Wednesday, August 12, 2026

OSR Sword & Sorcery Adventure Fodder-A d100 Contraband Table: Black Markets, Smugglers & Shadow Vaults For The Castles & Crusades rpg

 Here is a d100 random contraband table tailored for the gritty, low-magic, and illicit underbelly of a Castles & Crusades campaign. This picks right up on the blog from 

OSR Sword & Sorcery Adventure Fodder - d100 Random Serpent People & Treasure Table tailored for the Serpent Tower fully compatible with Castles & Crusades (and most classic OSR systems)



In classic Sword & Sorcery fashion, these items range from forbidden texts and illicit substances to cursed relics, strange alien artifacts, and black-market commodities.

d100 Contraband Table: Black Markets, Smugglers & Shadow Vaults

d100Item DescriptionC&C Mechanical / Story EffectValue (gp)
01–03Lotus Dust (Red): Fine crimson powder refined from desert blooms. Highly addictive.Grants +2 to Wisdom saves vs. Fear for 1d4 hours, but imposes a -2 penalty to Constitution checks for 24 hours after.50
04–06Lotus Dust (Black): Rare, dangerous narcotic used by sorcerers.Allows a caster to cast one spell without expending a slot, but requires a successful CON Check (CL 3) or the user suffers 2d6 damage and loses 1 point of CON for 1 day.250
07–09Unstamped Royal Bullion: Raw silver or gold ingots missing the local sovereign’s mint stamp.Possession is a capital offense. Legitimate merchants will not accept it.Face value (-30% fencing penalty)
10–12Demon-Blood Ink: Glowing, foul-smelling liquid harvested from fiendish entities.Used to scribe scrolls or tattoos; gives +1 to spell CL for fire/curse spells, but user takes 1 damage per spell level cast.100 / vial
13–15Poison: Spider-Kiss: A milky, odorless liquid harvested from giant arachnids.Injury Poison: Save vs. Poison (CL 2) or suffer 1d6 STR damage and paralysis for 1d4 turns.150
16–18Poison: Serpent’s Breath: A volatile gas held in fragile clay globes.Inhaled Poison (10 ft radius): Save vs. Poison (CL 1) or suffer 2d4 CON damage.300
19–21Forbidden Tome: The Book of Unspoken Names: Leather-bound volume written in human skin.Reading requires a WIS Check (CL 4). Success grants knowledge of a true name of an outer entity; failure causes permanent insanity (or -2 WIS).500+
22–24Stolen Temple Relic: A platinum chalice encrusted with rubies, dedicated to a rival deity.Carrying it draws divine retribution or holy assassins. Priests can detect it within 60 ft.800
25–27Counterfeit Tithe Tokens: Brass coins stamped with sacred symbols to bypass road tolls and temple taxes.Requires a CHR Check (CL 2) to pass off. Failure draws immediate execution or imprisonment.20
28–30Unrefined Shadow-Glass: Razor-sharp obsidian-like shards from the Nether Plane.Weapons forged with it hit for +1 extra damage, but break on a natural 1.120
31–33Blood-Ruby of Acheron: A pulsed, dark-red gem that feels unnaturally warm.Emits faint evil. Cultists will kill to retrieve it. Acts as a focus to summon minor fiends.600
34–36Flesh-Borer Beetles (Jar of 1d6): Burrowing parasites kept in a lead canister.Used as an instrument of torture or assassination. Imposes 1d4 persistent damage/round until removed with fire or oil.75
37–39Forgers' Seal Stamp: A brass seal duplicating the High Chancellor's personal signature.Grants +4 to forgery checks involving official writs, land grants, or execution pardons.400
40–42Preserved Homunculus Eye: A preserved eye floating in murky formaldehyde.Allows the holder to see through invisible barriers once per day (1 min duration) when pressed to their forehead.200
43–45Ghost-Silk Veil: Ethereal cloth woven by spectral hags.Renders wearer immune to non-magical tracking, but attracts undead within 100 feet.350
46–48Smuggled Slaves / Captives: Prisoners bound in iron chains, destined for arena pits or altars.Ethics aside, freeing them may gain allies or dangerous enemies; selling them requires a dark market.50–100 per head
