Showing posts with label Minor Items. Show all posts
Showing posts with label Minor Items. Show all posts

Wednesday, July 29, 2020

1d20 Random Minor Finds Table From The Mega Dungeon Table For Your Old School Campaigns


There are always small items, relics, & unusual finds that turn up in the oddest places that lead adventurers onto the trails of the world spanning places of adventure. Things of odd reputations & fragments from with these places of adventure & dangerous virtue. Here then is a list of 1d20 minor finds that will lead adventurers down the rabbit hole further into the jaws of adventure & danger.

  1.  A pair of brass and red gold skeleton keys with deep etches on them and mysterious writing in high Elven. The pair is bound with animal gut & faintly hum with an aura of magick hovering about them.
  2. A dried monkey paw with something held in the sealed tight fist. Whatever it is makes the paw heavy. 
  3. Twisting and turning piece of jailer's wire made into the shape of a pretezel that twists even as you pick it up. It seems to tug in the direction of the largest structure of ruins locally. 
  4. A single slab of worked and wrought quartz in the shape of a key that glows from within with magicak power. 
  5. Two twin pieces of metal covered over in runes of the clan of local murderous goblins. The pieces a have recently been underground because of the smell of mildew & fungus clinging to them. 
  6.  A single strange twisted piece of gold on a string that floats in mid air toward the mega dungeon and its ruins. 
  7. Weirdly a caged bird always sings when its brought towards road that leads to the dungeon. 
  8. Nine pieces of radiated silver and gold coins all fused together by some intense weapon of war and destruction. The coins seem to make promises of riches and parties. 
  9. Seven rare pieces of miniature artwork that show different & dangerous monsters in scenes in the mega dungeon. They tell a story of the dungeon in its miniature pictures. One of them contains a map and a single tear or drop of gold 
  10. Hobbit leather pouch that is actually a detailed map/account of one section of the mega dungeon. The map is writ in human boil. 
  11. A silver flute made with bone and silver inlaid in with deeply etched Dwarven runes that allow one to pass magically through certain portals. 
  12. A jewel made from the infamous idol's eyes of the god of murder. The jewel wishes to go home to the mega dungeon dungeon. 
  13. A small boy's lunch box that actually contains a mini collection of items including a Spanish coin that seems to float in the air and points towards the local dungeons 
  14. Twelve copper and gold rods that all seem to be part of some ancient magic machine. They lead to a clue that cuts through the entrances of the dungeons. 
  15. A map that show's your location in relation to the dungeon. There are other unusual blips that are closing in on your position. The location seems to call your PC's. 
  16. A compass that responses to the astral winds of the mega dungeon and the deep end dire dangers of the dungeons.'
  17. A cut crystal ball that actually shows scenes from within the mega dungeon and they want you and your PC's there. 
  18. Twenty pieces of gold that are actually radiated with deep magical powers and will teleport you and your party to the center of a maze inside the mega dungeon 
  19. An animated wind up clock work like toy that actually is an automaton with the powers of a 5th level animated wizard that is actually an ex adventurer who pissed off a wizard that lives in the center of the dungeon and wants to murder the PC's 
  20. The crystal skull of a former adventurer that now houses the alien intelligence that responds only the veiled threats of female adventurer. It wishes to return to its mega dungeon home and will try to possess anyone who handles it.

Sunday, August 18, 2019

1d10 Random Minor Sacking & Hoard Treasure Finds Table For Your Old School Sword & Sorcery Campaigns

Taken from the treasure houses of the Great Tribes during various sackings by the survivors of the Dread plagues and sicknesses after the fall of the last great empire. Various minor relics and items have turned up in dragon hoards, out of the market stalls, and barrow hoards. These items are unusual and sometimes carry with them strange and sometimes dangerous magicks. Here is a small selection of items that have turned up from time to time during the dares and deeds of adventurers and their ilk. 

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Pasted from person to person these treasures acquire traces of their former owners & often have weird quirks. They show up in strange places such as houses of ill repute,  the ruins of houses, pawn shops, and other less then savory places. There is often groups or factions searching for these items. There is a 60% chance of an agent or other factional spy hearing of the player's PC's gaining such items. 


