Here is a d100 random treasure table tailored for Sword & Sorcery campaigns (e.g., Hyperborea, Worlds Without Number, ACKS II, or classic OSR systems). This table is perfect for OSR Classic Module Commentary - Deeper Integration of B1 In Search of The Unknown By Mike Carr Into the Hyperborea Rpg
In true S&S tradition, magic is rarely sterile, safe, or mass-produced. These items are often ancient, eerie, visually striking, and carry distinct costs, conditions, or moral hazards.
D100 Sword & Sorcery Arcane & Magical Treasures
| d100 | Item Name | Description & Mechanical Effect |
| 01–03 | Lotus-Dust Vials (x3) | Inhaling grants immunity to fear and sleep spells for 1 hour, but imposes a -2 penalty on Wisdom/Save vs. Spells due to vivid hallucinations. |
| 04–06 | Ring of the Serpent's Eye | Carved from green jade. Allows the wearer to see through dark, smoke, or magical illusion once per day, but warm-blooded creatures react to the wearer with innate suspicion (-2 Charisma checks). |
| 07–09 | Ashen Cloak of the Necropolis | Woven from spider-silk dipped in tomb-ash. Grants advantage/bonus to stealth in subterranean ruins and masks the wearer from mindless undead, who treat them as one of their own. |
| 10–12 | Blood-Ruby Pendant | Traps the soul of the last sentient creature slain while holding it. Can be shattered to immediately regain up to $2\text{d}8$ lost hit points or restore spent spell slots. |
| 13–15 | Obsidian Sacrificial Dagger | Deals $+1\text{d}6$ damage against unarmored or bound targets. Slaying an intelligent creature with it grants the wielder $1\text{d}6$ temporary hit points for 24 hours. |
| 16–18 | Brass Horn of Jericho's Fall | Sounding it collapses non-magical stone walls up to 3 feet thick in a 30-foot cone, but alerts every creature within a 2-mile radius. |
| 19–21 | Incense of the Astral Oracle | Burning one block reveals a truthful answer to a single question about a location or ancient artifact, but summons a minor otherworldly horror attracted to the smoke. |
| 22–24 | Bronze Bracers of Iron Mind | Grants immunity to charm and mind control, but renders the wearer unable to cast illusions or deceit-based magic. |
| 25–27 | Amulet of the Fallen Titan | Increases Strength-based checks and damage by +2, but double all falling damage taken by the wearer. |
| 28–30 | Mirror of Scrying Dust | A silver mirror covered in gray powder. Blowing the powder off reveals a target's current location, but exposes the user's face to the target in a vision. |
| 31–33 | Staff of the Black Sun | Allows the caster to cast Darkness or Ray of Enfeeblement 3 times/day. Each use drains 1 hit point permanently until rested in complete sunlight. |
| 34–36 | Girdle of the Behemoth | Grants temporary immunity to forced movement and knockdowns, but reduces movement speed by half while active. |
| 37–39 | Phial of Liquid Flame | A volatile alchemical potion. Thrown as a splash weapon dealing $4\text{d}6$ fire damage in a 10-foot radius. Burns through wood and light metal in 1 turn. |
| 40–42 | Mask of the Golden King | A heavy gold death mask. Grants $+2$ to Charisma-based checks to command or intimidate, but causes the wearer's skin to slowly turn pale and corpselike with prolonged use. |
| 43–45 | Shadow-Stitched Boots | Allows the wearer to step through shadows (teleporting up to 30 feet) twice per day, leaving behind a faint smell of ozone and sulfur. |
| 46–48 | Scroll of the Star-Crawl | An ancient parchment written in an alien script. Reading it aloud casts a random high-level arcane spell, but requires a saving throw to avoid gaining a temporary phobia. |
| 49–51 | Ivory Figurine: The War-Hound | Carved from mammoth ivory. Can be thrown to transform into a giant, spectral war-hound for 1 hour. Recharges only when washed in freshly drawn blood. |
| 52–54 | Rod of the Sunken Citadel | Controls water levels in a 100-foot area or creates a bubble of breathable air underwater for 1 hour per day. |
| 55–57 | Ring of Iron Will | Allows the wearer to automatically pass one failed saving throw against poison or magic per day, but inflicts $1\text{d}4$ psychic damage on success. |
| 58–60 | Cursed Idol of the Bat-God | A black stone idol. Grants darkvision to the carrier, but attracts nocturnal predators and blood-drinking beasts during wilderness travel. |
| 61–63 | Silver Circlet of the Mind-Blade | Allows a spellcaster to channel a spell slot into a melee attack, dealing additional force damage equal to double the spell level. |
| 64–66 | Vial of Primordial Slime | Dissolves non-magical locks, chains, and iron bars instantly. If touched directly by flesh, deals $3\text{d}6$ acid damage. |
| 67–69 | Gauntlet of the Fire-Giant | Allows the user to wield weapons one size category larger without penalty and deal double damage to wooden structures. |
| 70–72 | Tome of Forgotten Hexes | Contains $1\text{d}4+1$ rare, lost spells. Reading it exposes the scholar to ancient curses unless a Save vs. Magic is made. |
| 73–75 | Lantern of the Unseen | Emits a pale blue light that reveals invisible creatures, hidden doors, and ethereal spirits within 30 feet, but consumes oil twice as fast. |
| 76–78 | Bone Flute of the Tomb-Guard | Playing a melody causes nearby skeletons and zombies to halt attacks and listen for up to 3 turns unless attacked. |
| 79–81 | Chime of Opening (3 charges) | Unlocks any non-magical lock or jammed door instantly with a clear, resonant ring audible up to 300 feet away. |
| 82–84 | Standard of the Warlord | A battered war pennant. Allies within 30 feet gain advantage on morale/saves against fear and $+1$ to attack rolls. |
| 85–87 | Ebon Blade of the Sorcerer-King | A $+1$ sword that ignores non-magical armor. On a critical hit, it restores one spent spell slot or grants $+2\text{d}6$ temporary HP. |
| 88–90 | Crown of the Void | Grants telepathy up to 60 feet. Whispers strange, alien secrets into the wearer's mind during long rests, preventing natural healing once per week. |
| 91–93 | Jar of Preserved Homunculus | A pickled, winged construct in a sealed glass jar. When unsealed, serves as a loyal scout for 24 hours before dissolving. |
| 94–96 | Pelt of the Shadow-Panther | Worn as a cloak. Allows the user to turn invisible while stationary in dim light or darkness. |
| 97–99 | Elixir of Immortal Vigor | Heals all HP, cures diseases, and resets age back $1\text{d}10$ years. Highly sought after by dying monarchs and desperate warlords. |
| 100 | The Soul-Forged Blade of Lemuria | An ancient, sentient blade (+2 weapon). Sells for immense treasure, cuts through magical barriers, but demands a sacrifice of a warlord or sorcerer once per month to retain its power. |