Saturday, December 20, 2025

Yet more random plants I have encountered from across the Titan-o-sphere...

HARSHBERRY (#20/31, #355/365) [TTHA] 

Appearance: This is a short bushy creeper with small dark green leaves, pink flowers, and round, reddish-purple berries.

Distribution: Plains, hills and forests across Khul.

Effects: Harshberries are used in cooking due to their acrid flavoursome taste. As actual food however, they are for the desperate. Whoever consumes a bag of Harshberries must roll one die: on a 1-3 they gain 1 STAMINA point, but on a 4-6 they lose 1 STAMINA point due to indigestion.

Cost: City 5sp, Town 5sp, Village 5sp (per bag)

Availability: Common

Further Notes: Harshberries are noted as growing abundantly along the shores of Lake Nekros in north-eastern Khul.

HEAVENFLOWER (#21/31, #356/365) [TTHA]

Appearance: This is a delicate herb with round dark green leaves, and beautiful pale blue flowers.

Distribution: Mountains, hills and wilderness across Titan.

Effects: The Heavenflower is edible and can be eaten as emergency rations. A bunch of Heavenflower will restore 1 STAMINA point if consumed.

Cost: City 5sp, Town 4sp, Village 3sp (per bunch)

Availability: Common

Further Notes: Heavenflower is the name of a house or clan of Desert Elves from the borderlands of northern Arantis.

LAVENDER (#22/31, #357/365) [TTHA]

Appearance: This is a tall herb with gray-green lance-shaped leaves and long stems ending in spikey clumps of strongly aromatic purple flowers.

Distribution: Plains, hills and woods across Titan.

Effects: Lavender is an ingredient in the brewing of the Pretty as a Picture Potion, along with Turquoise Mould (see The Titan Herbal, p. 71) and a Chokeseed pod (see The Titan Herbal, p. 28). This potion is a jar or bottle of turquoise-coloured gas. When the lid or cork is removed, it releases a cloud of lavender-smelling gas which causes 3 STAMINA choking damage to all within three metres except the potion-bearer. Opponents with nose plugs or filters are immune to the gas, as are Demons, the Undead, and all other magical creatures.

Cost: City 3gp, Town 2gp, Village 1gp (per bunch)

Availability: Common

RUSTBANE (#23/31, #358/365) [TTHA] 

Appearance: This is a shiny, silvery fungus, resembling a mat of fibrous lichen.

Distribution: Arid wilderness areas across Titan.

Effects: One patch of Rustbane can be used to extract enough material for a Vial of Rustbane. When this is placed on rusty items, it absorbs the corrosion and excretes it back as deposits of pure iron. Any piece of iron equipment, such as a weapon, a piece of armour, and so on, that have been damaged by corrosion will be restored to normal via the application of one dose of Rustbane per item. This also applies to items made from other metals and metallic alloys, however it does not work on items that are damaged but not rusty, such as those dissolved by Iron Eaters or gnawed upon by Ferrovores. Also, rusty metal magical items can have their physical presence restored by Rustbane, but their enchanted effects will need to be rejuvenated separately through sorcerous means.

Cost: City 20gp, Town 40gp, Village 50gp (per vial)

Availability: Very Rare

Further Notes: This is thought to be a reverse-engineered variant of Ironbane (see The Titan Herbal, p. 41). Rustbane is believed to have first been derived from the Plane of Rust in the Demonic Pit, and exists upon Titan in blasted wasteland areas where the powers of chaos run fast and strong.

SUNFLOWER (#24/31, #359/365) [TTHA]

Appearance: This is a tall single-stemmed plant with broad, rough green leaves and a single large yellow flower.

Distribution: Plains and hills across Titan.

Effects: The seeds of a Sunflower may be eaten as food and one bag of Sunflower seeds counts as one meal’s worth of Provisions. In addition, Sunflower seeds can be ground down to create a vial of Sunflower Oil. A vial of Sunflower Oil counts as enough oil to start a fire or lantern, use for a Potion ingredient, or make a short section of floor very slippery.

Cost: City 5sp, Town 7sp, Village 1gp (per vial)

Availability: Common

Further Notes: Sunflowers are grown in the fields around the town of Hamelin in central Allansia, and sold in bunches for 3gp by Faye Bibble the town’s florist.

WHITE ASH (#25/31, 360/365) [TTHA] 

Appearance: This is a large tree with thick fissured white bark, long green oval-shaped leaves, and small white flowers.

