Wednesday, October 1, 2025
A Bevy of Bodacious Blades!
Sunday, September 21, 2025
Behold the BAROMETZ!
BAROMETZ (#22/30, #266/365) [TTHA]
Appearance: This is a large-leaved bushy creeper, with a series of thick vines erupting from a central stalk. Each vine ends in either a dark green melon-like gourd on the shorter vines, or a lamb on the longer ones; a woolly sheep that eyes its surroundings nervously, while gnawing on grass, moss and lichen, and occasionally going 'Baaa!'
Distribution: Caves, dungeons, hills, mountains, plains and wilderness across Titan
Effects: When encountered this strange plant will have 2-12 connected lambs and 1-6 gourds. While the lambs can be ‘harvested’ using conventional methods of animal husbandry to provide both soft wool and mutton-like meat, the gourds require two successful Herb Lore Special Skill rolls to be picked and prepared. If successful, a Barometz gourd can be thrown in combat, exploding into a Vegetable Lamb on impact, which, although not particularly terrifying or lethal, may prove to have distracting capabilities.
Cost: City 10gp, Town 20gp, Village 30gp (per gourd)
Availability: Rare
BAROMETZ (#23/30, #267/365) [OOTP IV]
Lamb Stalk
SKILL: 4 0
STAMINA: 4 10
ATTACKS: 1
WEAPON:
Lamb – Head Butt
Stalk – None
ARMOUR:
Lamb – None
Stalk – Light
DAMAGE MODIFIER: 1 Damage
HABITAT: Caves, Dungeons, Hills, Mountains, Plains, Wilderness
NUMBER ENCOUNTERED: 2-12
TYPE: Plant/Animal
REACTION: Neutral
INTELLIGENCE: Low
The BAROMETZ or Vegetable Lamb, is another bizarre symbiotic hybrid of animal and plant peculiar to Titan, and similar to the Tree Goose Tree. In this case, the zoophyte is a large-leaved bushy creeper, with a series of thick vines erupting from a central stalk. Each vine ends in either a dark green melon-like gourd, or a lamb; a woolly sheep that eyes its surroundings nervously, while gnawing on grass, moss and lichen, and occasionally going 'Baaa!'
Valuable to shepherds for their fine wool and delicious meat, the life-cycle of the Barometz is poorly understood. It is known that overgrazing by the lamb symbiotes kills both them and the plant through starvation, but it is not known if the pods can be harvested to germinate new plants. Regardless, they are often favoured prey of Firefoxes and Jackals due to their immobile nature; the plant itself cannot move and the lambs simply wander about as far as their umbilical-vine tethers will allow.
In combat the lambs defend themselves via head butts; anyone wounded, must Test their Skill or be knocked down and spend the next Attack Round staggering to their feet. The central stalk cannot defend itself and if destroyed, any lambs currently alive also die.
Saturday, September 20, 2025
ENGINEERS of Titan!
ENGINEER (#21/30, #265/365) [POT]
STAMINA : 6
ATTACKS: 1
WEAPON: See below
ARMOUR: None
DAMAGE MODIFIER: None
HABITAT: Towns, Ruins, Dungeons, Caves
NUMBER ENCOUNTERED: 1-2
TYPE: Humanoid
REACTION: Friendly-Neutral
INTELLIGENCE: High
Behold, the ENGINEER of Titan! A learned professional with near-arcane knowledge of machines, gears, levers and other tools and contraptions of construction and artifice. Engineers are typically employed in one of a few select and profitable fields of interest which can be rolled for on the table below:
Roll Field of Study
1 Siege Engineering
2 Hydraulics/Irrigation
3-4 Building Construction/Architecture
4 Gunpowder Technology
6 Airship Design and Construction
They may or may not be a member of the local Engineers' Guild or equivalent, and their race can be determined by the following table:
Roll Race
1-3 Dwarf
4-5 Human
6 Half-Dwarf
When encountered an Engineer may be working solo or travelling between jobs, or overseeing a team of labourers engaged in a task relating to their field of study. They will be equipped with a bag of tools containing a hammer and nails, a chisel, pick, saw, saw, iron spikes, tongs, pliers and a coil of heavy wire, and use a weapon as follows:
Roll Weapon
1 Greathammer
2-3 Hammer
4-5 War-Pick
6 Flintlock Pistol and Shortsword
Many examples of engineering exist on Titan, such as the Great Wall of Kish, which is complete, and the Great Wall of Analand, which is not. Likewise the mighty Eede Dam in Gallantaria is a marvel whose successful operation was ironically not solved by the four greatest engineering sages of the kingdom but instead the adventurer who became Tantalon's heir. Rather more capable are the mysterious engineers employed by Baron Sukumvit to build and maintain his infamous Deathrap Dungeon.
