Tuesday, April 8, 2025

A true SHEPHERD leads the way...

SHEPHERD (#8/30, #98/365) [POT]

SKILL: 6

STAMINA : 5

ATTACKS: 1

WEAPON: Staff or Sling

ARMOUR: None

DAMAGE MODIFIER: None

HABITAT: Mountains, Hills, Wilderness, Plains, Towns

NUMBER ENCOUNTERED: 1

TYPE: Humanoid

REACTION: Friendly

INTELLIGENCE: High

SHEPHERDS are those who tend to smaller herd animals, such as sheep and goats, in lonely places, keeping them safe from predators and allowing them to forage freely across the rugged uplands. They will wear simple clothes and be armed with a shepherd's crook (that counts as a Staff) and a Sling with a pouch of stones. The Shepherd will also have 1-3 items of extra gear, roll on the table below to determine what they are:

Roll Extra Gear

1 a musical instrument (roll: 1-2 Bamboo Pipe, 3-4 Bronze Bell, 5-6 Bone Whistle)

2 a Dog

3 Sheepskin Jacket (as per Leather Jack)

4 Rope and Grapple

5 Bunch of random Herbs

6 Lantern

To determine the type of herd animal the Shepherd is watching, roll on the table below:

Roll Herd type

1-5 Regular, roll: 1-3 Sheep, 4-6 Goats, 4-24 animals

6 Special, roll: 1-2 Bearsheep, 3-4 Salamonian Goats, 5-6 Mountain Rams, 2-12 animals

All Shepherds offer prayers to their patron god Varantar, and to Capra the demigod of sheep and goats as well. Skills possessed by Shepherds include Hill and Mountain Lore, Climb, Jump, Animal Lore, Herb Lore and Navigation.

Noted Paraphernalia of the Doom Demon

All of the following items can be considered regular accessories for the Doom Demon of the Desert of Skulls (see Return to the Pitpp. 60-61), if it is encountered:

Iron Chariot of Doom (#4/30, #94/365) [EA:V2] (Artefact)

These vehicles are often used by various Demon Princes to convey themselves around the planes of the Pit in some style, and take the form of an ornate wrought-iron chariot, with wheels of steel, drawn in a flaming arc across the planar skies by 1-3 beasts. Roll on the below table to determine the type of draught beast (all will be of the same type):

Roll Draught Beast

1 Xlaia or Devil Dog

2 Wheelies (2-12)

3 Chaos Steed

4 Demon Steed

5 Undead Steed

6 Hellcat 

The Iron Chariot of Doom has the following attributes:

Iron Chariot of Doom

VEHICLE STAMINA: 4

VEHICLE WEAPONS: Wheel-blades (as per Sword; +1 to Damage Roll)

VEHICLE ARMOUR: Spiked Barding (see Return to the Pit, p. 10). 

Base Movement: 8 (1 beast or 2-12 Wheelies), 9 (2 beasts), or 10 (3 beasts)

Encumbrance: 10 items or 1 passenger if only 1 crew

CREW: 1-2 (STAMINA X 1/4)

The chariot cannot be damage by non-magical weapons and is also immune to all fire-based attacks. In addition, the chariot has the power of flight, as do the creatures that pull it, and can use a variant of the Hellportal power once per day to move to another plane of the charioteer's choice. On land, the Iron Chariot of Doom leaves a trail of fire and wreckage; there is a 2 in 6 chance anything it moves over or passes will burst into flames if flammable. Being the charioteer for an Iron Chariot of Doom requires both the Handle Vehicle Special Skill to drive it and the Monster, Undead or Demon Lore Special Skill to control the drawing beasts.

UNAVAILABLE TO BUY

Twelve Images of Ciarensia (#5/30, #95/365) [EA:V2] (Artefact)

This is a chain of twelve skulls, each shrunken to about an eighth of its regular size. Each skull contains the soul of one of the twelve heroes of Ciarensia, the southern province of Allansia prior to the War of the Wizards, and home to the now-ruined cities of Balkash and Cutsilver. The power of a given skull can be invoked in the space of one Attack Round by clutching the relevant skull in one's left hand and uttering the name of the hero whose soul is contained within. 

First Roll Second Roll Skull Owner and Effect

1-3    1    Otto of Oyster Bay: This was a noted sailor of the coastal region. The invoker of this power gains +2 bonus to all water-related Special Skill rolls, such as Swim, Handle Boat, Sea Lore, Navigation, and Fishing.

1-3    2    Melphense la Ciarense: This was a wizardess of the province, trained at the Forest of Yore's School of Magic. The invoker of this power gains a +2 bonus to any Magic Special Skill rolls.

1-3    3    Sir Gestanze d'Quille: This was a holy knight of Balkash. Invoking this power gains one a +2 Armour Roll bonus.

1-3    4     Marg the Slaymaster: This was a mighty warlord who fought his way across the southern lands. Invoking this power gains one a +2 Damage Roll bonus.