1d10 Random Minor Sacking & Hoard Treasure Finds Table
  1. A small jewelry box of gold plated winged cherubim with their wings folded over the confines of the box. The thing is be jeweled and speaks of a primitive society of angel or spirit workers. The box may twenty percent chance summon a minor air elemental once per week  and within the relic is a box of silver pins +2 to pierce the hide of any demon. The box is worth 8,000 gold pieces to a collector of esoteric pursuits. 
  2. Silver hand mirror gilded around the edges with gold and semi precious stones. The mirror is a portal to the Nightmare dimension and can summon many long dead dreamer's visions and nightmares. There is a 40% chance of the mirror picking up Lovecraftian demon who will assume the likeness of a long dead ancestor or ideal person. 
  3. A long dead king has hidden his spirit with a vase of jade, those handling this 800 gold piece vase may have the occupant trying to possessing one them handling it. The spirit is cagey, dangerous and super careful not to be found out. It will try to slip away to gain control of the victim's body and put itself in complete control 
  4. A small 200 gold piece gem stone of exceptional quality  but with a sword and sorcery connection. The gem contains the trapped spirit of an of a ancient adventurer who will try to provide clues to it's buried treasure legacy nearby. 
  5. A necklace made from carved ivory tells the story of a minor war nearby and the sacking of a city. This necklace is a actually a specially carved map with incredible details including some of the hidden entrances and hidden downward levels. Worth about 2000 gold pieces. 
  6. A minor amulet capable of showing a possible future once per week, the amulet contains the tortured spirit of a minor god whose only ability is stand at the cross roads of destiny and see the myriad of alternative worlds. The amulet is able to point to the best possible future but. The thing is worth 6000 gold pieces.
  7. The preserved  head of a nobleman bathed in silver & gold able to doll out a prophecy once a week for a fighter or knight. The head will also warn of danger an hour a head once every new moon. The head is worth a cool 2000 gold pieces to the right collector. 
  8. An Atlantean ring of worked dragon flesh & silver the ring has the ability to call a minor ghost of the owner's ancestors  once a day. The ring will compel the ghost to answer a question put it truthfully. The ring is worth 600 gold pieces because it once belonged to a notorious cult of necromancers 
  9. The eye of a minor demon taken by a hero in ages long past. The eye has true sight and will reveal any & all falsehoods in politicians & affairs of state. The eye is sought by hundreds of rulers but it appears to only be worth 7000 gold pieces did I mention that the demon wants it back? 
  10. A legendary dagger made from the spine of a gorgon with a hilt of human hair. The dagger can be used to locate ley lines & other lost areas of occult power. Once a week the dagger can be used to locate lost or forgotten treasures. The dagger's name has been lost to history but a powerful wraith lord seeks the blade. Worth 3000 gold the dagger is invaluable to certain witch cults. 

Friday, August 9, 2019

1d20 Random Minor Finds Table From The Mega Dungeon Table For Your Old School Campaigns

There are always small items, relics, & unusual finds that turn up in the oddest places that lead adventurers onto the trails of the world spanning places of adventure. Things of odd reputations & fragments from with these places of adventure & dangerous virtue. Here then is a list of 1d20 minor finds that will lead adventurers down the rabbit hole further into the jaws of adventure & danger.


1d20 Random Minor Finds
Table From The Mega Dungeon Table

  1.  A pair of brass and red gold skeleton keys with deep etches on them and mysterious writing in high Elven. The pair is bound with animal gut & faintly hum with an aura of magick hovering about them.
  2. A dried monkey paw with something held in the sealed tight fist. Whatever it is makes the paw heavy. 
  3. Twisting and turning piece of jailer's wire made into the shape of a pretezel that twists even as you pick it up. It seems to tug in the direction of the largest structure of ruins locally. 
  4. A single slab of worked and wrought quartz in the shape of a key that glows from within with magicak power. 
  5. Two twin pieces of metal covered over in runes of the clan of local murderous goblins. The pieces a have recently been underground because of the smell of mildew & fungus clinging to them. 
  6.  A single strange twisted piece of gold on a string that floats in mid air toward the mega dungeon and its ruins. 
  7. Weirdly a caged bird always sings when its brought towards road that leads to the dungeon. 
  8. Nine pieces of radiated silver and gold coins all fused together by some intense weapon of war and destruction. The coins seem to make promises of riches and parties. 
  9. Seven rare pieces of miniature artwork that show different & dangerous monsters in scenes in the mega dungeon. They tell a story of the dungeon in its miniature pictures. One of them contains a map and a single tear or drop of gold 
  10. Hobbit leather pouch that is actually a detailed map/account of one section of the mega dungeon. The map is writ in human boil. 
  11. A silver flute made with bone and silver inlaid in with deeply etched Dwarven runes that allow one to pass magically through certain portals. 
  12. A jewel made from the infamous idol's eyes of the god of murder. The jewel wishes to go home to the mega dungeon dungeon. 
  13. A small boy's lunch box that actually contains a mini collection of items including a Spanish coin that seems to float in the air and points towards the local dungeons 
  14. Twelve copper and gold rods that all seem to be part of some ancient magic machine. They lead to a clue that cuts through the entrances of the dungeons. 
  15. A map that show's your location in relation to the dungeon. There are other unusual blips that are closing in on your position. The location seems to call your PC's. 
  16. A compass that responses to the astral winds of the mega dungeon and the deep end dire dangers of the dungeons.'
  17. A cut crystal ball that actually shows scenes from within the mega dungeon and they want you and your PC's there. 
  18. Twenty pieces of gold that are actually radiated with deep magical powers and will teleport you and your party to the center of a maze inside the mega dungeon 
  19. An animated wind up clock work like toy that actually is an automaton with the powers of a 5th level animated wizard that is actually an ex adventurer who pissed off a wizard that lives in the center of the dungeon and wants to murder the PC's 
  20. The crystal skull of a former adventurer that now houses the alien intelligence that responds only the veiled threats of female adventurer. It wishes to return to its mega dungeon home and will try to possess anyone who handles it.

