Tuesday, November 4, 2025

Farmer Miles of the Ham...

FARMER (#30/31, #263/365) [POT]

SKILL: 6

STAMINA : 9

ATTACKS: 1

WEAPON: See below

ARMOUR: None

DAMAGE MODIFIER: None

HABITAT: Plains, Hills, Towns, Wilderness

NUMBER ENCOUNTERED: 1-6

TYPE: Humanoid

REACTION: Friendly-Neutral

INTELLIGENCE: High

"Bigfoot the Elder walked south for three furlongs sowing oats, then east for two furlongs sowing wheat, and finally south-west for four furlongs sowing hay. Have you got that? Are you ready for the question? The question is ... The question is ... What was his favourite colour?" 

- Torbain the Malevolent, Priest of Slangg, Khare, Cityport of Traps, Kakhabad 

Farmers are true folk of the land, who raise the crops, grow fruit and vegetables, and keep domestic animals and birds for eggs, hide and meat. Any Farmers encountered will be wearing outdoor clothes appropriate to their terrain and climate habitat type, and be armed with one weapon; roll on the table below to determine what:

Roll Weapon

1-2 Dagger

3-4 Club

5-6 Staff

Farmers will also have 2-4 items of special gear, rolled for on the table below:

First Roll Second Roll Special Gear

1-3 1 Weatherbeaten Hat

1-3 2 A well-thumbed copy of the Astronomer's Almagest.

1-3 3 A vice, roll: 1-3 a Pipe and Smoking Weed, 4-6 a bottle of Special Brew.

1-3 4 A Missile Weapon (Roll: 1-2 Bow, 3-4 Crossbow, 5-6 Matchlock Blunderbuss)

1-3 5 A Farming Implement (Roll: 1 Hoe (as per Pole Arm), 2 Pitchfork (as per Trident), 3 Shovel (as per Warhammer), 4 Rake (as per Spear), 5 Pick-axe (as per War-Pick), 6 Sickle)

1-3 6 Rope. Roll: 1-3 Ten metres of Rope and a Grappling Hook, 4-6 a Whip.

4-6 1 A Dowsing Rod

4-6 2 A Lantern

4-6 3 A bunch of Herbs

4-6 4 A faithful Dog, up to 1-3 of them

4-6 5 A musical instrument (Roll: 1-2 Bampoo pipe, 3-4 Bronze bell, 5-6 Goat's horn)

4-6 6 A statuette of Cholumbara, the goddess of agriculture

If encountered in a Town, Farmers will be engaged in selling produce and buying supplies to restock the farm. If encountered elsewhere, roll to determine what the Farmer(s) may be doing

Roll Farmer Activity

1-2 Travelling (to or from nearest town). Farmers will be travelling (Roll: 1-2. On foot, 3-4 On steed (Roll: 1 Pony, 2-3 Horse, 4-5 Donkey, 6 Mule), 5-6 On transport (Roll 1-3 Cart, 4-6 Wagon, either drawn by 1-3 (Roll 1-2 Water Buffalo, 3-4 Carthorse, 5-6 Ox)).

3-4 Working on the farm. Roll: 1-3 Just the Farmers, 4-6 Companions, with 1-3 (Roll: 1-3 Dogs, 4-6 Children)

5-6 Back at the farmhouse. Probably with everybody, for mealtimes and at night.

To create a random farm for an encountered farmer, first roll for the size of the farm on the table below:

Roll Size of Farm Grade Farmer Number Type Number Farm Animal Number Vehicle Number

1-2 Plot 1 1-6 Farmers 1-2 1-3 1*

3-4 Small Field 2 2-7 Farmers 1-3 2-4 1-2* 

5 Large Field 4 2-12 Farmers 2-4 2-7 2-4*

6 Huge Field 6 3-18 Farmers 2-7 2-12 2-7*

* Roll for the type of each vehicle: 1-3 Wagon, 4-6 Cart 

Next, roll for each type of specific farming present at the full farm:

Roll Type of Farm

1 Grain and crops

2 Roll again: 1-3 Fruit, 4-6 Vegetables

3 Eggs

4 Meat

5 Hide

6 Other 

To determine the specifics of each of these types of farming roll as appropriate below on the specific farming type table required:

First Roll Second Roll Grain and crops type

1 1 Amaranth

1 2 Balleye Beans

1 3 Bamboo

1 4 Barley

1 5 Chob Beans

1 6 Cocoa

2 1 Coffee

2 2 Corn/Maize

2 3 Cotton

2 4 Flaxwort

2 5 Hemp

2 6 Hops

3 1 Lentils

3 2 Marmalant Tea

3 3 Medlar

3 4 Millet

3 5 Mulberry/Silk

3 6 Mullweed

4 1 Mustard

4 2 Oats

4 3 Olives

4 4 Papyrus

4 5 Purple Lotus

4 6 Pygmy Corn

5 1 Rice

5 2 Rye

5 3 Sallow-Seed

5 4 Scarlet Poppy

5 5 Siff-Saff

5 6 Smoking Weed

6 1 Sorghum

6 2 Soybeans

6 3 Sugarcane

6 4 Sun Flower

6 5 Tea

6 6 Wheat

The size of the field can be found by rolling a die and multiplying the result by the farm's Grade. The result is the area of the field in square kilometres. On Titan, farms are usually measured in square furlongs, where a furlong is roughly equivalent to two hundred metres or an eighth of a mile.

