Saturday, April 19, 2025

*small but vicious dog (optional possession)

RAT CATCHER (#20/30, #110/365) [POT]

SKILL: 6

STAMINA : 7

ATTACKS: 1

WEAPON: Club or Dagger

ARMOUR: None

DAMAGE MODIFIER: None

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

NUMBER ENCOUNTERED: 1

TYPE: Humanoid

REACTION: Unfriendly

INTELLIGENCE: Average

The RAT CATCHER is a person hired by settlements to reduce the infestations of rats and other vermin that may be plaguing their streets, gutters, and sewers. Wearing scruffy clothes, usually retaining something of the pungent stink of their operating terrain, the Rat Catcher will have a lantern and be armed with a club and a dagger. They will also some extra gear, roll  1-3 times on the table below to determine what this is: 

Roll Extra Gear

1 Leather Jack

2 Missile Weapon (roll: 1-3 Throwing Dagger, 4-6 Sling)

3 Ten foot wooden pole

4 1-3 iron Rat Traps

5 1-3 vials of Poison

6 Small but vicious dog SKILL 4 STAMINA 4, Small Bite

One of the most current favoured books among the Gallantarian literati is the somewhat lurid Confessions of a Rat Catcher, by Bransell Ralliwell (see Encyclopedia Arcana: Volume 1, p. 50). A noted historical figure who was a Rat Catcher was Chagg of Casper, who helped the heroic Tantalon's Heir find the Ting Ring (forged by the Netherworld Sorcerers!) which was hidden in the laboratory of Morphus the alchemist. In Khul, one of the most infamous Rat Catchers is Menkala D'orn (Heroes of Titan, p. 39), who left the port of Djiretta to seek adventure. Port Blacksand even has a Rat Catcher Alley, and the extremely effective professional examples Pungent and Stark (Blacksand, p. 65), who have risen to be noted exterminators. Otherwise, some Rat Catchers grow sick of dealing with Sewer Snakes, Goblins, Trolls, Rat Men, and other dwellers of the cesspits, cisterns and latrines, and become adventurers, where they usually find themselves back in exactly the same damp, disgusting, dark places, though seeking loot instead of rodents!

Sunday, April 13, 2025

Enchanted Items from the pages of Warlock Magazine, part 3

Amethyst Amulet (#13/30, #103/365) [EA:V2] (Enchanted Item)

This is a beautiful gold amulet set with purple amethyst gems. It will have 3-18 charges when found. In the presence of any type of illusory spell, item or power, the gems on the amulet will glow bright purple and their light will strike and dispel the illusion(s) instantly. This costs 1 charge.

Unavailable to buy 

Beetle-Shell Shield (#14/30, #104/365) [EA:V2] (Enchanted Item)

These magical shields are often wielded by Antmen Warriors and other members of the insectoid races. They take the form of a shield painted with an insect-head design and apparently made from the carapace of some kind of large beetle. Anyone using one of these light-weight enchanted Beetle-Shell Shields in combat may add 1 to their SKILL score for the duration of the fight.

Unavailable to buy

Iron Double-Axe Pendant (#15/30, #105/365) [EA:V2] (Trinket)

This is an iron pendant on a string that bears the symbol of two crossed battle-axes. It is an ancient Dwarfish magical key that opens certain secret doors created by the Dwarfs in their underground mines and tunnels. Some secret doors, if found, will have a small carved depression on their surface. If the Iron Double-Axe Pendant is pressed into the hollow, the double-axe symbol will glow briefly and the secret door, usually a section of wall, will swing open!

70gp

Magic Jewelled Sword (#16/30, #106/365) [EA:V2] (Enchanted Item)

This is a finely made sword whose pommel and quillons grip large red jewels. In battle it counts as a magical weapon versus demons, undead and the like, and allows its user a +1 bonus to their Attack Strength versus all opponents. It was last seen in the hands of a nameless adventurer who vanished while searching an abandoned mine system for the rogue mage Galthazzeth, at the behest of the Magicians' Guild of Wolftown.

Unavailable to buy 

Scroll of Firestorm (#17/30, #107/365) [EA:V2] (Scroll)

This is an old scroll written in the human tongue and seems to carry the instructions for a spell called 'Firestorm'. When the scroll is read aloud, the reader must Test their Magic or Skill. If unsuccessful, shaking with mental effort, they trip up over a complex set of words and symbols - the power turns inwards and explodes inside their brain for 1-6 STAMINA damage! If they are successful, they feel a great power welling up inside them until they are about to explode and as they reach the last syllable a great sheet of flame leaps from their hands at the designated target. This spell is very similar to the Sorcery spell HOT, but somewhat more potent. It creates a cloud of fire to explode at one point within 30 metres. The resultant fireball expands to 10 metres, burning everyone within for 2-12 STAMINA damage (no armour) and possibly igniting any flammable targets! Even if successful, using this powerful scroll will drain the reader of 2 STAMINA points.