Distribution: Woods and forests across Titan, especially Elven communities.

Effects: A staff made from the wood of a White Ash tree is an extremely powerful weapon. It will never break on a fumble and counts as a Masterwork weapon (see Combat Companion, p. 33), adding a +1 bonus to STAMINA damage to the lowest slot on its damage roll.

Cost: City 25gp, Town 20gp, Village 15gp (per staff)

Availability: Very Rare

Further Notes: The White Ash Bow was one of the twelve enchanted Royal Treasures of Amarillia. Legend states the bow had double the range of regular Elven longbows (see Encyclopedia Arcana: Volume 1, pp. 137-138), firing off arrows across vast distances, each missile emitting a soul-chilling howl as it arced through the air.

WOAD (#26/31, #361/365) [TTHA] 

Appearance: This is a tall herb with lots of yellow flowers at the top, and grey-green leaves below.

Distribution: Woods, hills and plains across Titan.

Effects: The leaves of the Woad plant can be dried and crushed to extract a blue dye used for dying textiles, bodily decoration, or as ink for scrolls, books or tattoos. Indeed, Woad is a component in the type of Rune Magic used by the Wild Wood Men of the Avanti Wood, and the Tribesmen of north-eastern Khul. These people use magically enchanted Woad to create temporary battle markings that gift them with remarkable powers, such as deflecting arrows and attaining battle frenzy.

Cost: City 8gp, Town 7gp, Village 5gp (per gourd)

Availability: Common

Further Notes: There are many varieties of Woad across Titan that differ in hue and tint. For example, Stittle Woad is a common dye used by Allansian Wood Elves, and also the human name for the Elven town of Eren Durdinath, due to the foolish actions of the now-exiled Wood Elf Leeha Falsehope. Quinsberry is a type of Woad popular in Gallantaria for its stubborn durability, and thought originally to have been derived from Northlander traditions.

Cross that palm with silver and learn the secret of the future...

FORTUNE-TELLER (#19/31, #354/365) [POT]

SKILL: 8

STAMINA : 8

ATTACKS: 1

WEAPON: Dagger or Staff

ARMOUR: None

DAMAGE MODIFIER: None

HABITAT: Towns, Forests, Hills, Plains, Marshes, Deserts, Mountains

NUMBER ENCOUNTERED: 1

TYPE: Humanoid

REACTION: Friendly

INTELLIGENCE: High

Considered largely synonymous with Soothsayers (such as the wolfskin-clad Awenydion of Bryn Du), Palm-Readers, and Diviners, the FORTUNE-TELLER is a mystic who claims to be able to predict the future and know the potential vagaries and outcomes of one's life. Depending on climate, they will usually be clad in a variety of hoods, turbans, cloaks, robes or shawls of some sort to denote their arcane credentials. All Fortune-Tellers will have a preferred means of divination; to determine what this is roll on the table below:

Roll Means of Divination

1 Crystal Ball

2 Cards

3 Palm-reading

4 Rune-Casting

5 Entrail-reading

6 Astrology

The actual abilities of a Fortune-Teller can vary greatly. To determine what they are, roll on the table(s) below:

Roll Ability

1-5 Charlatan! No abilities, other than Con 2, Sleight of Hand 2, Etiquette 1, Sneak 1.

6 Roll on the Magical Power table below.

Roll Magical Power

1 Wizardry: has Magic-Wizardry of 3 and a MAGIC score of 6. Has 18 Magic Points worth of Wizardry spells, one of which is the See Future (6) spell.

2 Sorcery: has Magic-Sorcery of 3 and a MAGIC score of 6. Knows all Sorcery spells and uses the FAR spell and their preferred divination method.

3 Prophecy: has Magic-Visions of 3 and a MAGIC score of 6. Has 18 Magic Points worth of magic spells.(see Magic Companion, pp. 67-69)

4 Psionics: has Magic-Psionics of 3 and a PSIONICS score of 6. Has 12 Psy Points worth of powers at least 3 of which must be invested in the Precognition power. (see Magic Companion, pp. 70-84)

5 Chronomancy: has Astrology-Lore of 3, Magic-Chronomancy of 3 and a MAGIC score of 6. Has 18 Magic Points worth of Chronomancy spells.

6 Priest of Zorna (Mistress Fate): has Magic-Priestly of 3 and a MAGIC score of 6, for a Devotion of 9 when using the power of Zorna (see Gods of Titan, pp. 92-93).