Friday, December 30, 2016

1d20 Random Minor Finds Table From The Mega Dungeon Table For Your Old School Campaigns


There are always small items, relics, & unusual finds that turn up in the oddest places that lead adventurers onto the trails of the world spanning places of adventure. Things of odd reputations & fragments from with these places of adventure & dangerous virtue. Here then is a list of 1d20 minor finds that will lead adventurers down the rabbit hole further into the jaws of adventure & danger.


1d20 Random Minor Finds
Table From The Mega Dungeon Table

  1.  A pair of brass and red gold skeleton keys with deep etches on them and mysterious writing in high Elven. The pair is bound with animal gut & faintly hum with an aura of magick hovering about them.
  2. A dried monkey paw with something held in the sealed tight fist. Whatever it is makes the paw heavy. 
  3. Twisting and turning piece of jailer's wire made into the shape of a pretezel that twists even as you pick it up. It seems to tug in the direction of the largest structure of ruins locally. 
  4. A single slab of worked and wrought quartz in the shape of a key that glows from within with magicak power. 
  5. Two twin pieces of metal covered over in runes of the clan of local murderous goblins. The pieces a have recently been underground because of the smell of mildew & fungus clinging to them. 
  6.  A single strange twisted piece of gold on a string that floats in mid air toward the mega dungeon and its ruins. 
  7. Weirdly a caged bird always sings when its brought towards road that leads to the dungeon. 
  8. Nine pieces of radiated silver and gold coins all fused together by some intense weapon of war and destruction. The coins seem to make promises of riches and parties. 
  9. Seven rare pieces of miniature artwork that show different & dangerous monsters in scenes in the mega dungeon. They tell a story of the dungeon in its miniature pictures. One of them contains a map and a single tear or drop of gold 
  10. Hobbit leather pouch that is actually a detailed map/account of one section of the mega dungeon. The map is writ in human boil. 
  11. A silver flute made with bone and silver inlaid in with deeply etched Dwarven runes that allow one to pass magically through certain portals. 
  12. A jewel made from the infamous idol's eyes of the god of murder. The jewel wishes to go home to the mega dungeon dungeon. 
  13. A small boy's lunch box that actually contains a mini collection of items including a Spanish coin that seems to float in the air and points towards the local dungeons 
  14. Twelve copper and gold rods that all seem to be part of some ancient magic machine. They lead to a clue that cuts through the entrances of the dungeons. 
  15. A map that show's your location in relation to the dungeon. There are other unusual blips that are closing in on your position. The location seems to call your PC's. 
  16. A compass that responses to the astral winds of the mega dungeon and the deep end dire dangers of the dungeons.'
  17. A cut crystal ball that actually shows scenes from within the mega dungeon and they want you and your PC's there. 
  18. Twenty pieces of gold that are actually radiated with deep magical powers and will teleport you and your party to the center of a maze inside the mega dungeon 
  19. An animated wind up clock work like toy that actually is an automaton with the powers of a 5th level animated wizard that is actually an ex adventurer who pissed off a wizard that lives in the center of the dungeon and wants to murder the PC's 
  20. The crystal skull of a former adventurer that now houses the alien intelligence that responds only the veiled threats of female adventurer. It wishes to return to its mega dungeon home and will try to possess anyone who handles it.

Thursday, March 24, 2016

1d6 Random Minor Items of Power From The Time Trails Table For Your Old School Campaigns



Taken from the treasure houses of the Great Tribes in the Valley of the Forgotten Ones during various sackings by the survivors of the Dread plagues and sicknesses after the fall of the last great empire. Various minor relics and items have turned up in dragon hoards, out of the market stalls, and relic hoards. These items are unusual and sometimes carry with them strange and sometimes dangerous magicks. Here is a small selection of items that have turned up from time to time during the dares and deeds of adventurers and their ilk.



