Sunday, May 24, 2026

D100 Sword and Sorcery Wastelands and Ruins Table For Castles & Crusades rpg with Treasures

 Here is a d100 encounter and discovery table tailored for a gritty Sword & Sorcery wasteland or ruin, complete with classic Castles & Crusades (C&C) monster stats.



The mechanics utilize standard C&C terminology: HD (Hit Dice), HP (Hit Points), AC (Armor Class), BtH (Base to Hit), and Primary Attributes for Saves (Physical/Mental). This blog post picks right up from Two D100 Random Sword & Sorcery Underdark & Underground Encounters Table For Castles & Crusades Campaigns

d100 Sword & Sorcery Wasteland & Ruins Table

d100Encounter / Discovery TypeDescription & Mechanical Twist
01–15The Ravenous WildsDesert predators, mutated beasts, or desperate scavengers hunting the wastes.
16–35Corrupted SorceryLingering magical radiation, ancient traps, or hostile arcane constructs.
36–55Degenerate TribesInbred remnants of old empires, cultists, or non-human raiders.
56–75Environmental HazardsAsh storms, quicksand, toxic vents, or sudden localized reality tears.
76–90Sunken EchoesVaults, tomb complexes, or monolithic structures ripe for plundering.
91–00The Truly BizarreCosmic horrors, ancient war machines, or logic-defying temporal anomalies.

The Encounter Matrix

Roll a d100 or select a specific challenge below to populate your wasteland tracking sheets.

01–15: The Ravenous Wilds

  • 01–05: The Salt-Stalker. A massive, chameleonic scorpion with chitin bleached white like the salt flats. It blends perfectly with the terrain (+4 to surprise rolls in salt deserts).

    Salt-Stalker: HD 5d8 (22hp), AC 16, Move 40 ft., Attk 2 Claws (1d6) / 1 Sting (1d4 + poison). BtH +5. Pr: P. Special: Poison (CL 5 Constitution save or suffer 2d6 damage and be slowed for 1d4 hours).

  • 06–10: Wreck-Vultures. Six giant, featherless avian scavengers with iron-like beaks, nesting in the ribs of a colossal, unidentified skeleton. They only attack if the party approaches their nest or looks weak.

    Wreck-Vultures (6): HD 2d8 (9hp), AC 13, Move 10 ft. / Flight 50 ft., Attk 1 Beak (1d6). BtH +2. Pr: P. Special: Swoop Attack (+2 to hit and double damage on a successful dive of 30+ feet).

  • 11–15: Ash-Hyenas. A pack of eight lean, red-eyed hounds that run silently through ash plumes. Their fur constantly sheds choking dust.

    Ash-Hyenas (8): HD 3d8 (14hp), AC 14, Move 50 ft., Attk 1 Bite (1d6). BtH +3. Pr: P. Special: Choking Cloud (Anyone in melee must pass a CL 3 Constitution save each round or suffer a -2 penalty to attack rolls from coughing).

16–35: Corrupted Sorcery

  • 16–25: The Obsidian Sentry. A sleek, faceless humanoid automaton forged from black volcanic glass, guarding a cracked marble plinth. It speaks in a dead, metallic dialect before striking.

    Obsidian Sentry: HD 6d10 (35hp), AC 18, Move 30 ft., Attk 2 Glass Blades (2d4). BtH +6. Pr: P. Special: Shatter-Burst (When reduced to 0 HP, it explodes in a shower of glass shards: 3d6 piercing damage to all within 15 ft., Dexterity CL 6 for half).

  • 26–35: Bleeding Earth. The ground turns into a sticky, crimson mire. A patch of Blood-Ooze rises from a fissure, drawn by the warmth of living beings.

    Blood-Ooze: HD 4d10 (20hp), AC 11, Move 10 ft., Attk 1 Slam (1d8 + acid). BtH +4. Pr: P. Special: Dissolve Metal (Corrodes non-magical metal armor or weapons on a natural attack roll of 19 or 20, reducing its effectiveness by 1 permanently).

