Monday, February 3, 2025

Grotto of the GROAN

GROAN (#28/31, #28/365) [OOTP IV]

SKILL: 6

STAMINA: 5

ATTACKS: 1

WEAPON: Dagger or Club

ARMOUR: None

DAMAGE MODIFIER: None

HABITAT: Caves, Dungeons, Ruins

NUMBER ENCOUNTERED: 1-3 or 4-24

TYPE: Animal/Humanoid

REACTION: Unfriendly-Hostile

INTELLIGENCE: Low-Average

Yet another weird example of subterranean people from the Underearth of Titan, the GROAN are a race of strange eyeless monsters as white as bone, that look like some small weird humanoid hybrid of bat and maggot. Their heads are bare except for a fanged mouth, slit-like nostrils and elaborate hearing pits, their bodies pallid and slimy, with clawed hands and feet, and with spindly wings sprouting from their back, upon which they can fly for a reasonable distance underground if the space is big enough. For the Groan use sonar to fly, to navigate the dark caverns, and are immune to the penalties of bright light or darkness due to their absence of eyes. Their sonar is so strong they only suffer half "visibility" penalties from mist, cloud, smoke or fog.

The Groan are always on the lookout for food, and their small scouting parties will usually be armed with bone-bladed daggers or spiked clubs with which to subdue prey, and will also have 1-3 skulls each to throw at any prey encountered. Their bodies exude a pustulent, noxious slime; anyone wounded by a Groan in melee combat must Test for Luck or catch the Wasting Disease.

They are devotees of Nyctule the bat god, and larger colonies of the creatures, usually four to twenty-four in number, will have erected a small shrine in their territory to their patron deity. They will also be ruled by a Groan King or Queen (SKILL 8, STAMINA 7) who may or may not have some basic shadow magic powers. Once such colony lay in a sub-level of catacombs attached to the ancient underworld known as the Haelsgarth that lay beneath the Moonstone Hills.

Saturday, February 1, 2025

Mana from Weed

MANAWEED (#26/31, #26/365) [TTHA] 

Appearance: This is a strange grassy herb, with silvery green leaves and rainbow-coloured flowers that appear to be constantly changing colour.

Distribution: Plains and wilderness across Titan, especially those that are the site of great expenditures of magical energy, such as the Wastes of Chaos, the Battlegrounds, the Plain of Bones and the Baklands. It has also been noted growing in some large cities near the local wizards' guild.
 
Effects: Chewing on a spring of Manaweed restores 1-6 Magic Points. More importantly, a sprig of Manaweed is a key component in concocting a Potion of MAGIC (see Magic Companion, p. 102, and the Advanced Fighting Fantasy rulebook, p. 149), along with powedered Ghoul bone.
 
Cost: City 15gp, Town 20gp, Village 25gp (per sprig)
 
Availability: Rare

SPIKETREE WOOD (#27/31, #27/365) [TTHA] 

Appearance: The Spiketree is a tall, broad-branched tree, with green feathery leaves and bright yellow flowers. Its wood is dark brown to black in colour and covered in small thorns, hence the name.

Distribution: Plains, hills and wilderness across Titan.
 
Effects: A staff of prepared Spiketree wood, carved and engraved with the appropriate arcane runes, can be used to construct a magical Staff of Energy (see Magic Companion, p. 102), along with Gark hair and Demon slime.
 
Cost: City 7gp, Town 5gp, Village 3gp (per staff)
 
Availability: Common

Peril of the Pearl Diver

PEARL DIVER (#25/31, #25/365) [POT]

