Saturday, February 14, 2026

Meet the Flintskins, we'll have a gay old time!

FLINTSKIN (#18/28, #18/365) [POT]

SKILL: 7

STAMINA : 8

ATTACKS: 1

WEAPON: Spear, Handaxe or Longbow

ARMOUR: Leather Cuirass

DAMAGE MODIFIER: None

HABITAT: Marshes, Hills, Wilderness

NUMBER ENCOUNTERED: 2-7 or 6-36

TYPE: Humanoid

REACTION: Neutral-Unfriendly

INTELLIGENCE: High

In the beast-haunted highlands of Titan we find isolated groups of humans scratching out a living while surrounded by monstrous horrors on all sides. For example, on the continent of Khul, in the north-eastern corner amid the misty hills of the Deathmoor, are the doughty race known as FLINTSKINS. These are a primitive tribe of sturdy, pale-skinned hunters that have survived many centuries in these parts. The Flintskins build small heavily-guarded settlements of mud and thatch huts, protected by fortified palisades in safe gorges and valleys, hidden away from their enemies, such as Flesh-Eaters and Arachnos the Life-Stealer (whose minions they attack on sight). Each village will have around thirty huts, with separate dwellings for the elders of the tribe, and be built around a central sacred totem pole dedicated to the elemental spirits and animal gods that the tribe worships. Each tribe will also have one to six large ferocious dogs known as Rottwilds, to guard, hunt and track (these are equivalent to Wolf Dogs; see Out of the Pit, pp. 38-39 for further details).

The scores given above are for Flintskin hunters, who will be well-armed with spears and bows as they patrol the wilderness, seeking game-animals and dealing with threats to the tribe. Normal Flintskin villagers will have SKILL 6 STAMINA 6, are unarmoured, and usually armed with a flint-bladed dagger. Flintskins are not servants of Evil, but they are a wary and suspicious folk, being distrustful of outsiders unless they can somehow prove their worth or good intentions towards the tribe. They have their own near-incomprehensible and nasal language, but also understand the common languages of traders from Arion and Corda with whom they occasionally barter rare fungi and the skins of swamp creatures. Flintskins are thought to be related to the Tribesmen (see Beyond the Pit, p. 146), of far northern Khul and elsewhere, but some sages argue they are the descendants of a formerly great empire that once existed in these parts.

We really need to talk about WANDS... (part two)

Bronze Wand (#15/28, #15/365) [EA:V2] (Enchanted Item)

This is a small bronze wand, usually inscribed with a separate glyph at each end. When the wand is struck against an object or enemy, it sparks and crackles with electrical energy, causing 3 STAMINA damage to its target per hit. When found, the Bronze Wand will have 3-18 charges; each successful hit drains one charge and once these are used up the wand is useless unless recharged. Due to the miniature nature of the wand, any creature larger than a Dwarf that uses a Bronze Wand in combat must subtract -1 from their Attack Strength. These wands are often given to sentient humanoid Familiars, such as Homunculi (see Beyond the Pit, p. 69), so that they can defend themselves and their master against any enemies.

Unavailable to buy 

Wand of Acid (#16/28, #16/365) [EA:V2] (Enchanted Item)

This is an ornate stone wand, typically made from soapstone though other types of rock may also be used. The wand drips a corrosive black acid and can be used in combat to strike at enemies. If the wand-bearer hits its opponent with the Wand of Acid, roll one die and consult the following table:

Roll Result Effects

1 Burned: Victim loses 3 STAMINA points

2-5 Splashed: Victim loses 2 STAMINA points

6 Blinded: Victim loses 4 STAMINA points and must subtract 2 from their Attack Strength for the next two Attack Rounds.

When found, the Wand of Acid will have 2-12 charges; each successful hit drains one charge and once these are used up the wand is useless unless recharged. A Demonling (see Return to the Pit, pp. 53-54) coffin-guardian of the Vampire Lord Count Reiner Heydrich was known to be armed with a Wand of Acid; unfortunately both the creature and its wand dissolved into a bubbling pool of vicious acid when the Demonling was slain.