If threatened, Fortune-Tellers will defend themselves with a Dagger or Staff or whatever come to hand. They will have 1-2 special accessories as well; roll on the following table to determine what these are:

Roll Accessory 

1 Familiar: to determine type see Return to the Pit, pp. 68-78.

2 Apprentice: see p. XX.

3 Herbs: 1-6 types, as per pedlar (see The Titan Herbal, p. 87).

4 Books: 1-6 different volumes (see Encyclopedia Arcana: Volume 1, p. 50).

5 Magic Objects: 1-6, roll for type: 1-2 Potions, 3-4 Sundries, 5 Components, 6 Monster Organs.

6 Magic Objects: 1-3, roll for type: 1-3 Magic Mask (roll: 1-3 on person, 4-6 for sale), 4-6 Magic Tattoo (on person).

If required, roll also for the size or type of enterprise:

Roll Size Grade

1 Cave or Pit 1 

2 Pedlar 1

3-4 Stall or Wagon 2

5 Hovel or Hut 3

6 House 4

The price of a Fortune-Teller's reading is typically 1-6 GP multiplied by the perceived Social Scale of the recipient, per session, which is usually an hour. It may be cheaper or free for poor folk, in lieu of shelter or food or gifts for these are always gratefully received by travelling Fortune-Tellers.

Fortune-Tellers are a common feature of life of Titan. In Allansia, such renowned Fortune-Tellers including Madame Star of Port Blacksand and Rosina of Dree are rightly acclaimed for their ability at divining the wiles of the future. Similarly, while there may be infamous charlatans - Misk of the recent mayhem at Blacksand market springs to mind - the art of fortune-telling has been perfected to such an extent as to provide pathways of arcane scholarship. 

For example, in Allansia, Silverton has the Orb Guild of Gelda Wane, famed for its graduating students carefully seeded at courts across the land, such as the notable Lissamina of Salamonis. Likewise, in the Old World, there is the Mistress of the Sight from the town of Havalok in the kingdom of Ruddlestone, who is one of the foremost proponents of the school known variously as the Mind's Eye or the Third Eye.

Wednesday, December 17, 2025

Several Rods to Rule Them All...

Rod of Paralysis (#14/31, #349/365) [EA:V2] (Enchanted Item)

This is a silver rod one metre long, comprising of two separate halves that screw into each other to complete the whole. One half has the number 37 etched into the solid end of the half-rod, while the other piece ends in a solid ball with the number 13 stamped into it. The ball also unscrews, to reveal a piece of paper rolled up inside this half of the rod. The paper reads:

"To know my use, add my halves together."

When pointed at a living victim (it does not work on Demons, Magical creatures and the Undead), they will suddenly stop moving, being instantly paralyzed. The paralysis can be dispelled magically, but is otherwise permanent, essentially freezing the victim in time, unable to do anything other than observe. This costs one charge to use; when found the rod will have 2-7 charges. 

The rod can only paralyze one victim at a time. To paralyze a new victim the wand-bearer must first mentally release the victim they paralyzed previously. If they cannot recollect what creature is still trapped by the rod's powers, they cannot activate the rod, though this attempt does not cost 1 charge. If they can recollect what they previously paralyzed, that victim will spring once again into action, and continue on its way, unaware that they had ever stopped. Meanwhile, whatever they have pointed the rod at will stop dead in their tracks, paralyzed instantly. 

Some nameless adventurer was reputed to have used a Rod of Paralysis on the near-mythical Gargantis monster of the Howling Tunnels in the western Flatlands. Freezing the beast, they cut off its ivory horn, which they needed to use as a stake to plunge through the chest of the powerful necromancer Razaak the Undying.

Unavailable to buy 

Rod of the Serpent (#15/31, #350/365) [EA:V2] (Enchanted Item)

This is a thin Darkwood rod carved with the writhing shape of a stylized serpent, that pulses with magical power. When thrown or placed upon the floor it will instantly transform into the writhing coils and rearing fanged head of a GREAT SERPENT (SKILL 9 STAMINA 10, Very Large Bite, Light Armour, see also Beyond the Pit, pp. 116-18) that will attack any enemies of the rod-bearer. If the enemies are slain, the Great Serpent will revert back to its staff form; however if the Great Serpent is slain, then the item is destroyed. 

