Tuesday, March 10, 2026

D100 Random Sword & Sorcery Scrolls and Ritual Table For A Sword & Sorcery Castles & Crusades Campaign

 


I have visualized the grisly moment the Carrion Call ritual is completed. The scene captures the frantic energy of the severed limbs fusing into a terrifying scuttling mass of necrotic energy and old bone. You can see the Sorcerer’s own blood sacrifice interacting with the focus—the dried Hangman’s Tongue—which is illuminating the dark stone chamber with a harsh, eldritch glow.

Creating a d100 table for Sword & Sorcery requires a specific "flavor." Unlike high fantasy, magic here should feel dangerous, ancient, slightly gross, and physically taxing. Think less "sparkles" and more "blood sacrifice and cosmic horror."

I’ve organized these by theme to help you roll or pick what fits the current dungeon or dark temple.


1–25: Necromancy & The Charnel Arts

d100ResultEffect/Flavor
01-05The Carrion CallAnimates nearby severed limbs to crawl and choke enemies.
06-10Speak with the SkullOnly works if you hold the jawbone; the ghost is always cranky.
11-15Vellum of Grave-DustCreates a cloud of choking dust that blinds the living.
16-20Mummify FleshInstantly turns a limb to leather; reduces Agility/Dexterity.
21-25Bone-Knitting RitualHeals a fracture but leaves a permanent black mark on the skin.

26–50: Eldritch Transformations & Chaos

d100ResultEffect/Flavor
26-30Skin of the SerpentCaster’s skin becomes scales; +AC but smells like a swamp.
31-35The Third Eye OpensSee through walls, but catch glimpses of things that shouldn't exist.
36-40Blood to AcidCaster’s blood becomes corrosive for 1 hour. Careful with paper.
41-45Voice of the BeastCommand animals, but lose the ability to speak human tongues.
46-50Shadow-StepMelt into one shadow and emerge from another nearby.

51–75: Elemental Sorcery & Destruction

d100ResultEffect/Flavor
51-55Emerald FlameFire that burns green and feeds on metal instead of wood.
56-60The Black MonsoonSummons a localized oily rain that makes the floor lethal.
61-65Breath of the NorthFlash-freezes a small body of water or a lock.
66-70Iron-Eating FogA mist that dissolves non-magical weapons and armor.
71-75The Sun-StrikeA beam of concentrated heat; requires a mirror to cast.

76–100: Cosmic Rituals & Mind Benders

d100ResultEffect/Flavor
76-80The Yellow SignA glyph that causes "The Madness of the Stars" in viewers.
81-85Soul-ExchangeSwap bodies with a target. Very messy if one body dies.
86-90Warp Time (Briefly)Re-roll the last action, but take 1d6 psychic damage.
91-95Summon the Star-SpawnIt will kill your enemies, but it might eat you next.
96-99The Void-WhistleShuts down all magic in a 50ft radius for 10 minutes.
100The Grand ApocalypseRoll twice; both happen at once, and the scroll turns into a snake.

Since you rolled high on the "creepy magic" scale, let’s flesh out The Carrion Call (Item 01-05). In true Sword & Sorcery fashion, this isn't a "set and forget" spell; it’s a grisly ritual that requires a strong stomach and a bit of luck.


Ritual: The Carrion Call

Level I Necromancy (Ritual)

Traditionally etched onto the dried, preserved tongue of a hangman, this ritual allows the sorcerer to animate the severed pieces of the dead. It does not raise whole skeletons—it creates a twitching, scuttling mass of "living" anatomical debris.

I. The Ingredients

To begin the rite, the caster must possess:

  • The Focus: The "Hangman’s Tongue" scroll or a silver needle quenched in bile.

  • The Catalyst: At least three distinct severed limbs (arms, legs, or even heads) within a $10$-foot circle.

  • The Price: A splash of the caster's own blood (dealing 1d4 damage) to "jumpstart" the necrotic spark.

II. The Casting Process

The sorcerer must chant the Dirge of the Unfinished for three consecutive rounds.

  • Round 1: The limbs begin to twitch and leak a black, oily ichor.

  • Round 2: The limbs drag themselves together, stitching into a "Carrion Mound" using hair, sinew, or even clothing as thread.

  • Round 3: The caster makes a Willpower/Intelligence check.

ResultOutcome
Critical SuccessThe Mound is exceptionally fast and gains an extra attack per round.
SuccessThe Mound obeys your mental commands for 1 hour or until destroyed.
FailureThe Mound animates but is "Wild." It attacks the nearest living creature (likely you).
Critical FailureThe limbs fuse to the caster's own body. You gain a temporary "Deformity" and take 2d6 damage.

