Saturday, February 21, 2026

Happiness is a BAKEMONO-SHO!

BAKEMONO-SHO (#27/28, #27/365) [OOTP IV]

SKILL: 6

STAMINA: 6

ATTACKS: 1

WEAPON: Shortsword, Spear, or Shortbow

ARMOUR: Leather Hauberk and Small Shield

DAMAGE MODIFIER: None

HABITAT: Dungeons, Ruins, Forests, Marshes, Hills

NUMBER ENCOUNTERED: 1-6 or 3-18

TYPE: Humanoid

REACTION: Unfriendly-Hostile

INTELLIGENCE: Average

From the distant hermit kingdom of Hachiman, in the south-eastern corner of the Dark Continent of Khul, are to be found many strange and horrible creatures known from few other places across Titan. One such example are the BAKEMONO-SHO, thought to be an obscure variant of the more ubiquitous Goblin, and also related to the Orc-like Shikome. They are short ugly humanoid creatures, with warty orange-brown skin, and typically clad in leather armour while brandishing crude weapons such as shortswords, spears and shortbows.

For every six Bakemono-Sho that are encountered, one will be a more experienced individual with SKILL 7 STAMINA 8. They are known from a variety of regions in Hachiman, including the Forest of Shadows and the Mizokumo Fens, as well as hilly uplands and dark dungeons. While the Bakemono-Sho may aggregate in small hamlets of three to eighteen individuals, they are more likely to be found in the service of an evil lord, such as Ikiru, the Master of Shadows and lord of Onikaru, the Pit of Demons. 

Although not as powerful as the Shikome, the Bakemono-Sho are cunning and devious, and equally capable of setting traps and snares or infiltrating human settlements using stealth and subterfuge. Ultimately though, they are cowardly creatures at heart, and a savage show of might will usually cower them into submission or send them running to the hills, depending on whatever the Bakemono-Sho consider their best hopes of survival to be!

Friday, February 20, 2026

GODS OF TITAN reviewed!

 

This review of Gods of Titan by Darcy on DrivethruRPG is worth reading:

"This is an incredible world-building lore-book.

You get a long list of gods, each with their own individual powers, holy colours and symbols, and descriptions of their worshippers and cults.

You get a clear vision of the Macrocosmos, with its varied planes of existence, from the elemental to ethereal, from Celestial to demonic.

You are given a calendar of years, months, days and hours, each associated with a specific god, a great cycle of time. And there's constellations associated with specific gods.

It is this astrological information that makes 'Gods of Titan' so interesting. Not only can constellations affect the starting traits and abilities of Heroes, but can affect gameplay, boosting enemies or Heroes on different days. Further, astronomical objects and events can also effect gameplay, from eclipses and solar flares to comets passing and meteorites crashing. You are given rules and effects (and the option to mine a meteorite for star-metal or fight whatever weird aliens rode it to earth) that make the world feel fully lived in, can create immersion and throw a confident Hero off balance, just as astronomical objects and events do in the real world. I've never seen anything like it in another RPG lore-book (admittedly, I'm not an expert).

An incredibly detailed lore-book, 'Gods of Titan' is deep, but also straightforward. It builds on thirty-odd years of development of Advanced Fighting Fantasy lore, without complicating it.

Worth the AUD$23 I paid."

Thanks Darcy!

You can get your copy of Gods of Titan as a PDF, softcover, or hardback POD book, here: 

https://www.drivethrurpg.com/en/product/550284/gods-of-titan 

Wednesday, February 18, 2026

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

GRIPWEED (#24/28, #24/365) [TTHA]

Appearance: This is a variety of grape whose small spherical fruits are a pale red in colour, and whose vines grow in thorny thickets with ragged-edged leaves.

Distribution: Plains and hills across the Old World.

Effects: The grapes of the Gripweed can be used to make Gripweed Wine. When drunk, this powerful alcoholic beverage is refreshing, and will restore 2 STAMINA points, but it also has unpredictable side-effects on the imbiber; roll a die to see what:

Roll Effects

1 Happy and light-headed

2-4 Slur speech and lose co-ordination; -2 SKILL for 30 minutes

5-6 Become violent and attack nearest person!

Cost: City 3gp, Town 6gp, Village 6gp (per flask)

Availability: Common


MILLWEED (#25/28, #25/365) [TTHA]

Appearance: This is a type of semi-aquatic plant with long creeper-like yellow stems and small round green leaves.

Distribution: Marshes and on the shores of rivers and lakes across the Old World.

Effects: A bunch of Millweed can be used to make a healing poultice that can be applied to a wound during first aid (see Advanced Fighting Fantasy, p. 65), and will allow a healer to deduct two from the dice roll when testing their Healing Special Skill.

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

Availability: Common

Further Notes: Millweed takes its name for its habit of fouling the wheels of water-mills if its growth is not checked and cut back regularly.

