Thursday, April 18, 2024

"But I don't want to go on the cart!" "Oh, don't be such a baby!"

CART-DRIVER (#20/30, #111/365) [POT]

SKILL: 6

STAMINA : 9

ATTACKS: 1

WEAPON: See below

ARMOUR: See below

DAMAGE MODIFIER: None

HABITAT: Towns, Plains, Forests, Wilderness, Desert

NUMBER ENCOUNTERED: 1-3

TYPE: Humanoid

REACTION: Friendly-Neutral

INTELLIGENCE: High

CART-DRIVERS perform a vital function in the world of Titan, transporting goods by land via the use of their wheeled vehicles, which may be pushed by themselves or drawn by one or more Draft Animals. They may be carrying trade goods, barrels of ale, or bundles of fresh produce for the market, or just passengers, ferried from one distant destination to another. Given their potential proclivities to roam far and wide, Cart-Drivers are a diverse group of people. To find out what they're like, what vehicle they have, and what it is carrying, roll on the following series of tables.

Die Roll Weapon Type

1 Handaxe

2 Club

3 Whip

4 Blackjack

5 Dagger

6 Shortsword

Die Roll Special Gear

1 Nothing

2 Leather Jack

3 Crossbow

4 Matchlock Blunderbuss

5 Leather Cuirass

6 A nice broad-brimmed hat!

Die Roll Vehicle

1-2 Cart (any 1-2 Draft Animals)

3 Uncovered Wagon (any 1-4 Draft Animals)

4 Covered Wagon (any 1-4 Draft Animals)

5 Coach (only 2-4 Horses or Ponies as Draft Animals)

6 Barrow (no Draft Animal roll required, cannot carry Passengers)

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

1 Donkey

2 Mule

3 Horse

4 Pony

5 Water Buffalo, Desert Bison or Oxen

6 Camel

Die Roll Vehicle Contents

1 1-6 Passengers (roll again on Habitat type to determine who they are)

2-3 Food or Drink (see Encyclopedia Arcana, pp. 53-54)

4-5 Other trade goods (see Encyclopedia Arcana, p. 72)

6 Illicit Contraband (Roll again ignoring a 6; food, drink or goods are being smuggled, but passengers may be (roll): 1-3 being kidnapped 4-6 travelling in secrecy)

A Cart-Driver can be found in any town or settlement across Titan, as well as on the road through generally favourable terrain such as plains, hills and forests. In drier wilderness and desert areas, mules, donkeys, desert bison and camels will be the primary draft animals used. The land routes of some of the great trading corridors wandering over the three continents are typically thick with Cart-Drivers of all stripes - long merchant caravans, semi-nomadic bands of traders, and lone operators - all hauling cargo from one outpost to another. Particularly famous cart-routes include:

  • Allansia: Salamonis to Zengis, via Fang, Chalice and Stonebridge
  • Allansia: Zengis to Fangthane, via Sardath
  • Old World: Pollua to Royal Lendle, via Chalannabrad and Crystal City
  • Old World: Gummport to Arkleton
  • Khul: Kalagar to Ximoran, via Ashkyos and Djiretta
  • Khul: Tancred's March from Gorak to Kelther, via Kazan

New Special Skill

Handle Vehicle (Movement)

This Special Skill bestows the ability to handle - ride, steer and maintain - a particular class of vehicle, whether on land or sea or in the air. The classes are as follows:

  • Small Boat (e.g. rowing boat).
  • Large Boat (e.g. fishing boat, barge)
  • Ship (e.g. galleon)
  • Cart/Coach/Wagon
  • Chariot
  • Balloon/Airship
Each must be possessed separately before a Hero can fully control the whole range of vehicles, but the Director may allow a modified chance of, say, a Hero skilled in handling a coach being able to handle a chariot in a race or in battle.

New Rules

Vehicles in Advanced Fighting Fantasy

Blacksand provided comprehensive details on different kinds of boats and ships for your Advanced Fighting Fantasy game, and more information is presented below about various sorts of land vehicles that may be used by the Cart-Driver as described above. 

Barrow

VEHICLE STAMINA: 1

VEHICLE WEAPONS: None

VEHICLE ARMOUR: None

Base Movement: 4

Encumbrance: 20 items

CREW: 1 (STAMINA X1/8)

This is a simple cart with one or two wheels that is usually pushed by a single Cart-Driver. It does not generally carry passengers, only goods.