Many of these items care with them small curses because of the blood and violence that has been spilt upon the ground because of the nature of the warfare of the warriors who have fought over the soil, land, resources and relics of this place. There are is a 20% chance of when a new item is found it will carry with it a minor curse.
1d6 Random Minor Items of Power From The Time Trails Table
  1. A necklace of power there will be 1d4 random wizard spells stored in this silver handcrafted necklace. There are special beads hollowed out from phoenix or giant eagle bones strung upon this item worth 300 gold pieces to the right collector and the wearer gains a minor danger sense within 100' of himself. 
  2. Rattle of storms and stone - This rattle has been created from the interior bones of a giant and once per day may be used to call upon a thunder storm of exceptional violence. This can be used to ruin or help crops as the rattle is under the control of the user. Once per month a minor Earth elemental may be called up and used for a small task. The rattle is worth 2000 gold pieces to the right wizard or collector. 
  3. Spear of the Bear Mother - This spear is handcrafted from the bones, teeth, and scared wood of a special tree. The tip hand forged from a powerful locomotive that has destroyed itself. The engine's sound and fury is preserved within the head of the spear giving it a +2 advantage but once per day the owner may call upon the spirit of the Bear mother to grant him a vision. 
  4. A Ring of the Great Ones - This ring has been crafted from the metal of a fallen star and enables its owner to once per week create a minor swarm of meteors and target a target within a forty foot radius. These minor magically charged pieces of space stone  will do 1d6+2 points of damage. 
  5. Bowie Knife of the Blessed - This knife has been one with the great spirit but it has many issues. The knife has been been forged with a blended blade of spite,spirit, and recovered  meteor iron.  The blade is a +1 blade but its major advantage is being able to strike at ghosts, demons, and many supernatural beings. 
  6. The Staff Of The Divine - This carved and notched staff holds the soul of a great cleric of the Old Tribe; the staff holds 1d8 spells and can be used to commune with the great spirits once per week. The staff is highly sought after by certain tribes.

Wednesday, December 23, 2015

1d6 Random Minor Sacking & Hoard Treasure Finds Table For Your Old School Sword & Sorcery Campaigns

Taken from the treasure houses of the Great Tribes during various sackings by the survivors of the Dread plagues and sicknesses after the fall of the last great empire. Various minor relics and items have turned up in dragon hoards, out of the market stalls, and barrow hoards. These items are unusual and sometimes carry with them strange and sometimes dangerous magicks. Here is a small selection of items that have turned up from time to time during the dares and deeds of adventurers and their ilk.

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1d6 Random Minor Sacking & Hoard Treasure Finds Table

  1. A small jewelry box of gold plated winged cherubim with their wings folded over the confines of the box. The thing is be jeweled and speaks of a primitive society of angel or spirit workers. The box may twenty percent chance summon a minor air elemental once per week  and within the relic is a box of silver pins +2 to pierce the hide of any demon. The box is worth 8,000 gold pieces to a collector of esoteric pursuits. 
  2. Silver hand mirror gilded around the edges with gold and semi precious stones. The mirror is a portal to the Nightmare dimension and can summon many long dead dreamer's visions and nightmares. There is a 40% chance of the mirror picking up Lovecraftian demon who will assume the likeness of a long dead ancestor or ideal person. 
  3. A long dead king has hidden his spirit with a vase of jade, those handling this 800 gold piece vase may have the occupant trying to possessing one them handling it. The spirit is cagey, dangerous and super careful not to be found out. It will try to slip away to gain control of the victim's body and put itself in complete control 
  4. A small 200 gold piece gem stone of exceptional quality  but with a sword and sorcery connection. The gem contains the trapped spirit of an of a ancient adventurer who will try to provide clues to it's buried treasure legacy nearby. 
  5. A necklace made from carved ivory tells the story of a minor war nearby and the sacking of a city. This necklace is a actually a specially carved map with incredible details including some of the hidden entrances and hidden downward levels. Worth about 2000 gold pieces. 
  6. A minor amulet capable of showing a possible future once per week, the amulet contains the tortured spirit of a minor god whose only ability is stand at the cross roads of destiny and see the myriad of alternative worlds. The amulet is able to point to the best possible future but. The thing is worth 6000 gold pieces.




Tuesday, November 24, 2015

1d8 Random Lovecraftian Inner Sea Finds Encounter Table For Your Old School Campaigns




There are things that drift in on the astral winds and trade sea currents, relics and artifacts that came with the destruction of Atlantis, Mu, and the other lost places at the end of the Great Ice age. But occasionally these artifacts turn up, washed on some nameless beach or found in a wreck to cause untold misery upon the lives of mortal men. Here are six relics that have drifted in or been found in wrecks in my campaigns.


"It is well that the reader accept nothing which follows as objective truth, for since the events transcend natural law, they are necessarily the subjective and unreal creations of my overtaxed mind. When I attained the conning tower I found the sea in general far less luminous than I had expected. There was no animal or vegetable phosphorescence about, and the city that sloped down to the river was invisible in blackness. What I did see was not spectacular, not grotesque or terrifying, yet it removed my last vestige of trust in my consciousness. For the door and windows of the undersea temple hewn from the rocky hill were vividly aglow with a flickering radiance, as from a mighty altar-flame far within."

