Monday, November 24, 2025

Don't whiz on the electric FENCE!

FENCE (#20/30, #325/365) [POT]

SKILL: 6

STAMINA : 7

ATTACKS: 1

WEAPON: See below

ARMOUR: 1 in 6 chance of a Leather Jack

DAMAGE MODIFIER: None

HABITAT: Towns, Ruins, Dungeons

NUMBER ENCOUNTERED: 1

TYPE: Humanoid

REACTION: Neutral

INTELLIGENCE: High

The FENCE is a purveyor of stolen goods, a trader in objects that may have 'fallen off the back of a wagon', whether as a buyer of purloined items offered to them by thieves and the like, or a seller, dealing with contraband to be bought by interested parties with no questions asked. 

They wear work clothes, appropriate to where they are, and may also have a Leather Jack as armour on a roll of 1 on one die. Fences typically possess some kind of weapon to defend themselves against robbers and irate customers; roll on the following table to determine what:

Roll Weapon Type

1-2 Club

3-4 Dagger

5-6 Shortsword

All  Fences have at least 1 point in Bargain, Con, Etiquette and Evaluate Special Skills. Otherwise, they can vary somewhat depending on what goods they are selling, but usually act as general or specialist traders, running their irregular business 'on the side'. To determine the size and extent of the Fence's current enterprise, roll on the table below:

Roll Grade Enterprise Staff Goods Notes

1 1 Pedlar 1 1-3 Chance of Draft Animal: 1-3

2 1 Barrow or Cart 1 1-6 Chance of Draft Animal: 1-4

3 2 Stall 1-2 2-7 Chance of Draft Animal: 1-3

4 2 Stall 1-2 2-7 Chance of Draft Animal: 1-3

5 4 Small Shop 1-6 2-12 Chance of Draft Animal: 1-2

6 6 Shop 2-12 3-18 Chance of Draft Animal: 1-2

If the Fence has a Draft Animal roll on table below to determine what:

Die Roll Draft Animal (roll or choose depending on Habitat type)

1 Donkey

2 Mule

3 Horse

4 Pony

5 Water Buffalo, Desert Bison or Oxen

6 Camel

To determine the type of stolen property the Fence trades in, roll a die on the table below:

Roll Fenced Goods Type

1 Gems and Jewels (See Encyclopedia Arcana: Volume 1, pp. 80-83)

2 Objects d'art (See Encyclopedia Arcana: Volume 1, pp. 78-79)

3 Jewellery (See Encyclopedia Arcana: Volume 1, pp. 83-85)

4 Trade Goods (See Encyclopedia Arcana: Volume 1, pp. 71-73)

5 Intoxicants (Roll: 1-2 Special Brews (See Encyclopedia Arcana: Volume 1, p. 59), 3-4 Smoking Weed (See Encyclopedia Arcana: Volume 1, p. 49), 5-6 Purple Lotus flowers (See The Titan Herbal, pp. XX-XX))

6 Spices and incense (See Encyclopedia Arcana: Volume 1, pp. 85-88)

To determine the amount of stolen goods a Fence currently possesses, roll on the following table to determine how many different units of goods the Fence has for sale: 

Fence Location Units of Different Goods
City 3-18 
Town 2-12 
Village 1-6 
Pedlar* 1-3

* Pedlars are wandering traders. Assume prices the same as village costs. 

If not already established, the type of each unit can be determined by rolling on the appropriate tables in Chapters 3 and 4 of Encyclopedia Arcana: Volume 1

Finally, depending on the type of stolen goods, roll the dice to determine the units of goods of each type that the fence has for sale. 

Type of Goods Units of Goods

Gems and Jewels 1-6

Objects d'art 1-3

Spices and incense 1-6

Intoxicants 1-6

Jewellery 1-3

Trade Goods 2-12

Fences are found across Titan, typically running a shop or stall in the market area of a town or city, the bigger the better. They offer prayers to a range of deities including Vlada, God of Wealth, Sindla, Goddess of Luck, and the nameless God of Thieves, hoping that one day their efforts will pay off and they will strike it rich enough to retire. There are rumours that the merchant Sinas Stickle of Port Blacksand (see Blacksand, p. 74) dabbles in the black market from time to time, such is the scale of his enterprise, but others claim these are but lies spread by jealous competitors in the guildhouse.

Tuesday, November 18, 2025

All Silver Armour upfront...

Silver Armour (#18/30, #323/365) [EA:V2] (Enchanted Item)

This is typical combat armour whose metal component, which is usually but not always iron, has been forged with an alloy of silver, creating a shiny, silver-hued armour with a sparkling sheen. To determine the exact type of Silver Armour, roll one die on the table below:

Roll Armour Type Armour Roll 1 2 3 4 5 6 Reference

1 Ringmail. Roll:

1-3 Cuirass 0 0 0 1 1 2 2

4-6 Hauberk 0 1 1 1 2 2 

2 Chainmail. Roll: 

1-3 Cuirass 0 0 0 1 2 2 3 

4-6 Hauberk 0 1 2 2 2 2 3

3 Scale Armour. Roll:  

1-3 Cuirass 0 1 1 2 2 3

4-6 Hauberk 0 1 1 2 2 2 3

4 Banded Mail. Roll: 

1-3 Cuirass 0 0 0 1 2 3 3

4-6 Hauberk 0 1 2 2 2 3 4

5 Plate Armour 1 1 2 2 3 3 4

6 Other. Roll: 

1 Breastplate 0 0 0 1 2 3 4

2-3 Shield. Roll:

1 Buckler 0 0 0 0 +1 +1 +1

2-3 Small Shield 0 0 0 0 +1 +1 +2

4-5 Large Shield 0 0 0 +1 +1 +1 +2

6 Tower Shield 0 0 +1 +1 +1 +2 +2

4-5 Helm. Roll:

1-3 Great Helm 0 0 0 0 0 +1 +2

4-6 Helmet 0 0 0 0 0 +1 +1

6 Armoured Fist 0 0 0 0 0 +1 +1

Any creature whose type is either Demon or Undead and who successfully hits a Silver Armour wearer with natural weaponry such as claws or teeth, must deduct 1 point from their own STAMINA score as the infamous multi-planar properties of silver drain their vital essence. 