 

MUSTIK (#26/28, #26/365) [TTHA]  

Appearance: This is a thin-stemmed herb with ragged green leaves and clusters of lobed mauve flowers.

Distribution: Plains, hills and wildernesses across the Old World

Effects: Mustik is a powerful herb that can be ground down to create a vial or thumb-sized container of ointment. A salve of pure Mustik can make one believe anything; inhaling its delicate fragrance makes one quite giddy and susceptible to suggestions, allowing a +4 bonus to any Con Special Skill rolls.

Cost: City 4gp, Town 6gp, Village 8gp (per vial of ointment)

Availability: Uncommon

GODS OF TITAN available in hardback!


Like, OMG, all your prayers are answered and you can finally get my eighth book GODS OF TITAN as a hardback, which should be its default state. 

Buy it here: https://www.drivethrurpg.com/en/product/550284/gods-of-titan 

Tuesday, February 17, 2026

Gadding about like a GADDON!

GADDON (#24/28, #24/365) [POT]

Warrior Knight 

SKILL: 7 9

STAMINA: 8 10 

ATTACKS: 1 

WEAPON: Sword, Spear or Long Bow 

ARMOUR: Plate Armour

DAMAGE MODIFIER: None 

HABITAT: Caves, Dungeons

NUMBER ENCOUNTERED: 1-6 or 6-36 

TYPE: Humanoid 

REACTION: Friendly-Neutral 

INTELLIGENCE: High

The Gaddon or Feelbrethren people are originally from south-west Khul. They migrated to the deep chasms (for no known reason, although some authorities claim religious persecution) and created their own culture. They began to give birth to blind babies soon after constructing their complex system of tunnels. Their other senses were greatly enhanced and they became masters of the dark. The Gaddon Knights – the Sensewarriors – are supreme fighters in the dark. They are rarely to be seen in the Toplands (as they call Khul) since the time of Tancred the Magnificent.

From Treatise on the Kingdoms of South-west Khul by Ignatius Pommfritte.

One race of humans has gone further than most in adapting to an inhospitable corner of Khul and making it their own. The GADDON people of south-western Khul have left the lands above and gone underground, where they can be found dwelling in the subterranean Dark Chasms that tunnel beneath the Kingdom of Gorak. Here they have evolved numerous adaptations to the cave systems they now call home. Despite their blank sightless eyes, the Gaddon have excellent and powerful senses of hearing, smell, touch and taste. Their skin is pale, with slightly pointed ears and long dark hair, which is usually styled into mane- like mohawks, beards and moustaches for the men.

All Gaddon are trained in the skill of Sensefight, which is the ability to fight blind, or in complete darkness, with no combat penalties. This skill is sometimes taught to worthy heroes from the Toplands, and to learn it requires the use of a Dark Helm and the spell of Darksight. For battle, Gaddon warriors arm themselves with swords, spears and long bows, and wear plate armour, though those on missions to the Toplands may wear more typical mercenary garb. They also ride the horned Koyunlu into battle and harness them to carts and war-machines. Gaddon will usually be encountered in patrols of one to six warriors, and if five or six are present then one will be a Gaddon Knight who leads them, with combats scores as given above.

Normal Gaddon are SKILL 6 STAMINA 6 and armed with a dagger but no armour. They wear leather clothes made from the hides of Koyunlu and other underground beasts. These Feelbrethren can be found dwelling in small fortified cavern settlements of six to thirty-six inhabitants, of which around half will be male and female warriors. There are also great subterranean fortress-cities such as Caverndown and Govanthian, which house thousands of Gaddon in winding tunnels, fortified keeps and chambers cut from bare rock. These guard the fabled iron mines from which the Gaddon extract ore to forge their weapons, tools and armour. Smaller settlements exist; the infamous below-ground tavern known as the Dragon’s Breath Inn (which serves Scorchspark Brew), is run by Bosak the Gaddon and his daughter, while the Tower of Orghuz used to be a Feelbrethren stronghold until they abandoned it to fell creatures but not before trapping every single room.

The Gaddon have developed a unique writing system, known as Cyphers, which are a series of raised dots and sunken pits arrayed on a three-by-three grid. Different combinations of dots and pits signify different things, and even encompass a Spellbound number-counting system used by Gaddon sages and artificers. The Secret Cyphers of the Feelbrethren are only taught to the most trusted of Toplanders, by scholars such as the ancient Gaddon hermit known as the Old Man in the Iron Cave. These mystics also craft magic items such as Gaddon Rings (one use only: makes bearer invisible in combat and can win one battle without STAMINA loss) and Crystals of Darkness (bring darkness upon a torch-lit cavern to allow for a mass-escape but may require the sacrifice of zero to two warriors).

