkness due to their absence of eyes. Their sonar is so strong they only suffer half "visibility" penalties from mist, cloud, smoke or fog.

The Groan are always on the lookout for food, and their small scouting parties will usually be armed with bone-bladed daggers or spiked clubs with which to subdue prey, and will also have 1-3 skulls each to throw at any prey encountered. Their bodies exude a pustulent, noxious slime; anyone wounded by a Groan in melee combat must Test for Luck or catch the Wasting Disease.

They are devotees of Nyctule the bat god, and larger colonies of the creatures, usually four to twenty-four in number, will have erected a small shrine in their territory to their patron deity. They will also be ruled by a Groan King or Queen (SKILL 8, STAMINA 7) who may or may not have some basic shadow magic powers. Once such colony lay in a sub-level of catacombs attached to the ancient underworld known as the Haelsgarth that lay beneath the Moonstone Hills.

Saturday, February 1, 2025

Mana from Weed

MANAWEED (#26/31, #26/365) [TTHA] 

Appearance: This is a strange grassy herb, with silvery green leaves and rainbow-coloured flowers that appear to be constantly changing colour.

Distribution: Plains and wilderness across Titan, especially those that are the site of great expenditures of magical energy, such as the Wastes of Chaos, the Battlegrounds, the Plain of Bones and the Baklands. It has also been noted growing in some large cities near the local wizards' guild.
 
Effects: Chewing on a spring of Manaweed restores 1-6 Magic Points. More importantly, a sprig of Manaweed is a key component in concocting a Potion of MAGIC (see Magic Companion, p. 102, and the Advanced Fighting Fantasy rulebook, p. 149), along with powedered Ghoul bone.
 
Cost: City 15gp, Town 20gp, Village 25gp (per sprig)
 
Availability: Rare

SPIKETREE WOOD (#27/31, #27/365) [TTHA] 

Appearance: The Spiketree is a tall, broad-branched tree, with green feathery leaves and bright yellow flowers. Its wood is dark brown to black in colour and covered in small thorns, hence the name.

Distribution: Plains, hills and wilderness across Titan.
 
Effects: A staff of prepared Spiketree wood, carved and engraved with the appropriate arcane runes, can be used to construct a magical Staff of Energy (see Magic Companion, p. 102), along with Gark hair and Demon slime.
 
Cost: City 7gp, Town 5gp, Village 3gp (per staff)
 
Availability: Common

Peril of the Pearl Diver

PEARL DIVER (#25/31, #25/365) [POT]

SKILL: 7

STAMINA : 6

ATTACKS: 1

WEAPON: Dagger

ARMOUR: None

DAMAGE MODIFIER: None

HABITAT: Seas, Sea-shores, Lakes, Towns

NUMBER ENCOUNTERED: 1-3

TYPE: Humanoid

REACTION: Neutral

INTELLIGENCE: High

As well as the fisherfolk, the beach-combers and the kelp-collectors, another type of marine occupation that seeks the bounty of the oceans is the PEARL DIVER. Across the warmer of the twelve seas of Titan, the Pearl Diver braves the horrors of the deep and the challenges of descending underwater to acquire valuable kinds of pearls from clams and other types of mollusc. They typically have few possessions, usually just a small boat (typically a Knarr), a knife (damage equivalent to a Dagger), a pair of wooden Goggles (regular visibility underwater), and a pair of Flippers made from wood and hide (-4 to Movement Special Skills on land, +2 to Swim Special Skill in water). In addition, roll 1-3 times on the following table for further belongings:

Roll Gear

1 Shark's Tooth Necklace

2-3 Pouch with 2-7 Pearls (roll for type: 1 Black 2 Rose 3 Common 4 Scarlet 5 Silver 6 Giant (one only))

4-5 Seafood Snacks worth 1-2 meals

6 Coral Charm

To determine what community they belong to, roll on the following table:

1-2 Native: from many island communities across Titan including the Isles of Scars and Despair, the Isles of the Dawn, and the islands and atolls of the Western Ocean

3-4 Sea Nomad: from the Eelsea shoreline of Femphrey and Lendleland

5 Half-Sea Elf: from the Arrowhead Archipelago

6 Half-Siren: from Pangaria, the Shining Islands and the Sea of Silver

Pearl Divers are always happy to trade for the pearls they have found, but they have a keen idea of the pearls' worth and will not be swindled. They are also wary of some of the aquatic races, particular the Pelagine, with whom they are not on the best of terms.