Thursday, February 12, 2026

OSR Mars Campaign Update : Dying World- Warriors of the Red Planet

 Combining the "Big Three" of planetary romance—Burroughs, Brackett, and Moore—creates a Mars (or Barsoom, or Ma'adim) that is a haunting, neon-and-dust graveyard of a world. In an OSR (Old School Essentials, Dungeon World, or Worlds Without Number) context, this is a "Science-Fantasy" setting where the "dungeons" are decaying crystal cities and the "dragons" are multi-legged predators or ancient, psychic liches.




Here is a campaign framework for this dying, decadent world.


1. The Core Aesthetic: "The Dying World"

  • ERB’s Barsoom: Provides the action and biology. High gravity (technically low, but treated as heroic), multi-armed monsters, tharks, and the code of the sword.

  • Brackett’s Mars: Provides the mood and grit. Low-life spacers, dusty bazaars, ancient sins, and the oppressive heat of a failing sun.

  • C.L. Moore’s Mars: Provides the horror and weirdness. Shambler-haunted ruins, soul-stealing idols, and the terrifying Jirel-esque intersections of magic and science.


2. The Three Great Inhabitants

To blend these worlds, categorize the factions by their "Age":

FactionOriginVibe
The Red NationsERBNoble but declining city-states. Great with fliers and radium rifles, but bound by rigid honor codes.
The Low-Canal ScumBrackettTerrans, outcasts, and mutants living in the "Drylands." They deal in ancient tech and forbidden drugs.
The Old Ones (Shamble-Men)MooreImmortal, degenerate sorcerers living in deep, lightless vaults. They treat humans as cattle or vessels.

3. OSR Mechanics & Hacking

To get the right "feel" for an OSR game, you need to tweak a few standard fantasy tropes:

The "Sword vs. Radium" Rule

Technology is powerful but fickle.

  • Radium Pistols: Deal high damage (e.g., $2d8$) but explode on a Natural 1.

  • The Code: In many cities, firing a gun is a social death sentence. You duel with the longsword, or you are hunted as a coward.

Magic as Degenerate Science

There are no "Wizards." There are Mentalists (ERB) and Ancientists (Moore).

  • Spells are actually dormant nanotechnology, psychic projections, or "Thirsting" relics that require blood or "Life-Force" (XP) to activate.

Resource Management: The Oxygen/Water Die

In the wastes, use a Usage Die (d6 -> d4 -> Empty) for your water and oxygen supplies. If you run out in the Deep Desert, you begin taking Constitution damage every hour.


4. Key Locations (The "Hex-Crawl" Nodes)

  • Jha-Keel (The City of Bells): A Brackett-style trade hub built over a Moore-style abyss. It’s a hive of thieves where the bells ring to ward off "The Things from the Dark."

  • The Dead Sea of Korus: A Burroughs-inspired valley filled with man-eating Plant Men. It’s the ultimate "high-level" hex.

  • The Vault of Shambleau: A dungeon crawl where the "treasure" is a beautiful woman who is actually a psychic parasite.


5. Bestiary: The Horrors of the Red Sands

  • White Apes (ERB): Use Ogre stats, but give them a climbing speed and four attacks.

  • The Black Shadow (Moore): An incorporeal undead that drains "willpower" (Wisdom) rather than HP.

  • The Martian Sell-Sword (Brackett): A 3rd-level Fighter with a grudge, a radium pistol, and a heavy addiction to Keth (a Martian drug).


6. Campaign Hook: "The Last Water-Hag"

The canal systems are failing. A legendary "Water-Hag" (a Moore-style ancient) has stolen the atmospheric processors' control crystals to fuel her own immortality. The Red Nations are on the brink of a genocidal war for the last drops, while Terran syndicates are trying to strip-mine the ruins before the air runs out.

GM Tip: Emphasize the colors. Everything is ochre, crimson, violet, and dying gold. The sun is small and cold. The night is terrifyingly silent

 To capture the blend of Burroughs’ heroism, Brackett’s grit, and Moore’s cosmic horror, this table is designed for a d100 roll. I’ve grouped them by "tens" to make it easier to navigate during a session.

The D100 Martian Drylands Encounter Table

Roll (d100)Encounter CategoryDescription
01–10The Environmental TollDust-devils, "Blue Fever" outbreaks, or a sudden oxygen-pocket collapse.
11–30The Low-Canal ScumHumanoid outlaws, Brackett-style drug runners, or Terran prospectors.
31–50The Great BeastsERB-inspired megafauna: Thoats, Banths, or Zitidars.
51–70The Fallen AristocracyRed Martian patrols, ruined fliers, or duelists seeking honor.
71–90The Moore-ish HorrorsShamblers, soul-eaters, and artifacts that hum with "wrong" geometry.
91–00The Wonders of the AncientsMirage cities, functional tech-shrines, or "The Thirsting God."