III. The Carrion Mound (Stats)

  • Movement: A wet, scuttling crawl ($20$ ft).

  • Attack: The Choking Pile. The mound leaps onto a target. The target must succeed on a Strength check or be Grappled and Suffocating as cold, dead hands find their throat.

  • Armor: Hard to "kill" what is already dead; piercing weapons (arrows/spears) do half damage.


The Aesthetic Note

Unlike a standard zombie, the Carrion Call smells of old copper and wet earth. The limbs don't move gracefully; they move with the frantic, spasmodic energy of a dying insect.



The Cost of Power

In this genre, magic isn't free. Consider adding a Sorcerous Complication if the player fails their casting roll:

  • Taint: Fingerprints turn charcoal black.

  • Corruption: The caster cannot eat cooked meat for a week.

  • Backfire: The spell targets the caster's closest ally instead.

Note: These scrolls are often written on human skin, etched into lead plates, or tattooed onto the backs of lobotomized slaves. Finding one should be as terrifying as it is rewarding.


Sunday, March 8, 2026

Combining Warriors of the Red Planet and 13 Parsercs Rpg - The Barsoomian Way



Integrating Warriors of the Red Planet with Thirteen Parsecs (often referred to as 13P) is a very natural fit, as both games are rooted in the "Old School" design philosophy.



While they use different core engines, their shared DNA makes them highly compatible for a "Sword & Planet" campaign.

System Compatibility

  • Engine Foundations: Warriors of the Red Planet is a traditional OSR (Old School Revival) game based on the original fantasy RPG rules. Thirteen Parsecs uses the O.G.R.E.S. engine (Old-school Generic Roleplaying Engine System).

  • The "Feel": Both systems prioritize high adventure, ruling-over-rules, and a lean mechanical footprint. Because Thirteen Parsecs is designed to be a "New Class of Old School," it shares the same bounded accuracy and power scales as Warriors of the Red Planet.

How to Play Them Together

Since Thirteen Parsecs is a toolkit for any sci-fi subgenre, you can use it to "crunch up" the more minimalist Warriors setting:

  • Character Archetypes: You can easily swap classes. For example, use the Mystic Knight or Psychic from 13P to replace or augment the Mentalist in Warriors.

  • Starship & Tech Rules: Warriors is lighter on technical vehicle rules. You can use the robust Starship Creation and Combat rules from Thirteen Parsecs to handle the high-flying airships of Mars or Venus without breaking the math.

  • Conversion: Since both use standard attributes (Strength, Dexterity, etc.) and similar Armor Class/Target Number logic, you can usually port monsters and NPCs between them with zero math. If a Martian creature in Warriors has a 4 HD (Hit Dice), it will function effectively as a Level 4 threat in 13P.

Why Combine Them?

If you find the "Original Fantasy" bones of Warriors a bit too restrictive for high-tech encounters, Thirteen Parsecs provides the Skill System and Career Training that can give your planetary heroes more specialized utility outside of combat.

Since both games are built on the foundational "Old School" six-attribute chassis, you can port characters with almost zero math. The primary goal is to map the flavor of Warriors of the Red Planet (WRP) onto the slightly more granular 13 Parsecs (13P) engine.

1. Attribute Mapping

Both systems use the standard range (3-18). You can port your Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma directly.

  • Saving Throws: 13P uses a unified "Save" based on the O.G.R.E.S. engine. Use the character's Level + Attribute Modifier to hit a Target Number (usually 15 for difficult tasks).


2. Class Conversion Table

Because 13P is a toolkit, you can "build" a WRP class using its archetypes and career paths.

WRP Class13P ArchetypeSuggested 13P Career
Fighting ManSoldierMercenary or Gladiator
ScoundrelOperativeSmuggler or Scout
ScientistTechnicianEngineer or Medic
MentalistPsychicMystic or Telepath

3. Integrating Features

To make the character feel truly "Red Planet" while using 13P rules, apply these three mechanical tweaks:

  • The "Barsoomian" Perk: Every character from WRP should receive a +1 bonus to all Athletics and Leaping checks in 13P to represent the lower gravity of a dying world.

  • Weapon Scaling: Use 13P's weapon damage (e.g., 1d6 for light, 1d8 for medium). Treat WRP Radium Pistols as 13P Blaster Pistols, but keep the WRP "Misfit" rule (exploding on a natural 1) to maintain the high-stakes feel of ancient tech.

  • Mentalism vs. Psionics: Use the 13P Strain system for Mentalists. Instead of WRP's "Daily Uses," allow the character to push their powers by taking 1d4 non-lethal damage per level of the effect used beyond their safe limit.