Among the most well-known wearers of Silver Armour were the demigod known as the Paladin at the End of Time, famed for his battles across the centuries against the Shadow King, and Gwythain the Protector, a holy warrior-priest from Ruddlestone who slew the demon Akragog with the blessed blade Deliverer. 

Another was the warrior-wizardess Gordelia of Goldoran, champion of Thyra Migurn, who almost single-handedly beat back the savage hordes of Toa-Suo Snow Devils, when they launched their greatest lowland raid down from the foothills of the Icefinger Mountains. Rumour holds that the merchant Brass of Blacksand has her armour amongst his extensive collection of antiquities.

(Cost of Armour X 10) gp

Tarnished Silver Armour (#19/30, #324/365) [EA:V2] (Enchanted Item)

This is identical to Silver Armour (see above), but has been corrupted with a baneful influence and become blackened and dull of hue. It can thus be worn by Demons and the Undead without penalty. As with Silver Armour, any creature whose type is either Demon or Undead and who successfully hits a Silver Armour wearer with natural weaponry such as claws or teeth, must deduct 1 point from their own STAMINA score as the infamous multi-planar properties of silver drain their vital essence. Tarnished silver armour was one of the noted attributes of the Lich-Lord Mortis of Stayng Island of the Arrowhead Archipelago, the other being his jet-black standard symbolizing plague.

 Unavailable to buy

Monday, November 17, 2025

How weird is your WYRD?

WYRD (#17/30, #322/365) [OOTP IV]

SKILL: 9


STAMINA: 6

ATTACKS: 1


WEAPON: Small Bite

ARMOUR: None

DAMAGE MODIFIER: None

HABITAT: Dungeons, Ruins, Towns, Spirit Plane

NUMBER ENCOUNTERED: 1

TYPE: Undead

REACTION: Hostile 

INTELLIGENCE: Average

The WYRD is an an ethereal inhabitant of the Spirit Plane, an undead spirit that is equally at home roaming its own alien environment or bursting through the scrying pools of seers unwise enough to attempt spiritual summonings without the proper wards in place. This spectral creature appears as a ghoulish face with monstrous features, trailing tendrils of swirling mist. Giving vent to a hellish scream, this nightmare spirit will attack any intruders to its realm.

The Wyrd attack by gnashing at its foes with flinty teeth, and can be wounded with normal weapons. However, for the duration of the battle, any opponents of the Wyrd must reduce their Attack Strength by 1 point due to the chilling ethereal vapours that whirl around the Wyrd. The presence of a Wyrd is often a sign that dark powers may be at work, employed as servants to patrol areas of the Spirit Plane to wreak havoc upon seers, mediums and fortune-tellers attempting to contact the voices of the beyond...

Tuesday, November 11, 2025

Some random plant monsters from Return to the Pit converted to Herbal entries

DARKTHORN (#11/30, #316/365) [TTHA]

Appearance: This plant monster takes the form of a giant humanoid comprised of black thorny vines with emerald orbs for eyes, with superhuman strength while its roots are in contact with the ground.

Distribution: Forests and woods across Titan

Effects: The Darkthorn is considered an avatar of the evil god of the same name, otherwise known as the Root of Evil (see Gods of Titan, p. XX). If slain and essence of its cerebral ichor can be extracted from its head and stored in a vial, this can be used in numerous magical rituals and enchanting techniques, including the inscription of a Scroll of Darkthorn Summoning.

Cost: City 100gp, Town 150gp, Village 200gp (per vial)

Availability: Very Rare

Further Notes: See Return to the Pit (pp. 51-52) for more information.

 

FUNGOID (#12/30, #317/365) [TTHA]

 

Appearance: This is a Dwarf-sized giant red-capped toadstool with a sinister face upon its fungal stalk, and a base that ends in a mass of stringy tendril-like roots.

Distribution: Forests, swamps, dungeons, caves and ruins across Titan.

Effects: The Fungoid attacks its victims by blowing clouds of poisonous spores at them, and if slain, some of these spores can be collected in a gourd or other receptacle. When hurled at an opponent, requiring a successful Test for Skill, the gourd will break, releasing a spore-cloud that causes 2 STAMINA damage with no Armour Roll allowed. Anyone wearing Nose Plugs is immune to the spores. If someone suffers 6 or more STAMINA points damage from a succession of successful gourd-strikes, they must also lose 1 SKILL point, as the toxic spore-clouds severely hamper the victim’s breathing.

Cost: City 5gp, Town 6gp, Village 7gp (per gourd)

Availability: Uncommon

Further Notes: See Return to the Pit (pp. 83-84) for more information.

 

THORNBEAST (#13/30, #318/365) [TTHA]


Appearance: This is a grotesque humanoid with a green-veined body covered in sharp thorns, whose eyes are translucent emerald orbs.

Distribution: Forests and jungles across Titan.

Effects: The eyes of a Thornbeast have magical properties, and if properly extracted from a slain creature can be used as components in various enchanting procedures, such as, perhaps unsurprisingly, brewing Thornbeast Potions. This latter concoction is rumoured to have been perfected by the Clerics of Lein, an evil sect operating in the Old World kingdom of Ruddlestone.

Cost: City 50gp, Town 75gp, Village 100gp (per eye)

Availability: Rare

Further Notes: See Return to the Pit (pp. 196-197) for more information.

 

VAMPYRIC SLIME MOULD (#14/30, #319/365) [TTHA]

 

Appearance: In its primary form, this is a rippling slimy carpet of deep-red mould that creeps across the forest floor in search of victims. If it successfully infects a victim, it become a Mould Zombie, which is a weird, red-skinned humanoid vaguely similar to what they were previously like before encountering the parasitic spores of the Vampyric Slime Mould.

Distribution: Forests, jungles, dungeons, ruins and caves across Titan.