SKILL: 7

STAMINA : 6

ATTACKS: 1

WEAPON: Dagger

ARMOUR: None

DAMAGE MODIFIER: None

HABITAT: Seas, Sea-shores, Lakes, Towns

NUMBER ENCOUNTERED: 1-3

TYPE: Humanoid

REACTION: Neutral

INTELLIGENCE: High

As well as the fisherfolk, the beach-combers and the kelp-collectors, another type of marine occupation that seeks the bounty of the oceans is the PEARL DIVER. Across the warmer of the twelve seas of Titan, the Pearl Diver braves the horrors of the deep and the challenges of descending underwater to acquire valuable kinds of pearls from clams and other types of mollusc. They typically have few possessions, usually just a small boat (typically a Knarr), a knife (damage equivalent to a Dagger), a pair of wooden Goggles (regular visibility underwater), and a pair of Flippers made from wood and hide (-4 to Movement Special Skills on land, +2 to Swim Special Skill in water). In addition, roll 1-3 times on the following table for further belongings:

Roll Gear

1 Shark's Tooth Necklace

2-3 Pouch with 2-7 Pearls (roll for type: 1 Black 2 Rose 3 Common 4 Scarlet 5 Silver 6 Giant (one only))

4-5 Seafood Snacks worth 1-2 meals

6 Coral Charm

To determine what community they belong to, roll on the following table:

1-2 Native: from many island communities across Titan including the Isles of Scars and Despair, the Isles of the Dawn, and the islands and atolls of the Western Ocean

3-4 Sea Nomad: from the Eelsea shoreline of Femphrey and Lendleland

5 Half-Sea Elf: from the Arrowhead Archipelago

6 Half-Siren: from Pangaria, the Shining Islands and the Sea of Silver

Pearl Divers are always happy to trade for the pearls they have found, but they have a keen idea of the pearls' worth and will not be swindled. They are also wary of some of the aquatic races, particular the Pelagine, with whom they are not on the best of terms.

Thursday, January 30, 2025

Bonus Post: BLACKSTAR!

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Character Creation Challenge 2025

Completely miscalculated the number of characters to be created, looks like I got my beast steeds and followers all added in as well. This next tranche of 80s nostalgia takes me over the limit for this year, and there’s still plenty of material to go. Next time, next year it is then!

 

#23-33/31

BLACKSTAR (1981, Filmation, Norm Prescott and Lou Scheimer)

 “John Blackstar, astronaut, is swept through a black hole, into an ancient alien universe. Trapped on the planet Sagar, Blackstar is rescued by the tiny Trobbit people. In turn, he joins their fight for freedom against the cruel Overlord, who rules by the might of the Powerstar. The Powerstar is split into the Powersword and the Starsword. And so with Starsword in hand, Blackstar, together with his allies, sets out to save the planet Sagar. This is his destiny!”

 

"I am JOHN BLACKSTAR!"

 

JOHN BLACKSTAR (#23/31)

Human SOLDIER, 29 years old, Male

 

SKILL: 7 STAMINA: 16 LUCK: 10 MAGIC: 0

Magic Points: 0 Social Class: 7

Talents: Swashbuckler

Special Skills: Common Speech 4, Brawling 2, Strength 2, Swords 2, Animal Lore 1, Awareness 1, Dodge 1, Climb 1, Engineering 1, Handle Vehicle 1, Ride 1, Swim 1, Thrown 1, Wilderness Lore 1

Equipment: The Starsword (damage as per Greatsword but only requires one hand, fires Forcebolt once per Attack Round if not being wielded in melee combat, grants its attuned wielder +2 to any Special Skill test, reduces all Damage Rolls by -2 suffered by wielder)

Steed: “Warlock”, a DRAGON-HORSE (see below)

Money: 6 GP, Provisions: 2

 

“I bet they headed home to the Pit of Darkness!”

 

Warlock (#24/31)

DRAGON-HORSE

 

SKILL: 10 STAMINA: 11 Attacks: 2, Large Bite, Large Claws, Light Armour, +1 to Damage Roll. Can fly. Can breathe fire every 3rd Attack Round (victim must Test their Skill or lose 2 STAMINA points).

 

“ROAARGH!”