Roll Fruit type

This type includes fruit, nuts and berries. Roll on the table below to determine which, and then roll again on the specific type to find out what the farm is growing.

Roll General Fruit type

1-2 Fruit

3-4 Nuts

5-6 Berries

First Roll Second Roll Third Roll Fruit type

1-2 1-2 1 Apple

1-2 1-2 2 Apricot

1-2 1-2 3 Banana

1-2 1-2 4 Bandurin Fruit

1-2 1-2 5 Blood Orange

1-2 1-2 6 Bomba Fruit

1-2 3-4 1 Breadplant

1-2 3-4 2 Canefruit

1-2 3-4 3 Caracalk

1-2 3-4 4 Cherry

1-2 3-4 5 Chubbley Fruit

1-2 3-4 6 Crab Apple

1-2 5-6 1 Dates

1-2 5-6 2 Dragonfruit

1-2 5-6 3 Fig

1-2 5-6 4 Galda Fruit

1-2 5-6 5 Garva Fruit

1-2 5-6 6 Giant Banana

3-4 1-2 1 Grapefruit

3-4 1-2 2 Guava

3-4 1-2 3 Jewelfruit

3-4 1-2 4 Kumquat

3-4 1-2 5 Lemon

3-4 1-2 6 Lime

3-4 3-4 1 Makfruit

3-4 3-4 2 Mango

3-4 3-4 3 Medlar

3-4 3-4 4 Melon

3-4 3-4 5 Nauk Fruit

3-4 3-4 6 Nectarine

3-4 5-6 1 Orange

3-4 5-6 2 Pango Fruit

3-4 5-6 3 Papaya

3-4 5-6 4 Pawpaw

3-4 5-6 5 Peach

3-4 5-6 6 Pear

5-6 1-2 1 Persimmon

5-6 1-2 2 Pineapple

5-6 1-2 3 Plantain

5-6 1-2 4 Plum 

5-6 1-2 5 Pomegranate

5-6 1-2 6 Pomelo

5-6 3-4 1 Quince

5-6 3-4 2 Rose Apple

5-6 3-4 3 Sky Fruit

5-6 3-4 4 Stink Fruit

5-6 3-4 5 Stonepith

5-6 3-4 6 Sun Fruit

5-6 5-6 1 Tamarind

5-6 5-6 2 Tongo

5-6 5-6 3 Tuktuk Fruit

5-6 5-6 4 Watermelon

5-6 5-6 5 White Fruit

5-6 5-6 6 Xamen Fruit

First Roll Second Roll Nut type

1-2 1 Abundance Nut

1-2 2 Acorns

1-2 3 Almond

1-2 4 Betel Nut

1-2 5 Breadnut

1-2 6 Candlenut

3-4 1 Cashew

3-4 2 Chestnut

3-4 3 Coconut

3-4 4 Hazelnut

3-4 5 Honeymilk Nut

3-4 6 Horse-Chestnut

5-6 1 Kola Nut

5-6 2 Palm Nut

5-6 3 Peanut

5-6 4 Pine Nut

5-6 5 Pistace

5-6 6 Walnut

First Roll Second Roll Berry type

1-2 1 Bilberry

1-2 2 Blackberry

1-2 3 Blimberry

1-2 4 Bloodberry

1-2 5 Blueberry

1-2 6 Catgrapes

3-4 1 Chawberry

3-4 2 Currants

3-4 3 Giant Goldberry

3-4 4 Grapes

3-4 5 Harshberry

3-4 6 Lemonberry

5-6 1 Moongrapes

5-6 2 Mulberry

5-6 3 Raisin

5-6 4 Raspberry

5-6 5 Redberry

5-6 6 Strawberry

The size of an orchard or vineyard or similar can be found by rolling a die and divide the result by two to give you a range of 1-3. Multiplying this number by the farm's Grade gives you the area of the field in square kilometres. 

Roll Vegetable type

This type includes vegetables and edible fungi. Roll on the table below to determine which, and then roll again on the specific type to find out what the farm is growing. 

