These tables pick right up from D100 Sword and Sorcery Wastelands and Ruins Table For Castles & Crusades rpg with Treasures
| d100 | Artifact Name | Profane Mechanics & Cost | Market/Domain Impact |
|---|---|---|---|
| 01 | The Ossuary Cuirass | Living bone armor. Grants +3 AC but feeds on blood; wearer permanently loses 1 max HP at dawn unless an intelligent creature is sacrificed to it. | Morale -1 to all associated mercenary units due to the horrifying visage. |
| 02 | Xiticix Hive-Blade | Serrated chitin sword. Inflicts an additional 1d6 toxic damage. On a natural 1, the user's arm is infected, turning to chitin over 3 days (-2 DEX). | Can be harvested for rare organic materials worth 1,500gp to specialized alchemists. |
| 03 | The Flayed Codices | Bound in the skin of a high priest. Allows casting of Animate Dead twice per day, but casting causes the user to age 1d4 years. | Reduces the local settlement's Stability by 1 per week if read within city walls. |
| 04 | The Gluttonous Phial | A fleshy flask that liquefies organic matter. Dropping a corpse inside yields 1 dose of healing potion (2d4 HP), but the drinker craves raw flesh for 24 hours. | Creates a black market commodity worth 200gp per phial in lawless border towns. |
| 05 | The Siphon Needle | A brass syringe that drains a target's attribute points (1d3) on a touch, granting them to the user for 1 hour. Target's loss is permanent. | Highly illegal. Possessing it shifts local alignment metrics toward Chaos. |
| 06 | The Thrice-Wept Caul | A preserved membrane worn over the face. Grants truesight out to 60 feet but renders the wearer entirely blind to normal sunlight. | Increases sub-surface exploration success rates by 15%. |
| 07 | The Heart of Kanahu | A calcified, beating dinosaur heart. Grants the user the strength of a giant (+3 to damage rolls) but causes an unquenchable, violent rage. | Increases local Garrison upkeep costs by 20% due to collateral damage. |
| 08 | The Grafted Talon | Replaces a severed hand. Functions as a magical claw weapon (1d8 damage) that ignores mundane armor, but slowly creeps up the arm to claim the torso. | Reduces personal reaction rolls with civilized NPCs by -3. |
| 09 | The Chitinous Aegis | A shield made from an alien carapace. Grants immunity to acid and poison, but weighs 45 lbs and requires double the normal daily rations to carry. | Can be melted down or reworked only by specialized outer-rim smiths. |
| 10 | The Spinal Lash | A whip fashioned from a desecrated backbone. Paralyzes targets on a critical hit, but deals 1 point of sub-dual damage to the wielder on every swing. | Grants a +2 bonus to intimidation-based wilderness reaction rolls. |
| 11 | The Eye of the Deep-Dweller | A wet, unblinking eye set in an iron amulet. Grants darkvision and underwater breathing, but user must submerge in saltwater for 4 hours daily or suffocate. | Worth 4,000gp to cults inhabiting subsurface enclaves. |
| 12 | The Parasitic Torc | A copper neck-ring that burrows into the collarbone. Absorbs the first 20 points of spell damage taken, but drains 1,000 XP from the wearer upon activation. | Cannot be removed short of a Remove Curse cast by a 9th+ level caster. |
| 13 | The Bile-Weaver's Loom | A miniature frame of bone and sinew. Can weave cloth that acts as a cloak of displacement, but requires human hair harvested from the recently dead. | Produces 1 cloak per month; market value is highly volatile (3,000–6,000gp). |
| 14 | The Corpse-Light Lantern | Burns human fat instead of oil. Its green light reveals invisible creatures and secret doors, but draws random encounters on a 1–3 on a d6. | Increases wilderness exploration speed by 10% at night. |
| 15 | The Leeching Scabbard | An organic sheath. Any mundane blade stored inside becomes a +1 weapon for 24 hours, but requires 1 pint of the wielder's blood to prime. | Saves on enchantment costs for mercenary captains. |
| 16 | The Pod of the First Seed | A leathery, fist-sized spore. When buried in a corpse, it sprouts a loyal, mindless vegetative thrall (2 HD) within 1 hour. The thrall lasts 1 week. | Decreases local agricultural land value if used near farms (-10% yield). |
| 17 | The Screaming Poniard | A dagger that emits a psychic shriek when drawn. Targets must save vs. Paralysis or be stunned for 1 round. Wielder suffers a permanent -1 to hearing checks. | Penalizes surprise checks for the wielder's party by -1. |