36–55: Degenerate Tribes

  • 36–45: The Blind Worm-Worshipers. A band of ten gaunt, scarred humans clad in reptile skins. They have ritually blinded themselves, relying on echo-location and tremorsense to hunt.

    Worm-Worshper Raiders (10): HD 1d8+2 (6hp), AC 12 (leather), Move 30 ft., Attk 1 Obsidian Spear (1d6). BtH +1. Pr: P. Special: Blind-Sigh (Immune to gaze attacks, blindness, or darkness penalties out to 60 ft.).

  • 46–55: Ape-Men of the Broken Peak. Five brutal, semi-intelligent hominids armed with heavy stone clubs and jagged ruins-scrap. They use high ground to drop massive stones on travelers.

    Ape-Men (5): HD 4d8 (18hp), AC 13, Move 30 ft. / Climb 30 ft., Attk 1 Great Club (1d10+2) or Large Rock (1d8). BtH +4. Pr: P. Special: Ferocity (Can fight for 1 round after reaching 0 to -4 HP).

56–75: Environmental Hazards

  • 56–65: Black-Iron Storm. The sky turns purple-black. A violent wind kicks up magnetic iron-sand.

    Mechanical Effect: Lasts 1d4 hours. Visibility drops to 5 ft. Wearing metal armor acts as a lightning rod; anyone in medium/heavy metal armor takes 1d4 points of electrical/abrasive damage every 10 minutes and has their movement halved.

  • 66–75: The Vitrified Crater. A 100-yard wide crater of smooth, glowing green glass—the remnant of an ancient sorcerous bombardment.

    Mechanical Effect: Lingering magical radiation. Characters entering the crater must make a CL 4 Constitution save or temporarily lose 1d3 points of Strength due to sudden, systemic nausea. Recovery takes a full day outside the zone.

76–90: Sunken Echoes

  • 76–83: Tomb of the Jade King. A half-buried sandstone ziggurat. The entrance is choked with sand, but inside sits a pristine sarcophagus guarded by three Mummified Retainers.

    Mummified Retainers (3): HD 5d12 (32hp), AC 15, Move 20 ft., Attk 1 Pummel (1d12). BtH +5. Pr: P. Special: Mummy Rot (Anyone hit must pass a CL 5 Constitution save or contract a disease preventing natural or magical healing until cured).

  • 84–90: The Sinking Spires. The tips of three slender, silver towers protrude from a massive dust bowl. Slithering between the structures is a Dust-Leviathan (a giant silt-serpent).

    Dust-Leviathan: HD 7d8 (38hp), AC 17, Move 40 ft. (burrowing), Attk 1 Bite (2d6) + Constrict. BtH +7. Pr: P. Special: Constrict (On a successful bite, the target must pass a CL 7 Strength or Dexterity check or be pinned, taking 1d10 crushing damage per round).

91–00: The Truly Bizarre

  • 91–95: The Star-Spawn Fane. A monolithic block of non-Euclidean, iridescent stone has crashed into a ruin. Hovering near it is a single, weeping Void-Eye—a floating mass of tentacles and blinking vertical pupils.

    Void-Eye: HD 6d8 (27hp), AC 15, Move Flight 30 ft., Attk 4 Tentacles (1d4). BtH +6. Pr: M. Special: Gaze of Chaos (Once per round, targets one creature within 50 ft.; must pass a CL 6 Intelligence save or be Confused as per the spell for 1d6 rounds).

  • 96–00: The Chrono-Mirage. The party suddenly steps into a bubble where the ruin is completely restored to its golden, pre-cataclysm state for 2d6 minutes. Phantoms of ancient citizens walk past, oblivious. If the party takes anything from the mirage, it turns to ancient, rotted dust the moment they exit the perimeter, unless a CL 8 Wisdom save is made to fix the object's reality state.

