Showing posts with label Treasures. Show all posts
Showing posts with label Treasures. Show all posts

Saturday, February 14, 2026

Kull era Encounters & Treasures Table For a Sword & Sorcery Castles & Crusades rpg Campaign - The Encounter: The Chronomancer’s Debt

 Ah, the Pre-Cataclysmic Age. Before the oceans drank Atlantis, and before the rise of the sons of Aryas, there was an age undreamed of—and a king named Kull. This blog entry picks right up from Kull era Serpent Men Relics & Treasures Table For a Sword & Sorcery Castles & Crusades rpg Campaign



To capture the specific vibe of Robert E. Howard’s Valusia, you need more than just muscle; you need existential dread, ancient conspiracies, and mirrors that steal souls. Here is a custom d100 King Kull Era Adventure & Encounter Table, designed to evoke the philosophy and savagery of the Thurian Age.


The D100 Thurian Age Table

d100The Encounter / HookThe Twist
01-05The Serpent Mask. A high-ranking noble invites the party to a feast.He doesn't eat; his "face" is a spell-bound mask hiding a Serpent Man.
06-10The Mirror of Tuzun Thune. A wizard offers to show the party "the truth" in a silver glass.One PC’s reflection stays behind and begins living their life in the real world.
11-15The Pictish Ambassador. Ka-Nu of the Picts needs a "delicate" matter handled in the city.The "matter" is a prehistoric horror caged in the sewers of the City of Wonders.
16-20The Silent Statues. The party finds a row of iron statues in a forbidden wing of the palace.They aren't statues, but ancient kings held in a "breathless sleep" by a curse.
21-25The Tiger Valley Ghost. A spectral white tiger stalks the camp, smelling of Atlantean salt air.It is the literal "spirit of exile" and can only be banished by an act of home-coming.
26-30The Red Council. A secret society of aristocrats is plotting to "purify" the throne.They believe the King is a ghost, and they have the "Living Corpse" to prove it.
31-35The Forbidden Rite. A priest of Valka is performing a ritual to stop the rising tides.The ritual requires the blood of an Atlantean—the party must find (or protect) one.
36-40The Shadow Kingdom. Every shadow in the room suddenly detaches from its owner.The shadows are hungry and seek to "wear" the flesh of the PCs.
41-45The Lemurian Slave Ship. A galley crashes on the Valusian coast, filled with "mute" slaves.They aren't mute; their tongues were traded to a sea-demon for favorable winds.
46-50The Crystal of Kamelia. A merchant sells a gem that whispers the secrets of the future.The "future" it predicts is always the death of the person holding it.
51-55The Arena of the Damned. The PCs are captured and forced to fight "monsters" for Borna’s ghost.The monsters are actually disguised political prisoners.
56-60The Alchemist’s Draught. A frantic scholar begs the party to test a potion of "Absolute Memory."The PC remembers everything—including past lives and the coming Cataclysm.
61-65The Serpent’s Whisper. A snake in the garden starts speaking in a forgotten Atlantean dialect.It claims to be the PC’s ancestor, trapped in scales for a millennium.
66-70The Black Abyss. A sinkhole opens in the marketplace, revealing a city older than Valusia.The inhabitants haven't realized the sun has risen in 10,000 years.
71-75The King’s Justice. Kull (or a local Governor) tasks the party with hunting a "Sorcerer-Pirate."The pirate is a hero to the poor; the "sorcery" is just basic chemistry.
76-80The Grondar Raiders. A horde of barbarians is approaching, but they are fleeing something else.They are fleeing a "Cloud of Unknowing" that erases the identity of anyone it touches.
81-85The Living Tapestry. A rug in the palace shows a battle that changes every night.The party is pulled into the tapestry to fight the next night's skirmish.
86-90The Skull of Rotath. A glowing golden skull is found in a desert tomb.It grants wishes, but each wish rots the user's physical body into gold.
91-95The Chronomancer’s Debt. A wizard from the "Hyborian Age" (the future) appears, lost.He mistakes the party for historical figures and asks for their "legendary" gear.
96-00The Great Cataclysm. The earth shakes; the sea begins to swallow the land.This is a "final session" prompt: How will the PCs ensure their names survive the flood?

