Wednesday, March 27, 2024

By the power of Power Stones!

Power Stone (#30/31, #90/365) [EA:V2] (Enchanted Item)    

The Power Stone is a potent magical adjunct believed to contain the raw stuff of the Macrocosmos within its large glowing crystalline form. They are highly variable both in terms of appearance and effects. Roll on the following tables to determine what colour a Power Stone is, and what bonuses it confers to those who possess it.

Roll Power Stone Colour

1 White

2 Yellow

3 Red

4 Blue

5 Green

6 Purple

Roll Power Stone Effect

2 +1 PSY

3 +1 MAGIC and +2 STAMINA

4 +1 SKILL and +1 LUCK

5 +1 MAGIC

6 +1 LUCK

7 +1 STAMINA

8 +1 Magic Point

9 +1 SKILL

10 +1 STAMINA and +1 LUCK

11 +1 SKILL and +2 STAMINA

12 +1 Psy Point

Despite the best research efforts of sages and loremasters, there does not appear to be any correlation between the colour of a Power Stone and whatever bonus it provides. The effects of a Power Stone apply only to whoever is carrying it in their possession, and the bonus can raise a score above its Initial value. However, should the Power Stone be taken, stolen or lost, all bonuses are then cancelled. Power Stone effects are cumulative, if more than one is carried, but they are also heavy, and each counts as one item for encumbrance purposes.

Lothar, the Warlock-Prince of Gundobad claimed that one could choose what effect a Power Stone would have by expending a Magic Point as it was handled for the first time. This knowledge was gleaned during his Trial of Kingship, when he discovered several Power Stones in the volcanic tunnels beneath the jungle-clad isle of Orcmoot. Orcmoot is one of the few known places to find Power Stones, but rumours indicate the Crucible Islands may be another likely source of the glowing jewels.

Power Stones can also be used as a fuel source for the magical art of Technomancy, alongside Storm-Crystals, Warpstone, Green Metal nuggets, and so on. However, should a Power Stone be used in this way, it will no longer provide any beneficial effect to bearer. 

Lothar also discovered that Lava Worms have an affinity for Power Stones, and have been known to sniff them out using sensory pits dotted around their mouth, and swallow the stones for some kind of weird nutritional purpose. Lava Demons are aware of this ability, and use packs of Lava Worms to hunt for these rare magical rocks on the Demonic Plane of Obsidian, for Power Stones are much-valued as currency there. Other Demonic Planes with rumoured Power Stone mines include the Plane of Steel and the Plane of Pain.

Not available to buy

Tuesday, March 26, 2024

Lava Worm not Worm Larva

LAVA WORM (#29/31, #89/365) [OOTP IV]

SKILL: 9

STAMINA: 9

ATTACKS: 1

WEAPON: Very Large Bite

ARMOUR: Medium

DAMAGE MODIFIER: None

HABITAT: Volcanic areas, Caves

NUMBER ENCOUNTERED: 1

TYPE: Monster

REACTION: Hostile

INTELLIGENCE: Low

The gigantic offspring of Siluva the Worm God are many, varied, and prodigious in size. Alongside leviathans such as the Giant Sandworm, the Mudgrinder and the Polar Worm, we now have the monstrous LAVA WORM. Also known as a Giant Lavaworm, the Lava Worm is a hulking brute that lurks in magma tunnels, lava rivers, and fire-blackened basalt caverns, for it is immune to damage from either heat or flame. Here, the Lava Worm bores large round burrows, which are lined with an acidic green slime it secretes in globules from its body (and touching such a globule causes 2 STAMINA points of damage).

When the beast emerges from its hole, it appears as a huge semi-transparent gelatinous worm, a jelly-like tubular blob with a gaping maw at one end, whose luminescent innards produce a pulsating green glow. The bloated Lava Worm is a deadly flesh-eating creature that uses powerful sonar senses for echolocation, intent on slithering towards its prey to dissolve them in its acidic mucous secretions and feed on their victim's liquid remains. As well as its fire immunity, Lava Worms also only suffer 1 STAMINA damage when hit with normal edged weapons, as its gelatinous flesh heals almost instantly. 

However, the application of salt is fatal to these monsters. A Lava Worm that is hit with a jar or scattered pouch of salt, may thrash about to shake off the granules, but the salt will stick to its slimy skin, causing the worm's gelatinous flesh to melt like butter in a heated pan. Soon there will be nothing left apart from the Lava Worm's innards and entrails lying in a pool of green slime! Cave Trolls, which are the Lava Worm's favoured prey, know of this weakness and carry pouches of salt in cords around their necks, to protect themselves in subterranean regions that are reputed haunts of the Lava Worm.