Roll General Vegetable type

1-4 Vegetable

5-6 Fungi

First Roll Second Roll Third Roll Vegetable type

1-2 1-2 1 Artichoke

1-2 1-2 2 Asparagus

1-2 1-2 3 Beetroot

1-2 1-2 4 Broccoli

1-2 1-2 5 Cabbage

1-2 1-2 6 Carrot

1-2 3-4 1 Cassava

1-2 3-4 2 Cauliflower

1-2 3-4 3 Celery

1-2 3-4 4 Chili

1-2 3-4 5 Chives

1-2 3-4 6 Cloud Cabbage

1-2 5-6 1 Collard Greens

1-2 5-6 2 Cornpepper

1-2 5-6 3 Cucumber

1-2 5-6 4 Edible Taproot

1-2 5-6 5 Eggplant

1-2 5-6 6 Healing Riverbeet

3-4 1-2 1 Horseradish

3-4 1-2 2 Jimweed Root

3-4 1-2 3 Jute

3-4 1-2 4 Kale

3-4 1-2 5 Lemongrass

3-4 1-2  6 Lettuce

3-4 3-4 1 Lotus Root

3-4 3-4 2 Mallow

3-4 3-4 3 Marrow

3-4 3-4 4 Mustard

3-4 3-4 5 Onion

3-4 3-4 6 Peas

3-4 5-6 1 Peppers

3-4 5-6 2 Pickle

3-4 5-6 3 Potato

3-4 5-6 4 Pumpkin

3-4 5-6 5 Purple Tuber

3-4 5-6 6 Radish

5-6 1-2 1 Sago

5-6 1-2 2 Shallot

5-6 1-2 3 Sorrel

5-6 1-2 4 Spinach

5-6 1-2 5 Spring Onion

5-6 1-2 6 Sprouts

5-6 3-4 1 Squash

5-6 3-4 2 Sweet Potato

5-6 3-4 3 Taro

5-6 3-4 4 Tomato

5-6 3-4 5 Turnip

5-6 3-4 6 Watercress

5-6 5-6 1 Wild Leek

5-6 5-6 2 Wild Parsnip

5-6 5-6 3 Yam

5-6 5-6 4 Yarrow

5-6 5-6 5 Yellow Cabbage

5-6 5-6 6 Yellow Carrot

First Roll Second Roll Fungi type

1-3 1 Green Mushroom

1-3 2 White Truffle

1-3 3 Edible Toadstool

1-3 4 Mountain Mushroom

1-3 5 Black Truffle

1-3 6 Red-Spotted Toadstool

4-6 1 Red Truffle

4-6 2 Green-Topped Fungus

4-6 3 Truffle

4-6 4 Ramparts

4-6 5 Tortilla Fungus

4-6 6 Healing Mushroom

The size of a vegetable patch can be found by rolling a die and divide the result by three to give you a range of 1-2. Multiplying this number by the farm's Grade gives you the area of the field in square kilometres. 

Roll Eggs type

1-2 Chickens, 6-36 birds

3 Ducks, 2-24 birds

4 Turkeys, 2-12 birds

5 Geese, 2-12 birds

6 Quail, 4-24 birds

Roll Meat type

1 Pork, 3-18 animals

2 Beef, 3-18 animals

3 Mutton and lamb, 4-24 animals

4 Goat, 4-24 animals

5 Chicken, 6-36 birds

6 Roll again: 1-2 Turkey, 3-4 Duck, 5-6 Geese, all 4-24 birds

Roll Hide type

1-2 Leather. Roll again: 1-4 Cattle, 3-18 animals; 5-6 Goat, 4-24 animals

3-4 Wool, Sheep, 4-24 animals

5 Eiderdown or Feathers, 4-24 Geese

6 Other Fur or Hide (see Encyclopedia Arcana: Volume 1, p. 73), 2-7 animals

Roll Other types 

1 Bees, 2-7 hives, for honey

2 Pigeons, 4-24 birds in dovecot, for messenger-birds

3 Falconry, 1-6 birds in cages, for hunting

4 Ferrets, 1-6 animals in cages, for eliminating vermin

5 Dyes (Woad) for dyers and limners

6 Herbs (Roll as per generating a Herbalist's wares for the encountered as per The Titan Herbal, p. 87) for herbalists and apothecaries

For determining the total number of animals present that are being raised for farming purposes, the number of animals given next to their name is multiplied by the farm's Grade.

Example: If a farm is a Large Field of Grade 4, and the farm has 3-18 cattle for beef, the roll, in this case 11, would be multiplied by 4 for a total of 44 heads of cattle in this Large Field for beef-farming.

Finally, in addition to any creatures raised for farming, there will be the usual farm animals ambling about the place. The size of the farm determines the number of farm animals present (for example a Large Field has 2-7 types of Farm Animal present). For each type of farm animal present, roll on the table below to determine what that is:

First Roll Second Roll Farm Animal 

1-3 1 Riding steeds, 1-3 (Roll: 1 Pony, 2-3 Horse, 4-5 Donkey, 6 Mule)

1-3 2 Cart Steed, 1-3 (Roll: 1-2 Water Buffalo, 3-4 Carthorse, 5-6 Ox)

1-3 3 Dogs, 1-3

1-3 4 Roll again: 1-3 Bull, 4-6 Cow.