How to Use This for a Campaign

  • The Theme of Alienation: Remember that Kull was an Atlantean on a Valusian throne. Use these encounters to make the players feel like "outsiders" in a world of decaying grandeur.

  • The Serpent Man Rule: If a character suspects someone is a Serpent Man, they should use the ancient phrase: "Ka nama kaa lajerama." If the NPC can't repeat it, draw steel.

  • Existential Stakes: Unlike Conan, who fights for gold and wine, Kull-era adventures often deal with the nature of reality. Ask: Is this real, or is this a dream of a sleeping god?

This entry is a meta-fictional bridge between the Thurian Age (Kull) and the Hyborian Age (Conan). It introduces a cosmic irony: to the Chronomancer, the players are already "ancient history," and he is a desperate fanboy from a future that shouldn't exist yet.


The Encounter: The Chronomancer’s Debt

The Setup: While the party is camped in a remote wasteland or navigating a silent palace corridor, the air ripples like heat over a desert. A man falls out of thin air, dressed in silks that look "wrong"—too vibrant, with strange geometric patterns. He is Astorath of Nemedia, a wizard from roughly 8,000 years in the future.

The Chronomancer’s State:

  • Disoriented: He is suffering from "Time-Sickness." He may vomit ectoplasm or briefly flicker out of existence.

  • Reverent: He looks at the PCs with wide-eyed awe. To him, they aren't just mercenaries; they are the "Primal Archetypes" he read about in the Ironbound Manuscripts.

  • Desperate: He didn't come here to sightsee. He is being hunted by a Time-Wraith (an amorphous blob of "static" that erases history).


The Twist: The "Legendary" Gear

Astorath believes the party’s current mundane equipment is actually the "Lost Relics of the First Dawn." He will beg for their items to help him fight his way back to his own era.

  • The Request: "Great Hero, I beg of you! Hand me the Sunderer of Worlds (your rusty broadsword) and the Aegis of the Sun (your dented wooden shield)! Only their ancient resonance can pierce the veil!"

  • The Problem: If the PCs give him their gear, they are unarmed. If they don't, Astorath might try to "chronos-thieve" them (teleporting the items off their belts).


The Conflict: Three Ways it Goes Wrong

  1. The Paradox Predator: The "Time-Wraith" finally catches up. It looks like a flickering, grey version of one of the PCs. To defeat it, the PCs must strike it simultaneously with the Chronomancer’s futuristic staff and their own "ancient" steel.

  2. The False Prophecy: Astorath starts "spoiling" the future. He tells a PC: "Oh, I shouldn't tell you this, but your lineage ends in three days when you're eaten by a swamp-cat. Wait... was it a swamp-cat or a Serpent Man? The scrolls were smudged."

  3. The Exchange: He offers a "Future Relic" in trade. However, a Hyborian-age item (like a Zamorian thief's lockpick) might be useless or even cursed in the Thurian age because the laws of magic have shifted.


Potential Rewards (The "Debt")

If the party helps him survive and return to the future, he leaves behind a Chronal Echo. Once per campaign, a PC can "flicker."

Effect: For one round, the PC exists in two places at once. They can take two separate actions, but at the end of the turn, they must choose which "timeline" becomes real. The other version of them vanishes into a cloud of gold dust.

 In Castles & Crusades, the "Time-Wraith" functions as a non-corporeal undead-adjacent anomaly. It isn't strictly "dead"—it's a pocket of stagnant time that hungers for the "flow" of living beings.

In the Kull era, where the boundaries of reality are already thin, this creature appears as a flickering, translucent shadow of the person it is currently attacking.


