Sunday, February 22, 2026

D100 Kull Era Atlantean Relics and Monster Encounter Tables For A Sword & Sorcery Castles & Crusades Rpg Campaign

 The Pre-Cataclysmic age of Kull is defined by a mix of decaying grandeur, brutal sorcery, and the looming shadow of the Elder Races. These relics aren't just "loot"—they are heavy with the history of a world that is about to sink beneath the waves.



This blog post picks right up from More Kull era Encounters & Treasures Table For a Sword & Sorcery Castles & Crusades rpg Campaign - Mini-Adventure: The Red Debt of Al-Zaman


Here is a d100 table of Atlantean relics, Valusian treasures, and Lemurian artifacts fit for a King of Kamuu or a barbarian usurper.


D100: Relics & Treasures of the Kull Era

D100Item NameDescription & Property
01-05Obsidian Mirror of TuA dark, polished glass that reveals the "true face" of those reflected (destroys Serpent Men illusions).
06-10Blood-Gold TorcHeavy, soft gold forged in Atlantis. It pulses rhythmically when near a source of ancient sorcery.
11-15The Valka-Iron BladeA sword forged in the fires of a fallen star. It ignores the damage resistance of ghostly or ethereal beings.
16-20Lemurian Sea-Silk TapestryIntricately woven cloth that feels like cool water; depicts a map of the world before the Great Flood.
21-25Skull of the First SerpentA fossilized, crowned skull. When whispered to, it grants knowledge of the Great Serpent, but drains the user's sanity.
26-30Amulet of the Seven SunsA brass disc set with orange gems. It emits a blinding flash of "True Light" once per day.
31-35Grondahl’s War-HornAn ivory horn tipped with bronze. When blown, it can shatter stone walls or terrify beasts of burden.
36-40Tablet of Forbidden LawsA stone slab from the Hall of Records. Reading it grants political insight but marks you for assassination.
41-45The Shadow-StrainerA fine silver mesh used to "catch" shadows. Can trap a man’s soul if used during a moonless night.
46-50Ring of the Red CouncilA signet ring that allows the wearer to command the "Silent Guards" of Valusia’s ancient tombs.
51-55Vial of Stygian LotusA pitch-black liquid. Inhaling the fumes allows for astral projection but leaves the body vulnerable.
56-60Cloak of the Bat-PeopleMade of leathery, dark hide. Allows the wearer to glide and hide perfectly in natural darkness.
61-65The Heart of ThuronA massive, uncut ruby that glows brighter when in the presence of royalty or "True Kings."
66-70Veridian Scale MailArmor crafted from the scales of a Great Drake. It is lighter than silk but deflects arrows like plate.
71-75Scepter of the Elder KingA heavy rod of unknown metal. It can petrify any living creature it touches for $1d6$ hours.
76-80The Mirror of No-TimeA hand mirror that shows the viewer as they will look in 50 years, often a horrifying sight.
81-85Atlantean War-Chariot AxleMade of "Orichalcum." It is virtually indestructible and can be reforged into a god-slaying spear.
86-90Eye of the AbyssA sapphire the size of a fist. Staring into it reveals the location of the sunken city of Kamuu.
91-95The Crown of Seven SecretsAn iron crown that grants the wearer the ability to read the surface thoughts of any subject in their presence.
96-00The Fang of the World-EaterA dagger carved from a tooth of the Great Serpent. Deals $X$ poison damage where $X = \text{target's maximum health} / 2$.

A Note on Authenticity

In the world of Kull, items of power usually come with a "Geas" or a Curse. These are not "magic items" in the modern sense; they are artifacts of a dying, more cynical world.

  • The Weight of History: Most of these items should be physically heavy. Atlantis and Valusia were obsessed with permanence.

  • The Serpent Threat: If an item is too powerful, it was likely crafted by the Serpent Men. Using it might slowly turn the user into one of them—mentally or physically.

"The world is old, and we are but children playing in the ruins of giants who forgot their own names." — Valusian Proverb

 The world of Kull is a time of "Shadows and Silk"—where civilization is decadent and the wilderness is teeming with the remnants of pre-human civilizations. Unlike the later Hyborian Age, the monsters here are often more eldritch, ancient, and deeply entwined with the fall of empires.

Here is a d100 encounter table for the monsters and beasts stalking the Pre-Cataclysmic world.


