Tuesday, November 18, 2025

All Silver Armour upfront...

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

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

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

1 Ringmail. Roll:

1-3 Cuirass 0 0 0 1 1 2 2

4-6 Hauberk 0 1 1 1 2 2 

2 Chainmail. Roll: 

1-3 Cuirass 0 0 0 1 2 2 3 

4-6 Hauberk 0 1 2 2 2 2 3

3 Scale Armour. Roll:  

1-3 Cuirass 0 1 1 2 2 3

4-6 Hauberk 0 1 1 2 2 2 3

4 Banded Mail. Roll: 

1-3 Cuirass 0 0 0 1 2 3 3

4-6 Hauberk 0 1 2 2 2 3 4

5 Plate Armour 1 1 2 2 3 3 4

6 Other. Roll: 

1 Breastplate 0 0 0 1 2 3 4

2-3 Shield. Roll:

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

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

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

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

4-5 Helm. Roll:

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

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

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

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

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

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

(Cost of Armour X 10) gp

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

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

 Unavailable to buy

Monday, November 17, 2025

How weird is your WYRD?

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

SKILL: 9


STAMINA: 6

ATTACKS: 1


WEAPON: Small Bite

ARMOUR: None

DAMAGE MODIFIER: None

HABITAT: Dungeons, Ruins, Towns, Spirit Plane

NUMBER ENCOUNTERED: 1

TYPE: Undead

REACTION: Hostile 

INTELLIGENCE: Average

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

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

Tuesday, November 11, 2025

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

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

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

Distribution: Forests and woods across Titan

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

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

Availability: Very Rare

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

 

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

 

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

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

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

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

Availability: Uncommon

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

 

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


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

Distribution: Forests and jungles across Titan.

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

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

Availability: Rare

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

 

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

 

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

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

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

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

Availability: Rare

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

 

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

 

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

Distribution: Woods and forests across the Old World.

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

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

Availability: Rare

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

 

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

 

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

Distribution: Forests and swamps across Titan.

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

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

Availability: Rare

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

Sunday, November 9, 2025

Beware of ENVOYS bearing gifts...

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

SKILL: 8

STAMINA : 6

ATTACKS: 1

WEAPON: Sword

ARMOUR: None

DAMAGE MODIFIER: None

HABITAT: Towns, Plains, Ruins

NUMBER ENCOUNTERED: 1

TYPE: Humanoid

REACTION: Friendly-Neutral

INTELLIGENCE: High

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

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

First Roll Second Roll Distant Land

1-2 "The Old World"

1 Analand

2 Brice

3 Femphrey

4 Gallantaria

5 Lendleland

6 Ruddlestone

3-4 "Allansia"

1 Arantis

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

3 Frostholm

4 Sardath

5 Shabak

6 Vymorna

5-6 "Khul"

1 Hachiman

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

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

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

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

6 Ximoran Protectorate

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

First Roll Second Roll Extras

1-3 1 A nice Hat

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

1-3 3 A Flintlock Pistol

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

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

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

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

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

4-6 3 An entourage of 2-7 Courtiers

4-6 4 An entourage of 1-3 Bodyguards

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

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

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

Roll Embassy Size Grade Staff numbers

1 Cottage 1 1

2 House 2 2

3-4 Large House 4 5

5 Hall 6 10

6 Guild House 8 20

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

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

Saturday, November 8, 2025

Sundry nefarious magick trinkets from Titan

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

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

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

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

Unavailable to buy

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

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

Unavailable to buy

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

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

Unavailable to buy

Friday, November 7, 2025

Great beasts of lava!

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

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

NUMBER ENCOUNTERED: 1-6 

TYPE: Magical Creature 

REACTION: Hostile 

INTELLIGENCE: Low

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

Thursday, November 6, 2025

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

BARK-BITER (#31/31, #305/365) [TTHA] 

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

Distribution: Jungles and forests across Khul

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

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

Availability: Rare

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

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

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

Distribution: Jungles, forests and marshes across Khul

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

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

Availability: Uncommon

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

CRAB GRASS (#2/30, #307/365) [TTHA] 

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

Distribution: Marshes, plains and forests across Khul.

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

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

Availability: Uncommon

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

DRYAD (#3/30, #308/365) [TTHA] 

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

Distribution: Forests and jungles across Titan.

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

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

Availability: Rare

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

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

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

Distribution: Forests across Khul.

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

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

Availability: Rare

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

Added Bonus: Random Plant or Fungi Table

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

First Roll Second Roll Third Roll Plant or Fungi type

1-3 1 1 Algae

1-3 1 2 Ash

1-3 1 3 Balsa

1-3 1 4 Beech

1-3 1 5 Bogweed

1-3 1 6 Bracken

1-3 2 1 Brambles

1-3 2 2 Briar

1-3 2 3 Brushwood

1-3 2 4 Bulrushes

1-3 2 5 Cactus

1-3 2 6 Cane

1-3 3 1 Cedar

1-3 3 2 Climbing Plant

1-3 3 3 Clover

1-3 3 4 Conifer

1-3 3 5 Cork

1-3 3 6 Creepers

1-3 4 1 Cypress

1-3 4 2 Daisy

1-3 4 3 Dandelion

1-3 4 4 Dune Grass

1-3 4 5 Elm

1-3 4 6 Evergreen

1-3 5 1 Fern

1-3 5 2 Fir

1-3 5 3 Gorse

1-3 5 4 Grass

1-3 5 5 Green Moss

1-3 5 6 Green Mould

1-3 6 1 Heather

1-3 6 2 Hedge

1-3 6 3 Holly

1-3 6 4 Ivy

1-3 6 5 Kelp

1-3 6 6 Laurel

4-6 1 1 Liana

4-6 1 2 Lichen

4-6 1 3 Lily

4-6 1 4 Mahogany

4-6 1 5 Mangrove

4-6 1 6 Matchwood

4-6 2 1 Mildew

4-6 2 2 Moss

4-6 2 3 Mould

4-6 2 4 Mushroom

4-6 2 5 Orchid

4-6 2 6 Palm

4-6 3 1 Pansy

4-6 3 2 Pine

4-6 3 3 Pitcher Plant

4-6 3 4 Pondweed

4-6 3 5 Pricklebush

4-6 3 6 Puffball

4-6 4 1 Rattan

4-6 4 2 Reeds

4-6 4 3 Rose

4-6 4 4 Rushes

4-6 4 5 Sage

4-6 4 6 Saltbush

4-6 5 1 Seaweed

4-6 5 2 Swamp Grass

4-6 5 3 Thistle

4-6 5 4 Thornbush

4-6 5 5 Toadstool

4-6 5 6 Tuber

4-6 6 1 Tumbleweed

4-6 6 2 Vines

4-6 6 3 Waterweed

4-6 6 4 Wattle

4-6 6 5 Weeds

4-6 6 6 Yeast