 

MARA (#25/31)

Alien SORCERESS, age unknown (possibly several centuries), Female

 

SKILL: 5 STAMINA: 10 LUCK: 9 MAGIC: 6

Magic Points: 12 Inner Strength: 8 Social Class: 6

Talents: Innate Sorcerer (no components required for spellcasting)

Special Skills: Common Speech 4, Magic Lore 2, Magic-Sorcery 2, Second Sight 2, Awareness 1, Dodge 1, Etiquette 1, Healing 1, Herb Lore 1, Magic-Minor 1, Mok Speech 1, Ride 1, Swim 1, Wilderness Lore 1

Spells (Cantrips): Burn, Pied Piper, Weather Protection

Spells (Sorcery): All Sorcery spells

Equipment: Bronze Helm of Casting (+2 bonus to all spellcasting tests)

Money: 9 GP, Provisions: 2

 

“I learn fast!”

 

KLONE (#26/31)

Alien BEASTMASTER (Totem: all creatures of planet Sagar), Age unknown, Male

 

SKILL: 5 STAMINA: 8 LUCK: 9 MAGIC: 7

Magic Points: 18 Social Class: 4

Talents: Arcane

Special Skills: Common Speech 4, Acrobatics 2, Magic-Animal Mastery 2, Magic-Minor 2, Animal Lore 1, Awareness 1, Brawling 1, Dodge 1, Climb 1, Jump 1, Ride 1, Second Sight 1, Swim 1, World Lore 1

Spells: (Cantrips) Cool, Dry, Hear, Mend, Secrete, Weather Protection

Spells: (Animal Mastery) Shapechange (6), Ward of Beasts (6), Power of the Beast (4), Animal Senses (2)

Equipment: Dagger

 

“Any time, chum!”

 

THE TROBBITS (#27-33/31)

See below for individual details, ages unknown, Male

 

SKILL: 6 STAMINA: 16 LUCK: 11 MAGIC: 0

Magic Points: 0 Social Class: 5

Talents: Darkseeing

Special Skills: Common Speech 4, Climb 2, Plant Lore 2, Awareness 1, Dodge 1, Engineering 1, Jump 1, Ride 1, Sneaking 1, Swim 1, Thrown 1, World Lore 1

Equipment:  2-7 Sagar Fruit (double STAMINA gain when eaten with a meal), 2-7 Fire Fruit (as per Fire Capsules) each

Money: 1-6 GP each Provisions: 2 each

 

“Let’s get out of here!”

 

Individual Trobbits:

Balkar (#27): LEADER. Talent: Inspiring Leader. Special Skills: Minor-Magic 2 (MAGIC: 1, Magic Points: 3, Cantrips: Burn, Heat, Jab, Mend, Pied Piper, Weather Protection)

Rif (#28): COOK. Talent: Robust. Special Skills: Cooking 2

Terra (#29): GARDENER. Talent: Resilient. Special Skills: Herb Lore 2

Burble (#30): FISHERMAN. Talent: Survivor. Special Skills: Fishing 2

Carpo (#31): CRAFTSMAN. Talent: Lucky. Special Skills: Crafting 2

Poulo (#32): APPRENTICE. Talent: Evasive. Special Skills: Second Sight 2 (cannot speak)

Gossamear (#33): SCOUT. Talent: Mutant (giant ears: can fly). Special Skills: Acrobatics 2

 

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Final Thoughts: This was again a fun exercise, demonstrating the versatility of the Advanced Fighting Fantasy 2E system in converting fun kids cartoons of my youth into character stat-blocks that could easily be used for one-shot or episodic campaigns. I completely ran out of time and space however and got nowhere near the really cool 1980s cartoons that I wanted to actually detail (and perhaps you can guess fairly easily what those may be based on what has been posted so far), but there is always next year! #charactercreationchallenger26! Onwards!


Wednesday, January 29, 2025

Yee-haw! Fire Up the Shell-Saw!