D100: Monsters of the Kull Era

D100EncounterDescription & Threat
01-10Serpent Men (The Hidden)Disguised as nobles or advisors using "The Glamour." They strike from the shadows with poisoned glass daggers.
11-18Pictish RaidersSavage, painted warriors from the islands. They use stone-age weapons but possess an uncanny, animalistic ferocity.
19-25The Shadow-HoundsIncorporeal, smoke-like canines summoned from the Abyss. They hunt by scenting fear, not flesh.
26-32Great White ApeSemi-intelligent primates from the jungles of Lemuria. They use heavy clubs and hunt in coordinated packs.
33-39Deep-One HybridsScale-skinned humanoids from the sinking coasts. They seek to drag land-dwellers into the black surf.
40-46The Living StatuesAncient Valusian guards made of iron or stone, animated by the blood of slaves to protect forgotten tombs.
47-53Flying Night-GauntsFaceless, leathery-winged horrors that snatch victims from the saddle and drop them from terrifying heights.
54-60Giant Constrictor (The Totem)A massive serpent, often worshipped as a god. Its hide is thick enough to turn aside common bronze blades.
61-67The Slime-Things of KamuuAmorphous, gelatinous horrors that dwell in the sewers of the capital, capable of dissolving armor in seconds.
68-74Barrow-WightsThe restless spirits of Atlantean kings who refused to die. They wield rusted swords that inflict "The Chill of the Grave."
75-81The Bat-People of the PeaksA dying race of winged humanoids who consider the mountain passes their private larder.
82-88Elder Thing CultistsHuman zealots who have traded their sanity for the ability to summon "Things from Outside."
89-94The Hydra-SpawnMulti-headed swamp drakes that regenerate limbs unless the stumps are cauterized with fire.
95-98The Shoggoth-EchoA mass of eyes and mouths; a decaying remnant of the Elder Races' biological tools. High lethality.
99-00The Ghost of a Dead GodA gargantuan, semi-transparent entity. It does not attack directly but induces madness in anyone who looks upon it.

Environmental Modifiers

The Kull era is highly atmospheric. Depending on where the encounter occurs, the "threat" might change:

  • In the Forbidden Cities: Many monsters are social. They aren't just there to bite; they are there to blackmail, manipulate, or replace you.

  • On the Atlantean Moors: Encounters are often lonely. You aren't fighting a horde; you're fighting one thing that has been waiting 1,000 years for a traveler.

  • The Law of the Sword: Steel (or Valka-iron) is often the only thing these creatures respect. Magic is rare, terrifying, and usually signals that a Serpent Man is nearby.

"I have seen the faces of men turn to scales in the torchlight, and I have learned that the only truth is the weight of the axe in my hand." — Kull of Atlantis

New Flesh Rpg Adventure - Mission Brief: Operation "Threnody in Glass" Adapting The Cultclassic TV show T.H.E. Cat into our New Flesh campaign. Part II The Assassins!

 


This session picked up with the player's PC's hanging out with T.H.E. Cat and Wei Wan's Ninja Cutie clan, This adventure picks right up from New Flesh Rpg Adventure - Mission Brief: Operation "Threnody in Glass" Adapting The Cultclassic TV show T.H.E. Cat into our New Flesh campaign.



But who are this clan of Ninja Cuties?!  Because this clan is in Avivadad things are not as they seem. 

The Core Concept

In the neon-soaked metropolis of Neo-Kyoto, Ninja Cuties are the city’s beloved idols and defenders. However, their incredible powers aren't derived from "friendship" or "ancient scrolls"—they are the result of The Red Room's invasive bio-engineering.

The campaign follows a squad of Ninjas who discover that every time they use their "Super Kawaii" abilities, their bodies undergo horrific, permanent mutations (The New Flesh).


1. The Setting: The Dual-Faced City

  • The Surface (Ninja Cuties): Bright colors, holographic advertisements, and cheering crowds. The Ninjas live in luxury apartments and fight "Monsters of the Week."

  • The Sub-Levels (New Flesh): The industrial meat-grinders where failed prototypes are dumped. This is where the Red Room scientists monitor the girls' biological stability.

2. Blending the Mechanics

To run this effectively, you’ll use Ninja Cuties for the social scenes and flashy combat, and New Flesh for the consequences of power.