1-3 5 Pigs, 1-3 

1-3 6 Sheep, 1-3

4-6 1 Goat, 1-2

4-6 2 Cat, 1-2

4-6 3 Geese, 1-2

4-6 4 Turkey, 1-2

4-6 5 Chickens, 1-6 (Sixth is a Rooster)

4-6 6 Ducks, 1-3

Example: The Director needs to quickly roll up a farm the Heroes have encountered on the wide Pagan Plains of Allansia. Rolling a 3 on the Farm Size table means the farm is a Small Field, Grade 2, with 2-7 Farmers, 1-3 types of farming and 2-4 farm animals. Making these secondary rolls gives the Director a Grade 2 Small Field farm with 4 Farmers, 2 types of farming present, and 4 farm animal types. Rolling for the farming types, the Director gets 6 and a 3, which is Eggs and Other. Rolling on those tables generates a 6 for Quail's Eggs (with 38 quails), and 6 also for Herbs (which would be then rolled for and determined using The Titan Herbal). Quail's eggs and herbs seems like quite the specialized farm! Rolling on the farm animal table four times gives us the following fellow denizens of this farm along with the farmers: two dogs, one cat, two chickens and a duck. Yes, indeed, still quite a queer place!

Disregard any results in particular that do not reflect the encountered habitat type, and choose or reroll the results until you achieve a farm composition you feel comfortable with. Obviously, this collection of animals reflects climates from northern temperate to semi-arid. Sub-arctic realms would feature musk-ox and reindeer, arid areas would have camels, desert ass, and desert bison, while tropical upland regions would see llamas and alpacas being used, and in the lowlands, guinea fowl, water buffalo, zebra, and hippohog.

Farmers consider themselves the backbone of any decent nation, such as Ruddlestone, Gallantaria, Femphrey or Ximoran, toiling on their farms to produce food for the kingdom to consume. All too often though, particularly in the magically capricious continent of Khul, their farms are reduced to barren wastelands through pestilence and famine, disease and decay, until their fields are as dry as dust and their animals naught but gleaming bone. Elsewhere, in more bountiful rural and rustic locations, the Farmer enjoys a high social standing, as both a land-owner and free-person, who works their own land for produce and profit.

Farmers offer their prayers to many different deities over the course of the year and its seasons, so that their crops may flourish and their animals be strong and healthy. The main gods of worship are Cholumbara, goddess of agriculture and known as the Ploughman in the Old World or Limmannin in Allansia, Galana the goddess of plants and fertility, and Varantar, patron demigod of farm animals and shepherds. A year on Titan from a farmer's perspective is thus a cycle of sowing, growing and harvesting, alongside a succession of rituals and fairs, such as the Equinox, the Solstice, the Midsummer Fair and so on, to ensure hopefully plentiful returns upon their investment in the land itself.

Saturday, October 25, 2025

Gimme a potion and make it a double...

Potion of Destiny (#28/31, #261/365) [EA:V2] (Potion)

This is a small opaque glass bottle containing a golden-coloured liquid. When drunk, at any time except during battle, the imbiber may immediately restore 4 LUCK points, but they cannot exceed their Initial LUCK score.

20gp

Potion of Heroism (#29/31, #262/365) [EA:V2] (Potion)

This is a small glass phial containing a clear liquid glittering with silvery motes. When drunk at the start of a battle, the potion-imbiber may restore 2 STAMINA points immediately if injured or wounded, and, in addition, increase their SKILL  score by 2 for the duration of the battle.

55gp

Friday, October 24, 2025

Bring me a shrubbery...

UNDERGROWTH (#26/31, #300/365) [TTHA]

Appearance: This curious carnivorous plant resembles a leafy bush that will begin to quiver when approached by potential prey. Long thorn-clad creepers will then shoot out to grab prey and drag it into the creature’s screaming feeding-pit, at the centre of the ‘bush’.

Distribution: Plains, hills, wilderness and jungle across southern Khul

Effects: Once slain, the digestive juices of the Undergrowth’s feeding pit can be collected to concoct 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: Rare 

UNDERGROWTH (#27/31, #260/301) [OOTP IV]

 

SKILL: 4

STAMINA: 9

ATTACKS: 4

WEAPON: Vines (as per Small Claw)

ARMOUR: Light

DAMAGE MODIFIER: None

HABITAT: Plains, Hills, Wilderness, Jungles

NUMBER ENCOUNTERED: 2-12

TYPE: Plant

REACTION: Hostile

INTELLIGENCE: None

 

Signs of incipient Chaos mutation are ubiquitous across Khul, emanating out from the Wastes of the Chaos at the dark heart of the continent. A particularly common manifestation is the omnipresent proliferation of people-eating plants, such as the hideous UNDERGROWTH. This curious carnivorous flora resembles a leafy bush that will begin to quiver when approached by potential prey. Long thorn-clad creepers will then shoot out to grab the prey and drag it into the creature’s feeding pit, at the centre of the ‘bush’. 