The term Sensewarrior encompasses all Gaddon fighters, whether rank-and-file warriors or the more elite Gaddon Knights. These knights are led in turn by mighty heroes known as Gaddon Battlemasters, and many are their tales of valour and bravery. The Sensewarriors were originally entrusted to guard the Malice-infected Orghuz and his Khuddam spawn for all eternity, when Kevin Knucklesap was the legendary Gaddon hero who fought alongside Tancred the Magnificent, the first king of Gorak, against the forces of his evil-tainted brother Orghuz.

The greatest Battlemaster is Alkis Fearslicer, originally of Govanthian who is sometimes found on missions in the Toplands, and leader of thirty Gaddon knights. His deputies are a black-bearded man called Saliac and the warrior-woman Chorista. Two such Battlemasters hail from Caverndown, the hero Gorodin and the lady Khazara, one of the greatest of the Sensewarriors. Also worth mentioning is Aspra Smoothcheek, a Toplander mercenary-girl raised by the Gaddon who now roams the caverns with a rogue band of Dwarfs.

Monday, February 16, 2026

We really need to talk about WANDS... (part three)

Dark Elf Wand (#21/28, #21/365) [EA:V2] (Enchanted Item)

This is a twisted black wand usually made of Hawthorn or Thornwood. It provides a +1 spellcasting bonus to the following types of magic: Arcane Magic, Chaos Magic, Black Sorcery, Conjuring, Demonology, and Necromancy. Such wands were typically used by Dark Elves, particularly when casting long and difficult ritual magic spells.

Unavailable to buy 

Dwarf Wand (#22/28, #22/365) [EA:V2] (Enchanted Item)

This is a small wooden wand bound with iron. When found it will contain one random spell which can be rolled for as follows:

Roll Spell Type

1   Sleep

2   Befuddle

3   Light

4   Darkness

5   Fear

  Invisibility

This spell can be cast simply by pointing at a target and muttering the appropriate command word. In addition, when found, the Dwarf Wand will have 2-7 charges; each successful hit drains one charge and once these are used up the wand is useless unless recharged. While Dwarf Wizards and Sorcerers are rare, they do exist, and such wands are usually used by them or other magically-attenuated Dwarfs. In particular the Dwarfs who dwell in the Dark Chasms beneath the kingdom of Gorak in south-western Khul, are known to employ Dwarf Wands in the many battles against the evil creatures that infest this subterranean realm. 

Unavailable to buy

Release the NYMPH!

NYMPH (#19/28, #19/365) [TTHA]

Appearance: This is a plant-spirit that takes the form of a beautiful woman with light green skin, long dark green hair, and clothing that varies from diaphanous gowns to leafy vines.

Distribution: Forests and jungles across Titan.

Effects: A lock of Nymph’s hair can be used as a ward against carnivorous plants and the like; causing the vegetative monsters to suffer a -1 penalty to their Attack Strength when attacking the Nymph-hair lock-bearer.

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

Availability: Rare

Further Notes: Nymphs are thought to be related to Dryads (see p. XX) and Wodewoses (see p, XX)

 

NYMPH (#20/28, #20/365) [OOTP IV]

SKILL: 7

STAMINA: 6

ATTACKS: 1

WEAPON: Unarmed (Human) or Dagger

ARMOUR: Light

DAMAGE MODIFIER: None

HABITAT: Forests, Jungles

NUMBER ENCOUNTERED: 1-3

TYPE: Humanoid/Plant

REACTION: Friendly

INTELLIGENCE: High 

The NYMPH is a nature-spirit that inhabits woodlands and jungles across Titan. In appearance they resemble a beautiful woman with light green skin, long dark green hair, and are wreathed in diaphanous gowns or leafy vines. Nymphs prefer not to attack, but instead to charm and distract their way out of danger, but, if forced to fight, will respond with strong fists or a wooden dagger they may have. Anyone fighting a Nymph in combat in a wooded area must reduce their Attack Strength by 1, as all the surronding vegatation comes to the Nymph’s aid, with roots tripping, branches swatting, pollen blowing and other types of plant-based nonsense interferring with the assailant’s combat actions. In addition, once per day, a Nymph may attempt to charm any one opponent, as per the Command spell; the victim is allowed to Test their Luck every day until the effects finallly wear off.

Friends of Satyrs, Nymphs are also known to associate with Wood Elves, and some say the Elven adventurer Ophelia Lapwing bears traces of Nymph-like ancestry. In historical times, during the reign of Goldhawk the Great in the Kingdom of Karazan, the Howling Tunnels were reputed to contain the Banshee-guarded statue of a petrified Nymph water-bearer who wore the powerful artefact known as the Wristlet of the Golden Hand.

Saturday, February 14, 2026

Meet the Flintskins, we'll have a gay old time!