The Time-Wraith (Chrono-Anomaly)

Size: Medium

HD: 6 (d8)

AC: 18 (Unearthly Quickness)

Attacks: 2 Chronal Touches (1d8)

Special: Chronal Displacement, Resonance Weakness, Magic Resistance 15%

Saves: P, M

Alignment: Neutral (Entropy)

Type: Extra-planar/Anomaly

Experience: 550 + 6/hp


Special Abilities

  • Chronal Displacement (Physical): The Wraith exists slightly out of sync with the current second. All physical attacks against it suffer a -4 penalty to hit unless the weapon is "Ancient" (pre-dating the current era by 1,000 years) or "Future" (brought by the Chronomancer).

  • Aged Touch (Ability Drain): Anyone struck by the Wraith must succeed on a Constitution (Physical) Save. Failure results in the victim "aging" rapidly in that limb or area. They suffer a -1 penalty to Dexterity per hit. If Dexterity reaches 0, the victim is frozen in time (stasis) for $1d4$ hours. Points return at a rate of 1 per hour of rest.

  • Echo Strike: Once per encounter, the Wraith can "replay" its previous turn. It immediately gains a second set of attacks against the same target it attacked last round, representing a fold in the timeline.

  • Resonance Weakness: If the Wraith is struck by a weapon and its "Future/Past" counterpart weapon (e.g., a PC's sword and the Chronomancer's version of that same sword) in the same combat round, the Wraith must make a Charisma (Mental) Save or be instantly sucked back into the temporal void.


Combat Tactics

The Wraith is not a mindless beast; it is a predator of identity. It will prioritize the character it most closely resembles. It moves with a jerky, stop-motion gait, appearing to teleport short distances ($5\text{--}10$ feet) instead of walking, making it impossible to pin down with standard flanking maneuvers.

Note for the Castle Keeper: Describe the Wraith not by its own features, but by the PCs' features. If it attacks the party's fighter, it wears his face, but his eyes are hollow voids filled with ticking gears or shifting sand.


The Lore Check (Intelligence/Legend Lore)

  • CL 12: These beings are the "Janitors of the Ages." They appear when someone tries to change a "Linchpin Moment" in history.

  • CL 18: Rumor has it that the Serpent Men of old once captured a Time-Wraith and used its essence to create the first Mirrors of Tuzun Thune, allowing them to see through the veils of what is and what shall be.

 

Gemini said

In the era of King Kull, an object from the Hyborian Age (Conan’s time, roughly 8,000 years in the future) is an archaeological impossibility—a "relic of the future." To a Valusian noble or a Pictish shaman, these items look refined yet strangely "primitive" in their iron-work, or perhaps decadently advanced in their artistry.

Here is a d100 Hyborian Loot Table found in the Chronomancer’s Satchel or left behind in the wake of a temporal rift.