Shell-Saw (#24/31, #24/365) [EA:V2] (Enchanted Item)

This is a large cutting instrument of technomancy, typically consisting of a handle with an imbedded power-source attached to a large rotating circular saw blade that can operate at variable speeds and strengths. They can be thus used to cut through a wide variety of materials except metal and stone. On Pangaria, fishermen usually use Shell-Saws to slice up the armoured or spikey carapaces of various sea creatures, such as Giant Crabs, Giant Clams, Amphibious Spinefish and the like, to obtain meat, pearls, and valuable organs. In combat, the Shell-Saw requires an Engineering or Crafting Special Skill to operate, else the wielder suffers a -2 penalty to their Attack Strength.

The Weapon Damage Roll Track for a Shell-saw is as follows, though note it suffers -1 to the Armour Roll when attacking an opponent in Plate Armour, or monsters made entirely from metal, rock or stone.

Roll 1 2 3 4 5 6 7+

Damage 1 2 3 4 5 6 7

A Shell-Saw running on a full power-source will work for one hour, with a -2 Damage Roll penalty to the next 30 minutes before it finally stops working and needs to be recharged. 

Price  90 GP

WAR PIG GOLEMS

[ A short bestiary of random denizens from Pangaria and elsewhere... (part five) ]

WAR GOLEM (#23/31, #23/365) [OOTP IV]

SKILL: 12

STAMINA: 64

ATTACKS: 4

WEAPON: See below

ARMOUR: Heavy

DAMAGE MODIFIER: Double Damage

HABITAT: Wherever their creator is, Dungeons, Ruins

NUMBER ENCOUNTERED: 1

TYPE: Magical

REACTION: Hostile

INTELLIGENCE: Low

While many types of Golem are constructed by magical conjuration rituals, the WAR GOLEM is a machine of technomancy, powered by a rechargeble fuel-source that grants it a premium amount of time to run amok in an orgy of destruction. For the War Golem is the pinnacle of warmongering automation, a great metal figure clad in plated iron armed with two gigantic weapons of some sort, one clamped in each steel fist. Roll twice on the table below to determine what the weapons are:

Roll Weapon

1 Mace

2 Sword

3 Handaxe

4 Warhammer

5 Scimitar

6 Spear

The War Golem can be fought in one of three ways. Firstly it can be fought as per the scores above, using regular melee combat rules. Secondly, the War Golem can separate into six separate flying body parts, each powered by its own smaller independent power-source and guided by at least one pilot. It takes one Attack Round for the War Golem to split into separate parts, and one Attack Round to reassemble again. To determine what flying metal body part is attacking a victim at any given point in time, roll below on the following table:

Dice Roll Part SKILL STAMINA Weapon

1 Giant Metal Head 8 10 Very Large Bite

2 Giant Metal Torso 6 11 Unarmed (Large)

3 Giant Metal Left Hand 8 11 Unarmed (Large)

4 Giant Metal Right Hand 8 11 Unarmed (Large)

5 Giant Metal Left Leg 7 10 Unarmed (Large)

6 Giant Metal Right Leg 7 10 Unarmed (Large)

Each part will attack separately with its own Attack Strength. Each roll should be checked against the opponent's single Attack Strength. For each one that is higher, a hit will be delivered to the victim. For the victim's part, they can attempt to hit only one of the parts (chosen at random by rolling one die on the table above). If their attack is better than the part's, they may wound it as per normal. Any part that is reduced to zero STAMINA will drop to the ground, shattered and destroyed. Any pilot within that part must reduce their STAMINA by the roll of one die also.

The Metal Hands and Metal Legs have special batter and stomp attacks respectively, that they can use as a last ditch attempt: roll a die: 1-2 the special attack does +1 STAMINA damage (in addition to normal damage), 3-5 the special attack fails and the part takes +1 STAMINA damage (Armour roll allowed).

The third and final way to fight the War Golem is to either engage it in mass-combat with a sizeable unit or vehicle crewed with enemy assailants, or use a similarly-sized champion against it. For instance, there have been rumours that Krazic, the Chief Engineer of Pangaria went rogue, built a huge War Golem in the form of a Goblin, and attempt to sell it to a Khulian mercanary consortium led by Commander Mattias Talliman of Anghelm. The plot was decisively aborted when Tideus the Sea Giant, aided by a lone Sky Watch Officer, defeated the War Golem (which by then had fused with Boreas the rogue Stormborn and co-conspirator alongside Krazic), in an epic giant-sized battle for the ages!