| 18 | The Umbilical Cordon | A dried cord that links two living targets. Damage taken by one is split equally with the other. Severing the cord deals 3d6 damage to both. | Used by ruthless merchant lords to secure hostages. |
| 19 | The Glandular Chalice | A cup made from an ape's adrenal gland. Drinking pure water from it grants Haste for 5 rounds, followed by 1 system shock roll to avoid collapse. | Worth 2,500gp to arena masters and gladiator stables. |
| 20 | The Chitinous Monolith | A small pocket idol. When planted, it hardens mundane mud into stone-like resin over an acre, but sterilizes the soil permanently. | Speeds up fortification construction times by 50% in marshlands. |
21–40: Cosmic Horror & Night-Land Relics
| d100 | Artifact Name | Profane Mechanics & Cost | Market/Domain Impact |
| 21 | The Master-Word Cylinder | A heavy black metal capsule. Broadly projects a single Word of Power that stuns all living entities within 300 feet who fail a saving throw vs. Spells. | Instantly drops local domain Stability by 2 points upon activation. |
| 22 | The Obsidian Astrolabe | Calculates stellar alignments of non-Euclidean systems. Grants +2 to navigation and planar magic, but looking through it risks permanent insanity. | Increases the efficiency of magical research by 10% per month. |
| 23 | The Void-Iron Crucible | A cold forge-pot. Can melt cosmic metals like skystone, but requires the combustion of souls or memory-essence rather than mundane charcoal. | Allows production of Void-steel armaments (+1 non-magical tier). |
| 24 | The Lens of Earth-Shine | A cracked crystal disc. Reveals the true, horrific nature of illusions and shapeshifters, but leaves the user colorblind for 1 week per use. | Grants a +4 bonus to investigative tasks within urban centers. |
| 25 | The Crystalline Shard of the Monolith | A fragment of a silent, dark tower. Emits a aura of silence (30-foot radius) that cannot be dispelled, suppressing all sound and verbal spellcasting. | Renders local market activity impossible within its immediate vicinity. |
| 26 | The Watcher's Filament | A silver wire that vibrates when cosmic entities approach. Wielder cannot be surprised by aberrations or outsiders, but cannot sleep without drugs. | Increases personal upkeep costs by 50gp per month due to addiction. |
| 27 | The Singularity Urn | A dense, stone urn. When opened, it exerts a localized gravitational pull that drags all loose objects and small creatures toward it for 3 rounds. | Destroys delicate structure interiors; reduces property value. |
| 28 | The Star-Eaten Dial | A pocket watch that tracks time in non-linear dimensions. Can rewrite the last 6 seconds of combat once per day, but deletes 1 day of memories. | Messes with contract logs; legally banned in major trade hubs. |
| 29 | The Abyssal Compass | Points always toward the nearest source of ancient, pre-cataclysmic technology or ruins, ignoring magnetic north. | Increases the value of treasure maps used in conjunction by 20%. |
| 30 | The Pale Crown | A simple circlet of cold white iron. Grants immunity to mind-affecting magic and psychic attack, but wearer loses the ability to feel empathy. | Domain ruler treats all "Unrest" events as requiring force; removes diplomacy options. |
| 31 | The Shadow-Weft Shroud | A cloak woven from pure dark matter. Grants total invisibility in absolute darkness, but burns the skin for 1 HP per turn if exposed to bright light. | Highly prized by high-tier assassins; market value exceeding 12,000gp. |
| 32 | The Meteorite Maul | A hammer forged from a fallen star. Deals double damage to structures and constructs, but its impact rings out for miles, alerting all monsters. | Doubles wandering monster encounter chances in dungeons. |
| 33 | The Void-Gate Key | A complex, shifting geometric key. Can unlock any non-magical portal, but opens a brief, minor tear to the outer void each time it turns. | 5% chance per use to summon a minor cosmic horror. |
| 34 | The Salt-Crusted Idol | A basalt carving of a tentacled thing. Halts all decay and rot within a 100-foot radius, preserving corpses perfectly, but sours all fresh water. | Useful for long-term food storage if water can be imported. |