The D100 Hyborian Loot Table

d100Item NameOrigin & Effect (Castles & Crusades Context)
01-05Zamorian Spider-Silk Rope50ft of black silk. +4 to Climbing checks. Virtually unbreakable by non-magical means, but dissolves if exposed to direct sunlight for more than 1 hour.
06-10Stygian Lotus Dust (Black)A small pouch. When inhaled or thrown (5ft range), target must make a Con (P) Save or fall into a death-like coma for hours. Visions of Set included.
11-15Aquilonian Lion-Crested SignetA heavy gold ring. Grants +2 to Charisma (Ch) Checks when dealing with soldiers or mercenaries. They recognize a "kingly" aura they can't quite explain.
16-20Cimmerian whetstoneA dull, grey river stone. Using it on a blade for 1 turn grants +1 to damage for the next combat. It smells faintly of rain and grim determination.
21-25Map of the Hyborian KingdomsA map of a world that doesn't exist yet. To a Thurian scholar, it looks like a madman's drawing of the post-Cataclysmic world. Value: 1,000gp to the right Sage.
26-30Bossonian Longbow StringMade of treated hemp and guts. When used to restringe a bow, it increases the Range Increment by +20ft.
31-35Vial of Golden Wine of XuthalA single draught. Heals HP and cures any mundane poison. However, the user is Dazed for rounds by the sheer hallucinogenic euphoria.
36-40Kothic Steel BreastplateIntricately etched with scenes of forgotten wars. AC +6, but weighs 10lbs less than standard plate due to superior smelting techniques.
41-45Shemite Scimitar (Blue Steel)A curved blade that hums in the wind. +1 to Hit. It ignores the first 2 points of non-magical Damage Reduction/Hardness.
46-50Turanian Silk TunicVivid crimson and gold. Grants +1 to Save vs. Heat/Environmental effects. It makes the wearer look like a flamboyant prince of a desert that is currently underwater.
51-55Hyperborean Witch-AmuletA chunk of unmelting ice in a lead casing. Grants +2 to Saves vs. Illusion, but the wearer always feels a supernatural chill.
56-60Zingaran Duelist's CloakA heavy, weighted cloak. When used in the off-hand, it grants a +1 AC bonus (stacks with shields).
61-65Aesir Mead HornNever runs dry of harsh, burning ale so long as it is toasted to a fallen comrade before drinking.
66-70Pictish Fetish (Wolf-Brother)A tooth on a leather cord. From the "future" Picts. +2 to Stealth in forests. Valusian Picts will find this item "heretical" or "holy" depending on their mood.
71-75Brythunian Silver FluteWhen played, birds within 100ft stop singing to listen. +2 to Performance checks.
76-80Ophirian Coin PurseContains 50 "Gold Lunas." In the Thurian Age, this is just high-quality bullion, but the minting process is suspiciously perfect.
81-85Khitan Fire-Dust (3 pouches)Primitive gunpowder. Can be thrown as a grenade ( fire damage, 10ft radius) or used to blow an iron lock.
86-90Nemedian Chronicles (Fragment)A scroll describing the "Age of Conan." Reading it grants a permanent +1 to Legend Lore, but a -1 to Sanity/Wisdom as the reader realizes their era is doomed.
91-95Vanir Bear-Skin CloakGrant Cold Resistance (Minor). The spirit of the bear is restless; the wearer suffers -2 to Charisma when dealing with "civilized" Valusians.
96-00The Phoenix on the Sword (Hilt Wrap)A leather wrap with a phoenix symbol. When applied to a weapon, it becomes a +2 Magical Weapon and can harm "Shadow" creatures (like Serpent Men or Wraiths) automatically.

The "Future-Shock" Penalty

In the King Kull era, using Hyborian technology is considered weird. If a player is seen using "Fire-Dust" or wearing the "Kothic Breastplate" in the City of Wonders, they may be accused of sorcery by the Red Council.

CK Tip: If a PC keeps a piece of Hyborian loot until the "Great Cataclysm" (Entry 96-00 on the previous table), that item is the only thing that survives the sinking of the continents, potentially becoming a legendary artifact for your next campaign set in Conan's time.

Wednesday, February 11, 2026

Kull era Wasteland Encounters for A Castles & Crusades Sword & Sorcery Campaign

Wandering a sun-scorched wasteland shouldn't just be about thirst and exhaustion—it’s about the bizarre, the ancient, and the deadly. Here is a D100 table designed for a gritty Sword & Sorcery setting (think Conan, John Carter, or Dark Sun). This blog post picks right up here from Kull era Serpent Men Relics & Treasures Table For a Sword & Sorcery Castles & Crusades rpg Campaign



I’ve grouped these into tens to make them easier to navigate.


D100 Wasteland Encounters

D100 Encounter Category Description

01-10 The Thirst & The Heat Mirages of ivory cities, salt-mummified corpses holding empty waterskins, or a "blood-cactus" that bleeds potable fluid but screams when cut.