Whoever loses two Attack Rounds is tossed into the spiky pit where they take automatic Very Large damage every Attack Round until they or the plant are dead. In addition, the Undergrowth will emit a howling scream for every Attack Round that a victim has not been stuffed into its feeding pit. All present without ear plugs must reduce their SKILL score by one due to the horrible grating noise made by the plant-beast’s constant shrieking. 

The Undergrowth is found across southern Khul, from the  kingdoms of Kazan and Zamarra, through the wild gullies and far-flung oases of the Scytheran borderlands, to the realm of the Inland Sea, including the dense jungles beyond the city-state of Shurrupak. Throughout these lands wayfarers should be on constant lookout for clumps or glades of bushes that all begin to quiver the moment they pass by!

Thursday, October 23, 2025

I'm a FORESTER, and that's okay...

FORESTER (#25/31, #299/365) [POT]

SKILL: 10

STAMINA : 7

ATTACKS: 1

WEAPON: Forester's Axe (as per Cleaver)

ARMOUR: See below

DAMAGE MODIFIER: None

HABITAT: Forests

NUMBER ENCOUNTERED: 1-3

TYPE: Humanoid

REACTION: Friendly-Neutral

INTELLIGENCE: High

Up there in those cold northern forests, those deep mountainside groves of heavy lumber, we find the FORESTER, the near-wild man of the woods, who lurks out here, checking the best choice timber to cut and ship downriver. Foresters typically carry a Forester's Axe, which is a huge two-handed chopping instrument that does damage as per a Cleaver. They will also have a sidearm of some description; roll on the table below to determine what:

Roll Sidearm Type

1-2 Handaxe

3-4 Tomahawk (Throwing Axe)

5-6 Matchlock Blunderbuss

Foresters wear rough clothing of green, grey and brown cloth, and cured animal hides; roll on the table below to determine what level of armour this counts as:

Roll Armour Type

1-2 Leather Jack

3-4 Leather Cuirass

5-6 Leather Hauberk

In addition roll 1-2 times on the below table to determine what special gear the Forester has:

Roll Special Gear

1 Pipe and Pouch of Smoking Weed

2 Bottle of Special Brew

3 Borrinskin Hat or Boots

4 Whittling Knife (as per Dagger)

5 Snowshoes

6 Coil of Rope

Foresters are known from the northern woods, such as the foothills of the Icefinger Mountains, the Forest of Fiends, the Forest of the Night, and the upper valleys of Frostholm, in Allansia. In the Old World, they are found especially in the Northlands and the highlands of the many Mauristatian Principalities (such as Barandrun of the Forest of Phantoms in Mortvania), while Khul sees them operating in the north-east wilds, such as the outskirts of Affen Forest, or, over in Ximoran, along the margins of the desolate Mithrir Forest.

Wednesday, October 22, 2025

A Plethora of Potent Potions (Part III)

Potion of Luckless Fortune (#22/31, #296/365) [EA:V2] (Potion)

This is a vial of bubbling turquoise liquid. Whoever drinks this suffers from a fatal mixture of luckless fortune that does not favour one in whatever their current quest is. This sucks away at a victim’s LUCK causing them to lose 1 LUCK point per day. Unless cured, when their LUCK score reaches zero the victim will perish in a bizarre and ridiculously unlucky manner, suffering an agonizing death (for example: spontaneous combustion, an accident with a gardening implement, being impaled on an adventuring colleague’s sword, etc.) Legend states this potion could be brewed in the Chamber of Ancient Magical Spells, within the great citadel at Sharrabbas in Kazan, by combining Condensed Mist from the Mithrir Forest with Essence of Eye of Newt.

Unavailable to buy

Potion of Stormbringing (#23/31, #297/365) [EA:V2] (Potion)

This is a vial of syrupy dark green liquid. Drinking it grants the imbiber the power of Stormbringing. This lasts for 10-60 minutes, and if the imbiber is outside, or near a window, they may summon a great storm of thunder and forked lightning. This causes a lightning bolt to strike a single enemy for 2D6 STAMINA damage or 2-7 opponents for 1D6 STAMINA damage each. Legend states this potion could be brewed in the Chamber of Ancient Magical Spells, within the great citadel at Sharrabbas in Kazan, by combining Ground Dragon's Claw with 1000-Fathom Seawater.

150gp

Potion of Metal-Changing (#24/31, #298/365) [EA:V2] (Potion)

This is a vial of bubbling lilac-coloured liquid. Drinking this grants the imbiber to change metal objects from one base metal to another for 10-60 minutes, but once used the power is used up. A steel sword could be changed to a silver blade for example, or lead coins changed into gold pieces. Legend states this potion could be brewed in the Chamber of Ancient Magical Spells, within the great citadel at Sharrabbas in Kazan, by combining Essence of Viper's Tongue with Condensed Mist from the Mithrir Forest.