As discovered by the Warlock-Prince, Lothar of Gundobad, Lava Worms have an affinity for Power Stones, and have been known to sniff them out using sensory pits dotted around their mouth, and swallow the stones for some kind of weird nutritional purpose. Lava Demons are aware of this ability, and use packs of Lava Worms to hunt for these rare magical rocks on the Demonic Plane of Obsidian, for Power Stones are much-valued as currency there.

Monday, March 25, 2024

Things of wood and more wood...

WOOD DEMON (#27/31, #87/365) [TTHA]

Appearance: A humanoid-shaped thing of hideous appearance, with dark crusty bark-like skin, that is covered in moss and fungus, and crawling with bloated insects. The Wood Demon has a crumpled, skull-like face and sunken eyes as dark as the earth itself, and attacks with long vine-like arms.
 
Distribution: Forests and jungles across Titan
 
Effects: The Wood Demon is both an entity summoned from the Pit and a manifestation of malign intelligence encountered in a woodland area. Parts of the Wood Demon can be harvested for their use in various magical processes. To determine what part has been found or harvested and its effects, roll on the following table.
 

Roll

Demon Part

1

Tooth: The shape and size of the tooth will vary somewhat depending on the Wood Demon it was extracted from, but it will generally be a sharpened and stained wooden peg, notched and blackened by decay. It is used in the construction of the magical Curiosity known as the Demonstooth Amulet (see Demons of Doom, p. 51).

2-3

Ichor: Demonic ichor is a loathsome slime found bathing the brain inside the Wood Demon’s skull. It is also the prime constituent of the Demonic Plane of the same name (see Rough Guide to the Pit, pp. 10-11). It is used in the Conjuration Ritual of the Unshaped Form (see Heroes Companion, p. 17).

4-5

Blood: Demon’s blood varies in colour depending on the nature of entity it was extracted from, but that of the Wood Demon is usually a lurid green or pus-yellow in hue. It is universally viscous and foul-smelling, as well as being the prime constituent of the Demonic Plane of the same name (see Rough Guide to the Pit, pp. 9-10). A vial of Demon Blood is used for the Demonic Conjuration Ritual of the Bound Fiend (see Demons of Doom, p. 18 and p. 62).

6

Eye: The shape and size of the eye will vary somewhat depending on what type of Demon it was extracted from. The eyes of a Wood Demon are generally black in colour and oozing pus and ichor. When dried and flattened, it is used in the construction of the magical Curiosity known as the Eye of the Underworld (see Demons of Doom, p. 51).
















 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Cost: Unavailable to buy
 
Availability: Rare
 
Notes: Also known as the Forest Demon, the Wood Demon can be summoned from the Pit by using the Ritual of the Warped Timber (see below). It is particularly common on the Demonic Planes of Ichor and Rust.

Ritual of the Warped Timber (BONUS!)
Magic-Conjuration: 3
Type: Summoning
Components: A diseased seed pod from a Chaos Plant (see The Titan Herbal, pp. 26-27).
Time Taken: 5 hours
Rarity: Rare

This Ritual will summon a corrupted Wood Demon to an area, typically to act as a guardian and sentinel. Wood Demons are usually found serving Dark Druids, Clerics of deities such as Myknosis and the Darkthorn, and evil Xylomancers or Plant Masters.

WOOD GOLEM (#28/31, #88/365) [TTHA]

Appearance: A large wooden humanoid, often carved into an exotic likeness. Sometimes Wood Golems are made to resemble other objects, such as a door or chest for example, and only turn into a humanoid form when triggered by the presence of an intruder.
 
Distribution: Wherever their master/creator is
 
Effects: The Wood Golem is a magical creature made by conjuring rituals. It does not have to be carved from one single log, but all the wood involved in making it must be from the same tree (see Out of the Pit (pp. 61-62) for more information). To create a Wood Golem, one must be a spellcaster and master the Ritual of the Unshaped Form (see Heroes Companion, p. 17), or, alternatively, know the rare Animate Guardian Spell (see Encyclopedia Arcana: Volume 1, p. 14). Wood Golems, once animated, are completely invulnerable to magic of all kinds; even a magical weapon will be no better than an ordinary one. They are very vulnerable to fire, however, which can turn them into a blazing torch in a few short moments.