The Temple  (1925)
by H. P. Lovecraft





1d6 Random Lovecraftian Inner Sea Finds Encounter Table
  1. Huroth's Mechanism - The sea water and dimensional travel have corroded this mechanism but it still functions as a cursed item and will take 1d4 hours from a person's day speeding things up sucking time away. The mechanism twists perceptions and once per day at a random time will suck all of the light in a given area and explode into a color spray like display causing all kinds of havoc in a given area. The twisted and corroded spirit of the mechanism takes great delight in this action.
  2. Ilkaet's Touch - This wand of silver steel  and twisted steel's original application is unknown but now it turns things to silver three times per day. The process for turning them back is unknown with an extensive 1d6 day process of examining the wand in great detail after which the signs and symbols will reveal themselves.
  3. Kagbandrtu- A small statue of a minor god of power whose face has become worn away  with time.The statue now causes psychic pollution and twice per day the thing creates a psychic blast capable of doing 2d6 points of telepathic and telekinesis damage.
  4. Kororg's Crystal is a shard of glass like crystal that can cause a devastating magickal pulse three times per day that does 3d6+2 points of damage to objects and creatures. The Crystal will eventually discharge all of its energy in a spectaular display of magical energy that can be seen for two miles radius. This display will do 1d8 points of damage to those within a twenty foot radius can save and take half damaged. The crystal will blacken the area with magical pollution but the crystal itself will be undamaged.
  5. Lkalav- A statue of a wolf like creature that at sunset will animate and go on a murderous rampage across the countryside. The spirit of this object is angry and frustrated at the destruction of its former temple and homelands. A quest must be undertaken to put this minor demon to rest.
  6. Miroru - This weird statue of an Earth mother goddess will heal 1d20 points of damage once per week but will demand a blood sacrifice once upon the new moon. She will telepathically contact the owner and try to build a cult from the ground up. The statue is only six inches tall but will gain 1d6 random powers by doing 1d6 +1 points of damage to life essence of the owner. She will take what she needs.
  7. Nani - A +1 flint knife that is cursed with violence and will cause its own to start to take lives in the name of unknown and forgotten gods.
  8. Ncaungbaldu- This crown of finely wrought stone grants its owner cosmic insight into the universe three times per week but will open up vistas of lost and forbidden places. It will slowly erode the owner's sanity within 1d8 months from when they begin to put it on.

Sunday, November 22, 2015

1d6 Random Wasteland Carbuncle Finds Encounter Table For Your Old School Campaigns

Carbuncles are mystic gems that have come from outside the veil of mankind into the wastelands. These are powerful minor artifacts that can play merry havoc with the lives and destinies of adventurers, free booters, and outlaws of the wastes. Many say that carbuncles are the eyes of the gods cast to Earth. Others claim that their weird powers are a reflect of the deaths of millions that they have absorbed in their existence. One thing is for sure men and mutant have gone to war for them, brothers have murdered for their powers, and many tribes have killed for them. Here are six reasons to avoid these dangerous horrid artifacts.




1d6 Random  Wasteland Carbuncle Finds Encounter Table



  1. This ancient and weird carbuncle has been made from the crystallized eye of the gods. It is worth a cool 70,000 gold pieces and gives the owner 'true sight' through any magical illusion. The ability to see through flesh three times per day, and minor immunity to poison. This gem has been crystallized from the inner eye of a 'god' and sometimes cries during new moons. The small crystal tears can cure minor cuts and bruises. It is entirely clear and almost flawless looking
  2. A rare yellow and greenish carbuncle that has been made  by the trapped soul of a murderer staying between worlds. This gem glows with an inner light and does 2d6 +2 points of damage in the form of a ray that can burn undead, zombies and other creatures of darkness. The gem glows red when within 30 foot radius from undead horrors. Worth about 5000 gold pieces 
  3. The Cabuncle of Gateways - This greenish red gems with flecks of bluish rock within will open 1d10 dimensional other planar gate ways within a twenty foot radius of the owner. The owner will have a 40% chance of shutting any dimensional doors within a twenty foot diameter of the owner. The gem is worth 6000 gold pieces. 
  4. This carbuncle has been formed from the fossilize soul of an ancient demon and this gem allows one to detect and cancel some of the effects of demonic powers with a 20 foot radius of the owner. The gem seems to sigh with a self satisfaction when it holds a demon or other creature of the night at bay. Worth 10000 gold pieces and is a dull self righteous yellow blush shade
  5. The carbuncle of Forbidden Knowledge - This yellow carbuncle is able to pull from within the bounds of Hell 1d4 black magic spells of first level and it will whisper secrets of ancient forbidden lore in the ears and minds of the owner. This gem three times per day can cast a protection from Law within a 30 foot radius of the owner. The gem is also greedy and dangerous. It has a 10 % chance per day of summoning a minor demonic creature  The gem is worth over 20,000 gold pieces to a black magician. 
  6. This carbuncle has three souls of trapped black magicians within it, this carbuncle is aligned with Chaos and is able to summon a dangerous swarm of deep Abyssial pests. The carbuncle can also project a ray that will cause all within a 30 foot radius to make a mutation check or suffer 1d8 minor mutations. The gem is worth 20,000 to a demonic cult or other black magick outfit. The carbuncle can be used to summon a minor demonic god with some very dangerous and horrid rites. .This carbuncle seeths with the purple colors of chaos and demonic magic


Wednesday, November 18, 2015

1d6 Random Sword and Sorcery Finds Table For Your Old School Campaigns

There are artifacts and relics that can havoc among adventurers, these items are dangerous and carry with them a cost. Certain tribes of warriors have been known to slay those who trifle with such items. Many of these relics find they're way into ruins and dungeons because of the nature of the enchantments that grace these pieces of esoteric and occult items. 


