Saturday, July 11, 2026

D100 Kull Era Atlantean Relics and Monster Encounter Tables For A Sword & Sorcery Sword of Cepheus 2nd edition Part II

 



D100 Primeval Monster & Hazard Encounters

The wilderness of the Kull era is untamed, featuring prehistoric beasts, dying elder races, and cosmic horrors that predate humanity.

d100EncounterDescription & Threat Profile
01–15The Serpent Man InfiltratorA single assassin disguised as a trusted ally or local noble. Tactics: It waits for a moment of vulnerability to strike with a poisoned dagger (3d6 damage + Lethal Poison). It will attempt to flee using illusion magic if discovered.
16–30Pack of Ghost-Swamp Hyenas (3d6)Emaciated, pale-furred beasts that hunt in the mist-shrouded lowlands. Tactics: They use pack tactics to flank characters (DM+1 to attack when outnumbering a target). Their eerie, mocking laughter forces a SOC/Sanity check to avoid being Shaken for the first round of combat.
31–45Prehistoric Dire ApeA massive, silver-backed behemoth standing 4 meters tall. Tactics: Aggressive and territorial. It uses brawling attacks (3d6+2 damage) and will attempt to grab a character to fling them into terrain or crush them. It has an Armor rating of 3.
46–60The Living Slime of CommoriaAn amorphous, translucent grey mass sliding along dungeon floors or ancient ruins. Tactics: Completely immune to piercing and slashing weapons. It attacks by engulfing targets, dealing 2d6 acid damage per round to armor and flesh alike. Vulnerable only to fire and sorcery.
61–75Valusian Blood-Bat SwarmA cloud of leather-winged, red-eyed pests filling a corridor or jungle canopy. Tactics: They attack as a single entity, targeting all characters in an area. They deal low damage (1d6) but cause continuous bleeding (1 damage/round) until a First Aid check is made.
76–85The Shadow of the Elder DarkAn incorporeal horror summoned by ancient, forgotten rituals. Tactics: It cannot be harmed by mundane weapons. It attacks a character's mind and soul rather than their physical body, forcing an INT check each round. Failure inflicts 1d6 points of permanent Sanity damage.
86–95Ancient Atlantean AutomatonA towering guardian made of bronze and stone, still functioning after millennia. Tactics: Armed with a massive stone blade (4d6 damage) and boasting an Armor rating of 6. It moves slowly but relentlessly, pursuing its designated targets until destroyed.
96–00The Thing from the StarsA cosmic aberration that has slipped through a tear in reality. Tactics: Its sheer presence forces a Sanity check (DM-3) for all who look upon it. It attacks with writhing tentacles (3d6 damage, 4 attacks per round) and can warp space to teleport short distances.

The pre-cataclysmic world of King Kull’s Atlantis is a brutal, sun-drenched, and blood-soaked era where civilization is a thin veneer over primeval chaos. In Sword of Cepheus 2nd Edition, these elements focus heavily on lethal physical stakes, ancient sorcery, and high-risk exploration. This blog post picks right up from D100 Kull Era Atlantean Relics and Monster Encounter Tables For A Sword & Sorcery Sword of Cepheus 2nd edition

Here are the custom d100 tables for Atlantean relics and monster encounters, tailored to the gritty, career-based mechanics of Cepheus.

D100 Atlantean Relics & Sorcerous Artifacts

These relics represent the peak of pre-cataclysmic forging and forbidden alchemy. In Sword of Cepheus, many of these carry hefty costs to a character's Sanity or physical attributes.

d100RelicMechanics & Effects (Sword of Cepheus 2E)
01–10Valusian Serpent GlassA heavy, obsidian-framed mirror. When a humanoid passes in front of it, the glass reflects their true form. Effect: Instantly reveals shape-shifted Serpent Men, bypassing any illusion or magical disguise. Seeing the true horror requires a SOC Check (DM-2) to avoid a temporary 1-point loss in Social Standing due to sheer shock.
11–20Heart of the Moon GemA flawless, milky-white sapphire that pulses with a cold light. Effect: Can be crushed as a minor action. It instantly restores 2d6 points across wounded physical characteristics (STR/DEX/END). However, the user’s eyes turn solid white for 24 hours, giving a DM-2 to all visual Recon checks in daylight.
21–30Lemurian Brass LotusA mechanical, pocket-sized brass flower. When wound, it emits a faint, hypnotic chime. Effect: Targets within 5 meters must make an END check (DM-1) or fall into a deep stupor for 1d6 rounds. It draws heavily on the user's life force, dealing 1 point of temporary STR damage per use.
31–40Obsidian Shamshir of GrondA heavy, dark-glass blade that never dulls. It functions as a Broadsword (3d6 damage) but uses the wielder's raw hatred to strike. Effect: Grants DM+2 to Melee (Blades) checks against sorcerers and supernatural beasts. On a natural combat roll of 2, the blade chips, dealing 1d6 damage directly to the wielder's END.
41–50Thurian Iron TorcA thick, unadorned neck ring worn by ancient warlords. Effect: Grants the wearer a +2 Armor rating against all physical attacks and makes them completely immune to mundane poisons. However, it cannot be removed unless the wearer enters a state of Near-Death (any characteristic reduced to 0).
51–60Urn of the Silent WindA sealed clay urn etched with pre-human glyphs. Effect: Opening the urn releases a localized, choking vacuum. For 3 rounds, no sound can be made, and no verbal spells can be cast within a 10-meter radius. Characters inside must make an END check each round or suffer 1d6 damage from asphyxiation.
61–70Scroll of the Seven Sunken CitiesA tattered, water-resistant vellum map. Effect: Grants a permanent DM+2 to all Navigation and Survival checks when exploring ruins or wilderness. Reading the scroll requires an INT check (DM-2); failure results in a permanent 1-point loss of Sanity as the reader glimpses the true timeline of the world.
71–80Jade Mask of the Ever-LivingA terrifying, stylized green jade mask. Effect: While worn, the user does not age, bleed, or feel pain. They gain +3 to END checks to resist injury. The cost is severe: while wearing the mask, the user cannot heal naturally, and any magical healing applied to them is halved.
81–90Blood-Forged Ring of AtlantisA ring made of an unknown red alloy that bonds to the wearer's skin. Effect: Allows the wearer to cast any sorcerous spell they know without spending Life Force/Mana. Instead, the spell drains 1 point of STR per spell level. The STR recovers at a rate of 1 point per full day of complete rest.
91–00The Skull of CommoriaThe silver-plated skull of an ancient king. Effect: Once per day, the wielder can ask the skull one question about local history, geography, or defensive traps. The skull answers truthfully but demands a sacrifice of blood equivalent to 2d6 damage dealt to a thrall or companion.

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