Effects: Vampyric Slime Moulds are difficult to slay, but if somehow subdued, a vial of spores can be collected from them with the appropriate successful Herb Lore Special Skill test. If this vial is hurled at an opponent, requiring a successful Test for Skill, the victim must Test their Luck. If they are Unlucky, the spore cloud aggressively colonizes the victim and turns them into a MOULD ZOMBIE (skill 6 stamina 6 Small Claw, see also Return to the Pit, pp. 203-204), which will instantly attack enemies of the vial’s thrower. Mould Zombies are red-skinned humanoids vulnerable to normal weapons, however great care must be exercised in killing them. If a Mould Zombie is slain, its skin will erupt and its body bloat, exploding with a burst that showers its slayer in red mould spores. These will immediately start burrowing into the victim’s skin, attacking their nervous system and turning them immediately into another Mould Zombie! Experienced adventurers recommend destroying Mould Zombies at a distance and with fire to avoid becoming infected. A Witherwell Potion (see The Titan Herbal, p. 10), will destroy the mould completely, and also restore any Mould Zombies back to their original form and personality.

Cost: City 40gp, Town 60gp, Village 80gp (per vial)

Availability: Rare

Further Notes: See Return to the Pit (pp. 203-204) for more information.

 

WODEWOSE (#15/30, #320/365) [TTHA]

 

Appearance: They appear as a plant-like person, clothed entirely in leaves, moss, bark, bracken and fungus, though these are not their clothes but their actual physical form.

Distribution: Woods and forests across the Old World.

Effects: Also known as Green Men or Women, the Wodewose are one of the many children of Galana, goddess of Plants. Although slaying them is generally considered an evil act, and always by Wood Elves, their heart is often required as a magical component in some arcane rituals or enchanting recipes. Word travels quickly in the forest however, and once one has a reputation as a butcherer of the Wodewose, one should not expect a warm welcome in any woodland in which they choose to wander.

Cost: City 50gp, Town 75gp, Village 100gp (per heart)

Availability: Rare

Further Notes: See Return to the Pit (pp. 211-212) for more information.

 

WHISTLE BUDS (#16/30, #321/365) [TTHA] 

 

Appearance: This plant is a flat creeper covering areas of ground and occasionally tree trunks, with red foliage and bearing dark red buds.

Distribution: Forests and swamps across Titan.

Effects: Whistle Buds are a strange type of carnivorous plant that attack with their buds, which are actually carnivorous appendages -  "mouths" with small, sharp teeth that cling to their victim (see Return to the Pit, p. 211). Several mouths attacking together can reduce evern a large animal or adventurer to a torn, bloodless corpse within minutes. Whistle Buds can detect movement in their vicinity - only the stealthiest of footfalls will fail to alert them. When they detect movement, they emit a piercing high-pitched whistle at a very loud volume. Ear Plugs will protect an adventurer; without them, the adventurer is partially incapacitated from the pain caused by the loud whistling, and must fight with their SKILL score reduced by 2 points. Whistle Buds can be used as ingredients for Potions of Noise; one bud isrequired for each potion created. Potions of Noise are usually stored in clay gourds or glass vials that are smashed on the floor when used. This results in a howl of white sound, which lasts for one battle, causing everyone in the vicinity to reduce their SKILL by 2, unless they are wearing Ear Plugs or Goblin Ear Wax. It also summons any wandering monsters in the vicinity.

Cost: City 15gp, Town 17gp, Village 19gp (per bud)

Availability: Rare

Further Notes: Whistle Buds is especially well-known from occurring within Darkwood Forest and Scorpion Swamp.

Sunday, November 9, 2025

Beware of ENVOYS bearing gifts...

ENVOY (#10/30, #315/365) [POT]

SKILL: 8

STAMINA : 6

ATTACKS: 1

WEAPON: Sword

ARMOUR: None

DAMAGE MODIFIER: None

HABITAT: Towns, Plains, Ruins

NUMBER ENCOUNTERED: 1

TYPE: Humanoid

REACTION: Friendly-Neutral

INTELLIGENCE: High

Also known as the ambassador, the consul, the diplomat, the emissary and the legate, the ENVOY is the representative of a foreign power residing in a town or city far far away from their homeland, in order to curry favour with local rulers, oversee trade and commerce obligations, and gather intelligence for private or state use. An Envoy may be a direct appointment from within the bureaucracy or other state apparatus, a career diplomat with skills in foreign languages, law and etiquette. Or, they may be a locally appointed individual, a best fit given current and possibly changing circumstances. 

To determine the origin of an Envoy, roll on the table below. (Note: the table has been constructed from a north-western Allansian perspective; you may wish to change it if it is not appropriate for your campaign): 

First Roll Second Roll Distant Land

1-2 "The Old World"

1 Analand

2 Brice

3 Femphrey

4 Gallantaria

5 Lendleland

6 Ruddlestone

3-4 "Allansia"

1 Arantis

2 City-state of the Glimmering Sea (Roll: 1 Agra, 2 Alkemis, 3 Bei-Han, 4-5 Kallamehr, 6 Merluk)

3 Frostholm

4 Sardath

5 Shabak

6 Vymorna

5-6 "Khul"

1 Hachiman

2 City-state of the Inland Sea (Roll: 1 Assur/Calah, 2 Kirkuk/Kish, 3 Lagash 4 Marad 5 Shurrupak 6 Tak)

3 City of the North (Roll: 1-2 Arion, 3 Ashkyos, 4 Corda, 5 Gundobad, 6 Kalagar/Kalamdar

4 Offshore (Roll: 1-3 Arrowhead Archipelago, 4-6 Isles of the Dawn)

5 Southern Lands (Roll: 1-2 Kazan, 3-4 Gorak, 5 Zagoula, 6 Zamarra)

6 Ximoran Protectorate

Envoys wear fine clothing from either their own homeland or the host country, depending on what is appropriate, and all possess their Diplomatic Papers. These take many forms, from the elaborate vellum scrolls used in the Old World diplomatic services, to the engraved wooden plaques born by the ambassadors of Hachiman that are virtually works of art in their own right (and frequently coveted as such). The Envoy usually has a Sword or Rapier to defend themselves with basic combat skills, and will have 2-7 further accoutrements as determined by rolling on the table below (and reroll any duplicates):

First Roll Second Roll Extras

1-3 1 A nice Hat

1-3 2 A vice (Roll: 1-2 bottle of Special Brew, 3-4 Smoking Weed, 5-6 dried Purple Lotus)

1-3 3 A Flintlock Pistol

1-3 4 An exotic pet (Roll: 1 Black Lion, 2 Jaguar, 3 Cheetah, 4 Krell, 5 Mungie, 6 Goldcrest Eagle)

1-3 5 An Exotic Visitor (see p. XX) companion from their homeland

1-3 6 A weird steed (Roll: 1 Pterodactyl, 2 Drake, 3 Hippogriff, 4 Selurin, 5 Pegasus, 6 Griffon)

4-6 1 Transport: (Roll: 1-2 A Coach with four Riding Horses and a Coachperson, a Sedan Chair with four Bearers, 5-6 a Palanquin with four Bearers).