Crew sizes for the War Golem vary, but must be at least six if it is to separate into six self-piloted flying parts (for this reason it also needs six storm crystals to deploy this ability). The War Golem built by Krazic was designed to house twelve Pangarian Goblin pilots; being two pilots for each part - one main and one backup. Thus the scores for a full crew of Pangarian Goblins piloting a War Golem would be:

1 TECHNOMANCER Captain (usually seated within head): SKILL 7 STAMINA 12, Wrench (Club), Flightsuit (as Leather Hauberk), Aeronaut Helmet

5 AERONAUT Pilots: SKILL 7 STAMINA 6, Wrench (as Club), Flightsuit (as Leather Hauberk), Aeronaut Helmet

6 ENGINEER Backups: SKILL 6 STAMINA 6, Wrench (as Club), Flightsuit (as Leather Hauberk)

Baseline vehicle scores for a War Golem may look something like this:

WAR GOLEM

VEHICLE STAMINA: 40

VEHICLE WEAPONS: Heavy

VEHICLE ARMOUR: Heavy

Base Movement:8

Encumbrance: None

CREW: at least 6, maximum 12

Monday, January 27, 2025

Fantasy Gamebook newsdesk update!

 Just a bunch of random plugs while I'm getting my next #Everything25 entry ready.

  • I'm on Bluesky! @fantasygamebook.bky.social
  • I forgot to mention the Magic Companion! It's out, it's all about new magic for Advanced Fighting Fantasy 2E and I wrote 5 chapters for it!
    • A History of Magic: tedious speculative wafflings on the history of different kinds of magic from the world of Titan.
    • Animal Mastery (and Plant Mastery): Be the Beast Master you want to be! Command anything from a Mammoth to a Moth, from a Toad to a Tiger! Show the so-called Masters of Scorpion Swamp how it's really done, animal-wise!
    • Illusionism: The coolest magic-users finally get a Titan-appropriate rules update. Come back Senyakhaz, all is forgiven!
    • Psionics: This is much better than the Psionics rules in the AD&D 1E Players Handbook. It's certainly easier to understand! :-) I've adapted the Psionics rules created by Graham Bottley and Jonathan Hicks for the AFF 2E Stellar Adventures sci-fi ruleset, to a fantasy setting. Brain Slayers of the Underearth unite!
    • Warlocks: Lothar the Warrior-Prince of Gundobad finally gets his due credit. The spell system from Andrew Chapman and Martin Allen's lone Clash of the Princes FF duology becomes a playable magic system for AFF 2E.
No photo description available.
  • Issue #15 of the esoteric and atmospheric Casket of Fays fanzine features my third part of the Marauders of the Azure Main series, originally a chapter in a proposed Dragon Warriors pirate book. In this episode, set in the Azure Coast port of Banar, our heroes Kanthos and Ekaterina find themselves in a spot of bother with the purple lotus leaf merchants...
  • I'm 90% finished of a top secret AFF 2e book of which this is a taster:
  • Over and out! :-)

Saturday, January 25, 2025

Bonus Post: THUNDARR THE BARBARIAN!

 

Character Creation Challenge 2025

Back in the saddle after retina surgery. This was a blast from the past and had to have one of the grimmer intro montages for a Saturday morning kids cartoon!

 

#20-22/31

 

THUNDARR THE BARBARIAN (1980-81, Ruby-Spears, Steve Gerber)

 

“The year 1994: From out of space comes a runaway planet, hurtling between the Earth and the Moon, unleashing cosmic destruction. Man’s civilization is cast in ruin. Two thousand years later, Earth is reborn… A strange new world rises from the old: a world of savagery, super science, and sorcery. But one man bursts his bonds to fight for justice! With his companions Ookla the Mok and Princess Ariel, he pits his strength, his courage, and his fabulous Sunsword against the forces of evil. He is THUNDARR, THE BARBARIAN!”