FLINTSKIN (#18/28, #18/365) [POT]

SKILL: 7

STAMINA : 8

ATTACKS: 1

WEAPON: Spear, Handaxe or Longbow

ARMOUR: Leather Cuirass

DAMAGE MODIFIER: None

HABITAT: Marshes, Hills, Wilderness

NUMBER ENCOUNTERED: 2-7 or 6-36

TYPE: Humanoid

REACTION: Neutral-Unfriendly

INTELLIGENCE: High

In the beast-haunted highlands of Titan we find isolated groups of humans scratching out a living while surrounded by monstrous horrors on all sides. For example, on the continent of Khul, in the north-eastern corner amid the misty hills of the Deathmoor, are the doughty race known as FLINTSKINS. These are a primitive tribe of sturdy, pale-skinned hunters that have survived many centuries in these parts. The Flintskins build small heavily-guarded settlements of mud and thatch huts, protected by fortified palisades in safe gorges and valleys, hidden away from their enemies, such as Flesh-Eaters and Arachnos the Life-Stealer (whose minions they attack on sight). Each village will have around thirty huts, with separate dwellings for the elders of the tribe, and be built around a central sacred totem pole dedicated to the elemental spirits and animal gods that the tribe worships. Each tribe will also have one to six large ferocious dogs known as Rottwilds, to guard, hunt and track (these are equivalent to Wolf Dogs; see Out of the Pit, pp. 38-39 for further details).

The scores given above are for Flintskin hunters, who will be well-armed with spears and bows as they patrol the wilderness, seeking game-animals and dealing with threats to the tribe. Normal Flintskin villagers will have SKILL 6 STAMINA 6, are unarmoured, and usually armed with a flint-bladed dagger. Flintskins are not servants of Evil, but they are a wary and suspicious folk, being distrustful of outsiders unless they can somehow prove their worth or good intentions towards the tribe. They have their own near-incomprehensible and nasal language, but also understand the common languages of traders from Arion and Corda with whom they occasionally barter rare fungi and the skins of swamp creatures. Flintskins are thought to be related to the Tribesmen (see Beyond the Pit, p. 146), of far northern Khul and elsewhere, but some sages argue they are the descendants of a formerly great empire that once existed in these parts.

We really need to talk about WANDS... (part two)

Bronze Wand (#15/28, #15/365) [EA:V2] (Enchanted Item)

This is a small bronze wand, usually inscribed with a separate glyph at each end. When the wand is struck against an object or enemy, it sparks and crackles with electrical energy, causing 3 STAMINA damage to its target per hit. When found, the Bronze Wand will have 3-18 charges; each successful hit drains one charge and once these are used up the wand is useless unless recharged. Due to the miniature nature of the wand, any creature larger than a Dwarf that uses a Bronze Wand in combat must subtract -1 from their Attack Strength. These wands are often given to sentient humanoid Familiars, such as Homunculi (see Beyond the Pit, p. 69), so that they can defend themselves and their master against any enemies.

Unavailable to buy 

Wand of Acid (#16/28, #16/365) [EA:V2] (Enchanted Item)

This is an ornate stone wand, typically made from soapstone though other types of rock may also be used. The wand drips a corrosive black acid and can be used in combat to strike at enemies. If the wand-bearer hits its opponent with the Wand of Acid, roll one die and consult the following table:

Roll Result Effects

1 Burned: Victim loses 3 STAMINA points

2-5 Splashed: Victim loses 2 STAMINA points

6 Blinded: Victim loses 4 STAMINA points and must subtract 2 from their Attack Strength for the next two Attack Rounds.

When found, the Wand of Acid will have 2-12 charges; each successful hit drains one charge and once these are used up the wand is useless unless recharged. A Demonling (see Return to the Pit, pp. 53-54) coffin-guardian of the Vampire Lord Count Reiner Heydrich was known to be armed with a Wand of Acid; unfortunately both the creature and its wand dissolved into a bubbling pool of vicious acid when the Demonling was slain.

Unavailable to buy  

Wand-Sword (#17/28, #17/365) [EA:V2] (Enchanted Item)

The Wand-Sword is similar to the Ebon Wand (see Encyclopedia Arcana: Volume 1, p. 136) in abilities if not appearance. It is a short, thick wand resembling a sword hilt, made from an expensive metal such as Blue Steel, Green Metal, Purple Steel or Yellowstone, and bound with leather. When held correctly, one end of the Wand-Sword will produce a shaft of blue-tinged fiery light resembling a fine sword blade that shimmers and buzzes; this counts as a Sword in combat and as an enchanted weapon if attacking creatures who are immune to regular weaponry. It is difficult to fight the wielder of a Wand-Sword in melee combat unless one has their own Wand-Sword as a weapon; anyone doing so must deduct 3 points from their SKILL score during this combat only. When found, the Wand-Sword will have 3-18 charges; each successful hit drains one charge and once these are used up the wand is useless unless recharged.