100gp

Tuesday, October 21, 2025

Fear flies forth on scarlet pinions

TERRORWING (#21/31, #295/365) [OOTP IV]
SKILL: 10
STAMINA: 8
ATTACKS: 1
WEAPON: Large Bite or Claws
ARMOUR: None
DAMAGE MODIFIER: None
HABITAT: Deserts, Wilderness, Plains
NUMBER ENCOUNTERED: 1
TYPE: Monster
REACTION: Hostile
INTELLIGENCE: Average

Possibly related to the Wrapper, with which it shares many bizarre physical aspects, the TERRORWING is a hideous beast that inhabits the badlands and arid wilderness of central Khul. A sleek, blood-red creature, it swoops through the air on enormous wings consisting of broad spiny flaps of skin stretching from between its fore and rear limbs. The Terrorwing has a lizard-like head, yellow eyes and long jaws full of sharp teeth and its limbs end in barbed claws, while a row of iron-grey spikes stretches from the top of its skull and down its back to the tip of its pointed tail.

In addition to their physical attributes, the Terrorwing has great powers of the mind, attempting to addle the will of its victims so it can alight and rend them limb from limb while they stand there slack-jawed. Typically, a Terrorwing will have a PSIONICS score of 6-8, 12-16 Psy Points, and all abilities drawn from the Dark Power tradition, such as Choke, Dominate, Drain Life, Induce Fear, Insanity, and Weakness. Indeed, so powerful are the creature's psychic powers that its body will appear to shimmer and coruscate as if charged with electricity.

Thursday, October 16, 2025

Selected plant-creatures from Out of the Pit converted into Herbal entries

CLONE (#16/31, #290/365) [TTHA]

Appearance: Clones are small pale fungal humanoids with blank eyes that are used to farm edible giant mushrooms on Titan for the consumption of Greater Demons back home in the Pit.

Distribution: Caves, ruins and dungeons across Titan

Effects: When a Clone dies it will dissolve into a coloured pool of liquid, from which a fresh mushroom will sprout after a few minutes. If the liquid is collected in a vial, it can be used later by pouring it on the ground. To see what type of fungi grows from the liquid, roll on the table below:

Roll Fungi Type Effect Reference

1-2 Green-Topped Fungus: gain strength, +4 STAMINA (The Titan Herbal, p. 38)

3-4 Purple-Topped Fungus: shoots spore cloud causing 1-6 STAMINA (The Titan Herbal, p. 55)

5-6 Red-Topped Fungus: poisonous if eaten, -4 STAMINA (The Titan Herbal, p. 56)

Cost: City 4gp, Town 5gp, Village 6gp (per vial)

Availability: Rare

Further Notes: See Out of the Pit (p. 29) for further information.

STRANGLEBUSH (#17/31, #291/365) [TTHA]

Appearance: This bizarre carnivorous plant resembles a dense bushy growth, comprised of many tentacle-like branches.

Distribution: Forests across the Old World.

Effects: The clutching branches of a Stranglebush are extremely strong. Enough branches can be harvested from one slain Stranglebush to fashion a Vine-Rope. This counts as ten metres of excellent quality rope, twice as strong but only half as heavy. It is unfortunately highly flammable, and burns quickly, though this does create the secondary application of being useable as a long and effective length fuse!

Cost: City 20gp, Town 30gp, Village 40gp (per rope)

Availability: Uncommon

Further Notes: See Out of the Pit  (pp. 110-111) for more information. Stranglebush is particularly common in the Verminpit of Kakhabad, where it is often found growing along the trails and paths that lead through the mysterious Forest of Snatta.

STRANGLE WEED(#18/31, #292/365) [TTHA]

Appearance: This voracious plant-creature consists of a four-metre-tall trunk with a rough, bark-like surface, from which sprout up to fifty tendrils, each six metres long and ending in bright, pungent-smelling white and yellow flowers.

Distribution: Forests, jungles and ruins across Titan.

Effects: The flowers of Strangle Weed produce a pollen that is attractive to small forest creatures. Enough pollen can be collected from one slain Strangle Weed to fill a vial. If the contents of the vial are sprinkled on a trap of some sort, the trapper can add a +4 bonus to their Trap Knowledge or Hunting Special Skill roll when testing to see if they catch anything or not.

Cost: City 10gp, Town 15gp, Village 20gp (per vial)

Availability: Common

Further Notes: See Out of the Pit (p. 111) for more information. The woodland known as Tanglewood, in north-western Allansia, is infamous for the abundance of Strangle Weed that flourishes within its dark and gloomy undergrowth.

TANGLEWEED (#19/31, #293/365) [TTHA]

Appearance: This is a strange type of blood-sucking grass whose bunches of blade-like leaves grow up to a metre long and range in colour from pale green, when hungry, to a dullish red when sated.

Distribution: Plains and forests across Titan.

Effects: Perhaps surprisingly, a dried bunch of Tanglweed has some curative properties. It can be applied to a wound during first aid (see Advanced Fighting Fantasy, p. 65), and will allow a healer to deduct one from the dice roll when testing their Healing Special Skill.