This costs one charge to use; when found the rod will have 2-7 charges. If all the charges are used up, the Great Serpent will fade into nothingness, as if it had slithered off to another dimension. The Rod of the Serpent can be created by touching any large serpent or snake with a Black Elk antler-horn Talisman of Transformation. Some sagas state Kensei the Sword-Saint, champion of the Shogun of Hachiman, used a Rod of the Serpent against the Toad Demon Graalsch during a Tourney of the Planes assembled by the devilish Dai Oni serving Ikiru, Master of Shadows.

Unavailable to buy 

Rod of Thunder (#16/31, #351/365) [EA:V2] (Enchanted Item)

This is a wooden rod made from Amber Pine and bound with electrum. When held and a command word uttered, a rolling wave of thunderclaps will boom out from the rod, affecting everyone within 10 metres, except the rod-bearer. All must take 2 STAMINA damage from the shockwave and Test their Skill. Those that are unsuccessful are knocked over and spend the next Attack Round getting to their feet, unable to attack. This costs one charge to use; when found the rod will have 2-7 charges. Rods of Thunder were known to be ritual objects of the northern Druids, and the priests and elementalists of Frostholm. 

Unavailable to buy 

Rod of Transmutation (#17/31, #352/365) [EA:V2] (Enchanted Item)

This is a wooden rod made from Black Pine and bound with glowing green metal. When pointed at a living object within 10 metres and a command word uttered, a beam of green light will leap from the rod to the target, who must Test their Luck to avoid the effects of the green beam. If they are Unlucky, they are transformed into a harmless animal for 10-60 minutes. The type of animal can be rolled for on the table below:

Roll Animal

1 Toad

2 Frog

3 Crow

4 Newt

5 Mouse

6 Cockroach

The beam transforms any belongings or accoutrements possessed by the victim as well, though it has no effect if pointed at inanimate objects. This costs one charge to use; when found the rod will have 2-7 charges. The Rod of Transmutation was known to be used by Dark Druids, Hags, and Cursewitches.

Unavailable to buy 

BONUS! 

Talisman of Transformation (#18/31, #353/365) [EA:V2] (Enchanted Item)

This is a powerful magical adjunct made from the antler of a Black Elk and polished ebony in colour. It is inscribed with the engraving of a stylized serpent, appearing as a strange whorled pattern of white bone. When this talisman is physically touched to any snake or serpent (excluding Hydras and Hydra-Snakes), there will be a startling magical effect where a pulse of powerful energy flows through the talisman-bearer and transforms the serpent and the talisman into a single enchanted item in a flash of blue light! The type of item depends on the type of creature touched with the talisman, and can be determined from the table below:

Reptile Type Item Type

Great Serpent, Giant Snake, Cesuoshe, Hanging Snake, Scitalis: Rod of the Serpent

Chameleon Serpent, Poisonous Snake, Sea Snake, Serpent, Sewer Snake: Snake Staff

The Enchanted Item that is created by this process will be a regular item of its type.

Unavailable to buy

Friday, December 12, 2025

Various and sundry monstrosities...

BAG O' BONES (#7/31, #342/365) [OOTP IV]

SKILL: 7


STAMINA: 8

ATTACKS: 1

WEAPON: Small Claw

ARMOUR: None

DAMAGE MODIFIER: None

HABITAT: Dungeons, Ruins, Caves

NUMBER ENCOUNTERED: 1

TYPE: Undead

REACTION: Hostile 

INTELLIGENCE: Low

Typically found in forgotten corners of ancient dungeons or cursed and abandoned settlements, such as the damned village Fetchfen in the Old World kingdom of Ruddlestone, the BAG O' BONES is a skeleton-ghost, an Undead spirit animating a bunch of bones into something that roughly resembles a human skeleton. This will happen if the place where the bones lie is disturbed by an intruder. The bones will rise up and the Bag o' Bones will speak, its voice emanating out from an old skull, mocking its victim before attacking them, cackling insanely all the while. 

As with all skeletal creatures, edged and pointed weapons only do 1 point of STAMINA damage per hit to the Bag o' Bones while blunt smashing weapons do regular damage. Curiously they cannot venture into sunlight, and if exposed to it, the ghost will be banished back to the lands of the dead while the bones collapse to the ground, no longer animated. However, in the realm of darkness or the night, the Bag o' Bones is more than happy to prance about on bony legs, swiping at its victims with skeletal talons while belittling them all the while about their puny mortal existence.