| 35 | The Chrono-Phage Crucible | A brass hourglass that collects dead time. Can slow targets down to half speed, but the wielder ages at double speed for the duration. | Reduces life expectancy of the user by 1d6 years per major combat. |
| 36 | The Non-Euclidean Plumb-Line | A surveyor's tool that measures impossible angles. Allows the user to find structural weaknesses in fortifications, bypassing 50% of wall hardiness. | Essential tool for siege engineers; adds +2 to siege progress rolls. |
| 37 | The Star-Cold Brand | An iron branding rod. Imprinting a thrall with it ensures absolute loyalty, but the slave's lifespan is reduced to exactly 1 year. | Temporarily sets a slave or laborer unit's morale to +4. |
| 38 | The Echoing Monolith Fragment | A piece of resonant black stone. Projects telepathic thoughts across an entire hex, but every intelligent being in the hex hears them simultaneously. | Disrupts local operational security during wartime. |
| 39 | The Void-Weft Net | A net that entangles insubstantial and ethereal entities. Trapped entities cannot manifest or cast spells, but the net slowly drains the wielder's sanity. | Worth 5,000gp to specialized planar hunters. |
| 40 | The Dusk-Lantern of the Spires | A lantern that casts light that only the attuned user can see. Completely dark to all other observers, including those with darkvision. | Grants a +3 bonus to night-time scouting and infiltration missions. |
41–60: Technomantic & Pre-Cataclysm Ruins
| d100 | Artifact Name | Profane Mechanics & Cost | Market/Domain Impact |
| 41 | The Rad-Weeping Rod | A lead-lined scepter. Emits an invisible aura of sickness; all creatures within 15 feet must save vs. Poison daily or lose 1 CON permanently. | Permanently drops land fertility within a 1-mile radius by 25%. |
| 42 | The Arc-Discharge Glaive | A polearm that shoots blue fire (3d6 electricity damage, 3 charges/day). Recharging requires exposing it to a natural lightning storm. | Requires highly specialized repairs costing 500gp per point of damage. |
| 43 | The Sub-Bunker Keycard | A rigid slip of red polymer with a magnetic strip. Opens pre-cataclysm steel blast doors, but causes automated defense systems to lock onto the bearer. | Can be traded to ancient tech-hoarders for up to 10,000gp. |
| 44 | The Optic Over-Lens | A brass monocle with multi-colored glass layers. Grants thermal vision and tracks mechanical systems, but causes severe migraines (-2 to initiative). | Increases engineering and mechanical craft checks by +3. |
| 45 | The Plasma-Core Urn | A humming containment cylinder. Can power an entire fortress's heat and mechanical systems for a decade, but explodes for 10d10 damage if breached. | Reduces fortress maintenance costs by 200gp per month. |
| 46 | The Servo-Assisted Frame | An iron exoskeleton bolted to the spine. Increases strength to 18 and carrying capacity threefold, but requires 1 pint of oil per hour to function. | Increases mechanical labor efficiency by 100% per unit. |
| 47 | The Logic-Engine Tablet | A smooth slate that solves complex logistical math instantly. Grants +2 to domain management rolls, but user must spend 4 hours daily updating records. | Boosts local market efficiency by 5%, increasing tax revenue. |
| 48 | The Bio-Vat Catalyst | A green chemical fluid in a pressurized glass canister. Speeds up healing from grevious wounds by 400%, but carries a 10% mutation risk. | Highly sought after by mercenary captains and fighting pits. |
| 49 | The Sound-Damping Fieldsman | A belt attachment that creates a 10-foot field where explosive and chemical reactions fail to ignite, neutralizing black powder. | Essential defense against primitive firearm or alchemical units. |
| 50 | The Alloy-Eating Phage | A grey dust that rapidly rusts and decomposes worked metals upon contact (10-foot radius sphere, 1 use). | Can destroy an enemy siege engine or heavy armor line instantly. |
| 51 | The Sub-Harmonic Resonator | A brass tuning fork that shatters glass, crystal, and brittle pottery within 60 feet. Can crack stone foundations over 1 hour of sustained use. | Reduces the cost of demolishing old masonry by 75%. |
| 52 | The Automated Chirurgeon | A multi-limbed iron box. Heals mortal wounds automatically with a successful healing check, but uses painful staples and searing heat (-1 CHA per use). | Reduces casualty rates in garrison forces by 5%. |