4. Health and Armor

  • Hit Points: You can keep your WRP Hit Points as-is. Both systems scale similarly per level.

  • Armor Class: 13P typically uses Ascending AC. If your WRP character has a Descending AC of 5, their 13P Armor Rating is 15.





Thirteen Parsecs: Beyond the Solar Frontier Rpg By Jason Vey Campaign- Hard-ish Sci-Fi Campaign: The Icarus Debt NPC's, Starship details, and Adventures

 To craft a compelling campaign for Thirteen Parsecs: Beyond the Solar Frontier, you need to lean into the "Hard-ish Sci-Fi" aesthetic: grimy cockpits, looming corporate shadows, and the terrifying silence of the void.

In this setting, space isn't just a backdrop—it’s an antagonist. Here is a campaign framework titled "The Icarus Debt."


Campaign Concept: The Icarus Debt

The crew starts not as heroes, but as indentured salvage contractors for the Acheron Holdings corporation. You own a ship, but you don't own it. Between fuel costs, air filtration taxes, and interest, you are one bad haul away from being spaced.

The Hook

While scavenging a "dead" sector 11 parsecs out, the crew recovers a black-box data core from a vanished exploration vessel, the S.S. Venturer. The data suggests that the "Frontier" isn't empty—it’s being intentionally vacated by something much older than humanity.


1. The Core Conflict: Pressure from All Sides

A good Thirteen Parsecs campaign should balance three specific types of tension:

  • Environmental: The ship is breaking down. Every jump requires a "jury-rig" roll.

  • Political: Three rival factions (The Sol Hegemony, The Belt Syndicates, and Acheron Holdings) all want the Venturer’s data.

  • Existential: Something in the deep black is "listening" to faster-than-light comms.


2. Key Locations

LocationDescriptionThe "Vibe"
Station 13A hollowed-out asteroid serving as the last refueling stop.Blade Runner meets a submarine.
The Ghost NebulaA graveyard of pre-war ships and high radiation.Claustrophobic and eerie.
New EdenA corporate-owned "paradise" planet where the air is filtered and the debt is eternal.Sterile, high-tech, and oppressive.

3. Campaign Progression (The Three Acts)

Act I: The Scavengers

The crew takes "bottom-feeder" jobs to pay off their weekly ship debt.

  • Mission 1: Salvage a derelict freighter. Discover it wasn't a mechanical failure; the crew killed each other.

  • Mission 2: Outrun a Syndicate debt collector through an ice-asteroid field.

Act II: The Signal

The black box is decrypted. It contains coordinates to a "Parsec 14"—a jump point that shouldn't exist.

  • The Twist: Acheron Holdings sends a "Safety Liaison" (an assassin) to join the crew and oversee the recovery.

  • The Gameplay: Managing internal ship politics while navigating uncharted space.

Act III: The Threshold

The crew arrives at the coordinates. They find a massive, non-human megastructure—a "Gate"—that is currently waking up.

  • The Choice: Do you sell the coordinates to clear your debt, or destroy the Gate to prevent whatever is on the other side from coming through?


4. Mechanic Spotlight: The "Oxygen vs. Credits" Die

In this campaign, introduce a Resource Die. Every time the crew spends credits or takes a long journey, they roll a $d10$. On a 1 or 2, the die shrinks (to a $d8$, then $d6$). If it hits zero, the ship suffers a critical life-support failure. This forces the players to choose between safety and profit.

GM Tip: Never make the ship feel safe. Describe the hum of the engines changing pitch, the smell of ozone in the vents, and the way the stars look just a little too distant.

 To make your ship feel like a lived-in pressure cooker, you need NPCs who bring their own baggage. These characters are designed with "competing interests"—they help the players run the ship, but they also have reasons to compromise the mission.

To kick off The Icarus Debt, you need a mission that feels like a "paycheck" but quickly turns into a "survival horror" scenario. This mission introduces the crew to the mechanics of salvage, radiation management, and the creeping dread of the Frontier.


Mission Title: The Iron Husk

Objective: Board the derelict freighter Caldwell’s Folly, retrieve its high-grade Deuterium fuel rods, and extract before its decaying orbit pulls it into a gas giant’s gravity well.

The Setup

  • The Client: A middle-manager from Acheron Holdings named Vance. He offers to shave 10,000 Credits off the ship’s debt if you bring back the rods.

  • The Hook: Vance "forgets" to mention that the Caldwell’s Folly was carrying a classified biological cargo.