Unavailable to buy  

Wand-Sword (#17/28, #17/365) [EA:V2] (Enchanted Item)

The Wand-Sword is similar to the Ebon Wand (see Encyclopedia Arcana: Volume 1, p. 136) in abilities if not appearance. It is a short, thick wand resembling a sword hilt, made from an expensive metal such as Blue Steel, Green Metal, Purple Steel or Yellowstone, and bound with leather. When held correctly, one end of the Wand-Sword will produce a shaft of blue-tinged fiery light resembling a fine sword blade that shimmers and buzzes; this counts as a Sword in combat and as an enchanted weapon if attacking creatures who are immune to regular weaponry. It is difficult to fight the wielder of a Wand-Sword in melee combat unless one has their own Wand-Sword as a weapon; anyone doing so must deduct 3 points from their SKILL score during this combat only. When found, the Wand-Sword will have 3-18 charges; each successful hit drains one charge and once these are used up the wand is useless unless recharged.

Wand-Swords were the preferred weapons of the Mage Warriors of south-western Khul. These black-cloaked spellcasters hail from the cursed city of Zagoula and are known to support the evil enchanter Jaxartes in his alliance with the warlord Ostragoth the Grim. Their plans of conquest allegedly begin with the kingdom of Zamarra and the goodly Mage Order that shelter behind its stone-dragon walls. Other variants of the Wand-Sword are known to exist; Jinxana the fire sorceress and head of Jaxartes' Mage Warrior contingent, was known to wield a Wand-Sword that transformed into a Fire Sword when used (see Encyclopedia Arcana: Volume 1, p. 135).

Unavailable to buy  

Friday, February 13, 2026

And then a KRAGAAR comes along, with the strength and lots of brawn...

KRAGAAR (#14/28, #14/365) [OOTP IV]

SKILL: 8


STAMINA: 10

ATTACKS: 1

WEAPON: See below

ARMOUR: Medium

DAMAGE MODIFIER: +1 to the Damage Roll

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

NUMBER ENCOUNTERED: 1

TYPE: Humanoid

REACTION: Neutral-Unfriendly 

INTELLIGENCE: Low-Average

Once mistakenly thought to be a weird breed of Orc, or even some kind of grossly-deformed Kobold, the KRAGAAR is actually a unique species of humanoid in their own right. For whereas Kobolds represent a crossbred distillation of all the cowardice, deviousness and general nastiness of the Children of Hashak - the Goblins, the Orcs and the Trolls - the Kragaar exemplifies the exact opposite, being a summation of all of these creatures' best neutral features, such as their strength, bravery, fearlessness, and sheer bloody-minded will for survival.

Kragaar are large, broad-shouldered creatures, slightly smaller than an average Ogre or Troll, but well-muscled and imposing in appearance. Owing to regional Chaos fluctuations, their skin colour can vary widely, as can their choice of main weapon; roll two dice on the table below to determine what these all are:

First Roll Skin Colour Second Roll Weapon

1 Green 1-2 Handaxe and Flaming Scimitar (+1 Attack, on successful hit victim must Test for Luck or ignite)                 

2 Brown

3 Purple 3-4 Greatsword

4 Orange

5 Red 5-6 Battleaxe

6 Roll twice more, ignoring further rolls of 6

The Kragaar typically carries a regular Sword as a backup weapon and will be clad in armour comprised of iron plates on their shoulders, chests and thighs. This is often decorated by painting it with bright colours or inscribing symbols upon its surface, while the Kragaar are also known to tie bones in their crests of hair or cap their tusks with iron spikes. When not fighting or guarding a location, the Kragaar will be found employing their spare time profitably, such as sharpening their weapons, polishing their armour, or dealing with their mane-like pelage (often by completely shaving it off!

Perhaps the most well-known Kragaar are those of the Khulian kingdom of Zamarra, who live in wooded areas and ride great fire-breathing two-headed Serpents (and are thus also sometimes known as Serpent Warriors). Meanwhile, stalking the wilds of central Allansia, such as Trolltooth Pass and beyond to the Flatlands (with occasional stops at the Horizon Inn), is the great Kragaar called Monstroso, resplendent in pink armour with a greatsword inscribed with 'Death to Demons', who crusades against all Evil they encounter. Finally, deep within the Moonstone Hills is reputed to be a labyrinth containing the mystical Orb of Lucis, one of whose guardians is a massive, if not particularly intelligent, Kragaar warrior called Gorgo, known for his battlecry: "Gorgo angry! Gorgo kill now!"