11-20 The Scavengers Hyena-men (Gnolls) fighting over a scrap of leather, a flock of giant vultures circling the party, or a lone cannibal offering "jerked meat."

21-30 Remnants of Empire A half-buried marble hand the size of a house, a paved road that leads directly into a sinkhole, or a rusted bronze golem mindlessly sweeping sand.

31-40 Arcane Anomalies A "Glass Storm" where sand turns to shards mid-air, a zone of reversed gravity, or a ghostly legion reliving a battle from a forgotten age.

41-50 The Predators A Great Sandworm (size varies), a mating pair of Winged Apes, or a camouflaged "Pit-Trap Spider" the size of a wagon.

51-60 Nomads & Outcasts A caravan of giant lizards carrying silk, a group of exiles seeking a mythical "Green Land," or a blind hermit who trades prophecies for salt.

61-70 Witchcraft & Horror A sorcerer ritualizing over a monolith, a pile of skulls that whispers the party’s secrets, or a "Skin-Stealer" masquerading as a lost traveler.

71-80 Vaults & Ruins The entrance to a "Metal Tomb" (ancient tech), a dry well that leads to an underground jungle, or a temple dedicated to a Spider-God.

81-90 Cosmic Weirdness A crashed "Sky-Chariot" made of strange alloy, a meteorite that hums in a frequency that causes nosebleeds, or a shimmering portal to a void-dimension.

91-00 The Truly Dire An Avatar of a forgotten god, a localized sand-tsunami, or a rival adventuring party with better gear and worse intentions.

Three Standout Encounters (Detailed)

If you roll a specific number and want some "meat" on the bones, try these:


The Pillar of Salt (Roll 07): A perfectly preserved statue of a woman in ancient royal garb. If the sun hits her jewelry at noon, it reflects a beam toward a hidden valley. To take the gems is to invite a curse of perpetual thirst.


The Silt-Skiff (Roll 55): A wooden boat with wide, flat runners instead of a hull, manned by three desperate mercenaries. They aren't looking for a fight—they’re looking for someone to help them push the boat out of a "dry-patch" of quicksand.


The Obelisk of Screams (Roll 33): A black stone spire etched with runes. Any sound made within 100 yards is amplified tenfold. The party must traverse the area in total silence or risk shattering their eardrums—and attracting the blind "Sound-Hunters" lurking nearby.


Survival Mechanics (Optional)

In this setting, the environment is often the deadliest NPC. Consider applying these stakes:


Water Depletion: Every 4 hours of travel in the "Red Zone" requires 1 Liter of water or a Constitution check vs. Exhaustion.


Equipment Decay: The grit and heat give non-magical items a 1-in-10 chance of breaking during a critical fail or a grueling trek.


Pro Tip: In Sword & Sorcery, magic is rare and dangerous. If the party encounters a sorcerer in the waste, they shouldn't just be a "mob"—they should be a set-piece event that changes the landscape.

Here is a detailed sub-table for the Predators (Rolls 41-50) from the initial Wasteland list.

In the spirit of Sword & Sorcery, these creatures are designed to be "swingy"—they are dangerous but often have a specific biological weakness or a valuable part that can be harvested.

D10 Wasteland Predators Sub-Table

RollPredatorStats (Quick-Reference)Loot / Reward
1Pit-Trap SpiderAC: 15HP: 45
2Winged ApeAC: 13HP: 38
3Silt-Runner AlphaAC: 14HP: 22
4Sand-KrakenAC: 16HP: 80
5Ghost-JackalAC: 12HP: 18
6Obsidian BeetleAC: 19HP: 55
7Salt-MummyAC: 11HP: 60
8Glass-WyrmAC: 17HP: 35
9The Scourge-CatAC: 15HP: 50
10Great SandwormAC: 18HP: 150

Detailed Stat Block Example: The Pit-Trap Spider

Large Beast, Neutral Evil

  • Ambush Predator: The spider hides under a trapdoor made of silk and sand. It has Advantage on Stealth checks ($+8$ total) while stationary.