Wand-Swords were the preferred weapons of the Mage Warriors of south-western Khul. These black-cloaked spellcasters hail from the cursed city of Zagoula and are known to support the evil enchanter Jaxartes in his alliance with the warlord Ostragoth the Grim. Their plans of conquest allegedly begin with the kingdom of Zamarra and the goodly Mage Order that shelter behind its stone-dragon walls. Other variants of the Wand-Sword are known to exist; Jinxana the fire sorceress and head of Jaxartes' Mage Warrior contingent, was known to wield a Wand-Sword that transformed into a Fire Sword when used (see Encyclopedia Arcana: Volume 1, p. 135).

Unavailable to buy  

Friday, February 13, 2026

And then a KRAGAAR comes along, with the strength and lots of brawn...

KRAGAAR (#14/28, #14/365) [OOTP IV]

SKILL: 8


STAMINA: 10

ATTACKS: 1

WEAPON: See below

ARMOUR: Medium

DAMAGE MODIFIER: +1 to the Damage Roll

HABITAT: Dungeons, Ruins, Caves, Forests, Plains, Hills

NUMBER ENCOUNTERED: 1

TYPE: Humanoid

REACTION: Neutral-Unfriendly 

INTELLIGENCE: Low-Average

Once mistakenly thought to be a weird breed of Orc, or even some kind of grossly-deformed Kobold, the KRAGAAR is actually a unique species of humanoid in their own right. For whereas Kobolds represent a crossbred distillation of all the cowardice, deviousness and general nastiness of the Children of Hashak - the Goblins, the Orcs and the Trolls - the Kragaar exemplifies the exact opposite, being a summation of all of these creatures' best neutral features, such as their strength, bravery, fearlessness, and sheer bloody-minded will for survival.

Kragaar are large, broad-shouldered creatures, slightly smaller than an average Ogre or Troll, but well-muscled and imposing in appearance. Owing to regional Chaos fluctuations, their skin colour can vary widely, as can their choice of main weapon; roll two dice on the table below to determine what these all are:

First Roll Skin Colour Second Roll Weapon

1 Green 1-2 Handaxe and Flaming Scimitar (+1 Attack, on successful hit victim must Test for Luck or ignite)                 

2 Brown

3 Purple 3-4 Greatsword

4 Orange

5 Red 5-6 Battleaxe

6 Roll twice more, ignoring further rolls of 6

The Kragaar typically carries a regular Sword as a backup weapon and will be clad in armour comprised of iron plates on their shoulders, chests and thighs. This is often decorated by painting it with bright colours or inscribing symbols upon its surface, while the Kragaar are also known to tie bones in their crests of hair or cap their tusks with iron spikes. When not fighting or guarding a location, the Kragaar will be found employing their spare time profitably, such as sharpening their weapons, polishing their armour, or dealing with their mane-like pelage (often by completely shaving it off!

Perhaps the most well-known Kragaar are those of the Khulian kingdom of Zamarra, who live in wooded areas and ride great fire-breathing two-headed Serpents (and are thus also sometimes known as Serpent Warriors). Meanwhile, stalking the wilds of central Allansia, such as Trolltooth Pass and beyond to the Flatlands (with occasional stops at the Horizon Inn), is the great Kragaar called Monstroso, resplendent in pink armour with a greatsword inscribed with 'Death to Demons', who crusades against all Evil they encounter. Finally, deep within the Moonstone Hills is reputed to be a labyrinth containing the mystical Orb of Lucis, one of whose guardians is a massive, if not particularly intelligent, Kragaar warrior called Gorgo, known for his battlecry: "Gorgo angry! Gorgo kill now!"

Thursday, February 12, 2026

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


DEVIL'S IVY (#7/28, #7/365) [TTHA] 

Appearance: This is a robust thick-stemmed climbing vine with large, yellow-green heart-shaped leaves and large white lily-like flowers.

Distribution: Plains, forests, hills across the Old World.

Effects: Devil’s Ivy is covered in tiny poisonous spines. Anyone touching it must Test their Luck, or be rendered unconscious for 1-6 minutes and lose 1-3 STAMINA points. One vine can be pulped down, through careful use of gloves, to create enough poison for a Vial of Devilry, which, when ingested or applied to a weapon, causes effects identical to touching plant as per above.

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

Availability: Common

Further Notes: Devil’s Ivy grows all over the Northside wall of the cityport of Khare, as well as the North Gate itself, preventing incursions by nomads and bestial races from the Baklands.

 

DOOM SEED (#8/28, #8/365) [TTHA] 

Appearance: This is a low-lying herb or bush, with rounded bright green leaves, small white lamp-like flowers, and bulbous green seed-pods.

Distribution: Mountains, hills and plains across northern Allansia.

Effects: While the plant itself is relatively innocuous, the large shiny black seeds it produces can be ground down to create a vial of strong poison, with enough for one application. If applied to a weapon it will do an extra 2-7 STAMINA points of poison damage for one hit only. The sticky black paste is difficult to add to food or drink without arousing suspicion, but if ingested, also causes the loss of 2-7 STAMINA points.