Thursday, February 12, 2026

Still more random plants I have encountered from across the Titan-o-sphere...


DEVIL'S IVY (#7/28, #7/365) [TTHA] 

Appearance: This is a robust thick-stemmed climbing vine with large, yellow-green heart-shaped leaves and large white lily-like flowers.

Distribution: Plains, forests, hills across the Old World.

Effects: Devil’s Ivy is covered in tiny poisonous spines. Anyone touching it must Test their Luck, or be rendered unconscious for 1-6 minutes and lose 1-3 STAMINA points. One vine can be pulped down, through careful use of gloves, to create enough poison for a Vial of Devilry, which, when ingested or applied to a weapon, causes effects identical to touching plant as per above.

Cost: City 20gp, Town 25gp, Village 30gp (per vial)

Availability: Common

Further Notes: Devil’s Ivy grows all over the Northside wall of the cityport of Khare, as well as the North Gate itself, preventing incursions by nomads and bestial races from the Baklands.

 

DOOM SEED (#8/28, #8/365) [TTHA] 

Appearance: This is a low-lying herb or bush, with rounded bright green leaves, small white lamp-like flowers, and bulbous green seed-pods.

Distribution: Mountains, hills and plains across northern Allansia.

Effects: While the plant itself is relatively innocuous, the large shiny black seeds it produces can be ground down to create a vial of strong poison, with enough for one application. If applied to a weapon it will do an extra 2-7 STAMINA points of poison damage for one hit only. The sticky black paste is difficult to add to food or drink without arousing suspicion, but if ingested, also causes the loss of 2-7 STAMINA points.

Cost: City 10gp, Town 12gp, Village 14gp (per vial)

Availability: Common

Further Notes: The Doom Seed poison is commonly used by Mountain Elves, Northmen, Barbarians and other people of the cold wilderlands, who smear it on their darts and arrowheads to use as contact venom.

 

GISHAM TREE (#9/28, #9/365) [TTHA] 

Appearance: This is a medium-sized tree with a pale brown trunk, large green oval-shaped leaves and white-pink flowers.

Distribution: Plains, forests and hills across Titan’s warmer regions.

Effects: The leaf of the Gisham Tree, when properly enchanted with white-gold dust, can be used to create an alternative Lucky Charm, with identical effects to that of the original (see Advanced Fighting Fantasy, p. 147), except that its effects last for only 3-18 days.

Cost: City 55gp, Town 60gp, Village 75gp (per Charm)

Availability: Common

Further Notes: The use of Gisham Tree leaves to create Lucky Charms has led to an explosive illicit trade in fake charms featuring leaves of the tree simply painted gold. This trend is particularly prevalent in the cityport of Khare and other settlements across Kakhabad.

 

GLOSSY GREENLEAF (#10/28, #10/365) [TTHA] 

Appearance: This plant ranges from bush-size to tree-size, with a twisted black trunk, large glossy broad green leaves, a white lily-like flower, and green maize-like fruit.

Distribution: Forests and jungles across Titan.

Effects: The fruit of the Glossy Greenleaf plant is edible to humans, who gain +1 STAMINA point if a bag of the fruit is eaten. However, it is poisonous to cats and dogs, who will lose -1 STAMINA point if they consume fooding containing this fruit.

Cost: City 5sp, Town 4sp, Village 3sp (per bag)

Availability: Common

Further Notes: Glossy Greenleaf plants are food for Chestrap Beasts (see Out of the Pit, p. 28)

 

HAWTHORN (#11/28, #11/365) [TTHA] 

Appearance: This is a shrub or small tree with dull brown bark, lots of sharp thorns, dark green many-lobed leaves, round white flowers and inedible dark red berry-like fruit.

Distribution: Forests, hills and plains across Titan.