  • Lunge: If a creature steps on the trapdoor, the spider uses its reaction to pull them into the pit. The target must succeed on a DC 14 Reflex/Dexterity Save or be grappled and bitten immediately.

  • Poison: Target must succeed on a DC 13 Con Save or be Paralyzed for 1 minute. They can repeat the save at the end of each turn.


Unique Loot: Wasteland Oddities

If the party searches the lair of any of the above, roll 1d6 for "Odd Stuff":

  1. Water-Compass: A rusted device that points toward the nearest source of non-poisonous water (10-mile range).

  2. Sun-Bleached Map: Etched onto a human skull. Shows the location of a "Hidden Oasis" that only appears during a lunar eclipse.

  3. Lotus-Dust (3 Doses): When inhaled, allows the user to speak with the spirits of the waste. Side effect: 1d4 psychic damage.

  4. The Un-Burning Log: A piece of black wood that provides light and heat but never turns to ash.

  5. Canteen of the Thirsty God: An iron flask that is always half-full of brackish, salty water. It won't keep you hydrated, but you’ll never die of thirst.

  6. Sorcerer’s Finger: A mummified finger on a cord. It points toward the nearest active use of magic within 500 feet.

    To capture the weird, science-fantasy grit of Sword & Sorcery, these anomalies shouldn't just be "magic spells." They are tears in reality, echoes of dead gods, or the radiation of fallen civilizations.

    Since you requested a D100 table, I have categorized these by their primary effect. Roll $d100$ or choose a theme that fits the current mood of your session.


    D100 Arcane Anomalies of the Waste

    D100Anomaly TypeDescription
    01-10Temporal EchoesThe party sees themselves 10 minutes in the future; a ghost city appears at sunset and vanishes at dawn; time slows down ($1/2$ movement).
    11-20Gravity FluxPockets of zero-G; "Heavy Sand" that restrains movement; a "Up-Fall" where sand pours toward the moon.
    21-30Psychic ResidueTravelers hear the final thoughts of those who died here; "Emotional Winds" (Roll for Rage/Despair); telepathic screaming.
    31-40Elemental WarpsBlue fire that freezes instead of burns; "Living Storms" that hunt by sound; rain made of hot lead or oily blood.
    41-50Dimensional ThinsShadows detach from owners; objects become 2D; "The Void-Hum" which makes non-magical metal vibrate and shatter.
    51-60Flesh AlterationsSand turns to skin; travelers grow extra eyes or lose their mouths for 1d4 hours; wounds heal instantly but leave scales.
    61-70Crystalline GrowthRapid-growing obsidian flowers; "The Glass Singing" (Sonic damage); petrification zones where the air tastes like lime.
    71-80Dead God RadianceBlack light that reveals skeletons; "The Whispering Monolith"; mana-burn that drains spell slots or causes "Wild Magic" surges.
    81-90Mirage Terrors"The False Oasis" (an illusory predator); "The Horizon Loop" (walking in circles despite a straight path); phantom armies.
    91-00Catastrophic RiftsA tear into the "Far Realm"; a localized "Big Bang" (Force damage); a portal to the center of the sun.

    The "Deep Dive" Sub-Table (D10 Examples)

    For when a player walks directly into the anomaly, roll $d10$:

    1. The Chrono-Mist (Roll 04): A swirling silver fog. If entered, the party gains the benefit of a Long Rest in 5 minutes, but they age $1d10$ years. Loot: A rusted watch that can "Pause" one creature for 6 seconds (1 use).

    2. The Gravity Well (Roll 15): A 30ft crater where gravity is multiplied by 10. Anyone inside is Restrained and takes $2d6$ bludgeoning damage per turn. Loot: 1d4 "Gravity Stones" (can be thrown to create a 5ft heavy zone).