Cart

VEHICLE STAMINA: 2

VEHICLE WEAPONS: None

VEHICLE ARMOUR: None

Base Movement: 6

Encumbrance: 40 items or 1-6 Passengers

CREW: 1-3 (STAMINA X1/4)

This is a two-wheeled vehicle drawn behind one or more Draft Animals, and unsurprisingly perhaps, the most common choice of vehicle for a Cart-Driver.

Coach

VEHICLE STAMINA: 4

VEHICLE WEAPONS: None

VEHICLE ARMOUR: Light

Base Movement: 8

Encumbrance: 30 items or 1-6 Passengers

CREW: 1-3

This is a fast four-wheeled travelling vehicle, usually used for transporting passengers quickly to their destination, but sometimes will carry goods as well. It is usually covered, though some coaches can have removable covers.

Wagon, Uncovered

VEHICLE STAMINA: 3

VEHICLE WEAPONS: None

VEHICLE ARMOUR: None

Base Movement: 6

Encumbrance: 50 items and 1-6 Passengers

CREW: 1-3

This is a large four-wheeled cart, often pulled by several Draft Animals, that can carry a lot of cargo and some Passengers as well.

Wagon, Covered

VEHICLE STAMINA: 4

VEHICLE WEAPONS: None

VEHICLE ARMOUR: Light

Base Movement: 6

Encumbrance: 60 items and 1-6 Passengers

CREW: 1-3

This is a wagon with a cover protecting the contents from the weather. It may be a permanent cover, transforming the wagon into a virtual house on wheels, or a temporary cover that can be removed if needed.

Tuesday, April 16, 2024

Behold! A means of avoiding parasitic infestation!

The Helmet of Ut-Napishtim (#19/31, #110/365) [EA:V2] (Artefact)

A stout-looking helmet, made of bronze in an archaic design. Ut-Napishtim was a historical figure from southern Irritaria in ancient times, who was called the Keeper of the Waters of Retribution. His helmet has been constructed by a magical being of high potency, and prevents its wearer from being stricken with illness, parasites or disease. Anyone wearing the Helmet of Ut-Napishtim is immune to the attacks of parasitical creatures such as Flesh Grubs, Death Maggots or Brain-eaters. In addition, they are immune to any poison or disease, and any kind of mind attack. They can however be attacked normally in combat with weapons and spells. Legend has it that the helmet lies in the Tomb of Ut-Napishtim, buried somewhere in the vicinity of the Rivers of the Dead on the Eastern Rim of the Inland Sea, and that the crypts there were infested with Acid Balls.

Not available to buy

Monday, April 15, 2024

I am all the Sith! [Orb]

SITH ORB (#18/31, #109/365) [OOTP IV]

SKILL: 10

STAMINA: 10

ATTACKS: 4

WEAPON: Large Claw

ARMOUR: Medium

DAMAGE MODIFIER: +1 to Damage Roll

HABITAT:Dungeons, Ruins, Caves, Towns, Towns (sewers)

NUMBER ENCOUNTERED: 1

TYPE: Monster

REACTION: Hostile

INTELLIGENCE: Average

Life on Titan was created by the gods using the Magical Clay of Throff (see Encyclopedia Arcana: Volume 1, pp. 148-149), and some of the weirder life-forms of Titan appear to be strange leftovers from this process. For example, how else do we explain the profusion of bizarre spherical or globular entities such as Eye Stingers, Diadrones, and Walking Mouths, that resemble nothing else upon Titan? To this list we can add plenty of others, such as the Acid Ball (presented elsewhere in this volume) and the SITH ORB! This terrible beast resembles an armoured sphere, jet black in colour and ferocious of temperament. The Sith Orb floats through the air, levitating at will, and attacking foes by lunging out with up to four claw-tipped tentacular arms. It has a single large blueish purple eye and under this is a slash of a mouth packed with gnashing teeth.

Sith Orbs make excellent guards, requiring minimal sustenance, and are often used to watch over treasure vaults, temples and tombs, especially in the region of the Inland Sea of southern Khul. Here, particularly within the warlike city-state of Kish and its surrounding territories, they are deployed as a last-ditch defence against some of the more rapacious pirates and buccaneers that sail these seas of blood. Despite their name, it is unknown what association the Sith Orb has with the Snake Demon Sith, but the fact the cursed Dead City is nearby to Kish would suggest there may be some link to the Demonic Pit.