Effects: The wood of the Hawthorn can be used to make wands, walking sticks, staves, stakes and other such items. It is thus a common component when constructing and enchanting various magic items. A Focus Staff made from Hawthorn provides a +2 spellcasting bonus, but it takes four days of meditation and preparation to endow a staff with these powers. In addition, if the Hawthorn Focus Staff is destroyed or lost, the spellcaster can only endow a new focus with powers at least two months after they lost the last one.

Cost: City 10gp, Town 6gp, Village 2gp (per staff)

Availability: Common

Further Notes: The magic Skull Staves used by the evil wizards called Death Lords were known to be made from Hawthorn.

 

SILVER BIRCH (#12/28, #12/365) [TTHA] 

Appearance: This is a medium-sized gnarled tree with scraggly triangular leaves and peeling scaly silver bark.

Distribution: Woodlands, forests, hills and wildernesses across Titan.

Effects: The gum and bark of the Silver Birch can be used as a makeshift tinderbox for starting fires, with one use only. One tree tends to yield 1-6 clumps of useable agglomerations of gum and bark.

Cost: City 5sp, Town 4sp, Village 3sp (per clump)

Availability: Uncommon

Further Notes: Silver Birch is obviously related to the Birch tree (see The Titan Herbal, p. 21).

 

WHITELEAF (#13/28, #13/365) [TTHA] 

Appearance: This is a tall spindly tree with a black trunk and long white leaves, whose strange globular white fruit hangs in bunches close to the ground.

Distribution: Forests, plains and hills across Titan.

Effects: Sometimes mistakenly called the Goodberry or the Sweetfruit, the actual fruit of the Whiteleaf tree can be eaten and restores 2 STAMINA points, however only one fruit can be eaten per meal as they are extremely filling. Anyone who persists in eating two or Whiteleaf fruits in succession will make themselves rapidly sick, losing 2 STAMINA points from stomach cramps and vomiting.

Cost: City 7sp, Town 5sp, Village 3sp (per fruit)

Availability: Uncommon.

Further Notes: Fully grown Whiteleaf trees are known habitat of the gargantuan bat species known as the Nycterin (see Return to the Pit, pp. 141-142). Whiteleaf is also a common name among Wood Elves.

Tuesday, February 10, 2026

I'm going down now, to the riverside...

FERRYMAN (#6/28, #6/365) [POT]

SKILL: 7

STAMINA : 8

ATTACKS: 1

WEAPON: Dagger or Club

ARMOUR: None or Leather Jack

DAMAGE MODIFIER: None

HABITAT: Rivers, Lakes, Seashore, Towns (dockside), Marshes

NUMBER ENCOUNTERED: 1

TYPE: Humanoid

REACTION: Neutral-Friendly

INTELLIGENCE: Average

Somewhat different to the free-sailing boatman, in that they are tied to a particular route or water passage, the FERRYMAN (or Ferrywoman) is nevertheless similar in many other respects. They will be armed with a club or dagger and wear clothes ranging from bundles of cloth or a loincloth and a head-covering in warmer climes to boat pants and a jerkin in temperate areas, or even be clad in animal pelts and skins (roll a die; on 6 the Ferryman has apparel equivalent to a Leather Jack). They will also have 1-3 special items of gear as determined below:

Roll Extra Gear

1    Rope

2    Lantern

3    Fishing Gear

  a Net

5   a flask of Special Brew

  a Pipe and a pouch of Smoking Weed 

The ferry itself will typically be a Knarr (see Blacksand, p. 16), and include oars, a 10' wooden pole used for punting, and a boater's gaff (as per Polearm), as part of its gear. Ferryman usually operate at unfordable river crossings, on the docks of large river-ports and towns, on the shores of lakes, or even short journeys along the coast or to nearby offshore islands. Passage on a ferry usually costs 1-6 GP depending on distance and danger, and may be multiplied by the passenger's social status value if they look particularly wealthy!

One of the more infamous Ferrymen of recent times was Tek Kramin of Lake Ilklala, a notorious character known throughout the lands of Kakhabad prior to being slain by the Air Serpent, which then impersonated him, in its bid to slay the Analander (see The Crown of Kings Campaign, p. XX). Another was Burgess of Firetop Mountain (see Warlock of Firetop Mountain, p. 40), whose prices tended towards "inflation" and was rumoured to be a Wererat, while the assassin Zeedle of the Scorpion's Guild was reputed to disguise himself as a ferryman, sometimes after killing the real ferryman first. 