1d6 Random Sword and Sorcery Finds Table
  1. The Sword Re'slur - This +2 sword was formed from the iron backbone of a demon from the Outer Darkness whose ribs formed the handle.The sword is very sharp and able to cut through illusions and glamours of the Fey as well as through the lies of men of the cloth. The sword is able three times per day to call forth horrors from beyond the pale of mankind itself. These most often are the least spawn of demons but this sword is cursed and these little horrors and sins stay behind even when banished back to their realms of horror. 
  2. The Blue Black Cylinder of Co'hru - This three foot tall red gold cylinder is covered with sigils and runes, inside of it are three alien brains taken from the corpses of demons whose bodies circle dead stars. The Cylinder is resistant to most physical harm, and allows a mage to cast two levels higher then their normal spell level. But only black magic  spells may be cast and this artifact will do 2d4 +1 points of damage to the owner each time its used as astral damage is done to the aura of the owner. The other downside to using this item is that the power is highly addictive and unless a successful saving throw is made. The owner will want to repeat the experience of the high and the power. Meanwhile the victim's soul bit by bit feeds the demons. 
  3. The Devil's Woman - This statue of  a demoness is erotic, buxom, and changes to the ideal of the person holding it. The statue increases luck at the gaming and gambling table by giving the owner incredible luck for 20 hours. The owner will win big till then but for each victory they will waste away for 2 points of minor damage. The owner's soul is actually being damaged the physical reflection of that damage shows. As the owner takes more damage more erotic details of the statue become visible and prominent, until the statue is entirely revealed the owner is dead. 
  4. Torvac Hand Basket - A pair of preserved  demon's hands woven into the form of a basket with fine mesh silver  wire,any small object placed within the basket will reveal its history in the form of a telepathic dream to the owner of the hands. But the owner of this object mush wash the object in a pint fresh blood preferable their own. The hands greedily soak up the blood. They will curse the owner or those around him especially he loves to gather the blood they need even if it is metaphorical in nature. 1d4 'accidents' will happen around the hands unless they are bathed within twenty four hours of their powers being used. There are twenty four pairs of these hands, each one taken from the imprisoned greedy murdering demons birthed during the rebellion of the demons from the Outer Darkness. 
  5. Ryback's Folly - This weird arrangement of lens, gears, and mechanisms is actually the control mechanism of a demonic weapon of mass destruction constructed from the machines of the gods. This mechanism will allow its owner to chart incredibly accurate birth charts based upon the stars of the damned. Those whose life charts are followed using this mechanism will be successful but will die prematurely in a violent event. The folly allows one to create a gate way to another dimensional space where live the Ryback, ancient alien demons who feast on the souls of those who seek their knowledge and expertise in all things magick and chaos. The folly can be used to create this bridge three times per month. The Ryback will want a word with those using their mechanism and will trade knowledge for 'foul favors' as they refer to them. Wizards have been known to murder for ownership of these items. 
  6. The Metal Nerves of Ka'rei - These are spools of fine demonic wires that are able to slice through bone, flesh and metal easily. They are actually the nerves of demons who are tortured in the blackness between the spaces of reality. The nerves are spooled around the backbones of Phynox demons and sealed with the afterbirth the Ka. Any fool handling these are going to take 2d6+2 points of damage as flesh, and bone are finely cut to rivets. Only specially trained demonic alchemists can hope to use these these wires to separate the souls of wizards and the damned from their bodies. They are used in forbidden rites to create horrid undead things known as the Ka'rei. These things are part demon and part undead horrors, their souls and bodies are attached by special spectral nerves allowing these monsters to almost be in two places at once. Each one counts as both specter and zombie moving in unison as the mind controlling them moves them as puppets of the damned. Those handing this material for too long risk the powers of Hell and Chaos noticing them.



Monday, November 16, 2015

1d6 Random Sword & Sorcery Pulp Treasures Encounter Table For Your Old School Campaigns

There are weird treasures that get left in the comings and goings of battles, things left on the battle fields of valor and horror. Some of these objects can change the course of wars and the lives of men. Here are six objects of power and weirdness that can change the lives of adventurers, sometimes there are prices to be paid for these 'treasures' and relics of horror,change, and weirdness.