4-6 2 A keepsake (Roll: 1-2 Rare Book, 3-4 Treasure Map. 5-6 Brass Telescope)

4-6 3 An entourage of 2-7 Courtiers

4-6 4 An entourage of 1-3 Bodyguards

4-6 5 A spiritual advisor of an appropriate god (Roll: 1 Friar, 2 Priest, 3 Agitator, 4 Templar, 5 Missionary, 6 Healer)

4-6 6 A loremaster (Roll: 1 Sage, 2 Scholar, 3 Mage, 4 Wizard, 5 Sorcerer, 6 Seer)

In addition to the above, the Envoy will have a residence at their posted settlement that likely also doubles as their nation's embassy, or is at least attached to it. To determine the size of the residence and embassy, and the number of staff employed there, roll on the table below:

Roll Embassy Size Grade Staff numbers

1 Cottage 1 1

2 House 2 2

3-4 Large House 4 5

5 Hall 6 10

6 Guild House 8 20

The employment of Envoys generally depends on the power, standing and motivations of a nation or its rulers. Port Blacksand, for example, appoints no Envoys under the auspices of its tyrannical ruler Lord Azzur, but, owing to the city's importance, other states such as Fang or Salamonis, do have Envoys in Port Blacksand, whether public or otherwise. At the other end of the scale are the kingdoms of the Old World, all of whom (except for Kakhabad and the principalities of Mauristatia) have their own ambassadors present at the capitals of all the other nations, ostensibly for cultural goodwill, but in reality for gathering information about their hosts.

Noted examples of Envoys from Titan include the roving Ambassador Keiko of the usually more-reclusive hermit kingdom of Hachiman, whose travelling exploits across Khul, the Isles of the Dawn, and the Arrowhead Archipelago have been extensively documented in the many volumes of her Journals. In addition, Dwarf realms such as Fangthane or Warpstone, have been known to send Envoys as representatives of their mercantile interests to human cities including Vynheim, Sardath and Salamonis. However, in most cases a human settlement will have several informal consuls for Dwarfs and Elves as needed, and vice versa for humans residing in non-human regions.

Saturday, November 8, 2025

Sundry nefarious magick trinkets from Titan

Amulet of Ill Fortune (#6/30, #311/365) [EA:V2] (Enchanted Item)

This trinket takes the form of a bone amulet in the shape of a beetle. Unbeknownst to its bearer, the bone beetle is an Amulet of Ill Fortune and whoever has it in their possession must reduce their LUCK score by three. Their LUCK score will begin to return to normal once they divest themselves of the Amulet of Ill Fortune.

Unavailable to buy
 
Black Coral Charm (#7/30, #312/365) [EA:V2] (Enchanted Item)

This is a small jewellery charm made of shiny black coral. However the charm is cursed and will bring its owner ill fortune. Anyone who has the Black Coral Charm in their possession must reduce their LUCK score by two. Their LUCK score will begin to return to normal once they divest themselves of the Black Coral Charm.

Unavailable to buy

Bracelet of Vision Distortion (#8/30, #313/365) [EA:V2] (Enchanted Item)

This is a bracelet made from copper with a primitive design. Anyone who wears the bracelet will have their vision perception magically distorted such that objects appear nearer than they really are. This affects both their fighting ability and their coordination and they must deduct two points from their SKILL, plus 1 point from their LUCK for their misfortune. They will be unaware of the bracelet's disadvantage but will regain the SKILL points if they discard the bracelet.

Unavailable to buy

Cursed Copper Bracelet (#9/30, #314/365) [EA:V2] (Enchanted Item)

This is a bracelet made from copper of a simple design. As soon as the bracelet is placed on one's wrist, the arm of the wearer will feel weak and start to shake. The bracelet is cursed, and cannot be removed unless by magic. The bracelet wearer must reduce their SKILL by two while they are wearing the Cursed Copper Bracelet, and also lose 1 LUCK point for their troubles. If the bracelet is magically removed their skill score will return to normal.

Unavailable to buy

Friday, November 7, 2025

Great beasts of lava!

LAVA BEAST (#5/30, #310/365) [OOTP IV]

SKILL: 8
STAMINA: 8
ATTACKS: 1
WEAPON: Large Claw
ARMOUR: Light
DAMAGE MODIFIER: +1 to Damage Roll
HABITAT: Demonic Plane, Volcanic Areas, Deserts, Wilderness

NUMBER ENCOUNTERED: 1-6 

TYPE: Magical Creature 

REACTION: Hostile 

INTELLIGENCE: Low

Thought to be related to the Magma Beast, the LAVA BEAST is a magical creature usually found on the Elemental Plane of Fire or the Demonic Planes of Obsidian and Steel, but also sometimes on Titan in volcanic areas such as the Crucible archipelago, or hot arid regions such as the Scythera Desert. It is vaguely humanoid in shape, but with flesh like molten rock; a black crust covers it and smoke rises from fiery-red cracks as the Lava Beast lumbers about its domain. As one would expect, Lava Beasts are immune to any fire-based attacks and take no STAMINA damage from them. In addition, anyone who attacks a Lava Beast and successfully hits it with a normal weapon must roll one die; on an odd roll their weapon is destroyed by the creature’s lava core (though it will still cause a wound this Attack Round). On an even roll, or if the weapon is magical, there is no effect. Lastly, the Lava Beast breathes out great clouds of steam from its mouth; whoever faces it in combat must reduce their SKILL score by 1 for the duration of the battle.