Equally dangerous are the puntmen of the Lake of Death, in the lower reaches of the Scamder river-valley north of Gundobad the Golden City. Not only did they charge exorbitant fees for crossing the nefarious lake, but would halt in the middle of their journey to demand more gold. If the unfortunate passenger refused, the puntman would knock them into the lake with their wooden pole, where the resident shoals of invisible Deathfish that gave the lake its name would do the rest!

Monday, February 9, 2026

We really need to talk about WANDS... (part one)

Wand of Cold (#4/28, #4/365) [EA:V2] (Enchanted Item)

This is a slender wand made from a length of Silverwood or timber from a similar alpine tree, and often stored in a thin tube of grey metal for protection. Using this wand fires off a cone of snowflakes that stream through the air towards a victim up to ten metres away, freezing them and causing them to scream in agony and suffer 5 STAMINA points damage. It can also be used on inanimate objects causing them to become brittle and break easily. When found the Wand of Cold will have 1-6 charges; once these are used up the wand is useless unless recharged. A Barbarian warrior was rumoured to have deployed a Wand of Cold in defeating the evil wizard Zeverin.

Unavailable to buy 

Wand of Ice Spheres (#5/28, #5/365) [EA:V2] (Enchanted Item)

This is a thin wand made from the ivory from a Snow Deer's antler. Using this wand fires off a number of small, glowing, pearly-white spheres that stream through the air towards a victim up to ten metres away, exploding on impact, inflicting unpleasant magical damage. Roll one die and add 1: this is the number of STAMINA points lost by the victimWhen found the Wand of Ice Spheres will have 1-6 charges; once these are used up the wand is useless unless recharged. These wands were commonly used by the Ice Elves of northern Allansia prior to their supposed extinction (and indeed are still wielded by the ghosts and spectres of Ice Elves one may encounter among the ruins of their frozen civilization).

Unavailable to buy 

Dreams of more Dragons...

BRIMSTONE DRAGON (#1/28, #1/365) [OOTP IV]

SKILL: 15


STAMINA: 25

ATTACKS: 4

WEAPON: Very Large Claw and Bite

ARMOUR: Heavy

DAMAGE MODIFIER: Double Damage

HABITAT: Demonic Planes, Volcanic areas, Caves, Mountains, Hills

NUMBER ENCOUNTERED: 1

TYPE: Monster

REACTION: Hostile 

INTELLIGENCE: High

"The Brimstone Dragon foe of old

Bring home to court its hoard of gold"

- The Tasks of Tantalon 

Thought to be related to the Hell Dragon, the fire-loving BRIMSTONE DRAGON is known from several places of furnace-level heat in the Demonic Pit, such as the Plane of Obsidian, the Plane of Pain, and the Plane of Steel. They are huge creatures, covered in a tough hide of bronze-coloured scales, with a finned crest running down their spine to the tip of a long serpentine tail, and broad spiny wings like sheets of copper. Brimstone Dragons attack with swipes of their clawed fore-paws and by biting with beak-like jaws lined with sharp spiky teeth.

Every third Attack Round the Brimstone Dragon will breathe a blast of incandescent hellfire at one opponent, who must Test their Luck or be roasted for 4 STAMINA points damage. They are of course immune themselves to all fire-based attacks whether magical or otherwise, and in fact radiate heat and steam. Anyone in combat with a Brimstone Dragon must reduct their SKILL by 1 for the duration of the battle as their energy is drained by the energy-sapping conditions.

As well as existing on warmer Demonic Planes of the Pit, the Brimstone Dragon is occasionally encountered on Titan, usually in mountainous or volcanic areas. The most infamous individual of recent times was a huge specimen that terrorized the Whitewater Valley and surrounds in Gallantaria, flying out from its cave-lair at the base of the Dark Cliffs, among the foothills of the Cragrock Peaks. The hero known as Tantalon's Heir imbibed an Invisibility Potion and stole the creature's treasure hoard of gold coins, but left much wealth and strange items behind. Perhaps they, and the dragon, remain there still?