Cost: Unavailable to buy
 
Availability: Rare
 
Notes: The Wood Golem is a smaller and less powerful version of the Plant Golem (see p. XX). They are particularly rife in parts of the Old World, such as Mortvania, where every dreary overlord seems to have at least one Wood Golem within their gloomy mansion or tower.

Another one fights the dust...

BRAVO (#26/31, #86/365) [POT]

SKILL: 6

STAMINA: 8

ATTACKS: 1

WEAPON: See below

ARMOUR: See below

DAMAGE MODIFIER: +1 to Damage Roll

HABITAT: Towns, Ruins, Dungeons   

NUMBER ENCOUNTERED: 1-3

TYPE: Humanoid

REACTION: Unfriendly-Hostile

INTELLIGENCE: Average-High

While most rogues like to rely on speed and skill of mind, mouth and hand, there are those who, while still sharp of thought and dexterity, prefer to employ a bit more muscle in their chosen vocation across various urban nightscapes. Called many things - bruiser, bouncer, enforcer, standover-merchant, and so on - the BRAVO is usually found operating in settlements throughout Titan, keeping the peace (or not) at taverns and inns, acting as hired-muscle for sundry ne'er-do-well types, collecting money and other debts with menaces, or even providing an introductory service to the local underworld or poor quarter. 

The Bravo almost always has the Strongarm Talent and the Brawling Special Skill, but otherwise can vary considerably in appearance and armament. Some, such as Half-Trolls or Dwarfs may prefer traditional weapons like axes and hammers, while others may be armed with all sorts of instruments of pain-infliction. Armour is limited to different kinds of leather accoutrements, while shields are rarely used, if at all. To randomly determine what type of weapon or armour a Bravo may have, roll on the tables below:

Die Roll Weapon Type

1             Armoured Fist

2             Pistol (Roll: 1-3 Flintlock, 4-6 Matchlock)

3             Club

4             Blackjack

5             Needleknife

6             Martial Arts (no armour worn)

Die Roll Armour Type

1-2         Leather Cuirass

3-4         Leather Jack

5-6         Leather Hauberk

Possibly the most well-known Bravo of recent times is the Half-Troll Torag the Mighty (see Heroes of Titan, p. 41) from the city of Arion on Khul's eastern coastline. Another, Rog of Coven, was infamous for the sticky end they met at the claws of some unknown creature of havoc that shambled out of the wilderness and slew Rog, who was administering a beating to the Man-Orc rogue Grognag Clawtooth, after the latter had recently eaten Rog's dog, alive.

Sunday, March 24, 2024

All that weaves well, ends well...

The Enchanted Spindle (#22/31, #82/365) [EA:V2] (Artefact)    

This is a magical spinning-wheel, made from rare and expensive types of exotic wood. It can be used, along with the appropriate textiles and materials, most of which are likewise valuable and difficult to acquire, to weave and spin enchanted clothing and the like. To use the Enchanted Spindle requires a necessary amount of material for the garment required, and a successful Special Skill roll using the weaver's appropriate Magic ability, such as Enchanting or Minor Magic. If the roll is failed, a random garment is created instead. The Enchanted Spindle can even craft clothing for non-magical weavers if they have the Crafting Special Skill (or not); in this case a successful result creates a random garment, while an unsuccessful result delivers a non-magical garment and drains the weaver's fortune, reducing their current and Initial LUCK scores by 1 point each.

The type of random garment depends on the material used. A small amount of shining silver thread would result in a Magical Neckerchief, whose exact type could be determined by rolling on the below table:

Dice Roll Item

1-4        Lucky Neckerchief

5           Neckerchief of Invisibility

6           Neckerchief of Wizardry

In times long past, Grizzell the White Witch was rumoured to possess the Enchanted Spindle, kept securely within her sanctum at Castle Argent on Tower Island.

Not available to buy

Lucky Neckerchief (#23/31, #83/365) [EA:V2] (Enchanted Item)

Made from shining silver thread using the artefact known as the Enchanted Spindle (see p. XX), the Lucky Neckerchief has the following power: it adds 1 to the wearer's current and Initial LUCK score (however their Initial LUCK score cannot exceed 12). For this power to work, the Lucky Neckerchief has to be worn overtly.