Detailed Encounters (Roll d100)

  • 01–05: A "Dry-Storm": Vision reduced to 5 feet. Gear takes 1d4 damage from abrasive sand.

  • 06–10: The Keth-Smugglers: 2d6 thugs (Brackett) transporting psychic drugs. They are paranoid and "twitchy."

  • 11–20: A Thark Hunting Party: 1d10 Green Martians ($4$-armed, 15ft tall) on Thoats. They respect only strength and high-tier weaponry.

  • 21–25: The Shambler’s Trail: A lone, wet trail of slime in the bone-dry desert. Following it leads to a Moore-style cave of "sensory bliss" and certain death.

  • 26–30: Abandoned Radium-Schooner: A land-ship half-buried. Contains 1d6 fuel cells but is guarded by a Great White Ape.

  • 31–40: The Duelist: A disgraced Red Martian Noble (ERB) who demands a 1-on-1 sword duel for the "right of way" through the canyon.

  • 41–50: The Singing Towers: Ancient glass structures that emit a frequency causing $1d6$ Sanity/Wisdom damage unless ears are plugged.

  • 51–60: A Caravan of the "Low-People": Mutant Martians selling "pre-collapse" junk. 10% chance they have a functioning Radium Rifle.

  • 61–70: The Banth Den: 1d4 ten-legged lions stalking the party. They hunt silently and only strike at night.

  • 71–80: The Memory-Mist: A violet fog. Anyone entering must save vs. Spells or see a vision of Mars as it was 10,000 years ago, becoming catatonic with nostalgia.

  • 81–90: The Black God’s Idol: A Moore-esque statue that offers a "Gift" (a feat or stat boost) in exchange for the permanent sacrifice of a party member’s "Life-Spark" (Max HP reduction).

  • 91–95: Crashed Terran Rocket: A sleek, chrome needle from Earth. 1d4 survivors are terrified and have no idea that their "currency" is worthless here.

  • 96–99: The Sky-Galleon: A massive ERB-style warship passes overhead. If signaled, they may provide water—or a volley of radium fire.

  • 00: The Avatar of Mars: A manifestation of the planet's dying spirit. It grants a single "Wish" but demands the players accelerate the death of a rival City-State.


Mechanics for the Drylands

  • Reaction Rolls: Use them! A Thark might be a lethal enemy or a staunch ally depending on a single 2d6 roll.

  • The "Iron Rule": If a player rolls a Natural 20 in a sword duel against a "named" NPC, they may claim that NPC's titles and holdings (Burroughs' law).

    Gemini said

    In the synthesis of this Mars, the Shamble-Men (derived from C.L. Moore’s Shambleau) represent the horrific, "wet" biological rot hidden beneath the "dry" red sands. They are the leftovers of an era when Martian science turned inward to solve the problem of death, resulting in a parasitic immortality.


    The Nature of the Shamble-Man

    They are not undead in the traditional sense; they are hyper-biological. A Shamble-Man is a humanoid host—often a beautiful youth or a wizened elder—whose nervous system has been replaced by a psychic, scarlet parasite that resembles thick, writhing hair or a mass of leeches.

    • The Appearance: From a distance, they look like weary travelers in heavy robes. Up close, their "hair" moves independently, and their eyes are flat, oily pits of red.

    • The Scent: They smell of wet earth and copper—a jarring scent in the arid Martian wastes.


    OSR Stats (Generic Scale)

    • Hit Dice: 5+2 (The host is fragile, but the "mass" is resilient)

    • Armor Class: 6 [13] (Tough, rubbery hide under robes)

    • Attacks: 2-12 "Hair" Tendrils (1d4 each + Paralysis)

    • Move: 90’ (30’)

    • Saving Throw: F5 (Immune to sleep, charm, and mind-control)

    • Morale: 10

    Special Abilities

    • The Feeding (Psychic Drain): Instead of dealing physical damage, a Shamble-Man can choose to "feed." The victim must save vs. Paralysis. On a failure, they are locked in a state of intense, agonizing euphoria. They lose 1d6 Wisdom per round. If Wisdom reaches 0, the soul is consumed, and the body becomes a fresh husk for a new Shamble-larva.

    • Regeneration: As long as they are feeding, they regain 1d8 HP per round.