1d6 Random Sword & Sorcery  Pulp Treasures Encounter Table
  1. Andurthela Amulet contains the ancient and weird soul essence of a wizard scrapped off the bits and pieces of the Outer Darkness. This was enchanted into this piece of jewelry, three times per day it may be used to detect chaos and its works. The thing can cast a protection from Chaos within a 20 foot radius and it will protect from spells, weapons and evil of those up to the tenth level. If used for more then three times per day this amulet will do 2d6 +1 points of damage to the wearer or owner as it siphons off bits and pieces of the owner's soul to make up the difference for its magic. 
  2. Kabangugb's Folly is a metal book of sigils and runes that has been made from the created bits and pieces of demons dreams collected by the wizard Kabangugb. Every new moon a new secret or piece of gossip on the pages. The book also contains 1d4 random 1st or 2nd level black magick spells as they are used or said in the presence of the demons whose dreams this book collects. The book will corrupt the souls of sane men within twenty days. Many wizards or warriors trade these books with others before the folly of it all becomes too much to bare. 
  3. Nargongirorth's lens - This is the glass like lens of a giant demonic creature from the Outer Darkness that has been preserved with advanced magic and enchantment into a special lens that allows its owner darkvision up to 70 yards and to peer into nearby spirit realms three times per day. Using the lens for more then twenty days results in the owner's eyes mutating into horrific miniature versions of the eye itself. They're charisma will go down by three whole points and they will begin to have weaknesses to holy symbols and the like. Steady use of the lens will result in pure madness within three months. Also demons and other horrors will be attracted to the owner. 
  4. Nang's scepter - This scepter is a plain and simple rod of based iron and heavy with a bulbous head. The scepter is a +1 weapon but its true function is to all those who wield it summon 1d10 imps a day to over run and ruin their enemies. Nang is a minor prince of imp kind who was able to gather one of the large's spy networks in Hell. He used this knowledge to black mail and taunt anyone who crossed his paths. Seven demons divided his corpse into twenty pieces and his organs, vitals,etc are worn as minor jewelry to this day. But his scepter could not be destroyed and it passes from hand to hand over and over again across the planes. 
  5.  Gldrchau's Manual of Misery & Temptation - This series of copper plates belonged to an ancient king of mad men and monsters, it allows it's owner to gaze into the ancient past three times per day to know where minor relics of horror and depravity are within a twenty foot radius around the owner. But these items are always cursed and bring misfortune within twelve days of finding them unless the manual is passed to its next owner. The book of can also cast a protection from Goodness or Law within a thirty foot circle around the owner if a smear of the owner's blood is shed on the book. 
  6. Aetharormaul's dagger - Created from a meteor metal and enchanted with the blood of a succubus of Lar. This dagger allows one to damage the astral system of defense of a victim when the shadow of the victim is stabbed. The victim will take 1d4 points of damage per day  as their soul is exposed to gale forces of the astral winds that blow seemingly harmlessly through most of the Plain Prime. There is also a 40% chance per day that a demon or devil will notice this unprotected vessel and try to possess it. There is little chance of stopping this without the astral protections normally available to those of the plain Prime.

Saturday, November 14, 2015

1d6 Lost World Adventure Location Encounter Table For Your Old School Campaigns


There are those forces who are not content to merely bide their time on the fringes of the world, these powers often actively hunt adventurers & freebooters. They do this for alien reasons,agendas, or motives so far removed from humanity as to be down right inimical to our very existences. Here then are six weird lost world adventure locations to taunt and bedevil your adventurers in the hidden corners at the edge of the map.

1d6 Lost World Adventure Location Encounter Table
  1. The temple of the Flesh Tenders of Zeu'ru - These minor undead monks were preserved by their ancient god king but now seek the flesh of the living. The temple itself holds three floors of a minor temple of darkness and depravity. They seek the blood and flesh of the living to complete  their continuing journey into eternity. They have collected many artifacts and relics of those who visited their temples. Many things have been left behind. 
  2. The Arch of Mura - This structure has been guarded by the ghosts of the armored soldiers of Atlantis. The arch is an extra-dimensional serves as a gateway to be guarded by a dedicated brotherhood ancient Atlantian soldiers. The soldiers are ready to serve their undead master at the end of the eternity.  Ancient treasures lay within the temple to the Arch and are tempting targets for thieves. 
  3. The Long House of Eagles - This ancient temple structure is part of a lost treasure house that holds the secrets of a long dead tribe of warriors. The temple was a holding place for a long forgotten tribe of warriors who went on rampages slaughtering trade caravans. This structure holds their dead and the treasure all of which is guarded by 1d8 shadow demons. 
  4. Temple of the Elder Things - This finely wrought barrel shaped temple holds ancient pools of dried up dust and the lair of several 4 hit point mutant things that only wish to eat your face off. There 1d4 ancient relics of the elder things within and human cultists who will strap down your adventurers to be taken and experimented upon by ancient robots.
  5. Harmon's Redoubt - This ancient catch all holds the remains of the last true ancient swordsmen from Harmon. There are eighteen brothers of the sacred sword gathered around a tight circle. There are 1d8 wight warriors guarding 6666 gold coins. 
  6. The Snake Vault Of Krusi - This ancient structure of stone and steel holds one of the finest collections gold and artwork around. It also holds 1d6  black slurry life forms of the Unknowing Ones. These things hunger for the flesh and blood of the living and your being hunted through this place. There are 1d7 minor treasures or relics here .