Running the Wastes: In a classic Sword & Sorcery campaign, resource depletion is often deadlier than monsters. For every day spent in sections 01–75 without a dedicated survival tracker or guide, increase the Challenge Level (CL) of all environmental saving throws by +1.

 Here is a companion d20 table of strange, hyper-stilyzed artifacts and tainted treasures. In classic Sword & Sorcery fashion, these items offer immense, volatile power, but carry a heavy physical or psychological toll.

The mechanics utilize Castles & Crusades attributes, saving throws, and Challenge Levels (CL).

d20 Weird Artifacts & Tainted Treasures

d20Item NameProperties & PowerThe Taint / The PriceValue
1The Obsidian Eye of XulA jagged sphere of black glass that floats inches above an open palm. Functions as a Crystal Ball (as the spell) up to 3 times per day.Every minute spent peering through the eye requires a CL 4 Charisma save. Failure inflicts temporary blindness for 1d6 hours as the user's mind is flooded with images of a dead universe.2,500 gp
2The Iron Lung of the God-KingA heavy, tarnished brass collar with accordion-like vents. Allows the wearer to breathe flawlessly in vacuum, toxic gas, or ash storms.The wearer's voice becomes a harsh, metallic rasp. They suffer a permanent -2 penalty to all Charisma checks involving persuasion or negotiation with normal humans.1,800 gp
3Coils of the Silt-MotherA heavy bracelet made from interlocking, emerald-green snake vertebrae. The user can cast Entangle (using sand/dust instead of plants) twice per day.On a natural 1 or 20 when using the item, the vertebrae pinch into the flesh. The user takes 1d4 permanent hit point damage that cannot be healed until the bracelet is removed via Remove Curse.1,200 gp
4The Thrice-Damned BladeA bronze falchion etched with weeping eyes. It functions as a +2 Greatsword that deals an extra 1d8 necrotic damage to living targets.The blade refuses to taste anything but blood. If drawn and returned to its scabbard without slaying a living creature, the wielder must make a CL 6 Constitution save or take 2d6 damage as it feeds on their own vitality.4,000 gp
5The Urn of Ash-WalkingA clay jar containing shimmering grey dust. Spreading a handful over the body grants Invisibility to undead and mutated beasts for 1 hour.While covered in the ash, the user cannot receive any form of magical healing. To the cosmos, they temporarily register as already dead.800 gp
6The Rad-Lotus ScepterA rod of green-glowing glass capped with a crystalline lotus bulb. It can fire a beam of searing energy up to 60 ft. (3d6 damage, BtH roll to hit).Each use requires a CL 5 Constitution save. Failing the save causes the user's hair to fall out in patches and inflicts a cumulative, permanent -1 penalty to Constitution.3,000 gp
7The Skin-Drape of PhraintA cured, leathery cloak harvested from an ancient insectoid warrior. It grants a permanent +2 bonus to AC and expands the wearer's jump distance threefold.The cloak slowly fuses with the host's back. After 1 month of use, the wearer develops a violent allergy to mammals, suffering a -2 to all rolls if within 10 ft. of a horse, dog, or non-insectoid companion.2,200 gp
8The Chime of Sunken SpiresA delicate silver tuning fork that vibrates to an inaudible rhythm. Striking it shatters all non-magical stone or glass within a 20-foot radius.The sonic feedback permanently deafens the user for 1d4 days after a single strike. Repeated use reduces the duration, but risks permanent deafness (CL 5 Physical save to avoid).1,500 gp
9The Heart of the CometA raw, jagged blue chunk of star-metal that remains icy cold to the touch. It can be crushed to instantly restore all expended spell slots to a single caster.Crushing the stone triggers an immediate cosmic backlash. The caster's skin turns a pale, translucent blue, and they take double damage from all fire-based attacks permanently.5,000 gp