Saturday, April 13, 2024

More exotic plants from the distant island of Mishna

(Have enjoyed reading Creatures of Mishna by Benjamin Quinton-Bottley for the database project, and thought I'd stat up some more plants while the memories are still fresh.)

LOST WEED (#14/30, #105/365) [TTHA]

Appearance: This is a creeping water weed, that grows in bunches of green circular leaves.
 
Distribution: Found only in the Lake of the Lost, on the island of Mishna.
 
Effects: Two bunches of Lost Weed can be combined with a chunk of Core Fungi (see p. XX) and a harvested vine from a Monster Plant (see p. XX) to make Rhino Treats (see Creatures of Mishna, p. 20), which can be used to placate and tame both the regular Rhinoceros (see Return to the Pit, p. 154) and the rarer Black Rhino of Mishna (see Creatures of Mishna, p. 20). In addition, Lost Weed itself is a favourite food of the Thorny Frog (see Creatures of Mishna, p. 15), and can be used to tame these creatures as well.
 
Cost: City 3gp, Town 2gp, Village 1gp (per bunch)
 
Availability: Common
 
Further Notes: Lost Weed may be related to River Bloodweed (see The Titan Herbal, p. 57)

CORE FUNGI (#15/30, #106/365) [TTHA]

Appearance: This is a smooth round puffball-like fungus that is usually a pale yellow to bright gold in colour.
 
Distribution: The Core Caves on the island of Mishna, and possibly similar subterranean locations on other islands of the Black Ocean as well.
 
Effects: A chunk of Core Fungi can be combined with two bunches of Lost Weed (see p. XX) and a harvested vine from a Monster Plant (see p. XX) to make Rhino Treats (see Creatures of Mishna, p. 20), which can be used to placate and tame both the regular Rhinoceros (see Return to the Pit, p. 154) and the rarer Black Rhino of Mishna (see Creatures of Mishna, p. 20).
 
Cost: City 5gp, Town 3gp, Village 3gp (per chunk)
 
Availability: Uncommon
 
Further Notes: Core Fungi is sometimes eaten by Cave Hogs (see Creatures of Mishna, p. 8) and may be related to the Giant Puffball (see The Titan Herbal, p. 54). 

GLITTER GRASS (#16/30, #107/365) [TTHA]

Appearance: This is a longish type of grass plant, with pinkish-purple glittering leaves.
 
Distribution: Plains and deserts on the island of Mishna, possibly other islands of the Black Ocean as well.
 
Effects: Glitter Grass is the favoured food of several creatures on this island, such as the Mishnan Unicorn (see Creatures of Mishna, p. 16) and the Uni-Sheep (see Creatures of Mishna, pp. 16-17). A clump of Glitter Grass can be used to attract their attention, and may be offered to make the creature react in a more friendly way towards the holder. It is unknown if Glitter Grass has a similar effect on continental Unicorns (see Beyond the Pit, pp. 148-149) or the Black Unicorn.
 
Cost: City 10gp, Town 15gp, Village 20gp (per clump)
 
Availability: Uncommon
 
Further Notes: Glitter Grass may be related to Sleeping Grass (see The Titan Herbal, p. 60), found elsewhere across Titan, but lacks its soporific effects. 

LAVA SEED (#17/30, #108/365) [TTHA]

Appearance: This is a small glowing red-orange seed, similar to an acorn but smaller in size.
 
Distribution: The lava pits of the active volcano Mount Vona, tallest of the Spine Mountains on the island of Mishna, possibly other volcanic islands of the Black Ocean as well.
 
Effects: The lava pits of Mount Vona have strange magical properties, and one of these is the occasional production of these mysterious seeds, found right at the edge of pools of lava. The Lava Seed (see also Creatures of Mishna, p. 20), inflicts 1-6 STAMINA damage if swallowed, but then causes the swallower's skin to harden like living rock, though it burns to the touch. The imbiber has the equivalent of Heavy Armour, takes no damage from heat or fire, and inflicts 1 STAMINA damage on anyone who hits the swallower with an unarmed or natural attack. The armour lasts for one hour before crumbling away. Given these effects, it is possible that Lava Seeds are somehow involved in the creation of Lava Ogres (see Creatures of Mishna, p. 11).
 