Thursday, November 12, 2015

1d6 Random Lost World Treasures Encounter Table For Your Old School Campaigns


There are minor treasures & relics that come to the wastelands from time to time that can trace their origins to far stranger places. Many of these treasures can act as hooks into other adventures given time, players learn that adventurers and outlaws travel many unexpected and very dangerous places. Here are a small cross section of 1d6 of relics and minor artifacts for your own old school campaigns.


1d6 Random Lost World Treasures Encounter Table 

  1. A necklace of impossibly dangerous looking teeth belonging to some ancient and prehistoric reptilian creature. These teeth are actually those belonging to an ancient species of giant Lovecraftian lizard men sorcerers who were forced down under the Earth into the core. These teeth have sigils scratched on them that will allow on who knows the secret of this necklace to call upon a demon once per day. If used more then once the demon will appear and take the owner off to the realms of the Outer Darkness 
  2. A dinosaur like tooth that grants its owner 1800 strength once per day. The owner may heal 10 points of damage as their body is wracked with the power of the sacred tribal animal! Over use of this object will have the player visited by an ancient reptilian avatar of the minor god who will demand an explaination for the abuse of this power or destroy the fool. 
  3. A lens of quartz that allows the owner to gaze into the myriad of ancient ages and alternative worlds and once per day gate randomly into one. The owner will be put into danger as he must prove himself again and again to be worth of the honor of carrying this item. 
  4. An ancient tablet of stone that allows one to call down the darkest magics, this tablet contains 1d8 potent spells of third level . At least two or more of the spells will be black magick and cast them may attract the notice of a minor demon.
  5. This ancient Roman gauntlet has within it the power of a ghostly soldier from a lost colony of Rome. Once per day the owner may call upon the spirit of the piece for wisdom and guidance or they may grow transparent  and pass through walls as well as other barriers. These powers only work once per day and over use will result of the owner joining the ranks of the ghostly dead as the gauntlet sucks the life from them. 
  6. This ancient talisman of the lost seas allows the owner to commune with the ancient Lovecraftian elemental gods of alien times past. They may grant the owner 1d4 spells per weak or consume his mind because they hunger for the life of the present and your soul is tempting to them.

Tuesday, November 10, 2015

1d6 Random Weird Automatons Encounter Table For Your Old School Campaigns

Deep in the wastelands there are relics and beings of deep enchantment whose functions and intelligence defies conventional thought. These automatons were created in lost eras when humanity was not unlike gods. The ancients were beings of incredible skill and power whose creations still are pieces of marvel and incredible insight. But there is a dark side to these beings, for immortality brings with it a sense of wariness and boredom, sometimes it can even bring insanity. These beings should be treated with respect and caution for they sometimes have their own hidden and weird ageless agendas.



1d6 Random Weird Automatons Encounter Table

  1. Mr.  Fanchangluld - Once an alchemist's companion & assistant, this humanoid brass, copper, and occularium being holds the soul of his master within a small brass bottle within himself. He travels the ages helping out where and when he can. His knowledge of alchemy, and the occult is extensive, he also trades in the experiences and souls of his 'friends' for pieces of vital knowledge. He has had extensive dealings with the beings of the higher realms. He often uses his knowledge of dangerous realms to place his 'friends' in dangerous situations as part of games of adventure and chance. 
  2. Erturdu was built on the brain scans of the space gods and appears to be part mechanical squid, cuttle fish, and clock work alien mechanism. This being studies religion and science looking for the middle ground of the work of man & god within the confines of dangerous situations. She uses adventurers as the perfect subjects of bizarre occult experiments in salvation of mankind against the godless infinity of a lonely cosmos. 
  3. Lananche The Wise - This weird little dwarf like automaton is all that remains of the knowledge of Lananche, a wise man from Alexandra who sold his soul to a minor demon in exchange for breathing life into his creation. This creature uses friends and others to play bizarre games of chance and weird encounters with the occult to prove them worthy of salvation through embracing the truth of the Great Old Ones. Lananche is a dangerous spell caster in his own right and wishes to use the souls of others in his bid for demonic power. 
  4. Chathalurgor The Forgotten Son - This mechanism is the creation of two decades of research and black science. The mechanism looks like a golden headed god thing. He is one  who uses his powers to create the perfect being born out of black magic and dark circumstances. Chathalurgor will arrange odd accidents to almost kill these people and force their latent powers and abilities to surface. 
  5. Vaulurorobarc is a mechanism that seeks to understand the bits and pieces of the human soul by carving it up with sharp knives and deadly threats. This mechanism takes the form of a giant robotic insect that has a human brain as part of its head. This automaton will capture experimental subjects and give them a tour of the process of rendering down both body and soul.