Thursday, November 6, 2025

Some random plant monsters from Beyond the Pit converted to Herbal entries

BARK-BITER (#31/31, #305/365) [TTHA] 

Appearance: This is a bizarre type of carnivorous plant, appearing as a dead tree until disturbed, at which point it will sprout green fibrous tendrils. Eyes will open at the ends of several of its upper branches and its trunk will reveal several snapping mouth-like orifices.

Distribution: Jungles and forests across Khul

Effects: The vegetative eyeballs taken from a Bark Biter are imbued with curious essences and can be used as a substitute for up to two other ingredients in a Potion of Seeing. The usual ingredients for the Potion of Seeing are the seed-cone from a Northern Cypress (see The Titan Herbal, p. 50), Lemonberry pips (see The Titan Herbal, p. 44), copper rust, and two types of antelope or gazelle dung. Anyone who drinks a Potion of Seeing will have their sight returned to normal if they are blind or have any kind of vision-related problem. It will not restore missing eyes, however.

Cost: City 5gp, Town 7gp, Village 9gp (per eyeball)

Availability: Rare

Further Notes: See Beyond the Pit (p. 16) for more information

CARNIVOROUS PLANT (#1/30, #306/365) [TTHA] 

Appearance: This strange flesh-eating plant appears as a large, sweetly scented bush concealing sticky, spine covered tendrils that attempt to drag victims down a long digestive tube in the centre of the bush leading to a pool of digestive juices within the plant.

Distribution: Jungles, forests and marshes across Khul

Effects: A vial of digestive juices taken from the heart of a Carnivorous Plant is equivalent to a Vial of Weak Acid. It cannot dissolve metal, but if thrown at an opponent in combat (requiring a successful Test for Skill), will cause 1 stamina damage on impact and a further 1 stamina damage per Attack Round unless they spend an Attack Round wiping it from their body.

Cost: City 5gp, Town 7gp, Village 9gp (per vial)

Availability: Uncommon

Further Notes: See Beyond the Pit (p. 25) for further information.

CRAB GRASS (#2/30, #307/365) [TTHA] 

Appearance: This weird flesh-eating plant takes the form of a patch of lawn whose stalks of grass happen to end in small, serrated pincer-like claws.

Distribution: Marshes, plains and forests across Khul.

Effects: Similar to Tendril Grass, a bunch of dried Crab Grass can be used to brew a Potion of Holding. Anyone drinking this will be able to effectively cast the Hold cantrip (see Advanced Fighting Fantasy, p. 70).

Cost: City 4gp, Town 6gp, Village 8gp (per bunch)

Availability: Uncommon

Further Notes: See Beyond the Pit (pp. 35-36) for further details. Crab Grass is thought to be related to other mobile grass species, including Pilfer Grass (see The Titan Herbal, p. 52), Tangleweed (see p. XX), and Tendril Grass (see The Titan Herbal, p. 67).

DRYAD (#3/30, #308/365) [TTHA] 

Appearance: A Dryad is a plant-spirit that takes the form of a tall woman or Wood Elf maiden with dark brown skin, green hair and clothing made entirely from leaves.

Distribution: Forests and jungles across Titan.

Effects: A lock of Dryad’s hair can be used to brew a Love Potion (see Advanced Fighting Fantasy, p. 149), but is thought to have several other magical properties besides this as well. Actually, acquiring a lock of Dryad’s hair is another matter entirely, of course!

Cost: City 8gp, Town 9gp, Village 10gp (per lock of hair)

Availability: Rare

Further Notes: See Beyond the Pit (pp. 46-47) for further details.

GNARLED OAK (#4/30, #309/365) [TTHA]  

Appearance: This is a weird medium-sized carnivorous Oak tree, often festooned with the corpses of those it has slain, protruding uncomfortably from its trunk in final painful positions of repose.

Distribution: Forests across Khul.

Effects: A branch taken from a Gnarled Oak can be used to brew a Potion of Wood-Melding. Anyone who drinks this will be able to move through wood as if it were air. This power lasts for as 2-12 Attack Rounds, and when it runs out, they had better be clear of any substrate otherwise they will be crushed to death. It also applies to all equipment that the priest carries, but does not transfer to a carried person, unless they are unconscious.

Cost: City 20gp, Town 25gp, Village 30gp (per branch)

Availability: Rare

Further Notes: See Beyond the Pit (pp. 59-60) for further details. The Gnarled Oak is related to the regular Oak (see The Titan Herbal, p. 51) and the Golden Oak (p. XX).

Added Bonus: Random Plant or Fungi Table

Below is a table of random plant and fungi types that have all been mentioned in Fighting Fantasy gamebooks. 