1-3    5     Turveld Bronzeaxe: This was a resolute Dwarf warrior from the Craggen Heights. Invoking this power gains one a +2 bonus to all Underground Lore, Awareness and Trap Knowledge Special Skill rolls.

1-3    6     Jirellion of Yore: This was a mysterious Elf from the Forest of Yore. Invoking this power gains one a +2 bonus to all Forest Lore, Navigation and Hunting Special Skill rolls.

4-6    1     Bain of the Black Spear: This was an adventurer from Cutsilver, well-trained with all kinds of weapons. Invoking this power gains one a +2 bonus to their Attack Roll when using Melee or Missile Weapons.

4-6    2     Fatihma alSabbaran: This was a wisewoman from the Desert of Skulls. Invoking this power gains one a +2 bonus to all Desert Lore, Navigation and Hunting Special Skill rolls.

4-6    3     Chulor the Nearly Chosen: This was a healer-priest of Logaan from Balkash. Using this power allows the invoker to heal 2-7 STAMINA points to themself or one other person, via touch. Alternatively they could cure one disease or poison, or remove one curse.

4-6    4     Ysella Shieldfaith: This was a holy cleric of Sindla from Cutsilver. Invoking this power gains one a +2 bonus to their Devotion for any priestly Powers used.

4-6    5     Velino of Whitewater: This was a rogue from the lands bordering the Whitewater River. Using this power grants the invoker a +2 bonus to any Stealth Special Skill rolls.

4-6    6      Quelm Clayhill: This was a sorceress of the Hill Barbarian tribes of the Craggen Heights. Invoking this power gains one the Talent of Second Sight, and they can see all magical effects, items, spells and creatures.

Only one power can be used at a time, and each power lasts for one combat or 3-18 minutes. After a power is used, it cannot be used again that day. There are temples in Shazaar that would pay dearly to acquire this artefact, so that the souls stored within it can finally be laid to rest.

UNAVAILABLE TO BUY

Whip of Tortured Souls (#6/30, #96/365) [EA:V2] (Enchanted Item)

This is a long whip made from braided Hag's hair (see Encyclopedia Arcana: Volume 1, p. 67), and enchanted with soul-destroying necromancy. In addition to its regular abilities as a whip (which requires the Whips Special Skill; see Encyclopedia Arcana: Volume 1, p. 46), it counts as a magical weapon, and does damage as per a Morning Star. If the victim of the Whip of Tortured Souls is killed by the damage inflicted, their soul is absorbed by the weapon, and its wielder will gain 1-6 STAMINA points in stolen strength. In addition, the Whip of Tortured Souls can be used as a spell component for the Black Sorcery DIE spell (see Citadel of Chaos, p. 109). The use of this weapon is generally considered an Evil act.

UNAVAILABLE TO BUY

Cloak of Flames (#7/30, #97/365) [EA:V2] (Enchanted Item)

This is a black cape of woolen material, attached around one's neck, that flames on command three times a day. Needless to say, the wearer is immune to the fire, and all fires in general, magical or otherwise. In addition, the Cloak of Flames provides the equivalent of Large Shield Armour Roll modifiers for any damage suffered. The Doom Demon (see Return to the Pit, pp. 60-61) wore such an item, indeed, it was considered essential to tear it off the Doom Demon's skeletal frame in order to slay them! 

Price 225gp

Sunday, April 6, 2025

The Bloom of Doom!

FLOWERS OF CHAOS (#2/30, #92/365) [TTHA] 

Appearance: This large colonial fungal-plant hybrid has several stages of appearance in its life cycle. The most commonly encountered stage will be 3-18 flowers, resembling strange mushroom-like stems, the same height as a man, ending in a blue pod that opens to reveal a joyously coloured yellow and orange flower. These, plus any other infestations in the area, will be linked with tendril-like structures back to the main root chamber, with 2-12 sentinels, small blue mushroom-like pod structures that spurt forth stinking spores. These guard a central seed pod, as long as a man, glowing with a sickly green light and pulsing slowly like the heartbeat of some giant creaure.

Distribution: Settlements, ruins, dungeons, wet underground areas, jungles and marshes across Titan.
 
Effects: The spores used by both the flower and sentinel stages of the Flower of Chaos are stored in fibrous sacs, within each distribution orifice. These sacs can be harvested and thrown in combat as an improvised weapon. If it hits, roll 1d6 for the effect:

Roll Spore Sac Effect

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

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

5-6 Infectious Spores: Cloying spores infect the victim if they fail a Test versus Luck, and they will turn into a Spore Person themselves within 1-6 Attack Rounds, as scarlet mushrooms rapidly spread across the victim's body. This can be cured with a priest's Cure Disease power.