10The Centipede CrownA circlet of chitinous legs that twitch rhythmically. Grants the wearer total immunity to all poisons and venomous attacks.The crown burrows tiny barbs into the wearer's scalp. They can no longer sleep normally, requiring 12 hours of light, catatonic resting per day to avoid exhaustion penalties.2,000 gp
11The Slaver's TorcA thick iron neck-ring with no visible seam. Once per day, the user can target a humanoid with an absolute Suggestion (CL equal to user's level).The torc tightens slightly with every successful command given. If the target ever breaks free or dies while under the suggestion, the wearer is instantly suffocated for 2d10 damage.1,700 gp
12The Flesh-Stitcher's NeedleA long, curved bone needle threaded with dried sinew. Can be used to stitch closed a wound, instantly healing 3d8 hit points.The stitched flesh heals into horrific, knotted scars. Each use permanently lowers the character's maximum hit points by 1 as dead tissue replaces the living.900 gp
13The Wine of Old ValusiaA dusty, sealed amphora containing a thick, glowing purple vintage. Drinking a single glass grants +4 to Strength and Dexterity for 1 hour.When the hour ends, the user crashes violently into a state of severe withdrawal, suffering a -4 penalty to all physical attribute checks until they complete a full 24-hour rest.1,100 gp
14The Mirror of YesterdayA hand-mirror cracked across the center. Looking into it shows the immediate area as it was 100 years ago, revealing hidden doors or paths.Looking too closely can trap the viewer's gaze. The user must make a CL 5 Mental save or become paralyzed for 1d4 turns, staring at ghosts of the past.1,300 gp
15The Void-SheathA scabbard made from skin that seems to swallow the light. Any weapon kept inside for 24 hours gains the Ghost Touch property for its next strike.Drawing a weapon from the sheath causes an unsettling chill to ripple through the party. All animals within 50 feet will panic, buck, or flee immediately.1,400 gp
16The Dust-Walker’s SandalsStrips of lizard skin held together by copper wire. The wearer leaves no tracks and can walk across shifting sand, silt, or mud as if it were solid stone.The wearer's feet become dry and completely numb. They lose the ability to feel temperature or pain in their lower limbs, taking a permanent -1 penalty to reflex-based saving throws.1,000 gp
17The Id of the DeepA grotesque clay idol of a multi-tentacled entity. Smashing it causes all enemies within 30 ft. to flee in terror (CL 6 Wisdom save to resist).The psychic shockwave hits the user too. The person who breaks the idol suffers a permanent random minor phobia (e.g., fear of the dark, fear of insects).2,100 gp
18The Black-Salt LanternA heavy iron box lantern that burns crushed black salt instead of oil. Its dark purple beam reveals invisible creatures and magical traps.The smoke is incredibly foul. Anyone within 10 ft. of the active lantern takes a -1 penalty to all attack rolls due to burning eyes and watering vision.1,250 gp
19The Scroll of UnmakingA brittle parchment written in a language that shifts when looked at. Reading it aloud completely disintegrates one non-magical object up to the size of a wagon.The sheer strain of reading the text burns out a portion of the user's mind. The caster permanently loses 1 random spell slot of their highest available level.3,500 gp
20The Skull of the Last SeerA human skull plated in beaten gold, with emeralds set into the eye sockets. It can answer 3 questions accurately about the ruins or wasteland history.Each question causes one of the emeralds to crack. When the final question is answered, the skull unleashes a deathly wail. Everyone within 15 ft. must make a CL 7 Constitution save or take 3d10 sonic damage.6,000 gp

Identification Rule: In a Sword & Sorcery setting, a simple Detect Magic spell shouldn't give away an item's history or drawbacks. A character must spend a full night studying the item and pass a CL equal to the item's slot number (1–20) using their Intelligence (for Wizards/Scribes) or Wisdom (for Clerics/Barbarians) to uncover its true nature before using it. Otherwise, they learn the hard way.

 

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