First Roll Second Roll Third Roll Plant or Fungi type

1-3 1 1 Algae

1-3 1 2 Ash

1-3 1 3 Balsa

1-3 1 4 Beech

1-3 1 5 Bogweed

1-3 1 6 Bracken

1-3 2 1 Brambles

1-3 2 2 Briar

1-3 2 3 Brushwood

1-3 2 4 Bulrushes

1-3 2 5 Cactus

1-3 2 6 Cane

1-3 3 1 Cedar

1-3 3 2 Climbing Plant

1-3 3 3 Clover

1-3 3 4 Conifer

1-3 3 5 Cork

1-3 3 6 Creepers

1-3 4 1 Cypress

1-3 4 2 Daisy

1-3 4 3 Dandelion

1-3 4 4 Dune Grass

1-3 4 5 Elm

1-3 4 6 Evergreen

1-3 5 1 Fern

1-3 5 2 Fir

1-3 5 3 Gorse

1-3 5 4 Grass

1-3 5 5 Green Moss

1-3 5 6 Green Mould

1-3 6 1 Heather

1-3 6 2 Hedge

1-3 6 3 Holly

1-3 6 4 Ivy

1-3 6 5 Kelp

1-3 6 6 Laurel

4-6 1 1 Liana

4-6 1 2 Lichen

4-6 1 3 Lily

4-6 1 4 Mahogany

4-6 1 5 Mangrove

4-6 1 6 Matchwood

4-6 2 1 Mildew

4-6 2 2 Moss

4-6 2 3 Mould

4-6 2 4 Mushroom

4-6 2 5 Orchid

4-6 2 6 Palm

4-6 3 1 Pansy

4-6 3 2 Pine

4-6 3 3 Pitcher Plant

4-6 3 4 Pondweed

4-6 3 5 Pricklebush

4-6 3 6 Puffball

4-6 4 1 Rattan

4-6 4 2 Reeds

4-6 4 3 Rose

4-6 4 4 Rushes

4-6 4 5 Sage

4-6 4 6 Saltbush

4-6 5 1 Seaweed

4-6 5 2 Swamp Grass

4-6 5 3 Thistle

4-6 5 4 Thornbush

4-6 5 5 Toadstool

4-6 5 6 Tuber

4-6 6 1 Tumbleweed

4-6 6 2 Vines

4-6 6 3 Waterweed

4-6 6 4 Wattle

4-6 6 5 Weeds

4-6 6 6 Yeast

Tuesday, November 4, 2025

Farmer Miles of the Ham...

FARMER (#30/31, #304/365) [POT]

SKILL: 6

STAMINA : 9

ATTACKS: 1

WEAPON: See below

ARMOUR: None

DAMAGE MODIFIER: None

HABITAT: Plains, Hills, Towns, Wilderness

NUMBER ENCOUNTERED: 1-6

TYPE: Humanoid

REACTION: Friendly-Neutral

INTELLIGENCE: High

"Bigfoot the Elder walked south for three furlongs sowing oats, then east for two furlongs sowing wheat, and finally south-west for four furlongs sowing hay. Have you got that? Are you ready for the question? The question is ... The question is ... What was his favourite colour?" 

- Torbain the Malevolent, Priest of Slangg, Khare, Cityport of Traps, Kakhabad 

Farmers are true folk of the land, who raise the crops, grow fruit and vegetables, and keep domestic animals and birds for eggs, hide and meat. Any Farmers encountered will be wearing outdoor clothes appropriate to their terrain and climate habitat type, and be armed with one weapon; roll on the table below to determine what:

Roll Weapon

1-2 Dagger

3-4 Club

5-6 Staff

Farmers will also have 2-4 items of special gear, rolled for on the table below:

First Roll Second Roll Special Gear

1-3 1 Weatherbeaten Hat

1-3 2 A well-thumbed copy of the Astronomer's Almagest.

1-3 3 A vice, roll: 1-3 a Pipe and Smoking Weed, 4-6 a bottle of Special Brew.

1-3 4 A Missile Weapon (Roll: 1-2 Bow, 3-4 Crossbow, 5-6 Matchlock Blunderbuss)

1-3 5 A Farming Implement (Roll: 1 Hoe (as per Pole Arm), 2 Pitchfork (as per Trident), 3 Shovel (as per Warhammer), 4 Rake (as per Spear), 5 Pick-axe (as per War-Pick), 6 Sickle)

1-3 6 Rope. Roll: 1-3 Ten metres of Rope and a Grappling Hook, 4-6 a Whip.

4-6 1 A Dowsing Rod

4-6 2 A Lantern

4-6 3 A bunch of Herbs

4-6 4 A faithful Dog, up to 1-3 of them

4-6 5 A musical instrument (Roll: 1-2 Bampoo pipe, 3-4 Bronze bell, 5-6 Goat's horn)

4-6 6 A statuette of Cholumbara, the goddess of agriculture

If encountered in a Town, Farmers will be engaged in selling produce and buying supplies to restock the farm. If encountered elsewhere, roll to determine what the Farmer(s) may be doing

Roll Farmer Activity

1-2 Travelling (to or from nearest town). Farmers will be travelling (Roll: 1-2. On foot, 3-4 On steed (Roll: 1 Pony, 2-3 Horse, 4-5 Donkey, 6 Mule), 5-6 On transport (Roll 1-3 Cart, 4-6 Wagon, either drawn by 1-3 (Roll 1-2 Water Buffalo, 3-4 Carthorse, 5-6 Ox)).

3-4 Working on the farm. Roll: 1-3 Just the Farmers, 4-6 Companions, with 1-3 (Roll: 1-3 Dogs, 4-6 Children)

5-6 Back at the farmhouse. Probably with everybody, for mealtimes and at night.

To create a random farm for an encountered farmer, first roll for the size of the farm on the table below:

Roll Size of Farm Grade Farmer Number Type Number Farm Animal Number Vehicle Number

1-2 Plot 1 1-6 Farmers 1-2 1-3 1*

3-4 Small Field 2 2-7 Farmers 1-3 2-4 1-2* 

5 Large Field 4 2-12 Farmers 2-4 2-7 2-4*

6 Huge Field 6 3-18 Farmers 2-7 2-12 2-7*

* Roll for the type of each vehicle: 1-3 Wagon, 4-6 Cart 

Next, roll for each type of specific farming present at the full farm:

Roll Type of Farm

1 Grain and crops

2 Roll again: 1-3 Fruit, 4-6 Vegetables

3 Eggs

4 Meat

5 Hide

6 Other 

To determine the specifics of each of these types of farming roll as appropriate below on the specific farming type table required:

First Roll Second Roll Grain and crops type

1 1 Amaranth

1 2 Balleye Beans

1 3 Bamboo

1 4 Barley

1 5 Chob Beans

1 6 Cocoa

2 1 Coffee

2 2 Corn/Maize

2 3 Cotton

2 4 Flaxwort

2 5 Hemp

2 6 Hops

3 1 Lentils

3 2 Marmalant Tea

3 3 Medlar

3 4 Millet

3 5 Mulberry/Silk

3 6 Mullweed

4 1 Mustard

4 2 Oats

4 3 Olives

4 4 Papyrus

4 5 Purple Lotus

4 6 Pygmy Corn

5 1 Rice

5 2 Rye

5 3 Sallow-Seed

5 4 Scarlet Poppy

5 5 Siff-Saff

5 6 Smoking Weed

6 1 Sorghum

6 2 Soybeans

6 3 Sugarcane

6 4 Sun Flower

6 5 Tea

6 6 Wheat

The size of the field can be found by rolling a die and multiplying the result by the farm's Grade. The result is the area of the field in square kilometres. On Titan, farms are usually measured in square furlongs, where a furlong is roughly equivalent to two hundred metres or an eighth of a mile.