50gp  

Neckerchief of Invisibility (#24/31, #84/365) [EA:V2] (Enchanted Item)

Made from shining silver thread using the artefact known as the Enchanted Spindle (see p. XX), the Neckerchief of Invisibility has the following power: any enemies fighting the wearer must reduce their Attack Strength by 2 as they cannot see the wearer clearly. These effects last for the duration of a single combat, but they do not work against Demons or Dragons. The Neckerchief can be used 2-7 times until its power is exhausted. For this power to work, the Neckerchief of Invisibility has to be worn overtly (at least until its wearer becomes invisible!).

40gp  

Neckerchief of Wizardry (#25/31, #85/365) [EA:V2] (Enchanted Item)

Made from shining silver thread using the artefact known as the Enchanted Spindle (see p. XX), the Neckerchief of Wizardry has the following power: its wearer can restore their Magic Points to their full Initial level. This power will work only once. For this power to work, the Neckerchief of Wizardry has to be worn overtly, and cannot be donned during combat.

35gp

Saturday, March 23, 2024

Is this some mindless automaton or instead a living thing?

PLANT GOLEM (#20/31, #80/365) [OOTP IV]

SKILL: 8

STAMINA: 13

ATTACKS: 2

WEAPON: Tendrils (As per Large Claw)

ARMOUR: Medium

DAMAGE MODIFIER: +1 to the Damage Roll

HABITAT: Anywhere their master is, Ruins, Dungeons, Forests,

NUMBER ENCOUNTERED: 1

TYPE: Magical Creature

REACTION: Hostile

INTELLIGENCE:None

Alliana the Witch who dwelt among the Shamutanti Hills was infamous for using the rare Animate Guardian Spell (see Encyclopedia Arcana: Volume 1, p. 14), to turn chairs into Wood Golems who attacked those who bothered her. Similar, but more powerful, is the dreaded PLANT GOLEM, which is typically created by use of the Ritual of the Unshaped Form (see Heroes Companion, p. 17). Appearing as a large, roughly humanoid figure comprised entirely of dead vegetation, half-rotten plant remains, and twitching vines, they will animate and attack anyone who disturbs their area of guardianship, whether it be a special door, locked chest or sacred shrine. Fire is harmful to Plant Golems, and anyone wielding a flaming weapon can add 1 to the Damage Roll whenever they make a successful hit.

Each time a Plant Golem wins an Attack Round, its opponents must Test their Skill. If they fail, the Plant Golem has wrapped some of its trailing vines around the opponent's legs and arms, making it hard to move freely and fight, and the assailant must subtract 1 from their Attack Strength. The Plant Golem can do this up to three times per opponent, binding its victims tighter and tighter into its suffocating grasp. Anyone who fights a Plant Golem must do their best to despatch it quickly! They are typically used as sentinels by capable spellcasters of a more nemophilistic nature, such as Arch-Druids, Plant Masters, Xylomancers, and the like.

PLANT GOLEM (#21/31, #81/365) [TTHA]

Appearance: A roughly human-shaped figure, a huge shape comprised of rotten and decaying vegetation, thick knobbly limbs, and a twitching profusion of tendril-like vines and creepers.
 
Distribution: Wherever their master/creator is; ruins, dungeons and forests across Titan.
 
Effects: The Plant Golem is a magical creature made by conjuring rituals, from all types of vegetable matter (see sidebar for more information). To create a Plant Golem, one must be a spellcaster and master the Ritual of the Unshaped Form (see Heroes Companion, p. 17).

Cost: Unavailable to buy
 
Availability: Very Rare
 
Notes: The Plant Golem is a larger and more powerful version of the Wood Golem (see Out of the Pit, pp. 61-62).

Tuesday, March 19, 2024

Yet more fungus among us...

PURPLE PUFFBALL (#19/31, #79/365) [TTHA]

Appearance: This is a big puffball with a hard exterior whose colour varies from lilac to violet, and grows individually in the shade of large expansive woodland trees.
 
Distribution: Forests and woods across Khul, and also various offshore islands such as the Arrowhead Archipelago.
 
Effects: A Purple Puffball can be thrown as an improvised weapon. Upon impact it will explode in a large cloud of purple 'smoke' - actually thousands of microscopic spores. These are harmless to inhale, but act equivalent to a Darkness spell, centred around the point of impact.

Cost: City 35gp, Town 40gp, Village 45gp (per puffball)
 
Availability: Uncommon
 
Notes: The Purple Puffball is related to Giant Puffballs (see The Titan Herbal, p. 55) and Poison Puffballs (see The Titan Herbal, p. 54).