| 53 | The Gyro-Stabilized Crossbow | A heavy mechanical bow. Ignores long-range penalties and cover adjustments, but requires custom steel bolts that cost 10gp each to forge. | Increases elite archer unit efficiency by +1 BR (Battle Rating). |
| 54 | The Neuro-Link Collar | A chrome band that forces total compliance from any beast or monstrosity up to 6 HD, but causes the beast to die of brain hemorrhage after 30 days. | Allows temporary utilization of exotic beasts in combat units. |
| 55 | The Hydro-Purifier Core | A ceramic filter that purifies up to 10,000 gallons of toxic or radioactive water daily. Requires a clean copper source to maintain its grid. | Increases domain maximum population capacity in arid or ruined hexes. |
| 56 | The Strobe-Grenade Cluster | A set of 3 metallic spheres. Blinds and deafens all targets in a 20-foot room for 1d4 rounds (Save vs. Paralysis negates). | Single-use items; individual market value of 400gp per sphere. |
| 57 | The Alloyed Breastplate | A matte-grey, ultra-light plate. Grants AC 8 (as full plate) but weighs only 10 lbs. Immune to normal rust and corrosion, but unrepairable by standard blacksmiths. | Considered a priceless relic by mainstream military commanders. |
| 58 | The Combustion Siphon | A brass nozzle that drains heat from a 30-foot area, freezing water and extinguishing all open flames instantly. Stores heat for a single flame blast. | Provides excellent utility against pyromancers and volcanic hazards. |
| 59 | The Holo-Projector Array | A small disc that projects a lifelike duplicate of the user up to 100 feet away. The illusion mirrors movements perfectly but has no substance. | Grants a +4 bonus to misdirection and escape attempts. |
| 60 | The Synaptic Booster Injection | A single-use silver autoinjector. Permanent +1 to DEX, but requires a saving throw vs. Poison; failure causes immediate permanent paralysis. | Extremely rare; high-end market buyers will pay up to 15,000gp. |
61–80: High Divinity, Faith, & Sovereign Powers
| d100 | Artifact Name | Profane Mechanics & Cost | Market/Domain Impact |
| 61 | The Sovereign Altar-Stone | A massive block of consecrated marble. Anchors a domain; increases maximum population capacity by 20% but ties the ruler's lifeforce to the land. | If the ruler is injured, local crop yields suffer a corresponding drop. |
| 62 | The Reliquary of the Unslain | A gold-plated box containing the finger-bones of a fallen demi-god. Grants +2 to all turning checks, but draws dark cults like moths to a flame. | Decreases domain stability due to constant religious unrest (+10% unrest). |
| 63 | The Tithe-Collector's Scales | Iron scales that weigh coin against blood. Automatically detects debased or counterfeit currency, ensuring honest trade, but demands a drop of blood per transaction. | Increases tax revenue by 10% while slightly lowering merchant morale. |
| 64 | The Decreed Scepter | A heavy gold rod that forces obedience from commoners (0-level humans) within 60 feet. Targets must save vs. Spells at -2 or obey commands for 1 hour. | Speeds up monumental construction projects by 15% via forced labor. |
| 65 | The Anathema Bell | A cracked bronze bell. Ringing it inflicts 2d6 damage on all divine spellcasters and holy creatures within 120 feet, but cracks the user's holy symbol. | Used by anti-clerical factions to disrupt major religious festivals. |
| 66 | The Mitre of the False Prophet | A silk headdress that grants +4 to reaction rolls with religious crowds, but causes the wearer to suffer double damage from holy weapons. | Increases conversion rates of local populations to new cults by 25%. |
| 67 | The Blood-Stained Monstrance | A sunburst frame holding a dark gemstone. Can project a beam of searing unholy light (4d6 damage to lawful creatures), but uses 100gp of pure incense per shot. | High operational cost prevents frequent deployment in standard warfare. |
| 68 | The Canonical Ledger | A leather book that tracks every citizen's legal transgressions automatically within a single domain, eliminating judicial corruption. | Increases domain Stability by 3 points but increases spy network costs. |
| 69 | The Martyr's Shroud | A tattered burial cloth. Wielder can absorb wounds from an ally within 30 feet, transferring the damage directly to their own hit point total. | Highly valued by elite bodyguards and specialized royal champions. |