 

“No wizard commands THUNDARR!”

 

THUNDARR THE BARBARIAN (#20/31)

Human BARBARIAN, 27 years old, Male

 

SKILL: 6 STAMINA: 16 LUCK: 11 MAGIC: 0

Magic Points: 0 Social Class: 3

Talents: Swashbuckler

Special Skills: Common Speech 4, Brawling 2, Strength 2, Swords 2, Animal Lore 1, Awareness 1, Dodge 1, Climb 1, Mok Speech 1, Monster Lore 1, Ride 1, Swim 1, Thrown 1, Wilderness Lore 1

Equipment: The Sunsword (hilt only, when activated by Thundarr only, a shimmering gold blade extends outward from the hilt; blade of light gives +4 SKILL in combat, does Sword damage, provides light as per a torch, deflects energy attacks on a successful Test for Skill, blade vanishes when deactivated), Metalfriend Bracers (each bracer can attach to one hand-sized metal object; left brace generally holds the Sunsword in deactivated form)

Steed: Riding HORSE (SKILL 7 STAMINA 9, Hooves (as per Large Claw)

Money: 4 GP, Provisions: 2

 

“Demon dogs!”

 

“Lords of Light!”

 

OOKLA THE MOK (#21/31)

Mok (leonine beastman) GLADIATOR, Age unknown, Male

 

SKILL: 8 STAMINA: 17 LUCK: 9 MAGIC: 0

Magic Points: 0 Social Class: 1

Talents: Ambidextrous, Barfighter, Strongarm

Special Skills: Mok Speech 4, Common Speech 2 (listening only), Bow 2, Brawling 1, Ride 1, Thrown 1, Strength 1

Equipment: Small Claws, Longbow, Quiver with 20 Paralysis Arrows (victim must Test their Luck or are paralyzed for 10-60 minutes)

Steed: EQUORT (beaked, horse-like steed, SKILL 8 STAMINA 9 Attacks 2, Hooves (as per Large Claw), Beak (as per Large Bite)

Money: 1 GP, Provisions: 2

 

“RAWRRGHH!”

 

PRINCESS ARIEL (#22/31)

Human SORCERESS, 26 years old, Female

 

SKILL: 5 STAMINA: 10 LUCK: 9 MAGIC: 6

Magic Points: 12 Inner Strength: 8 Social Class: 9

Talents: Innate Sorcerer (no components required for spellcasting)

Special Skills: Common Speech 4, Magic Lore 2, Magic-Sorcery 2, Second Sight 2, Awareness 1, Dodge 1, Etiquette 1, Healing 1, Herb Lore 1, Magic-Minor 1, Mok Speech 1, Ride 1, Swim 1, Wilderness Lore 1

Spells (Cantrips): Burn, Pied Piper, Weather Protection

Spells (Sorcery): All Sorcery spells

Equipment: Bracers of Casting (+2 bonus to all spellcasting tests)

Steed: Riding HORSE (SKILL 7 STAMINA 9, Hooves (as per Large Claw)

Money: 7 GP, Provisions: 2

 

“You’ll be sorry!”

 


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Monday, January 13, 2025

Bonus Post: THE MIGHTY MIGHTOR!

 

Character Creation Challenge 2025

Well, yes, here we go again. :-)

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#13-19/31

 

THE MIGHTY MIGHTOR (1967-1968, Hanna-Barbera, co-presentation with MOBY DICK)

 

While on a hunting trip, Tor and his faithful companion Tog rescue an ancient hermit from a Tyrannosaurus Rex. Grateful, the old man gives Tor a club which possesses great powers. Tor raises the club and he becomes Mightor, and Tog is transferred into a fire-breathing dragon. Together they become champions of good and the nemesis of evil!”

 

“MIGHTOR!”