Cost: City 10gp, Town 12gp, Village 14gp (per vial)

Availability: Common

Further Notes: The Doom Seed poison is commonly used by Mountain Elves, Northmen, Barbarians and other people of the cold wilderlands, who smear it on their darts and arrowheads to use as contact venom.

 

GISHAM TREE (#9/28, #9/365) [TTHA] 

Appearance: This is a medium-sized tree with a pale brown trunk, large green oval-shaped leaves and white-pink flowers.

Distribution: Plains, forests and hills across Titan’s warmer regions.

Effects: The leaf of the Gisham Tree, when properly enchanted with white-gold dust, can be used to create an alternative Lucky Charm, with identical effects to that of the original (see Advanced Fighting Fantasy, p. 147), except that its effects last for only 3-18 days.

Cost: City 55gp, Town 60gp, Village 75gp (per Charm)

Availability: Common

Further Notes: The use of Gisham Tree leaves to create Lucky Charms has led to an explosive illicit trade in fake charms featuring leaves of the tree simply painted gold. This trend is particularly prevalent in the cityport of Khare and other settlements across Kakhabad.

 

GLOSSY GREENLEAF (#10/28, #10/365) [TTHA] 

Appearance: This plant ranges from bush-size to tree-size, with a twisted black trunk, large glossy broad green leaves, a white lily-like flower, and green maize-like fruit.

Distribution: Forests and jungles across Titan.

Effects: The fruit of the Glossy Greenleaf plant is edible to humans, who gain +1 STAMINA point if a bag of the fruit is eaten. However, it is poisonous to cats and dogs, who will lose -1 STAMINA point if they consume fooding containing this fruit.

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

Availability: Common

Further Notes: Glossy Greenleaf plants are food for Chestrap Beasts (see Out of the Pit, p. 28)

 

HAWTHORN (#11/28, #11/365) [TTHA] 

Appearance: This is a shrub or small tree with dull brown bark, lots of sharp thorns, dark green many-lobed leaves, round white flowers and inedible dark red berry-like fruit.

Distribution: Forests, hills and plains across Titan.

Effects: The wood of the Hawthorn can be used to make wands, walking sticks, staves, stakes and other such items. It is thus a common component when constructing and enchanting various magic items. A Focus Staff made from Hawthorn provides a +2 spellcasting bonus, but it takes four days of meditation and preparation to endow a staff with these powers. In addition, if the Hawthorn Focus Staff is destroyed or lost, the spellcaster can only endow a new focus with powers at least two months after they lost the last one.

Cost: City 10gp, Town 6gp, Village 2gp (per staff)

Availability: Common

Further Notes: The magic Skull Staves used by the evil wizards called Death Lords were known to be made from Hawthorn.

 

SILVER BIRCH (#12/28, #12/365) [TTHA] 

Appearance: This is a medium-sized gnarled tree with scraggly triangular leaves and peeling scaly silver bark.

Distribution: Woodlands, forests, hills and wildernesses across Titan.

Effects: The gum and bark of the Silver Birch can be used as a makeshift tinderbox for starting fires, with one use only. One tree tends to yield 1-6 clumps of useable agglomerations of gum and bark.

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

Availability: Uncommon

Further Notes: Silver Birch is obviously related to the Birch tree (see The Titan Herbal, p. 21).

 

WHITELEAF (#13/28, #13/365) [TTHA] 

Appearance: This is a tall spindly tree with a black trunk and long white leaves, whose strange globular white fruit hangs in bunches close to the ground.

Distribution: Forests, plains and hills across Titan.

Effects: Sometimes mistakenly called the Goodberry or the Sweetfruit, the actual fruit of the Whiteleaf tree can be eaten and restores 2 STAMINA points, however only one fruit can be eaten per meal as they are extremely filling. Anyone who persists in eating two or Whiteleaf fruits in succession will make themselves rapidly sick, losing 2 STAMINA points from stomach cramps and vomiting.

Cost: City 7sp, Town 5sp, Village 3sp (per fruit)

Availability: Uncommon.

Further Notes: Fully grown Whiteleaf trees are known habitat of the gargantuan bat species known as the Nycterin (see Return to the Pit, pp. 141-142). Whiteleaf is also a common name among Wood Elves.

Tuesday, February 10, 2026

I'm going down now, to the riverside...