BONEBEAST (#8-10/31, #343-345/365) [OOTP IV]

Chimerical Living Fossil Dragonkind 

SKILL: 9 10 11


STAMINA: 11 10 12

ATTACKS: 3

WEAPON: See below

ARMOUR: See below

DAMAGE MODIFIER: See below

HABITAT: Dungeons, Ruins, Caves

NUMBER ENCOUNTERED: 1-2

TYPE: Undead

REACTION: Hostile 

INTELLIGENCE: Low 

See the cautious adventurer entering a large cavern, lantern held aloft in one hand. There are a multitude of bones all over the floor, that crunch under their feet as they walk, most apparently belonging to various great mythological beasts. Even as they watch in horror, the bones start rising, forming gradually into an immense monstrous skeleton, a BONEBEAST, with jaws clacking together and huge clawed talons stretching forwards towards the hapless adventurer, angry at their intrusion! 

Bonebeasts have three different types depending on what creatures the bones forming this undead horror originally came from. The following table can be used to determine the type of Bonebeast encountered if needed, as well as differentiating their armour type and damage modifier:

Roll Bonebeast Type Armour Damage Modifier

1-2 Chimerical None +1 to Damage Roll

3-4 Living Fossil Medium +2 to Damage Roll

5-6 Dragonkind Heavy +2 to Damage Roll 

CHIMERICAL BONEBEASTS are mainly made up of the skeletons of fantastical beasts such as basilisks, chimerae, hydrae and manticores. When a Chimerical Bonebeast scores a hit in combat upon an assailant, roll on the table below to determine what they were hit with:

Roll Attack Type

1-2 Terrible Claws: The Bonebeast savages its opponent with cruelly sharp claws. As per Large Claws weapon type.

3-4 Tail Lash: The Bonebeast's tail hits its victim knocking them over. As per Large Claw weapon type, plus the assailant is knocked over or backwards and has a -1 penalty to their Attack Strength for the next Attack Round.

5-6 Savage Bite: The monster catches an opponent in its mouth and sinks its fangs into them. As per Large Bite weapon type.

LIVING FOSSIL BONEBEASTS are mainly made up of the skeletons of various long-dead giant reptile species, including Dinosaurs and their various kindred derivations, whether found as fossils or defeated centuries ago as the last of their kind. When a Living Fossil Bonebeast scores a hit in combat upon an assailant, roll on the table below to determine what they were hit with:

Roll Attack Type

1-3 Terrible Claws: The Bonebeast savages its opponent with cruelly sharp claws. As per Large Claws weapon type.

4-5 Tail Lash: The Dragon-thing's tail hits its victim knocking them over. As per Large Claw weapon type, plus the assailant is knocked over or backwards and has a -1 penalty to their Attack Strength for the next Attack Round.

6 Savage Bite: The monster catches an opponent in its mouth and sinks its fangs into them. As per Very Large Bite weapon type.

DRAGONKIND BONEBEASTS are mainly made up of the skeletons of Dragons, Wyverns and the various other Wyrms. When a Dragonkind Bonebeast scores a hit in combat upon an assailant, roll on the table below to determine what they were hit with:

Roll Attack Type

1-3 Terrible Claws: The Bonebeast savages its opponent with cruelly sharp claws. As per Large Claws weapon type.

4-5 Tail Lash: The Dragon-thing's tail hits its victim knocking them over. As per Large Claw weapon type, plus the assailant is knocked over or backwards and has a -1 penalty to their Attack Strength for the next Attack Round.

6 Savage Bite: The monster catches an opponent in its mouth and sinks its fangs into them. As per Large Bite weapon type.

As with all skeletal creatures, edged and pointed weapons only do 1 point of STAMINA damage per hit to the Bonebeast; blunt smashing weapons do regular damage. When slain, the necromantic magic holding the Bonebeast together is dispelled in a burst of noxious energy, and it will crumble into a pile of skeletal remains once more. Among the bones the discerning adventurer may find some interesting trinkets, for likely the formerly-living entities comprising the Bonebeast accumulated some wealth in their original life-times (assume a Decent treasure hoard, as per Encyclopedia Arcana: Volume 1, p. 153).

Rumour has it certain necromancers and dark priests of Evil desert gods have perfected a ritual that summons such a Bonebeast creature from the bones of those that have perished among the sands and dunes. A Dragonkind Bonebeast was reputed to dwell in the hollow shell of Valsinore Keep in Ruddlestone, formed from the the skeletons of dragons, wyrms and wyverns slain by past lords during the chaos wars that marked the Rise of Kakhabad.