    3. The Color Out of Space (Roll 38): A patch of sand glowing a color that shouldn't exist. Plants nearby are mutated and aggressive. Stat Block: Shimmering Ooze (AC 10, HP 40, Immune to non-magical dmg, 1d10 Radiant Touch).

    4. The Shadow-Swap (Roll 42): Your shadow takes on a life of its own and tries to strangle you. Stat Block: Shadow (As per standard Monster Manual, but has the player's equipment visuals).

    5. The Echo Chamber (Roll 22): A canyon where every word spoken becomes a physical projectile. Whispering deals 1 damage; shouting deals $3d6$ Thunder damage to everyone in the canyon.

    6. The Iron-Eater Clouds (Roll 35): Tiny, microscopic metallic beetles that look like a red haze. They ignore flesh but dissolve 1 point of AC from metal armor every round of exposure.

    7. The Memory Fountain (Roll 58): A pool of liquid mercury. Drinking it restores a lost memory or grants a +1 to Intelligence, but the user forgets their own name for $1d6$ days.

    8. The Bone-Loom (Roll 52): An area where the sand is actually ground bone. Every hour, $1d4$ Skeletons assemble themselves to "reclaim" their missing parts from the party.

    9. The Solar Flare (Roll 91): A beam of pure celestial energy strikes a random point. Effect: $8d6$ Fire/Radiant damage. Loot: The ground turns to "Star-Glass" worth 1,000gp.

    10. The Silence (Roll 88): A 100ft radius where no sound can exist. Magic requiring verbal components is impossible. Loot: A "Jar of Captured Screams" (breaks to cast Shatter).


    Wasteland Hazard: "Mana-Sickness"

    In Sword & Sorcery, exposure to these anomalies isn't just a "debuff"—it's a corruption.

    The Rule of Three: If a character is hit by three different Arcane Anomalies without a "Purge" (special ritual or rare herb), they must roll on a Permanent Mutation Table.

     the Permanent Mutation Table (to pay the price for arcane exposure) and the Remnants of Empire (the "dungeon-crawl" hooks of the wasteland).


    The Price of Sorcery: Permanent Mutations

    In Sword & Sorcery, surviving an anomaly often leaves a mark. If a character fails their "Purge" or reaches three exposures, roll 1d20:

    d20MutationMechanical Effect
    1-2Obsidian SkinYour skin turns brittle and black. +1 AC, but half healing from non-magical sources.
    3-4Third EyeA vertical slit opens on your forehead. +2 to Perception; -2 to Persuasion (it’s creepy).
    5-6Void-VoiceYour voice sounds like grinding stones. You can cast Thaumaturgy (voice only) at will.
    7-8Crystalline LimbOne arm becomes translucent glass. Unarmed strikes deal 1d6 Cold dmg; arm can shatter.
    9-10Hollow BonesYou weigh half as much. +10ft movement, but Disadvantage on Strength saves.
    11-12Dust-LungsYou breathe sand as easily as air. Immune to suffocation in the waste; water hurts you.
    13-14Iron-ScentYou can "smell" magic or metal within 30ft. Your nose bleeds when near high-magic.
    15-16Shadow-BoundYour shadow is always elongated and points toward the nearest ancient ruin.
    17-18Serpent's TongueYou can speak with reptiles. You must eat twice as much food to maintain body heat.
    19-20The Mark of the Outer GodA glowing rune on your chest. You can "Burn" 1 point of Con to reroll any d20.

    D100 Remnants of Empire

    These are the skeletal remains of civilizations that were "Great" when the world was young.