Cost: City 50gp, Town 60gp, Village 70gp (per spore sac)
 
Availability: Rare
 
FLOWERS OF CHAOS (#3/30, #93/365) [OOTP IV]
 
            Flower Heart-Pod
SKILL:     6        4

STAMINA: 4        18

ATTACKS: 4

WEAPON: Spore Sac (see below)

ARMOUR: Medium Armour

DAMAGE MODIFIER: None

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

NUMBER ENCOUNTERED: 1 (with 3-18 Flowers)

TYPE: Plant

REACTION: Unfriendly-Hostile

INTELLIGENCE: None

The FLOWERS OF CHAOS are a strange, Warp-fuelled hybrid of plant and fungi, with characteristics of each. This large colonial fungal-plant hybrid has several stages of appearance in its life cycle. The most commonly encountered stage will be 3-18 flowers, resembling strange mushroom-like stems, the same height as a man, ending in a blue pod that opens to reveal a joyously coloured yellow and orange flower. Each flower will attack with random spore attacks as per the below table, until destroyed.

 Roll Spore Sac Effect

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

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

5-6 Infectious Spores: Cloying spores infect the victim if they fail a Test versus Luck, and they will turn into a Spore Person themselves within 1-6 Attack Rounds, as scarlet mushrooms rapidly spread across the victim's body. This can be cured with a priest's Cure Disease power.

These, plus any other infestations in the area, will be linked with tendril-like structures back to the main root chamber, with 2-12 sentinels, small blue mushroom-like pod structures that spurt forth stinking spores, with the same effects as above. These guard a central seed pod, as long as a man, glowing with a sickly green light and pulsing slowly the heartbeat of some giant creaure. Any STAMINA damage inflicted in the pod chamber destroys both the sentinels with 1 STAMINA each, and the pod and tendril structure with the rest of the STAMINA points. Fire of course does double damage. However, the main root chamber will also contain some random vegetative monsters that will leap forward to defend their host; roll on the below table to determine what:

Roll Host Defender

1 2-12 Fungoids

2-3 1-6 Thorn Beasts

4-5 1-3 Spore People

6 1-3 Mould Zombies

Flowers of Chaos are typically found growing in dungeons, ruins and caves, as well as jungles and marshes, and are known to be an occasional menace in the city of Ludria (see Adventure Creation System, p. 324).

Tuesday, April 1, 2025

"Please sir, I want some more."

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

SKILL: 4

STAMINA : 4

ATTACKS: 1

WEAPON: Dagger

ARMOUR: None

DAMAGE MODIFIER: See below

HABITAT: Towns, Towns (sewers), Ruins

NUMBER ENCOUNTERED: 2-12

TYPE: Humanoid

REACTION: Neutral-Unfriendly

INTELLIGENCE: Average

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

Roll Damage Modifier

1-2 -1 to Damage Roll

3-4 -2 to Damage Roll

5-6 does only 1 STAMINA point damage

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

Enchanted Items from the pages of Warlock Magazine, part 2

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

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

5gp

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

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

45gp

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

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

Unavailable to buy 

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

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

First Roll Second Roll Box Effect

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Unavailable to buy 

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

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

20gp

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

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

15gp

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

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

Unavailable to buy 

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

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

15gp

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

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

20gp

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

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

35gp

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

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

75gp

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

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

Unavailable to buy

Monday, March 17, 2025

A [SPORE MAN] for all seasons.

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

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

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

Roll Spore Sac Effect

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

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

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

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

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

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

STAMINA: 10

ATTACKS: 2

WEAPON: Club or Spore Sac (see below)

ARMOUR: Medium Armour

DAMAGE MODIFIER: None

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

NUMBER ENCOUNTERED: 1-3

TYPE: Fungi/Humanoid

REACTION: Unfriendly-Hostile

INTELLIGENCE: High

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

Roll Ancestry

1-3: Human

4: Dwarf

5: Halfling

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

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

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

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

Roll Spore Sac Effect

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

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

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

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

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

Roll Predator Type

1 Blood Vines

2 Giant Venus Fly-Trap

3 Carnivorous Plant

4 Man Trap Plant

5 Giant Slime Beast

6 Flower of Chaos

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

Sunday, March 16, 2025

Vengence of the VAGABONDS!

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

SKILL: 7

STAMINA : 7

ATTACKS: 1

WEAPON: Club, Dagger and Throwing Dagger

ARMOUR: None

DAMAGE MODIFIER: None

HABITAT: Towns, Towns (sewers), Ruins

NUMBER ENCOUNTERED: 2-7

TYPE: Humanoid

REACTION: Unfriendly-Hostile

INTELLIGENCE: Average

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

Roll Tattoo Type

1    Red Star of Bloodkin

2    Bite of the Barracuda

3    Brand of the Bandit

4    Hood of the Cobra

5    Dragon of the Flame

6    Cloak of the Assassin

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

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

Roll Special Gear 

1    Rope and Grappling Hook

2    Sword

3    Armoured Fist

4    Leather Jack

5    Small Shield

6   Set of Lockpicks

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

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

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

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