| 70 | The Icon of the Iron God | A heavy iron statue. When placed in a shrine, it grants all local defenders a +1 bonus to morale checks, but outlaws all festive or artistic activities. | Reduces urban happiness metrics while solidifying military discipline. |
| 71 | The Scribe's Unending Quill | A quill that writes contracts in indelible golden ink. Contracts signed with this quill cannot be broken by mundane means without magical retribution. | Guarantees absolute fidelity from mercenary companies and trading houses. |
| 72 | The Chalice of the First Harvest | A rustic earthenware cup. Pouring wine into it transforms it into a potent draft that cures all mundane diseases, but causes temporary sterility. | Can halt a local plague event instantly, saving domain population. |
| 73 | The Judgment Gavel | A stone mallet that deals triple damage to those who have broken a formal oath or contract with the wielder. Mundane weapon against others. | Grants a distinct edge in feudal disputes and law enforcement actions. |
| 74 | The Tabernacle of the Host | A portable golden tent-box. When deployed, it acts as a sanctuary zone where no physical violence can be initiated for 12 hours. | Useful for securing high-stakes diplomatic meetings in dangerous territory. |
| 75 | The Relic-Iron Girdle | A heavy belt made from melted-down temple bells. Grants immunity to fear and intimidation, but reduces movement speed by 10 feet. | Ideal for vanguard infantry commanders and line captains. |
| 76 | The Vestments of the Scapegoat | Ceremonial robes that draw all curses, diseases, and hexes from an area onto the wearer, cleansing the local population at the cost of the user's health. | Removes negative domain status effects like "Plague" or "Blight." |
| 77 | The Altar of the Blood Covenant | A stone slab used to formalize alliances. An alliance sealed here grants both domains a +1 to economy scores, but breaking it triggers a multi-generational curse. | Essential tool for building long-term empires or grand coalitions. |
| 78 | The Sovereign's Seal-Ring | A heavy signet ring that validates royal decrees. Forgery is mechanically impossible; any unauthorized user attempting to press it into wax is struck blind. | Secures royal communications across long distances against espionage. |
| 79 | The Incense of the High Host | A rare resin that, when burned, forces all spirits and incorporeal entities within 60 feet to manifest in physical, vulnerable forms for 1 hour. | Allows standard infantry units to engage supernatural threats effectively. |
| 80 | The Broken Crown of the Usurper | A jagged iron crown. Grants its wearer the right to claim ownership of an enemy domain without the usual morale penalties from the populace. | Minimizes the chaos and transition friction of a hostile domain takeover. |
81–100: Underworld, Arduin-Inspired, & Gonzo Arcana
| d100 | Artifact Name | Profane Mechanics & Cost | Market/Domain Impact |
| 81 | The Techno-Mage's Battery | A humming glass sphere filled with blue fluid. Acts as a universal spell slot reservoir, restoring 1d4 spell levels per day, but risks exploding on a roll of 1. | Highly prized by renegade wizards; market value around 8,000gp. |
| 82 | The Arduin Phlogiston Cannister | A pressurized brass tank containing volatile alchemical fire. Can be sprayed to clear a 30-foot cone of all organic matter (5d6 fire damage, 1 use). | Single-use siege weapon element; worth 1,200gp to engineers. |
| 83 | The Subterranean Transit Rod | A crystal-tipped staff that allows a party of up to 6 to phase through 20 feet of solid stone once per day. Causes 1 point of permanent CON loss if stuck. | Invaluable for bypassing dungeon obstacles and heavy vault doors. |
| 84 | The Phase-Shift Amulet | A shifting silver pendant that allows the user to become ethereal for 3 rounds. While ethereal, they cannot interact with the physical world but can pass walls. | Highly useful for high-stakes espionage and assassination missions. |
| 85 | The Bio-Construct Catalyst | A viscous purple fluid that transforms a dead monster carcass into a loyal, cybernetic flesh-golem over 24 hours. Golem retains 50% of original HD. | Upkeep requires rare mineral oils costing 100gp per week. |