    D100The RuinThe Secret / Hook
    01-10Buried ZigguratOnly the tip is visible. Inside, a High Priest remains in "Stasis-Sleep" protecting a Star-Gem.
    11-20The Metal RibsThe hull of a "Sky-Ship" the size of a village. Now inhabited by Mutated Winged Apes.
    21-30Avenue of SphinxesMiles of statues. One is not a statue—it's a Lamassu with a riddle that guards a hidden vault.
    31-40The Sun-ForgeA massive lens array in a crater. It still focuses light into a beam that can melt any metal.
    41-50The Silent LibraryThousands of clay tablets. Reading them grants ancient lore but costs 1d4 Sanity/Wisdom.
    51-60Aqueduct of BloodA dry stone channel. If filled with a gallon of blood, it flows "uphill" to a secret oasis.
    61-70Colossus of the UsurperA fallen 200ft statue. A tribe of Sand-Nomads has built a multi-level city inside its hollow chest.
    71-80The Ivory GateA free-standing archway in the middle of nowhere. Stepping through at night teleports you 100 miles.
    81-90Vault of the God-KingA tomb protected by Bronze Golems. Contains a "Sun-Blade" (magical shortsword).
    91-00The Spire of StarsA thin needle of black glass. It acts as a lightning rod for "Arcane Anomalies" (Roll 2x on the Anomaly table).

    Specific Ruin Feature: The Sun-Forge (Roll 35)

    The heat here is shimmering and unnatural. The air smells of ozone and scorched copper.

    • The Hazard: Any creature ending its turn in the "Focus Point" (the center of the crater) takes $2d10$ Radiant damage.

    • The Loot: "Liquid Sunlight" (2 Flasks). Can be thrown like Alchemist's Fire but deals $3d8$ Radiant damage and blinds the target for 1 round.

    • The Guardian: A Clockwork Sentinel (AC 18, HP 50) that recharges its "Heat Beam" every time it stands in the Focus Point.


    Wasteland Lore: Why is the world like this?

    In a Sword & Sorcery campaign, the "Wasteland" isn't a natural desert; it's a wound. Use this to spice up NPC dialogue:

    • "The sand is the pulverized bones of the giants who fought the First Gods."

    • "The sun is angry because we stole its fire to forge the Great Swords."

    • "There is no water because the Sorcerer-Kings drank the world dry to fuel their immortality."

Gemini said

In a Sword & Sorcery wasteland, "civilization" is a loose term. The people you meet are either survivors, predators, or something far stranger. Here is the Nomads & Outcasts sub-table, detailing the factions and faces that populate the dunes.


D10 Nomads & Outcasts Sub-Table

RollFaction/NPCDispositionThe Hook
1The Salt-WalkersNeutralA tribe of gaunt humans with skin like cracked parchment. They trade rare "Blue Salt" for fresh water.
2Exiled SorcererCynicalA disgraced mage traveling with a single, massive Undead Porter. He seeks a specific ruin to clear his name.
3The Vulture-CultHostileMasked fanatics who follow the party from a distance, waiting for someone to collapse. They "speed up" the process with blowguns.
4Beast-MastersWaryNomads riding Giant Lizards. They lost their lead bull and will pay handsomely for its return (alive).
5The Blind SeerFriendlyAn old woman sitting under a ragged silk umbrella. She claims to see the "Threads of Fate" trailing behind the party.
6The Iron-Shell MercsGreedyA band of heavily armored deserters from a distant war. They’ll act as guides, but their price increases every mile.
7The Silent MonksMysteriousMen who have taken a vow of silence and sewn their mouths shut. they carry a golden palanquin containing a "Living Relic."
8Escaped Pit-SlavesDesperateA group of 1d10 chain-linked laborers fleeing a nearby "Glass Mine." They are starving and being hunted.
9The Silk CaravanBusiness-likeA massive, well-guarded train of camels. They carry spices that act as antidotes to Mana-Sickness.
10The Last SentinelHeroic/TragicA lone knight in rusted plate guarding a dried-up well. He believes the war he was sent to fight is still happening.