    • Vulnerability: They loathe the "Cold Light of Truth." High-intensity radium flares or mirrors reflecting the Martian sun deal 2d6 damage and force a Morale check.


    The "Moore-ish" Horror: The Feeding Ritual

    A Shamble-Man encounter shouldn't just be a brawl. It should be a seduction.

    In a Brackett-style tavern or a Burroughs-style palace, a Shamble-Man (usually in "Shambleau" form) targets the person with the highest Charisma or Strength. They offer a "forbidden ecstasy." To the victim, the experience feels like being a god; to the onlookers, it looks like a person being slowly digested by a pile of red worms.


    3 Hooks for Shamble-Men

    1. The Red Muse: A famous poet in a Red Martian city hasn't slept in weeks. He is producing masterpieces, but he’s becoming skeletal. He is hiding a "lover" in his chambers—a Shamble-Man he found in the ruins.

    2. The Infested Mine: A Terran mining operation broke into a "Vat-Room" from the First Age. The miners haven't come out, but someone is still sending up crates of ore... packed with scarlet, pulsing moss.

    3. The Pilgrimage: A group of "Low-People" are seen wandering into the desert, smiling and singing. They are walking toward a "Shamble-Mother," a massive, immobile biological engine that requires a village's worth of souls to birthe a new "God."


    How to Kill One (The "OSR" Way)

    Brute force is risky because of their Wisdom-drain. Smart players will:

    • Use Fire: It’s the only thing the parasite truly fears.

    • Reflective Shields: To bounce the harsh Martian UV rays into the dark corners where they hide.

    • Lead-lined Helmets: To block the psychic "song" that precedes the feeding.

      In the smoke-filled "Keth-dens" of Jha-Keel or the sun-bleached plazas of a Red Martian city, information is the only currency that doesn't lose value.

      Roll a d10 to see what the party overhears. Some are true, some are Brackett-style lies, and some are Moore-style warnings.

      Rumors of the Red Sands

      d10The RumorVeracity / Hook
      1"The Merchant Prince of Tharkis isn't wearing a wig. Those are scarlet tendrils. He hasn't blinked in three days."TRUE. A Shamble-man has successfully 'seated' itself in the government.
      2"There’s a downed Earth-rocket in the Sea of Silt. It was carrying a 'Positronic Brain' that knows the location of the Polar Water-Vents."PARTIAL. The 'Brain' is actually a trapped, insane Martian AI.
      3"If you drink the blue cactus milk near the Temple of Illian, you can see the invisible fliers of the Holy Assassins."FALSE. It’s just a potent hallucinogen; the assassins are very visible—and behind you.
      4"A Green Martian chieftain has found a Radium Cannon the size of a longboat. He’s looking for 'soft-skins' to help him aim it at the city walls."TRUE. This is a Burroughs-style military hook. High pay, high lethality.
      5"The 'singing' coming from the old canal pipes isn't wind. It’s the Ancientists tuning their psychic resonators for the 'Great Harvest'."TRUE. A Moore-ish ritual is reaching its crescendo beneath the city.
      6"Don't buy 'Ancient Tech' from the one-eyed trader in the bazaar. It’s all Earth-made junk painted with ochre to look like Martian bronze."TRUE. A classic Brackett-style swindle involving a "relic" that’s actually a toaster.
      7"There is a valley where the air is thick enough to breathe without a mask, but the plants there have a taste for human blood."TRUE. The Valley of Lost Souls; a dangerous hex-crawl location.
      8"The Red Princess is looking for a champion. Not for a duel, but to smuggle her out of the city before her soul is sold to the Black God."TRUE. A classic ERB-style romance hook with a Moore-ish twist.
      9"The 'Wind-Sickness' isn't a disease. It’s invisible spores from the Shamble-Mothers. If you cough up red dust, it’s already too late."TRUE. This functions as a slow-acting curse/disease mechanic for the party.
      10"Deep in the Drylands, there is a tower of pure salt. They say a Terran woman lives there who can 'sing' gold out of the sand."FALSE. It’s a psychic lure used by a Moore-ish predator to attract greedy travelers.

      Using these Rumors

      • The "Barsoom" Approach: If they follow Rumor #4 or #8, emphasize grand scale, noble gestures, and massive battles.

      • The "Brackett" Approach: If they follow Rumor #6 or #2, emphasize the grit, the smell of the slums, and the desperate need for credits.

      • The "Moore" Approach: If they follow Rumor #1, #5, or #9, dial up the body horror, the psychic dread, and the alien nature of Martian "magic."


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.