| 86 | The Gravity-Inversion Boots | Steel boots that allow the wearer to walk on ceilings and walls at normal movement speed. Requires a DEX check to transition safely between surfaces. | Grants a massive advantage during urban infiltrations and cave crawls. |
| 87 | The Memory-Extractor Urn | A glass jar with silver copper wiring. Siphons the memories of a recently deceased corpse, allowing the user to ask 3 questions about their life. | Replaces standard interrogation techniques with absolute accuracy. |
| 88 | The Temporal Pocket-Watch | A gold watch that can freeze time for everyone except the user for 1 round per day. Using it drains 1 point of permanent WIS due to mental dislocation. | Ultimate panic-button artifact for escaping lethal combat situations. |
| 89 | The Magma-Core Forge | A portable anvil containing a microscopic piece of a volcanic heart. Melts and refines heavy metals in seconds without needing a furnace or coal source. | Allows high-grade weapon smithing during deep wilderness expeditions. |
| 90 | The Dimensional Bag of Stasis | A leather sack where time does not pass. Organic matter stored inside never spoils or rots. Can hold up to 500 lbs of gear or corpses. | Perfect for preserving rare alchemical ingredients or high-value bounties. |
| 91 | The Resonance Tuning Fork | A massive steel fork that can disrupt and dispel any low-level magical barrier or wall of force upon being struck against it (3 uses). | Essential tactical gear for breaching high-tier wizard towers. |
| 92 | The Sub-Surface Sensor Array | A brass headset that maps out all hollow spaces, caves, and tunnels within a 200-foot radius underground, preventing miners from hitting hazards. | Reduces the chance of mining disasters in domain infrastructure by 50%. |
| 93 | The Cybernetic Eye-Graft | Replaces a lost eye. Grants darkvision, infravision, and detects magical auras within 30 feet, but flashes with a bright blue light when active. | Lowers reaction rolls with primitive or highly superstitious tribes by -4. |
| 94 | The Phasing Crossbow Bolts | A quiver of 5 bolts that pass through non-magical armor and shields as if they weren't there, targeting base AC directly. | Single-use ammunition; highly valued by master snipers. |
| 95 | The Alchemical Transmuter | A complex lead box that converts up to 100 lbs of iron into pure copper over 24 hours. Attempting to make gold destroys the machine instantly. | Useful for managing local raw material shortages in domain projects. |
| 96 | The Void-Weft Sail | A massive, silk-black sail that captures planar currents instead of wind. Allows a ship to travel across land or water at double normal speed. | Transforms a standard galley into a highly versatile tactical transport. |
| 97 | The Synaptic Rewire Helmet | An iron helm with internal copper needles. Erases a single character class level and replaces it with another, but carries a 20% risk of total amnesia. | High-risk tool for retraining high-tier specialists or henchmen. |
| 98 | The Sub-Terror Drill Core | A massive, automated drill bit that can dig a 10-foot diameter tunnel through solid rock at a rate of 50 feet per day, using rare oils. | Allows rapid creation of secret escape routes or mining shafts. |
| 99 | The Planar Disruption Grenade | A heavy iron sphere that, when detonated, forces all summoned, planar, or extra-dimensional creatures in a 40-foot radius back to their home plane. | Crucial defensive option when facing high-tier demonic or cosmic threats. |
| 100 | The Core of the Engine | A glowing, humming technomantic engine core. Can power a flying fortress or a massive subterranean drilling machine indefinitely, but glows with a deadly radiation. | The ultimate campaign-defining prize; shifts the power balance of empires. |
Hidden Dark Fantasy Rebranding Guide
If your players are familiar with classic pulp, sci-fi, or multi-genre setups, use this quick translation index to obscure their origins:
Cybernetics / Tech Grafts $\rightarrow$ Flesh-warping, biomechanical curses, clockwork-parasites.
Radiation / Blight $\rightarrow$ The Unclean Glow, the creeping rot, witch-fire residue.
Alien Carapaces (Xiticix/Rifts) $\rightarrow$ Savage deep-crust vermin, chitinous fiend-plate.
Pre-Cataclysm Bunkers $\rightarrow$ Iron tombs of the Elder Kings, sunken brass redoubts.
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