1. The Approach (Skill Challenge)

The Caldwell’s Folly is tumbling. To dock, the pilot must succeed on a Complex Maneuver Roll.

  • Success: Smooth docking at the main airlock.

  • Failure: The ships collide. The Icarus takes Hull Damage, and the crew must enter through a jagged breach in the "Lower Engineering" deck (the most dangerous part of the ship).

Environmental Hazard: The Cold Void

Since the ship is powered down, the temperature is dropping. Every 10 minutes of real-time play, have the players roll a $d20$. On a 1-5, their suits' heaters flicker, causing 1 point of Fatigue.


2. The Interior: Three Key Zones

The ship is a maze of floating debris and frozen droplets of... something dark.

ZoneDescriptionThe Threat
The BridgeFlickering holos and the frozen remains of the Captain.A security turret is still active but "blind"—it fires at any sound over a whisper.
Medical BaySmashed glass and "Growth" on the walls.This is where the Secret Data Core is hidden, guarded by the Venturer's first casualty.
EngineeringThe Fuel Rods are here, glowing a soft, deadly blue.The deck is magnetized. Heavy gear (like Jax’s shotgun) sticks to the walls.

3. The Encounter: "The Drifter"

While the crew is pulling the fuel rods, Mags picks up a frantic signal on the internal comms. It’s not a person—it’s the ship’s AI, screaming in binary.

  • The Enemy: A "Drifter." This is a crew member who was exposed to the Venturer’s data signal. They aren't a zombie; they are "phase-shifted." They move sporadically, appearing to teleport 2–3 feet at a time (like a lagging video feed).

  • The Twist: The Drifter isn't trying to eat them; it’s trying to "plug" them into the ship’s computer to "show them the Truth."


4. The Climax: The Death Throes

As soon as the last fuel rod is pulled, the Caldwell’s Folly groans. The gravity well of the gas giant has caught it.

  • The Clock: You have 4 Rounds to reach the Icarus.

  • The Complication: The docking clamps are frozen shut. Silas needs to use a plasma torch to cut the ship free while Jax holds off the phase-shifting Drifters emerging from the vents.

The Reward & The Price

  • The Credits: If successful, the debt is reduced.

  • The "Loot": In the Med-Bay, they find a Strange Vial labeled Project Icarus. If Dr. Thorne sees it, he will try to hide it from the rest of the crew.

  • The Fallout: The Icarus’s sensors now show a permanent "Ghost Signal" following the ship at a distance of exactly 13 Parsecs.


GM Tip: During the "Cold Void" rolls, play a low-frequency ambient drone in the background. If the players take too long to argue about who carries the rods, increase the volume.


The Crew of the Icarus

1. Silas "Rust" Vane (Chief Engineer)

A veteran of the Belt Wars who treats the ship's reactor like a temperamental god. He’s more comfortable talking to a plasma manifold than a human being.

  • The Vibe: Greasy overalls, smells like recycled ozone, constantly chewing on synthetic nicotine.

  • The Secret: He’s been skimming "surplus" fuel to sell on the black market to pay for his daughter’s medical treatment back on Mars.

  • Utility: Can fix any mechanical failure, but every "miracle" repair increases the ship’s Debt by 500 credits.

2. K-76 "Kaye" (Android Navigator)

An outdated, decommissioned labor unit that was illegally re-sleeved with navigation software. Kaye is prone to "existential glitches."

  • The Vibe: Calm, overly formal, but occasionally stares at the stars for hours without blinking.

  • The Secret: Their memory banks contain a hidden map of Acheron Holdings’ restricted black sites—they are literally "stolen property."

  • Utility: Grants a $+2$ bonus to navigation rolls, but if the ship is scanned by Corporate patrols, there is a 15% chance Kaye is detected.

3. Dr. Aris Thorne (Exobiologist / Medic)

A high-society defector who claims they grew tired of New Eden. In reality, Aris is a disgraced researcher who knows too much about what the black box contains.

  • The Vibe: Sharp, clinical, and judgmental of the crew’s hygiene.

  • The Secret: They are addicted to "Stim-Z," a proprietary corporate sedative. If they run out, their hands shake, making surgery dangerous.

  • Utility: Can heal injuries and identify alien artifacts, but requires expensive medical supplies to stay "functional."

4. "Mags" Marek (Sensors & Comms)

Young, twitchy, and incredibly talented at "listening" to the void. Mags is a "Void-sensitive"—someone who claims they can hear the Ghost Nebula.

  • The Vibe: Oversized headphones always on, caffeine-jittery, terrified of silence.