FERRYMAN (#6/28, #6/365) [POT]

SKILL: 7

STAMINA : 8

ATTACKS: 1

WEAPON: Dagger or Club

ARMOUR: None or Leather Jack

DAMAGE MODIFIER: None

HABITAT: Rivers, Lakes, Seashore, Towns (dockside), Marshes

NUMBER ENCOUNTERED: 1

TYPE: Humanoid

REACTION: Neutral-Friendly

INTELLIGENCE: Average

Somewhat different to the free-sailing boatman, in that they are tied to a particular route or water passage, the FERRYMAN (or Ferrywoman) is nevertheless similar in many other respects. They will be armed with a club or dagger and wear clothes ranging from bundles of cloth or a loincloth and a head-covering in warmer climes to boat pants and a jerkin in temperate areas, or even be clad in animal pelts and skins (roll a die; on 6 the Ferryman has apparel equivalent to a Leather Jack). They will also have 1-3 special items of gear as determined below:

Roll Extra Gear

1    Rope

2    Lantern

3    Fishing Gear

  a Net

5   a flask of Special Brew

  a Pipe and a pouch of Smoking Weed 

The ferry itself will typically be a Knarr (see Blacksand, p. 16), and include oars, a 10' wooden pole used for punting, and a boater's gaff (as per Polearm), as part of its gear. Ferryman usually operate at unfordable river crossings, on the docks of large river-ports and towns, on the shores of lakes, or even short journeys along the coast or to nearby offshore islands. Passage on a ferry usually costs 1-6 GP depending on distance and danger, and may be multiplied by the passenger's social status value if they look particularly wealthy!

One of the more infamous Ferrymen of recent times was Tek Kramin of Lake Ilklala, a notorious character known throughout the lands of Kakhabad prior to being slain by the Air Serpent, which then impersonated him, in its bid to slay the Analander (see The Crown of Kings Campaign, p. XX). Another was Burgess of Firetop Mountain (see Warlock of Firetop Mountain, p. 40), whose prices tended towards "inflation" and was rumoured to be a Wererat, while the assassin Zeedle of the Scorpion's Guild was reputed to disguise himself as a ferryman, sometimes after killing the real ferryman first. 

Equally dangerous are the puntmen of the Lake of Death, in the lower reaches of the Scamder river-valley north of Gundobad the Golden City. Not only did they charge exorbitant fees for crossing the nefarious lake, but would halt in the middle of their journey to demand more gold. If the unfortunate passenger refused, the puntman would knock them into the lake with their wooden pole, where the resident shoals of invisible Deathfish that gave the lake its name would do the rest!

Monday, February 9, 2026

We really need to talk about WANDS... (part one)

Wand of Cold (#4/28, #4/365) [EA:V2] (Enchanted Item)

This is a slender wand made from a length of Silverwood or timber from a similar alpine tree, and often stored in a thin tube of grey metal for protection. Using this wand fires off a cone of snowflakes that stream through the air towards a victim up to ten metres away, freezing them and causing them to scream in agony and suffer 5 STAMINA points damage. It can also be used on inanimate objects causing them to become brittle and break easily. When found the Wand of Cold will have 1-6 charges; once these are used up the wand is useless unless recharged. A Barbarian warrior was rumoured to have deployed a Wand of Cold in defeating the evil wizard Zeverin.

Unavailable to buy 

Wand of Ice Spheres (#5/28, #5/365) [EA:V2] (Enchanted Item)

This is a thin wand made from the ivory from a Snow Deer's antler. Using this wand fires off a number of small, glowing, pearly-white spheres that stream through the air towards a victim up to ten metres away, exploding on impact, inflicting unpleasant magical damage. Roll one die and add 1: this is the number of STAMINA points lost by the victimWhen found the Wand of Ice Spheres will have 1-6 charges; once these are used up the wand is useless unless recharged. These wands were commonly used by the Ice Elves of northern Allansia prior to their supposed extinction (and indeed are still wielded by the ghosts and spectres of Ice Elves one may encounter among the ruins of their frozen civilization).

Unavailable to buy 

Dreams of more Dragons...

BRIMSTONE DRAGON (#1/28, #1/365) [OOTP IV]

SKILL: 15


STAMINA: 25

ATTACKS: 4

WEAPON: Very Large Claw and Bite

ARMOUR: Heavy

DAMAGE MODIFIER: Double Damage

HABITAT: Demonic Planes, Volcanic areas, Caves, Mountains, Hills

NUMBER ENCOUNTERED: 1

TYPE: Monster

REACTION: Hostile 

INTELLIGENCE: High

"The Brimstone Dragon foe of old

Bring home to court its hoard of gold"

- The Tasks of Tantalon 

Thought to be related to the Hell Dragon, the fire-loving BRIMSTONE DRAGON is known from several places of furnace-level heat in the Demonic Pit, such as the Plane of Obsidian, the Plane of Pain, and the Plane of Steel. They are huge creatures, covered in a tough hide of bronze-coloured scales, with a finned crest running down their spine to the tip of a long serpentine tail, and broad spiny wings like sheets of copper. Brimstone Dragons attack with swipes of their clawed fore-paws and by biting with beak-like jaws lined with sharp spiky teeth.

