Here is a d100 Atlantean Artifacts table tailored for a Castles & Crusades campaign set in Robert E. Howard’s pre-cataclysmic Thurian Age (the era of Kull of Atlantis). This blog post picks right up D100 Kull Era Atlantean Relics and Monster Encounter Tables For A Sword & Sorcery Sword of Cepheus 2nd edition Part II
In this primordial era, Atlantis is not yet a sunken utopia; it is a rugged, sea-beaten continent inhabited by savage, tribal barbarians. Magic is rare, dark, and deeply tied to elder horrors, Serpent Men, and alien alchemy.
D100 Atlantean Artifacts Table
| d100 | Artifact | Brief Description & C&C Mechanics |
| 01–05 | Tiger-Valley War Club | A heavy stone-headed club bound in mammoth sinew. It functions as a +2 war club. Once per day, the wielder can unleash a roar requiring all enemies within 30 ft. to pass a Charisma save or be shaken (-2 to hit and AC) for 1d6 rounds. |
| 06–10 | The Obsidian Mirror of Tuzun Thune | A polished black volcanic glass mirror. A spellcaster looking into it can cast Scrying at will, but must make a Wisdom save (CL 6) each time or lose 1 point of Wisdom permanently as their soul is slowly drawn into the mirror's infinite depth. |
| 11–15 | Scale of the First Serpent | A large, iridescent green scale used as a buckler (+1 AC). It grants the user complete immunity to all natural and magical poisons. If a Serpent Man looks at the shield, they must make a Charisma save or be forced into their true, non-humanoid snake form. |
| 16–20 | Sea-Mountain Harpoon | A barbed +1 spear carved from the rib of a prehistoric leviathan. When thrown, it automatically returns to the wielder’s hand. On a critical hit against a creature with the aquatic subtype, it deals triple damage. |
| 21–25 | Alchemical Fire-Beads of Lemuria | A pouch of 1d6+1 cold, metallic red glass beads. When thrown (range 30 ft.), they burst. Treat as Fireball (5d6 fire damage, Dexterity save for half) but the fire burns underwater. |
| 26–30 | Mask of the Great Ape | A dried gorilla leather mask. When worn, the user gains +4 to Strength and Constitution but drops their Intelligence to 3. They gain a climb speed of 30 ft. and can fight for 1d4 rounds after reaching 0 hit points before dying. |
| 31–35 | The Iron Collar of the Galley-Slave | A rusted iron collar. When locked around a humanoid's neck, they are completely immune to exhaustion, sleep, and fear, but cannot disobey any direct verbal command from the key-holder. |
| 36–40 | Vial of Black Lotus Elixir | A single dose of shimmering black liquid. Drinking it grants the user the ability to cast Contact Other Plane to speak with the Great Old Ones. The user must make a Constitution save or permanently lose 1d4 points of Wisdom from the maddening revelations. |
| 41–45 | The Golden Skull of Rotath | A solid gold human skull inscribed with ancient Lemurian runes. It acts as a spell focus; any necromancy spell cast while holding it is cast at +2 Caster Level. It whispers secrets of the pre-human world to its holder during sleep. |
| 42–50 | The Jade Tooth of Valusia | A thumb-sized chunk of carved green jade. When pressed against a poison or curse, it absorbs it completely, turning pitch black. It can absorb up to 3 curses or lethal poisons before shattering. |
| 51–55 | Horn of the Tiger-Beast | A curved horn that can be blown once per day. It summons 1d4 saber-toothed tigers that obey the blower's mental commands for 1 hour or until slain, after which they dissolve into sea foam. |
| 56–60 | Ring of the Red Shadow | A copper band set with a raw ruby. Once per day, the wearer can step into a shadow and emerge from any other shadow within 100 feet (as Dimension Door). |
| 61–65 | Slayer’s Flint Dagger | A serrated knife made of gray flint. It acts as a +1 dagger but ignores all forms of magical damage reduction or physical armor bonuses from spells (like Shield or Mage Armor). It cuts purely through the physical body. |
| 66–70 | The Tabard of the Topaz Throne | A heavy silk vestment dyed the brilliant yellow of Valusia's royal color. The wearer gains a +3 bonus to all Charisma attribute checks and saving throws. However, they suffer a -2 penalty to Wisdom checks due to a lingering, arrogant paranoia. |
| 71–75 | The Whispering Shell | A giant spiral conch. Listening to it allows the user to understand any spoken language for 1 hour. There is a 5% chance the shell instead fills the user's mind with the deafening, maddening sounds of the roaring Pre-Cataclysmic ocean (stunned for 1d4 rounds). |
| 76–80 | Blood-Stone of Grondar | A dark red gem that must be pressed into an open wound to activate. It immediately heals 3d8+3 hit points. However, the user must immediately make a Constitution save or contract a wasting blood sickness that prevents natural healing until cured by magic. |
| 81–85 | The Pictish Tracker’s Fetish | A bundle of dried bones, feathers, and dried wolf eyes. When held, it grants the user the Ranger's Track ability (or a +5 bonus if the user is already a Ranger/Tracker). |
| 86–90 | The Silver Key of Kamelia | A delicately crafted key made of pure, un-tarnished starlight-silver. It can unlock any non-magical lock instantly. If used on a magically sealed door, it triggers a Dexterity check (CL of the seal) to bypass without setting off traps. |
| 91–95 | Crown of the First Barbarian | A simple band of hammered bronze and dire-wolf fangs. The wearer is entirely immune to mind-affecting magic, charms, and illusions. They rely entirely on raw, unyielding instinct. |
| 96–00 | The Great Greatsword of Valusian Kings | A massive, two-handed sword of stellar iron. It functions as a +3 greatsword. On a successful hit, it deals an extra 1d6 points of cold damage. Once per week, the wielder can cleave the air to tear open a temporary rift to the void, banishing one extraplanar creature hit by the blade (Charisma save to resist). |
How to Introduce these Artifacts in Castles & Crusades
No "Identify" Spell: In a Kull-era campaign, players shouldn't simply cast Identify to learn these attributes. They must translate dead languages, consult ancient Pictish shamans, or experiment—often at great risk.
The Price of Magic: These items are powerful but primitive. Many carry curses, psychological burdens, or draw the attention of ancient entities like the Serpent Men or Thulsa Doom. Use the Castle Keeper (CK) active-threat mechanics to make players weigh the benefits of using them.
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