Cost: City 35gp, Town 45gp, Village 55gp (per seed)
 
Availability: Very Rare
 
Further Notes: The Lava Seed is thought to be a component in the crafting of magical Lava Spheres by Dwarven Enchanters.

Friday, April 12, 2024

"Feeeeed me!"

MONSTER PLANT (#13/30, #104/365) [TTHA]

Appearance: This is a bizarre humanoid plant-monster with a bear-like body, a beaked feeding apparatus, six long thorny vines growing from its dorsal surface, and an extended prehensile tail. It is many different shades of green in coloration.
 
Distribution: Jungles on the island of Mishna, possibly other islands of the Black Ocean as well.
 
Effects: The Monster Plant is a type of carnivorous plant creature that uses its vines and tail to pull prey towards its beaked mouth (for more information, see Creatures of Mishna, p. 13). A harvested vine can be combined with Lost Weed (see p. XX) and Core Fungi (see p. XX) to make Rhino Treats (see Creatures of Mishna, p. 20), which can be used to placate and tame both the regular Rhinoceros (see Return to the Pit, p. 154) and the rarer Black Rhino of Mishna (see Creatures of Mishna, p. 20).
 
In addition, the Monster Plant will release a huge cloud of foul-smelling pollen when threatened. This can be collected in sachets and hurled at an opponent in battle. If it hits its target, the victim must lose 1 STAMINA and 2 SKILL points as the pollen confuses their brain and senses, unless they are wearing Nose Filters. The effects of successive pollen strikes are not cumulative, and a good sleep will restore any lost SKILL points.
 
Cost: City 5gp, Town 10gp, Village 15gp (per vine, or sachet of pollen)
 
Availability: Rare
 
Further Notes: The Monster Plant may be related to the similar shambling creature called the Giant Slime Beast (see The Titan Herbal, p. 60), that is native to the swamps of Khul.

Thursday, April 11, 2024

"I swear to god I had something for this!"

ARCHER (#12/30, #103/365) [POT]

SKILL: 7

STAMINA : 6

ATTACKS: 1

WEAPON: See below

ARMOUR: Leather Cuirass

DAMAGE MODIFIER: None

HABITAT: Towns, Plains, Forests, Hills

NUMBER ENCOUNTERED: 1-3

TYPE: Humanoid

REACTION: Friendly-Neutral

INTELLIGENCE: High

The ARCHER is a professional warrior, who uses their skill with the bow to seek gainful employment. They may be working the tourney circuit, wagering their archery ability in contests for prizes of gold and silver, or seeking placement as a mercenary, looking to be hired for war. Wood Elf Archers (+1 SKILL) are particularly favoured, given they learn to use the bow almost as soon as they can walk! Archers typically prefer light armour, such as a leather cuirass, and will carry a quiver with twenty arrows. To determine what weapons they have, roll on the following tables:

Die Roll Missile Weapon Type

1-4 Longbow

5-6 Shortbow

Die Roll Melee Weapon Type

1-3 Sword

4-6 Shortsword

It is perhaps not surprising that some of the greatest Archers of our current times are Elves. Born under a full moon in the heart of Darkwood Forest, Laertes Lapwing (see The Warlock of Firetop Mountain, p. 9) is a legendary Wood Elf Archer constantly searching the wilds of northern Allansia for his missing twin sister. Likewise, in Khul, Saliel Torion of Mithrir Forest (see Heroes of Titan, p. 17), is a Mountain Elf Archer famed for his ability to decimate a horde of onrushing Orcs with just his trusty longbow and a quiver full of arrows.

"With two shakes of a Roc's tail..."

 Feather of a Roc (#11/30, #102/365) [EA:V2] (Curiosity)    

This is is one of the smallest of the wing feathers taken from the gigantic predatory bird known as the Roc (see Beyond the Pit, p. 109; also Encyclopedia Arcana: Volume 1, p. 69), that has been treated with a minor enchantment. Whoever carries the feather has brief limited powers of levitation in the event of a fall. If the bearer of the Feather of a Roc finds themself plummeting downwards in a falling situation - a pit trap, slipping from a mountain path, falling off a bridge - this magical curiosity will activate immediately. It will allow the bearer to float gently down to the below horizontal surface - whether it be land or water or something else - and they will take no damage from the fall. This enchantment works once and then is lost; the feather cannot be re-enchanted with this power once used.

30gp