Unavailable to buy 

Firestorm (6) Wizardry (#18/30, #108/365) [EA:V2] (New Spell)

This spell is very similar to the Sorcery spell HOT, but somewhat more potent. It creates a cloud of fire to explode at one point within 30 metres. The resultant fireball expands to 10 metres, burning everyone within for 2-12 STAMINA damage (no armour) and possibly igniting any flammable targets! It is a rare spell to find in a wizard's grimoire, though Murkuron spellcasters from the Glimmering Sea were known to employ it on occasion, typically by uttering the words 'Isbech Pinzha!' and gesturing as a fiery glow erupted from their fingers and travelled towards the designated target (often a cave full of their sworn enemies, the cannibalistic Kokomokoa). The Night Prince Zanbar Bone, in one of his earlier incarnations, was believed defeated in a battle of Firestorm spells with the Arch-Wizard of Yore, Vermithrax Moonchaser.

Magician's Touchstone (#19/30, #109/365) [EA:V2] (Artefact)

Touchstone is a type of rock, a pale transparent clear crystal, that appears to glow faintly with an inner light. Used thusly, it forms markers for the Gaddon people and others to navigate the subterranean Dark Chasms beneath the kingdom of Gorak. Such a piece of Touchstone can also be enchanted into a Magician's Touchstone, a powerful magical artefact. A Magician's Touchstone appears as a clear, glowing, multi-faceted stone the size of one's fist. Found randomly as part of a hoard, a Magician's Touchstone will have the following powers:

  • 1-6 random Spells that can be cast successfully by anyone with the requisite Magic Special Skill
  • 2-12 Magic Points or STAMINA points that can be used to cast spells as normal instead of using the spellcaster's own reserves
  • 1-6 Luck points rewarded to the first person to pick it up as a spreading glow of warmth and power.

If created by a wizard or enchanter, a Magician's Touchstone will have whatever powers are invested into it by its creator. The rogue mage Galthazzeth was known to have invested considerable magical power into his own Touchstone, that was kept at the centre of a dark labyrinth and guarded by a Slithering Horror (see Return to the Pit, p. 173). This did not stop a nameless adventurer slaying the beast and retrieving Galthazzeth's Touchstone for the Magicians' Guild of Wolftown, who were most eager to study it for enchanted secrets!

Unavailable to buy 

Friday, April 11, 2025

Of mice and MOUSELINGS...

MOUSELING (#11-12/30, #101-102/365) [OOTP IV]

                Mouseling    Big Blue Mouse
SKILL:             4                    6

STAMINA:        3                    6

ATTACKS: 1

WEAPON:

Mouseling - Dagger or Sling

Big Blue Mouse - Warhammer

ARMOUR: Leather Cuirass

DAMAGE MODIFIER: 

 Mouseling - -2 to the Damage Roll

Big Blue Mouse - None

HABITAT: Hills, Plains, Forests, Towns, Caves, Dungeons

NUMBER ENCOUNTERED: 1-3 or 4-24

TYPE: Animal/Humanoid

REACTION: Neutral

INTELLIGENCE: High

While it is well-known that Shreech the Rat-King is associated with the scavenging race of Rat Men (see Out of the Pit, p. 96), what is less well known is that his brother Kareep, god of mice, likewise created the people called MOUSELINGS. These are tiny humanoid creatures with a rodent-like head and a tail, less than half a metre tall, and wearing a tiny suit of moleskin clothes or leather armour. Mouselings are rarely seen creatures who live in small tunnel networks inside caves and dungeons, or in spherical straw-lined nests out in the countryside. They communicate in their own language of squeaks and paw gestures, but can make themselves understood in the Common tongue. Mouselings are typically encountered in small groups of scouts, armed with daggers and slings, and wearing leather armour, searching out supplies of nuts and seeds. They may also be found in villages of four to twenty-four inhabitants. Mouselings will trade food and good deeds for lore and information about the wider region they inhabit. The appearance of a Mouseling has a fear-inducing effect on Calacorms, who must reduce their Attack Rolls by -1 when fighting in the presence of an enemy Mouseling. Mouselings are friendly with Halflings, Dwarfs and the Skorn, but hate Troglodytes and Gremlins and will attack them both on sight.

An obscure yet related race are that of the BIG BLUE MICE. These stand as tall as any human on their hind legs and are covered in short blueish fur. They wear hide or leather clothing and are usually employed as farmers, labourers and smiths, being typically armed with a hammer of some description. Big Blue Mice communicate in their own high-pitched variant of the Common tongue (which some say is simply the same language reversed), and are typically encountered in small groups as itinerant workers or in small of villages of four to twenty four inhabitants living in blue-painted wooden houses. The Big Blue Mice are especially prevalent among the rolling plains of the Ximoran Protectorate; legend has it in this region that King Goldhawk of Karazan sought their aid when dealing with the Great Fire Dragon of the Howling Tunnels. Sometimes they are kidnapped by evil races such as the Rat Men, but reward those who free them lavishly with much knowledge. Big Blue Mice will also share lore when showered with gifts, especially those of their favourite food of blue cheese.

