Wednesday, October 1, 2025

A Bevy of Bodacious Blades!

Crystal Sword (#24/30, #268/365) [EA:V2] (Enchanted Item)
This is a bizarre sword that has a blade made from translucent blue or clear crystal. It counts as an enchanted weapon in combat, wounding creatures immune to normal weapons, such as Demons, undead, elementals and spirits, but confers no actual combat bonuses. However, owing to the crystalline nature of the weapon's blade, it is unaffected by creatures such as the Ferrovore, the Metallix or the Iron Demon, and fungi like Ironbane or Rust Demons. Crystal Swords are known to be equipped with constructed guardians such as Crystal Warriors or Diamond Sentinels, and Bythos of the Abyss was also known to arm himself with such a weapon when confronted with unwanted intruders. 
Unavailable to buy 
 
Ice Sword (#25/30, #269/365) [EA:V2] (Enchanted Item)
This is a thin, hollow brass cylinder with a magical symbol engraved at one end of the rod. When gripped from the non-engraved end, a shaft of transparent crystal appears at the end with the symbol (if it was being held by this end, the wielder loses 2 STAMINA points for their troubles). It is a long, thin cone of very hard material, and the innocuous brass tube as been transformed into an effective stabbing weapon. This crystal blade-like shaft is very cold indeed - so cold it will damage anything living that it touches. It resembles a large, thin and very deadly icicle. The other end of the tube is magically insulated against the unnatural cold. When using this weapon, the wielder may add 2 points to their SKILL, however the Ice Sword draws its energy from its wielder, and they must deduct 1 STAMINA for every combat that they use the Ice Sword as a weapon.
Unavailable to buy 
 
Magic Broadsword (#26/30, #270/365) [EA:V2] (Enchanted Item)
This is a broadsword with a sparkling blade, finely honed and perfectly balanced. It is an excellent blade made by a famous armourer and magical in nature. Although this mighty sword confers no bonuses to attack rolls in combat, it counts as an enchanted weapon for the purposes of wounding creatures immune to normal weapons, such as Demons, undead, spirits and elementals.
Unavailable to buy 
 
Magic Longsword (#27/30, #271/365) [EA:V2] (Enchanted Item)
This ancient weapon appears to be a longsword in design, but in size is actually a Greatsword for damage purposes. However the enchanted laid upon it allow it to be used one-handed, as easily as if it were a fencing foil. In addition, when the wielder of this weapon hits an opponent they gain a +1 bonus to their Attack Strength for the following Attack Round.
Unavailable to buy 
 
Scimitar of Vlax the Slayer (#28/30, #272/365) [EA:V2] (Artefact)
This is a richly decorated scimitar whose blade is covered in ornate inscriptions and whose hilt is elaborately carved. It was the ceremonial sword of Vlax the Slayer, a ferocious general of the Southern Swordsmen of Khul, who was killed in single combat with the legendary hero Skarlos. On his death, the evil sorcerer Xakhaz preserved Vlax's depraved spirit in the hilt of the scimitar. As soon as someone picks up the weapon, Vlax will attempt to dominate their mind and they must Test their Luck. Success indicates their mind clears, and they may drop the weapon (or attempt to use it in combat, but with every successful hit Vlax will attempt to control their mind; the scimitar counts as an enchanted weapon and adds +1 to all combat rolls). 
 
Failure means Vlax takes control of the mind of the wielder. Any immediate quests or missions will be abandoned as Vlax considers these pitiful ambitions unworthy of his attention. Instead, Vlax has greater concerns: an army to raise, enemies to slaughter, an empire to reconquer. The victim's mind will fill with images of revenge, bloodshed and hatred, as Vlax seeks to extricate himself from current circumstances and bathe the scimitar in blood until entire continents kneel before him. In game terms, the victim may attempt to Test their Luck every day to see if they can regain control of their mind (or it may be restored by others), but otherwise Vlax's immediate aim will be to raise an army of mercenaries and attack the nearest settlement. The scimitar was thought lost somewhere in the catacombs beneath Neuburg castle...
Unavailable to buy
 
Shining Sword (#29/30, #273/365) [EA:V2] (Artefact)
This is one of the Twin Swords of Light, an ornately inscribed scimitar with a long curved and flattened blade. When drawn, the Shining Sword glows with enough light to see by, hence its name. It also vibrates in the presence of evil and danger. Having been tempered in the fires of the Heartflame, the Shining Sword adds +1 SKILL to its bearer at all times. If it is not in its bearer's hands when they are in danger and it is within visible range, the Shining Sword will flying through the air, vibrating the entire time until it is held by its rightful wielder. In addition it is capable of deflecting a surprise attack, whether melee or missile, if the bearer makes a successful Awareness test. 
 
The Shining Sword has a convoluted history. Initially forged and spellbound by Gaddon smiths, it, and its twin, were gifted to Tancred the Magnificent and his brother Orghuz when they founded the kingdom of Gorak, and used the blades in their crusades against evil to cleanse the Malice from the subterranean Chasms beneath Gorak. Orghuz was lost to the Malice, and his sword went with him, while the Shining Sword disappeared when the line of Tancred's heirs eventually ran out. Some theorize it is still in the ancestral castle somewhere, for legend holds it can only be held by a true heir of Tancred, and there must be someone of Tancred's bloodline still present somewhere within the kingdom...
Unavailable to buy
 
Sword of Kull (#30/30, #274/365) [EA:V2] (Artefact)
This is a magnificent weapon of exquisite workmanship. It counts as a magic weapon and can cut through plate-mail with ease. Whoever wields the Sword of Kull in combat can add one to the Damage Roll when they successfully wound an opponent. However, it formerly belonged to the evil sorcerer Razaak, who laid a curse upon it. When used in combat, if the wielder slays a being with the sword, they must Test their Luck at the end of the combat; if they succeed, nothing happens. However, should they fail, they will turn into a Skeleton within 2-7 Attack Rounds, unless powerful magic is deployed to negate the curse.
 
The sword was found by the adventuring warrior Kull, who used it to defeat Razaak a century ago, but was then turned into a skeleton. Legend states that the hooded Skeleton of Kull can be found at the Lost Lake, high in the Moonstone Hills, still bearing the sword while on board a raft that drifts aimlessly on the waters of the lake, waiting for someone to reclaim the sword.
Unavailable to buy
 
Telessa (#1/31, #275/365) [EA:V2] (Artefact)
This is a magical High Elven longsword wielded by the Wood Elf Shaman-Hero Eldenurin, who defeated the Demon Prince Ishtra. Telessa is long and thin in design, like a fencing rapier, and unusually light and strong as if it was not made from iron or steel. It has the standard powers of an Elven Sword, with enchanted spells traced into the flat of the blade in swirling Elven runes. Telessa counts as a magical weapon versus monsters who are affected by such, and adds one to all combat rolls. It will never break in battle as a result of a fumble and the blade is always sharp. In addition, Telessa will glow with a faint light in the presence of evil creatures, and alert its wielder to the presence of danger.
Unavailable to buy
 
Wight's Sword (#2/31, #276/365) [EA:V2] (Enchanted Item)
This glittering blade is of ancient and noble design, and obviously the property of some long-dead king, rather than the Wight or other undead being that may have once been wielding it in battle. When used in combat, the Wight's Sword adds +1 to the SKILL score of whoever is brandishing such a potent weapon.
Unavailable to buy 

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]

SKILL: 5

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

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]

SKILL: 4

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.