  • The Secret: The "voices" Mags hears aren't hallucinations; they are encrypted signals from the Venturer that only their specific brain-mapping can pick up.

  • Utility: Can detect stealth ships and anomalies others miss, but long-range scanning causes Mags to take Stress damage.

5. Jax Lowery (Security / Heavy)

A former Acheron Holdings enforcer who "retired" early. Jax is the muscle the crew needs when a salvage op turns into a firefight.

  • The Vibe: Scarred, carries a modified kinetic shotgun, surprisingly soft-spoken until the shooting starts.

  • The Secret: Jax is an undercover informant for the Belt Syndicates. Their job is to make sure the black box ends up in Syndicate hands—not the crew's.

  • Utility: Provides a massive advantage in combat encounters, but will occasionally "suggest" detours that benefit his secret employers.

  • In Thirteen Parsecs, the vastness of the frontier doesn't just wear down the ship's hull; it erodes the crew's sanity. Using a Stress & Trauma system turns the psychological toll of deep-space salvage into a tangible gameplay mechanic.

    The Stress Tracker

    Every character has a Stress Track (1–10).

    • Gain Stress: When missing a critical roll, witnessing a "Drifter," running low on Oxygen, or taking a "Debt Penalty."

    • The Breaking Point: When Stress hits 10, the player must roll on the Acute Breakdown Table. After a breakdown, their Stress resets to 5, but they gain a permanent Trauma Strain.


    I. Acute Breakdown Table (Rolling at 10 Stress)

    Roll $1d6$ when a character snaps in the heat of the moment.

    RollResultEffect
    1CatatonicThe character freezes for $1d4$ rounds. They can do nothing but stare into the void.
    2ParanoidThe character believes another crew member is "compromised." They refuse help or healing for the rest of the mission.
    3Vent RageThe character lashes out at the nearest object (or person). Deal $1d6$ damage to the ship's console or an ally.
    4Compulsive RepairThe character becomes obsessed with a minor mechanical flaw, wasting their next two turns fixing something that isn't broken.
    5The Void CallThe character begins opening an airlock or removing their helmet to "hear the star better." Must be physically restrained.
    6Cold ClarityThe character suppresses all emotion. They gain an immediate success on their next action, but gain 2 Permanent Trauma Strains.

    II. Permanent Trauma Strains

    Trauma Strains are the long-term scars of the Frontier. They can only be removed by spending massive amounts of Credits on "Neural Re-mapping" at a high-end Corporate facility like New Eden.

    • Phantom Alarm: You constantly hear a low-oxygen alarm. $-1$ to all Sensor and Comms rolls.

    • Agoraphobia: You feel exposed in open spaces. You take $+2$ Stress whenever you are outside the ship (EVA).

    • The Shakes: Your hands won't stay still. $+1$ Difficulty to all Repair and Medical rolls.

    • Corporate Zealot: You become obsessed with the Debt. You refuse to participate in any mission that doesn't have a guaranteed Credit payout.

    • Void-Touched: You start finishing other people's sentences. It’s creepy. You have a $-2$ to all Social/Persuasion rolls with "normal" humans.


    III. Reducing Stress: "The Shore Leave"

    Between missions, players can reduce Stress, but it always comes at a cost.

    "The Grime & The Glory" Choice:

    • Cheap Synthetic Alcohol: Reduce 3 Stress. Cost: 50 Credits. Risk: Roll $1d6$; on a 1, wake up with a "Hangover" penalty for the first half of the next mission.

    • Neural-Dampers: Reduce 6 Stress. Cost: 500 Credits. Risk: No physical side effects, but it adds to the Acheron Holdings Debt.

    • Meaningful Connection: Talk it out with a crew member. Both players reduce 2 Stress. Risk: You must share a "True Secret" about your character's past.


    Managing the Crew's NPCs

    Remember, your NPCs (Silas, Kaye, etc.) have Stress tracks too. If Silas hits 10 Stress, he might sabotage the engines so the ship has to stay docked at a station where he feels safe. If Mags snaps, they might broadcast the ship's location to the "voices" in the nebula.


NPC Interaction Table

Use this table when the crew spends a "Long Jump" together to see how tensions flare.

Roll (d6)Interaction
1Kaye glitches and accidentally vents 10% of the oxygen. Silas is furious.
2Dr. Thorne is caught stealing meds from the emergency locker.
3Mags swears they heard the players' names in the static of a dead star.
4Jax and Silas get into a physical fight over "stolen" rations.
5Kaye shares a piece of forbidden corporate data with a player they trust.
6A "Quiet Moment": Two NPCs bond over a shared hobby, lowering the ship's Stress level.