Wednesday, April 9, 2025

Balleye Bean, Bindweed, what begins with B?

BALLEYE BEAN (#9/30, #99/365) [TTHA] 

Appearance: This is a long pale vine covered in green and purple leaves with pink or purple flowers, and long green seedpods, that gathers in heavy bush-like aggregates.

Distribution: Plains, hills and mountains across Titan.
 
Effects: Balleye Beans are a staple foodcrop across Titan. As Wilbur Chubb of the Hamelin Fair once sung, in 'Quest for the Golden Key':
 
'I like gold keys and pickles and cheese,
I like gold keys and beans and peas,
I like gold keys and bumblebees,
I like gold keys and old oak trees.'
 
The seedpods and the balleye beans within them are highly edible. Ripe beans taste delicious and eating a bag of them will restore 3 STAMINA points. They are just as likely as to be served in a curry in Khare or eaten with pickled radish on the Islands of the Dawn. Typically, they are grown on bean-poles, a normal part of any garden. The blue roof-tiled buildings of fair Salamonis legendarily have their balconies wreathed in decorative flowers and vegetable plants such as Balleye Beans.
 
Cost: City 2gp, Town 1gp, Village 5sp (per bag of beans)

Availability: Common
 
BINDWEED (#10/30, #100/365) [TTHA] 

Appearance: This is a long green vine covered in dark green triangular leaves and white, trumpet-shaped flowers, with pale green seedpods.

Distribution: Forests, hills, plains and riverbanks across Titan.
 
Effects: The seeds, if harvested from the pods and eaten have a mild hallucinogenic effect. Anyone eating a bag of seeds may ask double the number of questions usually allowed when using the Commune priestly power. The seeds are a laxative though, and any food eaten for the next day will only restore 1 STAMINA point per meal.
 
Cost: City 5gp, Town 6gp, Village 7gp (per bag of seeds)

Availability: Common

Tuesday, April 8, 2025

A true SHEPHERD leads the way...

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

SKILL: 6

STAMINA : 5

ATTACKS: 1

WEAPON: Staff or Sling

ARMOUR: None

DAMAGE MODIFIER: None

HABITAT: Mountains, Hills, Wilderness, Plains, Towns

NUMBER ENCOUNTERED: 1

TYPE: Humanoid

REACTION: Friendly

INTELLIGENCE: High

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

Roll Extra Gear

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

2 a Dog

3 Sheepskin Jacket (as per Leather Jack)

4 Rope and Grapple

5 Bunch of random Herbs

6 Lantern

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

Roll Herd type

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

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

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

Noted Paraphernalia of the Doom Demon

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

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

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

Roll Draught Beast

1 Xlaia or Devil Dog

2 Wheelies (2-12)

3 Chaos Steed

4 Demon Steed

5 Undead Steed

6 Hellcat 

The Iron Chariot of Doom has the following attributes:

Iron Chariot of Doom

VEHICLE STAMINA: 4

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

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

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

Encumbrance: 10 items or 1 passenger if only 1 crew

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

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

UNAVAILABLE TO BUY

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

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

First Roll Second Roll Skull Owner and Effect

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

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

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

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

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

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

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

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

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

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

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

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

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

UNAVAILABLE TO BUY

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

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

UNAVAILABLE TO BUY

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

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

Price 225gp

Sunday, April 6, 2025

The Bloom of Doom!

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

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

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

Roll Spore Sac Effect

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

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

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

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

STAMINA: 4        18

ATTACKS: 4

WEAPON: Spore Sac (see below)

ARMOUR: Medium Armour

DAMAGE MODIFIER: None

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

NUMBER ENCOUNTERED: 1 (with 3-18 Flowers)

TYPE: Plant

REACTION: Unfriendly-Hostile

INTELLIGENCE: None

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

 Roll Spore Sac Effect

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

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

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

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

Roll Host Defender

1 2-12 Fungoids

2-3 1-6 Thorn Beasts

4-5 1-3 Spore People

6 1-3 Mould Zombies

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

Tuesday, April 1, 2025

"Please sir, I want some more."

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

SKILL: 4

STAMINA : 4

ATTACKS: 1

WEAPON: Dagger

ARMOUR: None

DAMAGE MODIFIER: See below

HABITAT: Towns, Towns (sewers), Ruins

NUMBER ENCOUNTERED: 2-12

TYPE: Humanoid

REACTION: Neutral-Unfriendly

INTELLIGENCE: Average

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

Roll Damage Modifier

1-2 -1 to Damage Roll

3-4 -2 to Damage Roll

5-6 does only 1 STAMINA point damage

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

Enchanted Items from the pages of Warlock Magazine, part 2

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

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

5gp

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

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

45gp

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

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

Unavailable to buy 

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

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

First Roll Second Roll Box Effect

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Unavailable to buy 

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

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

20gp

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

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

15gp

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

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

Unavailable to buy 

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

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

15gp

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

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

20gp

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

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

35gp

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

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

75gp

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

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

Unavailable to buy