 

TOR (#13/31)

Human HUNTER, 26 years old, Male

 

SKILL: 7 STAMINA: 16 LUCK: 10 MAGIC: 0

Magic Points: 0 Social Class: 2

Talents: Hunter (Dinosaurs)

Special Skills: Common Speech 4, Hunting 2, Thrown 2, Animal Lore 2, Acrobatics 1, Assess Enemy 1, Awareness 1, Clubs 1, Navigation 1, Ride 1, Sneaking 1, Swim 1, Strength 1, Wilderness Lore 1

Equipment: Power Club (When held up and the word Mightor is spoken, the bearer of the Power Club is transformed into the hero Mightor, with the following abilities: +2 SKILL, +4 STAMINA, Super Strength (as per double Strength spell), can fly, Power Club does Double Damage and can be thrown, always returns to the hand of its thrower. Power Club can also cast the Force Bolt and Shield spells but not at the same time and transforms Tog from Small Dragon Form to Large Dragon Form.)

Companion: Tog (DRAGON; see below)

Money: 3 GP, Provisions: 2

 

As Tor: “It is time for Mightor to appear!”

 

As Mightor: “It is I, Mightor who speaks. Give up your evil plans!”

 

Tog (#14/31)

Small DRAGON form

 

SKILL: 7 STAMINA: 9 Attacks: 1, Large Bite. Can fly.

 

Large DRAGON form

 

SKILL: 9 STAMINA: 15 Attacks: 2, Large Bite, Light Armour, +1 to Damage Roll. Can fly. Can breathe fire every 3rd Attack Round (victim must Test their Skill or lose 2 STAMINA points).

 

“ROAARGH!”

 

SHEERA (#15/31)

Human CHIEF’S DAUGHTER, 25 years old, Female

 

SKILL: 7 STAMINA: 14 LUCK: 11 MAGIC: 0

Magic Points: 0 Social Class: 9

Talents: Fleet-Footed

Special Skills: Common Speech 4, Animal Lore 2, Ride 2, Thrown 2, Acrobatics 1, Awareness 1, Crafting 1, Etiquette 1, Healing 1, Herb Lore 1, Navigation 1, Running 1, Swim 1, Wilderness Lore 1

Equipment: Rope (10 metres), Javelin

Steed: Bollo (young MAMMOTH; see below)

Money: 7 GP, Provisions: 2

 

“Thanks Mightor! I’ll make sure Little Rok doesn’t get into any more trouble!”

 

Bollo (#16/31)

Young MAMMOTH

 

SKILL: 7 STAMINA: 10 Attacks: 2, Tusks and Trample (as per Large Claw), Light Armour, +1 to Damage Roll. Can be a steed carrying up to 2 passengers.

 

“AYOUGA!”

 

LITTLE ROK (#17/31)

Human CHILD, 12 years old, Male (Novice)

 

SKILL: 5 STAMINA: 12 LUCK: 11 MAGIC: 0

Magic Points: 0 Social Class: 6

Talents: Evasive

Special Skills: Common Speech 4, Clubs 2, Acrobatics 1, Animal Lore 1, Awareness 1, Dodge 1, Ride 1, Sneaking 1, Swim 1, Wilderness Lore 1

Equipment: Club, Horned Headdress

Pet: “Ork” (GREAT VULTURE; see below)

Money: 0 GP, Provisions: 2

 

“We make a good team, right Mightor?”

 

Ork (#18/31)

GREAT VULTURE

 

SKILL: 6 STAMINA: 8 Attacks: 1, Large Bite or Claw. Can fly and can carry one passenger the size of a human child. Average intelligence.

 

“RAWK!”

 

CHIEF PONDO (#19/31)

Human TRIBAL CHIEF, 50 years old, Male

 

SKILL: 7 STAMINA: 16 LUCK: 10 MAGIC: 0

Magic Points: 0 Social Class: 10

Talents: Inspiring Leader

Special Skills: Common Speech 4, Etiquette 2, Law 2, Leadership 2, Assess Enemy 1, Awareness 1, Clubs 1, Navigation 1, Ride 1, Swim 1, Strength 1, Thrown 1, Wilderness Lore 1

Equipment: Tribal Crown (as per Natural Leader Talent), Club, Javelin

Money: 12 GP, Provisions: 2

 

“Mightor and his dragon have saved us again. Where were you, Tor?”