Roll Fruit type

This type includes fruit, nuts and berries. Roll on the table below to determine which, and then roll again on the specific type to find out what the farm is growing.

Roll General Fruit type

1-2 Fruit

3-4 Nuts

5-6 Berries

First Roll Second Roll Third Roll Fruit type

1-2 1-2 1 Apple

1-2 1-2 2 Apricot

1-2 1-2 3 Banana

1-2 1-2 4 Bandurin Fruit

1-2 1-2 5 Blood Orange

1-2 1-2 6 Bomba Fruit

1-2 3-4 1 Breadplant

1-2 3-4 2 Canefruit

1-2 3-4 3 Caracalk

1-2 3-4 4 Cherry

1-2 3-4 5 Chubbley Fruit

1-2 3-4 6 Crab Apple

1-2 5-6 1 Dates

1-2 5-6 2 Dragonfruit

1-2 5-6 3 Fig

1-2 5-6 4 Galda Fruit

1-2 5-6 5 Garva Fruit

1-2 5-6 6 Giant Banana

3-4 1-2 1 Grapefruit

3-4 1-2 2 Guava

3-4 1-2 3 Jewelfruit

3-4 1-2 4 Kumquat

3-4 1-2 5 Lemon

3-4 1-2 6 Lime

3-4 3-4 1 Makfruit

3-4 3-4 2 Mango

3-4 3-4 3 Medlar

3-4 3-4 4 Melon

3-4 3-4 5 Nauk Fruit

3-4 3-4 6 Nectarine

3-4 5-6 1 Orange

3-4 5-6 2 Pango Fruit

3-4 5-6 3 Papaya

3-4 5-6 4 Pawpaw

3-4 5-6 5 Peach

3-4 5-6 6 Pear

5-6 1-2 1 Persimmon

5-6 1-2 2 Pineapple

5-6 1-2 3 Plantain

5-6 1-2 4 Plum 

5-6 1-2 5 Pomegranate

5-6 1-2 6 Pomelo

5-6 3-4 1 Quince

5-6 3-4 2 Rose Apple

5-6 3-4 3 Sky Fruit

5-6 3-4 4 Stink Fruit

5-6 3-4 5 Stonepith

5-6 3-4 6 Sun Fruit

5-6 5-6 1 Tamarind

5-6 5-6 2 Tongo

5-6 5-6 3 Tuktuk Fruit

5-6 5-6 4 Watermelon

5-6 5-6 5 White Fruit

5-6 5-6 6 Xamen Fruit

First Roll Second Roll Nut type

1-2 1 Abundance Nut

1-2 2 Acorns

1-2 3 Almond

1-2 4 Betel Nut

1-2 5 Breadnut

1-2 6 Candlenut

3-4 1 Cashew

3-4 2 Chestnut

3-4 3 Coconut

3-4 4 Hazelnut

3-4 5 Honeymilk Nut

3-4 6 Horse-Chestnut

5-6 1 Kola Nut

5-6 2 Palm Nut

5-6 3 Peanut

5-6 4 Pine Nut

5-6 5 Pistace

5-6 6 Walnut

First Roll Second Roll Berry type

1-2 1 Bilberry

1-2 2 Blackberry

1-2 3 Blimberry

1-2 4 Bloodberry

1-2 5 Blueberry

1-2 6 Catgrapes

3-4 1 Chawberry

3-4 2 Currants

3-4 3 Giant Goldberry

3-4 4 Grapes

3-4 5 Harshberry

3-4 6 Lemonberry

5-6 1 Moongrapes

5-6 2 Mulberry

5-6 3 Raisin

5-6 4 Raspberry

5-6 5 Redberry

5-6 6 Strawberry

The size of an orchard or vineyard or similar can be found by rolling a die and divide the result by two to give you a range of 1-3. Multiplying this number by the farm's Grade gives you the area of the field in square kilometres. 

Roll Vegetable type

This type includes vegetables and edible fungi. Roll on the table below to determine which, and then roll again on the specific type to find out what the farm is growing. 