Dwarfs of course are renowned for their engineering feats, including the Fangthane Guild of Engineers who discovered the secret of gunpowder technology in 1955 OT. The rival engineering Guildsfolk from the southern Dwarf cliff-town of Warpstone are believed to be pioneers in the construction of flying airships, such as the Galleykeep, which is unfortunately now in the hands of the necromancer Zharaddan Marr. Perhaps the greatest engineers on Titan however, dwell in the sky-realm of Pangaria, where they work in lock-step with the clan of Technomancers maintaining the enormous devices that keep that floating archipelago successfully aloft above the Ocean of Tempests!
Thursday, September 18, 2025
Hunt for the Black Whale released as an official AFF adventure!
A long, long time ago in a world far, far away, I started an AFF scenario that took nine years to complete. No excuses, but I finally finished it, and the second half was published in Fighting Fantazine issue 17 a couple of years ago.
Now, both parts of the adventure have been collected into an official Advanced Fighting Fantasy scenario ready to run as-is, and you can find it at this link! Have fun! :-)
Monday, September 15, 2025
Blades of the Night!
Nightbane (#17/30, #261/365) [EA:V2] (Enchanted Item)
This is a longsword made from the finest steel. It is an enchanted weapon, and so can wound various Demons, Undead and other supernatural creatures who are immune to normal weapons, but it provides no bonuses in combat. Nightbane was rumoured to be wielded by a Templar from Royal Lendle.
Unavailable to buy
Nightdeath (#18/30, #262/365) [EA:V2] (Enchanted Item)
This is a curious weapon, a sword carved entirely from bone. It has a keenly-honed edge, and its name and command are etched on one side of its large curved blade, in the curious lettering used as an alphabet by the Natives of the Western Ocean. When the command 'Nightdeath, aid me now!' is uttered, the blade will glow with magical fire. It counts as an enchanted weapon and can so can wound various Demons, Undead and other supernatural creatures who are immune to normal weapons. In addition, when used in combat against Undead, spirits or magical creatures such as Golems and Living Statues, the wielder of Nightdeath can add a +1 bonus to their Attack Strength. Nightdeath was rumoured to be hidden somewhere on the mysterious Bone Island, among the cursed treasure hoard of the pirate captain Blackscar.
Unavailable to buy
Nightslayer (#19/30, #263/365) [EA:V2] (Enchanted Item)
This is a blessed blade worthy of an evil-hunting warrior, with red runes that spell out its name inscribed along the blade. Powerful enchantments wrought into the weapon mean that it can harm the Undead, Demons, Elementals and other magical creatures. Against these creatures, Nightslayer grants its wielder a +1 bonus to their Attack Strength, and also causes an extra +1 STAMINA point of damage when it inflicts wounds. This sanctified charm-wrought sword was traditionally wielded by the heirs to Castle Valsinore in western Ruddlestone, but, given the current treacherous state of usurpers and traitors vying for control of that famous fortress, the blade has since been lost. Some say it was last seen in the possession of the hideous Wraith-Queen of the Damned who dwells in the stinking catacombs beneath the castle.
Unavailable to buy
Nightstar (#20/30, #264/365) [EA:V2] (Artefact)
This is a matchless blade, a magnificent longsword that glows with blueish-white light. Once per day it will pour healing energy into its bearer, allowing them to recover 6 STAMINA points. It is also a magical sword of considerable power. When used in battle, its wielder may add 1 point to their SKILL when fighting any creature. Against Vampires and similar Undead, however, such as Khuddam or Vampyres, it grants a bonus of +2 SKILL to its bearer. Nightstar was the chosen weapon of Siegfried Heydrich, former Count of Mortvania, but, following his death, was believed lost. An obscure tome known as the Book of Swords is thought to contain the location of the sword; that book was last seen in the library of Castle Heydrich, now home to Siegfried's evil brother, the Vampire Lord Count Reiner.
Unavailable to buy
Sunday, September 14, 2025
Vengence of the VINE MEN!
VINE MAN (#15/30, #259/365) [TTHA]
Appearance: The Vine Man is a man-sized humanoid figure comprised entirely of writhing vines and creepers.