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

Availability: Common

Further Notes: See Out of the Pit (p. 112) for more information. Tangleweed is believed related to River Bloodweed (see The Titan Herbal, p. 57), as well as other similarly motile grass-like plants such as Crab Grass, Pilfer Grass and Tendril Grass.

GIANT VENUS FLY-TRAP (#20/31, #294/365) [TTHA]    

Appearance: This plant-creature consists of a thick trunk-like body up to seven metres tall, from which 2-7 tendrils sprout from the top; each tendril ends in an immense jaw-like leaf. Anyone trapped inside the leaf when it closes will be slowly digested by the Giant Venus Fly-Trap’s powerful digestive acids.

Distribution: Jungles across Allansia and Khul.

Effects: It is possible to collect a Vial of Acid from the leaves of a slain plant. This can be used to dissolve something non-metallic or thrown at an opponent in battle (requiring a successful Test for Skill). Anyone hit by a Vial of Acid must immediately lose 1-6 STAMINA points, and then lose a further 1-6 STAMINA points every Attack Round, unless they spend one Attack Round wiping the acid off their body.

Cost: City 12gp, Town 12gp, Village 16gp (per vial)

Availability: Uncommon

Further Notes: See Out of the Pit (p. 117) for more information.

Tuesday, October 14, 2025

Here we are now, entertain us...

ENTERTAINER (#15/31, #289/365) [POT]

SKILL: 6

STAMINA : 8

ATTACKS: 1

WEAPON: See below

ARMOUR: None

DAMAGE MODIFIER: None

HABITAT: Towns, Plains, Forests, Ruins

NUMBER ENCOUNTERED: See below

TYPE: Humanoid

REACTION: Friendly

INTELLIGENCE: High

An ENTERTAINER is a person who trades on their talent to perform in public, preferably for coin, but sometimes just food, drink or shelter will suffice. They live paradoxical lives, occasionally feted grandly for their abilities but often reduced to virtual penury, performing for the barest hint of a crust. As such this is reflected in their appearance and while their clothes may appear as so much gaudy finery, often they are also tattered and threadbare. All Entertainers will have some kind of basic weapon to defend themselves with; roll on the table below to determine what:

Roll Weapon

1-2 Club

3-4 Dagger

5-6 Shortsword

The number of Entertainers that are encountered can vary widely, from individual solo players to large troupes of performers. Roll on the below table to determine their number:

Roll Number Encountered

1 Solo individual: 1

2-3 Small band: 2-7

4 Minor troupe: 2-12 plus 1-2 wagons, each drawn by 1-3 Horse, 4-6 Ox

5 Major troupe: 3-18 plus 1-3 wagons, each drawn by 1-3 Horse, 4-6 Ox

6 Special. Roll again: 1-2 Circus, 3-4 Menagerie, 5-6 Travelling Players. 4-24 plus 2-7 wagons, each drawn 1-3 Horse, 4-6 Ox

Three-quarters of a Menagerie's Entertainers will be Animal-Handlers while the rest can be determined randomly; each wagon will have a cage housing one monster (which can be rolled for on the appropriate Encounter Table for the current terrain). Three-quarters of a group of Travelling Players will be Actors, with one Playwright, and the rest randomly-determined Entertainers. All of the Circus's performers will be randomly-determined Entertainers.

 To randomly determine the type of Entertainer, roll two dice separately on the table below:

First Roll Second Roll Entertainer Type

1-2 1 Acrobat

1-2 2 Actor

1-2 3 Animal-Handler

1-2 4 Comic 

1-2 5 Escapologist

1-2 6 Fire-Eater

3-4 1 Fortune-Teller

3-4 2 Hypnotist

3-4 3 Juggler

3-4 4 Jester 

3-4 5 Knife-Thrower

3-4 6 Musician

5 1 Playwright 

5 2 Poet 

5 3 Prestidigitator

5 4 Puppeteer 

5 5 Puzzler 

5 6 Singer 

6 1 Stilt-Walker

6 2 Story-Teller 

6 3 Strongman or woman

6 4 Tightrope-Walker 

6 5 Troubadour 

6 6 Ventriloquist 

Numerous groups of travelling Entertainers are known from Titan, including the Carnivale of the Old World, the Circus of Dreams, Oddfellow's Mummers, and the Menagerie of Monsters. It is worth noting that many of these groups do not have the best of reputations however, owing to their vagabond ways or worse. None of them though approach the infamy of the Circus of the Damned, a collection of demonic clowns, jugglers and jesters, who, once summoned from the Pit, took up residence in the third incarnation of Baron Sukumvit's Deathtrap Dungeon, where they tormented any adventurers foolish enough to disturb them.