HELL DRAGON (#2/28, #2/365) [OOTP IV]

SKILL: 16


STAMINA: 30

ATTACKS: 4

WEAPON: Very Large Claw and Bite

ARMOUR: Heavy

DAMAGE MODIFIER: Double Damage

HABITAT: Demonic Planes, Volcanic areas, Caves, Dungeons, Ruins, Mountains

NUMBER ENCOUNTERED: 1

TYPE: Monster

REACTION: Hostile 

INTELLIGENCE: High

One of the most fearsome of foes for any demon-stalker or monster-hunter is the dreaded HELL DRAGON! Thought to be a native of the Demonic Planes, hence the name, the Hell Dragon is a horrific creature covered in armoured red and black scales, with powerful wings and a profusion of spikes and horns sprouting from its skull, spine and tail. When attacking, which is often, for the Hell Dragon is a bad-tempered and irascible beast, it will slash out with iron-hard talons and bite with jaws containing enormous sharp yellow teeth.

Every second Attack Round the Hell Dragon will breathe a blast of coruscating hellfire at up to three opponents at a time, who must all Test their Luck or be roasted for 6 STAMINA points damage. They are of course immune themselves to all fire-based attacks whether magical or otherwise, and in fact radiate heat and steam. Anyone in combat with a Hell Dragon must reduct their SKILL by 1 for the duration of the battle as their energy is drained by the baleful conditions.

The Hell Dragon is found throughout the Demonic Pit, in all abyssal habitats, and occasionally summoned to Titan by reckless Conjurers and Demonologists. Forty years ago the peaceful kingdom of Ruddlestone was menaced by a Hell Dragon that incinerated large swathes of the countryside before being slain by Lady Jorgia of Ide, a Templar-Knight of Telak the Swordbearer. Riding her warhorse Celestaine, Lady Jorgia drove the enchanted weapon known as the Paladin's Lance into the scaly breast of the beast, piercing its heart and killing the creature instantly. Thus were the fields and forests of Ruddlestone free at last from the flaming breath of the vanquished Hell Dragon.

SHADOW DRAGON (#3/28, #3/365) [OOTP IV]

SKILL: 12


STAMINA: 16

ATTACKS: 4

WEAPON: Very Large

ARMOUR: None

DAMAGE MODIFIER: Double Damage

HABITAT: Dungeons, Caves, Ruins, Ethereal Plane, Demonic Planes

NUMBER ENCOUNTERED: 1

TYPE: Monster

REACTION: Hostile 

INTELLIGENCE: High

The SHADOW DRAGON or Dream Dragon is a tenebrous creature, a denizen primarily of the Ethereal Plane, but also present in dark places across both the Pit and Titan. Some consider it as a Dreamtime reflection of the mighty Night Dragon itself, a projected horror of a truly terrifying enemy. Regardless, this large creature appears as a sleek, long-tailed black-scaled draconid at least twenty metres long, with a two-metre long skull-like head. In combat it will attack with shadowy metre-long talons and fangs that nevertheless cut through flesh like weapons made from black steel.

Every third Attack Round the Shadow Dragon will breathe out a cone-shaped fog of super-frozen magical cold that affects anyone fighting it. They require a successful Test for Luck to avoid losing 6 STAMINA points due to the intense cold of the Shadow Dragon's breath. In addition, it is difficult to wound the shadowy substance that the beast is comprised from; for every successful hit in combat roll one die and on an odd roll, the blow does not fully connect, passing through the beast's insubstantial form, and the Shadow Dragon takes 1 less STAMINA point damage from the hit.

These strange creatures are rarely encountered, but nevertheless some tales of Shadow Dragons do exist. Written accounts such as the Tome of the Reaches claim Priests of the Night Dragon have the power to summon Shadow Dragons to do their bidding, for the creature can be sent to seek and destroy a target across all planes, realms and dimensions. This planar-travelling ability is thought to be an inherent power of the Shadow Dragon, as crusaders who encountered such a creature in Bathoria reported on its propensity to suddenly disappear when the battle was going poorly for it, and considered the Shadow Dragon one of their most vexatious adversaries.