 

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Thursday, January 9, 2025

Return of the Yellow Mould...

YELLOW PLAGUE MOULD (#22/31, #22/365) [TTHA] 

Appearance: This is an infestation of tiny pale yellow spots that coat every available surface within a room or chamber.

Distribution: Dungeons, ruins and caves across Titan.
 
Effects: The mould gives off toxic and disease ridden spores, long accumulated through its life cycle in the dungeon. Anyone who spends more than a minute in a chamber with an infestation of Yellow Plague Mould, must Test their Luck or contract the disease. Yellow Plague is an affliction that can be contracted by spending time in cold, dampl places. The plague clogs up the lungs with mucus, making it difficult to breathe. Any physical action a victim undertakes (fighting, swimming, etc.) suffers a -2 penalty. In addition, the plague saps its victim of 3 STAMINA points per day, until a cure is found or they succumb to death. The plague can be cured with the Heal priestly power or by drinking a healing potion (Potion of Stamina, Blimberry Juice, etc.).
 
Cost: Not available to buy
 
Availability: Uncommon

Further Notes: The Yellow Plague Mould is related to regular Yellow Mould (see The Titan Herbal, p. 73). It has been recorded from the dungeons beneath the Black Tower (see Citadel of Chaos, p. 19).

Wednesday, January 8, 2025

A devout follower of the god of wind...

PRIEST OF PANGARA (#21/31, #21/365) [POT]

SKILL: 6

STAMINA : 10

ATTACKS: 1

WEAPON: See below

ARMOUR: See below

DAMAGE MODIFIER: None

HABITAT: Towns, Plains, Hills, Mountains, Dungeons

NUMBER ENCOUNTERED: 1

TYPE: Humanoid

REACTION: Neutral

INTELLIGENCE: High

As one may expect for a floating sky-realm called Pangaria, PRIESTS of the Wind God are common inhabitants of the archipelago, as each island has at least one temple and many shrines dedicated to Pangara. A Priest of Pangara's appearance can vary somewhat though, from wind-blown and wilderness-loving ascetic hermits to urbane clerics-about-town. Roll on the table below to determine their type and possessions (all have a holy symbol showing a stylized gust of wind):

Roll Type

1-2 Hermit: Club and tattered grey robes. Has Herb Lore 1, Mountain Lore 1, Second Sight 1, Climb 1.

3-4 Adventurer: Mace, Leather Cuirass, Small Shield. Has Law/Herb Lore 1, Climb/Dodge/Swim 1, Sea/Underground Lore 1, Etiquette/Second Sight 1.

5-6 Town Cleric: Staff and fine grey robes. Has Law 1, Etiquette 1, City Lore 1, Dodge 1

(Other Special Skills for all types are Common 4, Magic Priestly 2, Navigation 2, Weapon 2, Awareness 1, Crafting 1, Engineering 1, Healing 1, Pangaria Lore 1, Religion Lore 1)

In addition, roll for their ability:

Roll Priest Ability

1-2 Magic-Priest 1, MAGIC 4, Devotion 5

3-4 Magic-Priest 2, MAGIC 5, Devotion 7

5-6 Magic-Priest 3, MAGIC 6, Devotion 9

There is a High Priest or Priestess of Pangaria, whose cathedral is on Nimbus, attached to the Citadel, and currently the office is held by Ghelfung Stormfist, a retired human adventurer. She sits on the Pangarian Council, and also presides over five Abbots, each of whom maintains the main temple on one of the other five sky islands. Possibly one of the more noted Pangara priests from Titan, is the sufi of the Scythera Desert, Zeriang of the Long Dune (see Heroes of Titan, p. 31).