Roll General Vegetable type

1-4 Vegetable

5-6 Fungi

First Roll Second Roll Third Roll Vegetable type

1-2 1-2 1 Artichoke

1-2 1-2 2 Asparagus

1-2 1-2 3 Beetroot

1-2 1-2 4 Broccoli

1-2 1-2 5 Cabbage

1-2 1-2 6 Carrot

1-2 3-4 1 Cassava

1-2 3-4 2 Cauliflower

1-2 3-4 3 Celery

1-2 3-4 4 Chili

1-2 3-4 5 Chives

1-2 3-4 6 Cloud Cabbage

1-2 5-6 1 Collard Greens

1-2 5-6 2 Cornpepper

1-2 5-6 3 Cucumber

1-2 5-6 4 Edible Taproot

1-2 5-6 5 Eggplant

1-2 5-6 6 Healing Riverbeet

3-4 1-2 1 Horseradish

3-4 1-2 2 Jimweed Root

3-4 1-2 3 Jute

3-4 1-2 4 Kale

3-4 1-2 5 Lemongrass

3-4 1-2 6 Lettuce

3-4 3-4 1 Lotus Root

3-4 3-4 2 Mallow

3-4 3-4 3 Marrow

3-4 3-4 4 Mustard

3-4 3-4 5 Onion

3-4 3-4 6 Peas

3-4 5-6 1 Peppers

3-4 5-6 2 Pickle

3-4 5-6 3 Potato

3-4 5-6 4 Pumpkin

3-4 5-6 5 Purple Tuber

3-4 5-6 6 Radish

5-6 1-2 1 Sago

5-6 1-2 2 Shallot

5-6 1-2 3 Sorrel

5-6 1-2 4 Spinach

5-6 1-2 5 Spring Onion

5-6 1-2 6 Sprouts

5-6 3-4 1 Squash

5-6 3-4 2 Sweet Potato

5-6 3-4 3 Taro

5-6 3-4 4 Tomato

5-6 3-4 5 Turnip

5-6 3-4 6 Watercress

5-6 5-6 1 Wild Leek

5-6 5-6 2 Wild Parsnip

5-6 5-6 3 Yam

5-6 5-6 4 Yarrow

5-6 5-6 5 Yellow Cabbage

5-6 5-6 6 Yellow Carrot

First Roll Second Roll Fungi type

1-3 1 Green Mushroom

1-3 2 White Truffle

1-3 3 Edible Toadstool

1-3 4 Mountain Mushroom

1-3 5 Black Truffle

1-3 6 Red-Spotted Toadstool

4-6 1 Red Truffle

4-6 2 Green-Topped Fungus

4-6 3 Truffle

4-6 4 Ramparts

4-6 5 Tortilla Fungus

4-6 6 Healing Mushroom

The size of a vegetable patch can be found by rolling a die and divide the result by three to give you a range of 1-2. Multiplying this number by the farm's Grade gives you the area of the field in square kilometres. 

Roll Eggs type

1-2 Chickens, 6-36 birds

3 Ducks, 2-24 birds

4 Turkeys, 2-12 birds

5 Geese, 2-12 birds

6 Quail, 4-24 birds

Roll Meat type

1 Pork, 3-18 animals

2 Beef, 3-18 animals

3 Mutton and lamb, 4-24 animals

4 Goat, 4-24 animals

5 Chicken, 6-36 birds

6 Roll again: 1-2 Turkey, 3-4 Duck, 5-6 Geese, all 4-24 birds

Roll Hide type

1-2 Leather. Roll again: 1-4 Cattle, 3-18 animals; 5-6 Goat, 4-24 animals

3-4 Wool, Sheep, 4-24 animals

5 Eiderdown or Feathers, 4-24 Geese

6 Other Fur or Hide (see Encyclopedia Arcana: Volume 1, p. 73), 2-7 animals

Roll Other types 

1 Bees, 2-7 hives, for honey

2 Pigeons, 4-24 birds in dovecot, for messenger-birds

3 Falconry, 1-6 birds in cages, for hunting

4 Ferrets, 1-6 animals in cages, for eliminating vermin

5 Dyes (Woad) for dyers and limners

6 Herbs (Roll as per generating a Herbalist's wares for the encountered as per The Titan Herbal, p. 87) for herbalists and apothecaries

For determining the total number of animals present that are being raised for farming purposes, the number of animals given next to their name is multiplied by the farm's Grade.

Example: If a farm is a Large Field of Grade 4, and the farm has 3-18 cattle for beef, the roll, in this case 11, would be multiplied by 4 for a total of 44 heads of cattle in this Large Field for beef-farming.

Finally, in addition to any creatures raised for farming, there will be the usual farm animals ambling about the place. The size of the farm determines the number of farm animals present (for example a Large Field has 2-7 types of Farm Animal present). For each type of farm animal present, roll on the table below to determine what that is:

First Roll Second Roll Farm Animal 

1-3 1 Riding steeds, 1-3 (Roll: 1 Pony, 2-3 Horse, 4-5 Donkey, 6 Mule)

1-3 2 Cart Steed, 1-3 (Roll: 1-2 Water Buffalo, 3-4 Carthorse, 5-6 Ox)

1-3 3 Dogs, 1-3

1-3 4 Roll again: 1-3 Bull, 4-6 Cow.

1-3 5 Pigs, 1-3 

1-3 6 Sheep, 1-3

4-6 1 Goat, 1-2

4-6 2 Cat, 1-2

4-6 3 Geese, 1-2

4-6 4 Turkey, 1-2

4-6 5 Chickens, 1-6 (Sixth is a Rooster)

4-6 6 Ducks, 1-3

Example: The Director needs to quickly roll up a farm the Heroes have encountered on the wide Pagan Plains of Allansia. Rolling a 3 on the Farm Size table means the farm is a Small Field, Grade 2, with 2-7 Farmers, 1-3 types of farming and 2-4 farm animals. Making these secondary rolls gives the Director a Grade 2 Small Field farm with 4 Farmers, 2 types of farming present, and 4 farm animal types. Rolling for the farming types, the Director gets 6 and a 3, which is Eggs and Other. Rolling on those tables generates a 6 for Quail's Eggs (with 38 quails), and 6 also for Herbs (which would be then rolled for and determined using The Titan Herbal). Quail's eggs and herbs seems like quite the specialized farm! Rolling on the farm animal table four times gives us the following fellow denizens of this farm along with the farmers: two dogs, one cat, two chickens and a duck. Yes, indeed, still quite a queer place!

Disregard any results in particular that do not reflect the encountered habitat type, and choose or reroll the results until you achieve a farm composition you feel comfortable with. Obviously, this collection of animals reflects climates from northern temperate to semi-arid. Sub-arctic realms would feature musk-ox and reindeer, arid areas would have camels, desert ass, and desert bison, while tropical upland regions would see llamas and alpacas being used, and in the lowlands, guinea fowl, water buffalo, zebra, and hippohog.

Farmers consider themselves the backbone of any decent nation, such as Ruddlestone, Gallantaria, Femphrey or Ximoran, toiling on their farms to produce food for the kingdom to consume. All too often though, particularly in the magically capricious continent of Khul, their farms are reduced to barren wastelands through pestilence and famine, disease and decay, until their fields are as dry as dust and their animals naught but gleaming bone. Elsewhere, in more bountiful rural and rustic locations, the Farmer enjoys a high social standing, as both a land-owner and free-person, who works their own land for produce and profit.

Farmers offer their prayers to many different deities over the course of the year and its seasons, so that their crops may flourish and their animals be strong and healthy. The main gods of worship are Cholumbara, goddess of agriculture and known as the Ploughman in the Old World or Limmannin in Allansia, Galana the goddess of plants and fertility, and Varantar, patron demigod of farm animals and shepherds. A year on Titan from a farmer's perspective is thus a cycle of sowing, growing and harvesting, alongside a succession of rituals and fairs, such as the Equinox, the Solstice, the Midsummer Fair and so on, to ensure hopefully plentiful returns upon their investment in the land itself.