In some places, such as Ludria (see Adventure Creation System p. 78, p. 158) or Port Blacksand, Entertainers may have settled down to create a more formalized hierarchy of work such as a theatre.  In Port Blacksand there is even a Guild of Entertainers and Artists on Mill Street in the Garden District (see Blacksand, p. 44, p. 56), whose Guildmaster is the noted troubadour Derl Xian, and which is associated with the numerous plays and other productions performed at the Minotaur Inn's theatre.

Saturday, October 11, 2025

A Plethora of Potent Potions (Part II)

Potion of Invulnerability to Sword-Strike (#12/31, #286/365) [EA:V2] (Potion)

This is a vial of yellow-green liquid. When consumed, it causes the imbiber to become immune to the first wound they suffer in combat or as a result of a surprise attack, with a bladed weapon. Instead, they take no damage from the attack at all. Subsequent strikes will cause normal damage thereafter. The power of this potion lasts for 10-60 minutes. Legend states this potion could be brewed in the Chamber of Ancient Magical Spells, within the great citadel at Sharrabbas in Kazan, by combining Essence of Eye of Newt with 1000-Fathom Seawater.

30gp

Potion of Madness (#13/31, #287/365) [EA:V2] (Potion)

This is a vial of orange liquid full of red granular particles. When consumed, it causes the imbiber to suffer from insanity. They become a gibbering wreck, unable to do anything other than crouch in a corner and mutter to themselves, shaking and shivering all the while. Unless magically cured, or restrained and force-fed, the imbiber will gradually starve to death as they are unable to eat, drink and otherwise look after themselves. Legend states this potion could be brewed in the Chamber of Ancient Magical Spells, within the great citadel at Sharrabbas in Kazan, by combining Essence of Eye of Newt with Volcano Dust.

Unavailable for Purchase

Potion of Persuasion (#14/31, #288/365) [EA:V2] (Potion)

This is a vial of oozing brownish liquid. When consumed, it causes the imbiber's persuasive powers to increase dramatically. The imbiber gains a +4 bonus to all social Special Skill tests, such as Bargain, Con, Etiquette, Law and Leadership. The effects last for 10-60 minutes. Legend states this potion could be brewed in the Chamber of Ancient Magical Spells, within the great citadel at Sharrabbas in Kazan, by combining Ground Dragon's Claw with Volcano Dust.

50gp

Friday, October 10, 2025

Shriek that horn!

HORNED SHRIEKER (#11/31, #285/365) [OOTP IV]
SKILL: 7
STAMINA: 9
ATTACKS: 2
WEAPON: Large Bite or Claws and Horn (as per Lance)
ARMOUR: Light
DAMAGE MODIFIER: None
HABITAT: Deserts, Wilderness, Plains
NUMBER ENCOUNTERED: 1-2
TYPE: Reptile
REACTION: Unfriendly-Hostile
INTELLIGENCE: Low

One of the dangers of the Khulian wilderness, particularly among the arid plains and near-inhospitable deserts of the south, is the dreaded HORNED SHRIEKER. These fearsome ambush predators bury themselves in the sand or lurk behind large boulders, ready to ambush any unwary travellers in their constant quest for fresh meat to consume. Revealing themselves at the last moment, the Horned Shrieker will rear up, uttering a terrifying howl and attack!


In appearance, they are fearsome-looking monsters and very tall, with tough, scaly lizard-like skin that ranges in colour from green to yellow to orange. They stand on two legs and have a long spiked tail, while their large hands end in curved claws. Horned Shriekers have an ugly visage, with narrow red eyes and a huge blunt horn sticking out of their forehead, as well as a wide mouth full of razor-sharp pointed teeth.


They attack by lowering their head to point their horn at their victim and charge at full-speed, screaming loudly all the while. Anyone fighting a Horned Shrieker in combat must wear ear plugs or deduct 1 from their SKILL score due to the hideous noise. If the Horned Shrieker wins its first Attack Round it has knocked its victim over and they must spend the following Attack Round attempting to scramble to their feet, unable to defend themselves against the monster's claws and teeth. Should they prevail and slay the beast however, it is always worth inspecting the Horned Shrieker's lair, whether a shallow pit in the sand or a dank hole between the boulders, as they often collect sundry trinkets from the corpses of those unfortunate wayfarers they have previously slain and feasted upon.

Thursday, October 9, 2025

Wandering Herb

CALAMUS (#10/31, #284/365) [TTHA]

Appearance: The Calamus is a weird sentient plant-creature resembling a ball of tumbleweed, with various whip-like limbs, and ranges in size from half a metre up to three metres in size.

Distribution: Plains, deserts and arid areas in warmer places across Titan.

Effects: The Calamus is generally hostile, and a slain creature can be harvested for both its thorny whip-fronds (these do damage as per Whips, with +1 to the Damage Roll) and its exploding seedpods. 1-2 of the former can be collected and sell at the same price as regular whips plus 1gp extra. Of the latter, 2-7 can be harvested and they can be thrown in combat at an enemy and explode for 1-3 stamina damage per successful hit.

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

Availability: Rare

Further Notes: See Denizens of the Pit (pp. 10-11) for more information.