Distribution: Forests, jungles and dungeons across Titan.
Effects: The Vine Man is an aggressive plant-humanoid that some believe is an example of incipient Chaos mutation upon natural vines and creepers. They have strong powers of regeneration. A vial of Vine Man essence, usually extracted from the ichor of the skull cavity analogue that contains their vegetative brain, can be used, along with a band of iron and emerald dust, to forge a Ring of Regeneration. After a battle it will glow with a green light and restore up to 6 STAMINA points to its bearer if they have suffered any wounds. When found it will have 1-6 charges; each use of the ring costs 1 charge.
Cost: City 20gp, Town 25gp, Village 30gp (per vial)
Availability: Rare
VINE MAN (#16/30, #260/365) [OOTP IV]
SKILL: 8
STAMINA: 8
ATTACKS: 2
WEAPON: Vines (as per Small Claw)
ARMOUR: Light Armour
DAMAGE MODIFIER: None
HABITAT: Jungles, Forests, Ruins, Dungeons, Caves
NUMBER ENCOUNTERED: 1-6
TYPE: Plant/Humanoid
REACTION: Hostile
INTELLIGENCE: High
The VINE MAN is a strange humanoid-shaped creature comprised, as its name suggests, entirely of writhing vines and creepers. Its head is vaguely human-like in appearance, with two deep-set green eyes radiating hatred and malice, and a mouth full of sharp thorny teeth. For the Vine Man is a creature of Chaos, infesting the forests, jungles, ruins and caverns for its own dark purposes of growth and proliferation. Always ready to defend its lair by mercilessly attacking any intruders, they fight by lashing out at their opponents with spiny, strangling vines.
If a Vine Man hits the same target for two Attack Rounds in a row, that target is partially entangled and immobilized by the vines, and must reduce their skill score by 2. Worse, Vine Men have legendary powers of regeneration and can restore 2 stamina points per Attack Round if the damage has been caused by normal weapons. They cannot regenerate wounds suffered from magical weapons or spells, and are highly susceptible to fire and flame-based attacks, which cause them double damage. When dealing with Vine Men it is imperative to destroy them quickly before they regenerate from their wounds and overwhelm any and all opposition!
*hic!* 'ere, didn't you kill my bruvver?
DRUNK (#14/30, #258/365) [POT]
STAMINA : 10
ATTACKS: 1
WEAPON: Fists (Unarmed - Human)
ARMOUR: None
DAMAGE MODIFIER: None
HABITAT: Towns
NUMBER ENCOUNTERED: 1
TYPE: Humanoid
REACTION: See below
INTELLIGENCE: Average
Here comes the local DRUNK! Observe their slovenly gait, unsteady and inebriated, staggering and weaving across the street as they wander in search of their next drinking locale, whether it be tavern, inn, bar or moonshine shack. See their bleary, bloodshot eyes, their reddened nose, their pasty skin and unkempt hair. Their clothes are stained and filthy, and they may only have one shoe, but clutched in one hand will be their current boon companion - a tipple of booze. Roll on the below table to see what it is:
Roll Booze
1 Bottle of Wine (see Encyclopedia Arcana: Volume 1, p. 55)
2 A Dwarven Brew (see Encyclopedia Arcana: Volume 1, p. 56)
3 A Special Brew (see Encyclopedia Arcana: Volume 1, p. 59)
4 A pewter mug of Orc Ale (see Encyclopedia Arcana: Volume 1, pp. 57-58)
5 A bottle of Akvavit (see Encyclopedia Arcana: Volume 1, p. 54)
6 A tankard of regular ale
The attitude of the Drunk can vary wildly from cheery bonhomie to vacant glassy-eyed indifference to outright hostility. Roll on the table below for a snapshot of their current mien:
Roll Reaction
1 Friendly
2 Neutral
3-4 Unfriendly
5-6 Hostile
The Drunk is best avoided, but if an encounter with such a boozehound is unavoidable, they can be easily placated by giving them any alcohol one may have on one's person, ordering the Drunk a round at the nearest drinking establishment, or gifting the Drunk something different but still appreciated, like a pouch of Smoking Weed (see Encyclopedia Arcana: Volume 1, p. 49; The Titan Herbal, p. 62), Cunnelwort (see The Titan Herbal, p. 29), or dried Purple Lotus (see The Titan Herbal, p. 55). When not three sheets to the wind, the Drunk likely has another profession they are currently on a bender to escape from - roll again on the Town encounter tables to establish what this is if necessary.