EARTH DRAGON (#11/31, #346/365) [OOTP IV]

Young Adult 

SKILL: 8 10


STAMINA: 14 18

ATTACKS: 3

WEAPON: 

Young - Large Claws and Bite

Adult - Very Large Claws and Bite

ARMOUR:

Young - Medium

Adult - Heavy 

DAMAGE MODIFIER:

Young - +1 to the Damage Roll

Adult - Double Damage

HABITAT: Mountains, Hills, Plains, Forests, Wilderness

NUMBER ENCOUNTERED: 1

TYPE: Monster

REACTION: Unfriendly-Hostile 

INTELLIGENCE: Average

'Like the teeth of a loathsome EARTH DRAGON!' is what they say about the mountain range known as the Witchtooth Line, and indeed these jagged crags named after the fangs of hags do indeed resemble the savage sabres and serrated edges of the Earth Dragon's dentition. These weird creatures, thought by some to be a type of Drake, are low-slung wingless serpentine quadrupeds, with thick brownish-black scales providing protection, in addition to the numerous spikes studded down the Earth Dragon's spine. When angered, which is often for the Earth Dragon is a bad-tempered beast, it will attack with bites from its great toothy maw and swipes from its taloned forelimbs.

Every third Attack Round the Earth Dragon will spit forth a glowing ball of lava at one immediate opponent, who must Test their Luck to avoid the projecticle magmoid vomit. Those that fail must deduct 2 STAMINA points if the perpertrator was a Young dragon or 4 STAMINA points if they were an Adult, with no Armour Roll allowed. In addition, the Earth Dragon's thick armoured plates are interspersed with numerous spikes and spines; anyone who wounds the Earth Dragon in melee combat also suffers 1 STAMINA point of damage themselves as they involuntarily impale themselves upon the Earth Dragon's sharply pointed dermal defences. 

Previously and mistakenly thought to be a devolved Black Dragon by misguided earlier scholars, it is now known the Earth Dragon - also known as the Land Dragon in some locations - is a distinct entity in its own right, for as the Wyrm and the Wyvern have lost some or all of their legs but kept their wings, the Earth Dragon has instead kept all its limbs but become wingless, but, unlike the Tatsu, also flightless. In addition, its existence has given weight to the idea the Mud Dragon is actually a primitive example of Dragonkind instead of a mutated Giant Lizard.

Considered  likely to be a southern relative of the imposing Xiau of Titan's colder regions (see Return to the Pit, pp. 212-213), the Earth Dragon is typically found clambering about a variety of habitats from rocky mountain fastness, rolling hills, thickly-forested woodland or even grassy plains and flatlands. Usually lurking in a lair such as a dark cave, lost valley or scrabbled muddy den beneath a huge dead tree, the Earth Dragon will shamble forth to depopulate the surrounding countryside with its depredations on the local hamlets and their herds of livestock. 

Earth Dragons have long been a menace across Titan, and particularly the Old World, from the steppes of Lendleland to the Shamutanti Hills. Indeed, during the Rise of Kakhabad, Beastmen warriors from the Verminpit deployed units of heavy cavalry mounted on Earth Dragons against crusaders from Ruddlestone and Analand. Dwarfs have also reported some success in training young newly-hatched Earth Dragons as battle-steeds, and a recent raid by Flatlander nomads on an outlying settlement of Fangthane was utterly destroyed by an Earth Dragon heavy cavalry unit of Dwarf Warriors fortunately on border maneuvers at the same time.

ELFIN DRAGON (#12/31, #347/365) [OOTP IV]

SKILL: 5


STAMINA: 4

ATTACKS: 1

WEAPON: Small Bite

ARMOUR: Light

DAMAGE MODIFIER: -1 to Damage Roll

HABITAT: Forests, Jungles, Mountains

NUMBER ENCOUNTERED: 1

TYPE: Monster

REACTION: Neutral 

INTELLIGENCE: High

Closely related to the Pocket Dragon, and consider by many draconic scholars to be the smallest of the dragonettes or lesser dragons, the ELFIN DRAGON is a metre-long multi-coloured flying reptile, with gossamer-thin butterfly-like wings that can change in colour and hue for either camouflage or display. Because of this, the Elfin Dragon has a +4 bonus to any Stealth Special Skill rolls they make when hiding or sneakily hovering about. 

In combat the Elfin Dragon attacks by biting with its fanged mouth, and every third Attack Round will breath out a cloud of violet gas at its immediate opponent. The opponent must Test their Luck to avoid inhaling the gas, which causes effects identical to the Befuddle spell. Elfin Dragons also know the following basic magical Cantrips which they can cast once per day: Enhance, Entertain, Glimmer and Spark. 

