Friday, June 15, 2018

1d12 Random Sacred Totem Artifacts & Treasures Table For Your Old School Sword & Sorcery Campaigns




 

Evin Thornkill watched the herd of one horns pass before him. He had no wish to get the giant animal's way. For his tribe these things were sacred animals but there was a strange skull sticking out of the patch of swamp ground. He'd seen in it last night glowing in the marsh land but he had a limited time before Alas Sure Walker the half caste warrior & his blood brother got back to camp. Alas was checking on the latest payment from their client. They had successfully navigated the low lands following the game trails until they found the ruins of the old fort. They had no wish to meet the hyena devil warriors who made their home there. They'd made camp some two miles East & Evin was on a scouting mission. Last night the first of the visions started in Evin's mind but his mother had taught him the way of such things. Now making his way around the herd he found himself staring into the black morass of the muck & slime. His hands grabbed the the painfully white bone instinctively & instantly he was taken elsewhere across the universe. He was something alien & else, he held the three bones skull in his tendrils & whispered the scared chants in the three tongues of the moon.The skull held the power for his brother's & sister's clutch even as the dreaded shoggoths closed in on the halls of power.
Suddenly he was awoken by the violent shaking of Alas, "Ahh your awake again! It is good to not have you screaming for the whole night. I've had to put this leather hide in your teeth to keep you biting off your own tongue"
"How long?!" the voice was alien & weird but it was own. He remembered bits & pieces of his far journey.
'About three days old friend'
'The skull?'
"That thing? Well I threw it back into the swamp. The dogs hated it & it must of smelt of the 'Ancient Things'.
'Don't worry I threw it very deep into the deepest part of the swamp'
"Why is the camp filled with these strange purple lizards?'
'Oh they started showing up about a day ago & always hover around you my friend' 
'What do they want?!'
"I don't know but '
'I do!', the voice was high pitched, excited & belonged to a lizard shaman covered in the purple silks & skins of the scared lizards.
Something tells me we are in for a long day', Alas shrugged & Evin groaned as he felt his head ache return.



Down from the hard winds of the Outer Darkness come artifacts & treasures belonging to the Tribes of Men who lost these during the Great Passing. These items are blessed with mysterious occult powers some say come from the Dark Forces. Others insist these artifacts were things lost in the Chaos Conflicts as Old Terra passed away. In addition to the major powers listed on these totem artifacts there is a 20% chance of these items having 1d6 minor spell like abilities. Those who pick up these items are blessed by the totem animal.
They may 30% chance be sought out by a shaman of the appropriate totem animal or spirit. These beings will have some small favor or boon to ask of the totem object's owner.
1d12 Random Sacred Totem Artifacts
& Treasures Table
 

  1. A bronze coated skull belonging to a small dinosaur that once belonged to a member of the Great Race of Yith. The skull has the ability to banish great undead or flying polyps once every new moon. This skull also speaks in prophetic rhyme each week  and those that hear it may be granted a +2 in battle 
  2. This beautifully carved bone & jade figure is of a bear spirit. The object will put its owner into a very deep meditative trance once per week. During this trance the owner will wander the lower astral realms & gain the wisdom, strength, & power of the bear. The owner will return in 1d4 days from this trance. 
  3. This small round geode has within it millions of crystals of amethyst & is sacred to the butterfly spirit. A being of utter chaos trapped with an amber prison. The owner is a able to obtain the fire of this being once per week. The owner's hand strikes gain +2 to all damage. 
  4. This strange brass & tin object is the essence of the warthog spirit. This spirit can once per day can possess the owner  granting them the power of a berserk. The warthog spirit can also heal 1d8 points of damage. 
  5. This long stick is holy to the three ice women of La Neara. The thing may be broken and instantly freeze everything within a 40 foot radius. This stick enables the owner to speak with the ice women who can grant several small boons to the owner. 
  6. This jade figure of a panther enables those who hold it to commune with the panther god. He is a fickle and difficult god at the best of times. 
  7. This is the foot of the conqueror  & it enables the owner to access the deep memory banks of humanity. This foot enables the owner to journey back 1d30 years 
  8. The spirit magnet of the Little King - This magnet allows the owner to attract themselves along the lines of the spirits. They can cast as if they were one level higher then what they are. The abilities of the magnet enable the caster to use offense spells at their leisure
  9. Twelve needles of the pain goddess enable the owner to determine the best course of her influence on any patient suffering with disease or illness. The needles allow the owner to commune with her once a week. 
  10. This totem doll enables the owner to access one of the twelve high spirits once a week. It also enables the owner to cast a sphere like cone of darkness within a 12 foot radius. The doll gives a strange aura about enabling the owner to cross over into the spirit realm for 1d20 turns 
  11.  Wise Councilor this strange statue enables the owner to speak in any language and to gain access to the totem bird spirit. The owner can rebuke undead and cast a power word stun as strange signs man was never to see appear. 
  12. The horn of the unicorn allows the owner to gain the speed of the unicorn & gain a aura of awe for 1d20 rounds. The  horn will not however perform in any evil act but once per day the horn can be used to cast a cure light wounds as per the spell.


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