Every third Attack Round the Brimstone Dragon will breathe a blast of incandescent hellfire at one opponent, who must Test their Luck or be roasted for 4 STAMINA points damage. They are of course immune themselves to all fire-based attacks whether magical or otherwise, and in fact radiate heat and steam. Anyone in combat with a Brimstone Dragon must reduct their SKILL by 1 for the duration of the battle as their energy is drained by the energy-sapping conditions.

As well as existing on warmer Demonic Planes of the Pit, the Brimstone Dragon is occasionally encountered on Titan, usually in mountainous or volcanic areas. The most infamous individual of recent times was a huge specimen that terrorized the Whitewater Valley and surrounds in Gallantaria, flying out from its cave-lair at the base of the Dark Cliffs, among the foothills of the Cragrock Peaks. The hero known as Tantalon's Heir imbibed an Invisibility Potion and stole the creature's treasure hoard of gold coins, but left much wealth and strange items behind. Perhaps they, and the dragon, remain there still?

HELL DRAGON (#2/28, #2/365) [OOTP IV]

SKILL: 16


STAMINA: 30

ATTACKS: 4

WEAPON: Very Large Claw and Bite

ARMOUR: Heavy

DAMAGE MODIFIER: Double Damage

HABITAT: Demonic Planes, Volcanic areas, Caves, Dungeons, Ruins, Mountains

NUMBER ENCOUNTERED: 1

TYPE: Monster

REACTION: Hostile 

INTELLIGENCE: High

One of the most fearsome of foes for any demon-stalker or monster-hunter is the dreaded HELL DRAGON! Thought to be a native of the Demonic Planes, hence the name, the Hell Dragon is a horrific creature covered in armoured red and black scales, with powerful wings and a profusion of spikes and horns sprouting from its skull, spine and tail. When attacking, which is often, for the Hell Dragon is a bad-tempered and irascible beast, it will slash out with iron-hard talons and bite with jaws containing enormous sharp yellow teeth.

Every second Attack Round the Hell Dragon will breathe a blast of coruscating hellfire at up to three opponents at a time, who must all Test their Luck or be roasted for 6 STAMINA points damage. They are of course immune themselves to all fire-based attacks whether magical or otherwise, and in fact radiate heat and steam. Anyone in combat with a Hell Dragon must reduct their SKILL by 1 for the duration of the battle as their energy is drained by the baleful conditions.

The Hell Dragon is found throughout the Demonic Pit, in all abyssal habitats, and occasionally summoned to Titan by reckless Conjurers and Demonologists. Forty years ago the peaceful kingdom of Ruddlestone was menaced by a Hell Dragon that incinerated large swathes of the countryside before being slain by Lady Jorgia of Ide, a Templar-Knight of Telak the Swordbearer. Riding her warhorse Celestaine, Lady Jorgia drove the enchanted weapon known as the Paladin's Lance into the scaly breast of the beast, piercing its heart and killing the creature instantly. Thus were the fields and forests of Ruddlestone free at last from the flaming breath of the vanquished Hell Dragon.

SHADOW DRAGON (#3/28, #3/365) [OOTP IV]

SKILL: 12


STAMINA: 16

ATTACKS: 4

WEAPON: Very Large

ARMOUR: None

DAMAGE MODIFIER: Double Damage

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

NUMBER ENCOUNTERED: 1

TYPE: Monster

REACTION: Hostile 

INTELLIGENCE: High

The SHADOW DRAGON or Dream Dragon is a tenebrous creature, a denizen primarily of the Ethereal Plane, but also present in dark places across both the Pit and Titan. Some consider it as a Dreamtime reflection of the mighty Night Dragon itself, a projected horror of a truly terrifying enemy. Regardless, this large creature appears as a sleek, long-tailed black-scaled draconid at least twenty metres long, with a two-metre long skull-like head. In combat it will attack with shadowy metre-long talons and fangs that nevertheless cut through flesh like weapons made from black steel.

Every third Attack Round the Shadow Dragon will breathe out a cone-shaped fog of super-frozen magical cold that affects anyone fighting it. They require a successful Test for Luck to avoid losing 6 STAMINA points due to the intense cold of the Shadow Dragon's breath. In addition, it is difficult to wound the shadowy substance that the beast is comprised from; for every successful hit in combat roll one die and on an odd roll, the blow does not fully connect, passing through the beast's insubstantial form, and the Shadow Dragon takes 1 less STAMINA point damage from the hit.

These strange creatures are rarely encountered, but nevertheless some tales of Shadow Dragons do exist. Written accounts such as the Tome of the Reaches claim Priests of the Night Dragon have the power to summon Shadow Dragons to do their bidding, for the creature can be sent to seek and destroy a target across all planes, realms and dimensions. This planar-travelling ability is thought to be an inherent power of the Shadow Dragon, as crusaders who encountered such a creature in Bathoria reported on its propensity to suddenly disappear when the battle was going poorly for it, and considered the Shadow Dragon one of their most vexatious adversaries.