49–51Forbidden Map of the Undercity: Charcoal map detailing secret passages beneath the King's palace.Reveals secret entrances to vaults and dungeons, bypassing surface guards.300
52–54Soul-Gem (Flawed): A glowing amethyst containing a trapped soul.Sorcerers can drain the gem to regain 1d4 spell levels, destroying the soul forever.500
55–57Alchemist's Fire (Unstable Batch): Highly volatile incendiary flasks.Deals 2d6 fire damage on impact, but detonates if the bearer takes a critical hit or falls prone.35 / flask
58–60Poison: Corpse Dust: Fine gray powder harvested from ghoul claws.Ingested/Contact: Save vs. Poison (CL 3) or suffer ghoul fever (-1 CON/day until cured).200
61–63Forbidden Herbalist’s Kit: Instruments used to mix illegal abortifacients, mind-altering draughts, and slow poisons.Grants +2 to checks when crafting illegal concoctions.100
64–66Mummified Sorcerer’s Hand: A dried hand wearing a silver ring.Can act as a spell focus, granting +1 to Caster Level, but curses the user with horrible nightmares.450
67–69Star-Metal Ore: Unworked meteorite iron, banned by decree of the Iron Guild.Used to forge weapons that bypass damage reduction of outer entities and demons.600
70–72Blasphemous Idol: A depiction of a tentacled, slumbering elder god carved from strange green stone.Anyone holding it must make a WIS Check (CL 1) daily or suffer alignment shift toward Chaos.150
73–75Smuggled Royal Escutcheons: Blank knightly armorial bearings and forged lineage scrolls.Allows a non-noble character to claim nobility with a successful CHR Check (CL 3).250
76–78Vial of Gorgon Bile: Corrosive green acid stored in a thick lead vessel.Dissolves iron locks or grates in 1 round; deals 3d6 acid damage if thrown.180
79–81Rune-Etched Slave Collar: Iron collar inscribed with binding magic.Prevents the wearer from speaking or casting spells with verbal components.150
82–84Illegal Siege Blueprint: Detailed plans for a heavy catapult or army-breaking engine.Highly sought after by rebel warlords, bandit chieftains, and rival kingdoms.500
85–87Phial of Dream-Wine: Rare vintage laced with crushed lotus and fey-spores.Drinker falls into a trance for 8 hours; during this time, they receive cryptic visions of the future (Castle Keeper's choice).120
88–90Preserved Basilisk Gland: Stored in a sealed jar of brine.Used by alchemical guilds to craft oils of petrification or un-petrification.300
91–93Stolen Tax Chest (Locked): Heavy iron chest bearing the Royal Seal.Contains 1d6 x 100 gp and 2d6 x 100 sp, but the lock is trapsmith-crafted (DEX Check CL 5 to pick).Variable
94–96Tome of Seductive Heresy: A philosophical text that turns citizens against the state religion.Possession guarantees torture and execution by the Inquisition.80
97–98Cursed Idol of Zath: A spider-shaped figurine carved from black jet.Summons 1d4 giant spiders under the holder's control once per week, but requires a sacrifice of 1 hp per HD of summoned beasts.750
99Key to the Royal Treasury: A heavy, intricate skeleton key forged of cold iron.Unlocks a specific subterranean vault beneath the capital.Priceless
100The Serpent's Heart: A glowing, baseball-sized emerald that whispers in the dark.Grants +2 to spell resistance, but draws the immediate attention of a powerful liche or ancient sorcerer who wants it back.2,000+

Integration Notes for Castles & Crusades (Siege Engine):

  • Siege Engine Checks: For any contraband that triggers an effect, use the standard Primes system. If a stat (e.g., CON, WIS, CHR) is a Prime for the character, the Challenge Base (CB) is 12; otherwise, it is 18, plus the Challenge Level (CL) listed in the item description.

  • Fencing Rules: Selling contraband usually yields only 25%–50% of base value unless sold directly to a buyer who specifically needs it.

  • Law Enforcement Encounter: Whenever characters carry contraband through city gates or guarded areas, roll a d6: on a 1–2, guards or inquisitors perform a detailed search.

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