In the wild, Elfin Dragons dwell far from civilization, usually in heavily forested regions, where they will make their lair in a hole of a large tree's trunk. They prey on small birds, squirrels and tree rats, as well as supplementing their diet with nuts, berries and fruit. They are intelligent creatures, and, like Pocket Dragons, can communicate through telepathic thought, and in several languages, including Dragonese and both High and Low Elvish. It is perhaps not surprising therefore, to see Elfin Dragons adopted as pets and familiars by Wood, Jungle and Mountain Elves, dependent on terrain. Indeed, in Amarillia, the Elves of the Ember Woods are noted for their Elfin Dragon familiars, that they keep in addition to the more usual Grelfin. 

WRAITH DRAGON (#13/31, #348/365) [OOTP IV]

SKILL: 13


STAMINA: 20

ATTACKS: 4

WEAPON: Very Large Bite and Claws

ARMOUR: None

DAMAGE MODIFIER: Double Damage

HABITAT: Ruins, Dungeons, Caves, Spirit Plane, Demonic Planes

NUMBER ENCOUNTERED: 1

TYPE: Undead

REACTION: Hostile 

INTELLIGENCE: High

Just as there are corporeal undead Dragons, like the shambling Skeletal Dragon or the festering Kragon, so too are there non-corporeal undead Dragons as well, such as the much-feared WRAITH DRAGON. This is the vengeful spirit of a Dragon returned to the Earthly Plane to wreak havoc upon it, and takes the form of a large winged dragon formed from glowing spiritual energy, appearing only during the night or in dark places underground. Although the Wraith Dragon can only be harmed by silver or magic weapons, its own chilling talons and fangs burn with the cold fury of the dead and wound flesh and bone readily enough.

Every three Attack Rounds the Wraith Dragon will unleash a sonic scream, a howling blast of noise that causes all those present who fail their Test for Luck or who are not wearing ear plugs, to lose 4 STAMINA points. In addition, the draining touch of the Wraith Dragon's claws and teeth saps at the soul. Anyone physically wounded by a Wraith Dragon (who survives!) must roll a die, and on a roll of 1-4 deduct 1 SKILL point as well, as part of their vital energy has been stolen away. 

Wraith Dragons are generally confined to other planar environments, such as the Spirit Plane or the Demonic Pit, where they soar across otherworldly skies on glowing wings, screaming with hatred at existence and everything in it. Occasionally however, one does end up on Titan, summoned by an incautious Necromancer, or bound to a forlorn barrow or cursed glade for long-forgotten reasons. Such a Wraith Dragon was bested by the Hero of Tannatown in Femphrey, who recovered its treasure hoard to great acclaim and renown, though there is some dispute as to whether they actually slew the beast using the magic sword Wyrmbiter, or left the Wraith Dragon itself well alone.

Sunday, December 7, 2025

Forge ever onwards...

FORGER (#7/31, #342/365) [POT]

SKILL: 6

STAMINA : 7

ATTACKS: 1

WEAPON: See below

ARMOUR: 1 in 6 chance of a Leather Jack

DAMAGE MODIFIER: None

HABITAT: Towns, Plains

NUMBER ENCOUNTERED: 1

TYPE: Humanoid

REACTION: Neutral

INTELLIGENCE: High

Also known as the Counterfeiter, the FORGER is a tricky individual who uses their artistic or crafting skills to fabricate gems, jewellery, coinage, monetary documents, titles, deeds and other indicators of wealth and status. This is done in order to illicitly obtain all of the benefits of such fraudulent largess (and none of the downsides, at least until they get caught), or, more often, sell them on to others that desire similar things, who may or may not know what they are buying is counterfeit. 

Forgers may have originally been, or still are, legitimate artisans such as jewellers, limners, scribes and idol-makers, but now use their skills for the devious purposes of illegal replication of capital assets. They will be wearing work or travel clothes, with a 1 in 6 chance of a Leather Jack, and armed with a weapon rolled for on the table below.

Roll Weapon Type

1-2 Club

3-4 Dagger

5-6 Shortsword

All  Forgers 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 Forger'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 Forger 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 counterfeit property the Forger trades in, roll a die on the table below:

Roll Forgery Type

1 Gemstones

2 Jewellery

3 Objects d'Art

4 Coins

5-6 Paper (roll again below)

First Roll Second Roll Paper Forgery Type 

1-2 1 Treasure Map

1-2 2 Magic Scroll

1-2 3 Merchant Pass 

1-2 4 Letter of Credit

1-2 5 Letter of Introduction 

1-2 6 Scroll of Civic Pardon

3-4 1 Warrant Scroll

3-4 2 Deed of Purchase

3-4 3 Tradesman's Guild Permit

3-4 4 Sea Charts

3-4 5 Miner's Permit

3-4 6 Adventurer's Permit

5-6 1 Envoy's Papers 

5-6 2 Trader's Permit

5-6 3 Event Invitation

5-6 4 Holding Titles

5-6 5 Dominion Titles

5-6 6 Social Status Titles

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

Forger 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 counterfeit goods, roll the dice to determine the units of goods of each type that the Forger has for sale. 

Type of Goods Units of Goods

Gems and Jewels 1-6

Jewellery 1-3 

Objects d'art 1-3

Coins 4-24

Paper 1-3 

Forgers 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, Verlang, God of the Forge, and the nameless God of Thieves, hoping that one day their efforts will pay off and they will strike it rich enough to retire. Some say the scribe and lawyer Jalal Armen of Port Blacksand (see Blacksand, p. 71) can forge 'grey' documents on the side, but surely they jest, for why would such a respected member of the Temple District court such a potentially fatal and risky business?

Wednesday, December 3, 2025

Recent Random Plants I Have Known From Across the Titan-o-sphere...

OLIVE (#3/31, #338/365) [TTHA]

Appearance: This is a short, squat tree with a gnarled and twisted trunk. It has silvery green leaves and small round green fruit.

Distribution: Woods, hills and plains in warmer areas across Titan.

Effects: Olives are used for food and to produce Olive Oil. A flask of Olive Oil counts as enough oil to start a fire or lantern, use for a Potion ingredient, or make a short section of floor very slippery. In addition, a jar of preserved olives counts as one Provision, while fresh olives can be eaten as well, and are very nutritious, restoring 1 STAMINA point if a bunch of olives are consumed.

Cost: City 5sp, Town 7sp, Village 1gp (per flask)

Availability: Common

 

SOUTHERN HARDWOOD (#4/31, #339/365) [TTHA]

Appearance: This is a tall, many-branched tree with broad green leaves, large white flowers and small brown nut-like fruit.

Distribution: Forests and jungles across Titan.

Effects: The timber of the Southern Hardwood is used for construction, whether it be for decorative purposes or not, including doors, chests, caskets and walking staves. A quarterstaff made out of Southern Hardwood counts as a Masterwork Weapon (see Combat Companion, p. 33).

Cost: City 20gp, Town 12gp, Village 4gp (per staff)

Availability: Uncommon

Further Notes: The Southern Hardwood is related to the Hardwood Tree (see The Titan Herbal, p. 39). The great main door of the Merchants’ Guild of Port Blacksand has been made with Southern Hardwood timber imported from distant Arantis (see Blacksand, p. 77). 

  

TORTILLA FUNGUS (#5/31, #340/365) [TTHA]

Appearance: This is a flat, circular hand-sized fungus that is a grey-white to yellow-white in colour.

Distribution: Plains, caves, ruins and dungeons across Khul.

Effects: Tortilla Fungus is surprisingly edible and highly nutritious. Although some find its spongy, flesh-like texture off-putting, eating a Tortilla Fungus is filling, and the equivalent of consuming a meal, restoring 2 STAMINA points to the consumer.

Cost: City 5gp, Town 4gp, Village 3gp (per fungus)

Availability: Common

Further Notes: Tortilla Fungus is used to make the dish known as Fungus Tortillas, which are a popular delicacy across Khul, especially the city of Corda and surrounds.

 

WHEATBLIGHT (#6/31, #341/365) [TTHA]

Appearance: This is a fungal infection of grain crops and appears as a chalky white matted substance covering the shrivelled grain kernels and sodden rotted stalks.

Distribution: Plains, hills and farmlands across Titan

Effects: Wheatblight affects all grains such as wheat, barley, oats and rye. Any farm Holding or Dominion that grows such crops must reduce their monthly Income by half while their plants are afflicted with Wheatblight. If encountered randomly, roll on the following table to determine what has been infested with Wheatblight (either wild or farm-grown):

Roll Crop Type

1 Wheat

2 Barley

3 Oats

4 Rye

5 Millet

6 Maize

Cost: Not available for sale.

Availability: Common