FeatureSystem SourceImplementation
Combat/StyleNinja CutiesUse for over-the-top attacks, agility, and "Cutie Points."
Physical TollNew FleshEvery time a player spends a "Cutie Point" or uses a signature move, they must roll for Biological Instability.
EvolutionNew Flesh"Leveling up" isn't just getting stronger; it means growing extra eyes, shifting organs, or merging with their weapons.
Social StakesMixedCan you maintain your idol persona when your mask is fused to your skull?

3. The Story Arc: "The Decay of the Idol"

Act I: The Sweet Lie

The players start as standard Ninja Cuties. Their missions are simple: stop "Glitch Ninjas" from sabotaging the city's power grid. Everything feels high-energy and fun.

  • The Twist: During a victory celebration, one player notices their fingernails have turned into jagged, vibrating obsidian.

Act II: The Red Room Reveals

The Ninjas are sent to a secret laboratory to "upgrade" their gear. Instead, they find vats of their own clones and data logs detailing the New Flesh process. They realize their "Magic" is actually a sentient, hyper-evolved cancer.

  • Mechanical Shift: Start introducing the New Flesh mutation tables. Combat becomes more brutal and desperate.

Act III: Rebellion or Transcendence

The players must decide: Do they continue to serve the Red Room to receive the "stabilizers" that keep them looking human, or do they embrace the New Flesh to gain the power needed to tear the corporation down?


4. Character Archetypes (The "Gore-Cuties")

  • The Porcelain Doll: A high-charisma Ninja whose skin is becoming a literal, unbreakable ceramic. She is losing all sense of touch.

  • The Ribbon Weaver: Her "magic ribbons" are actually elongated, prehensile nerves that she flays from her own wrists.

  • The Bio-Bladed Leader: Her katana is no longer a tool; it has fused with her arm, drawing nutrients directly from her bloodstream.


Tone Note: To make this work, lean into the dissonance. Describe a flashy, sparkling transformation sequence, but end it with the sound of cracking bone and the smell of ozone and copper.To fit the Glimmer-Gore aesthetic, these assassins are designed as "The Perfection Squad"—former Ninja Cuties who fully embraced the New Flesh to become the Red Room’s ultimate cleaners. They are colorful, terrifying, and biologically impossible.

1. "Puddles" (The Slime Idol)

A bubbly assassin whose body has lost all cellular cohesion. She appears as a gelatinous mass of translucent pink goo wearing a cracked porcelain mask.

  • The Bio-Horror: She doesn't use weapons; she "hugs" targets, pulling them into her acidic, strawberry-scented mass to dissolve them.

  • Signature Move: Capillary Burst. She explodes into a cloud of pressurized mist, reforming behind the players instantly.

  • The Weakness: High-frequency sound waves cause her molecular structure to shatter.

2. Spine-Flower Hana

Hana looks like a traditional floral-themed ninja, but her "petals" are actually sharpened shards of her own vertebrae that protrude through her back in a lotus pattern.

  • The Bio-Horror: She can decouple her spine and use it as a jagged, prehensile whip. Every time she strikes, the sound of grinding bone is audible over her cheerful humming.

  • Signature Move: Floral Calcification. She sprays a mist of rapid-growth calcium that turns the target's skin into brittle, immovable bone.

  • The Weakness: Her exposed nervous system is hyper-sensitive to heat.

3. Cello (The Hollow-Body)

Cello’s torso has been carved out and replaced with a resonance chamber made of hardened sinew and silver strings. She has no mouth; her face is a smooth surface of skin.

  • The Bio-Horror: She "plays" her own exposed ribs like a harp to create subsonic frequencies that cause internal organs to liquefy or switch places.

  • Signature Move: Cardiac Remix. A localized sonic blast that forces the target's heart to beat in a chaotic, damaging rhythm.

  • The Weakness: Physical objects jammed into her ribcage mute her abilities.

4. The Glitter-Gnat Swarm

This assassin isn't one girl, but a hive-mind of thousands of carnivorous, metallic butterflies that have consumed the original Ninja's consciousness.

  • The Bio-Horror: The "swarm" can take a humanoid shape for a split second to blow a kiss before dissolving into a cloud of microscopic razors that strip flesh from bone.

  • Signature Move: Metamorphosis Feast. The swarm enters the target's open wounds to begin gestating new "butterflies" in real-time.

  • The Weakness: They are magnetically charged; a strong electromagnet can clump them together into a helpless ball.

 

5. Mono-Eye Mika

Mika has been reduced to a single, massive optic nerve and eye encased in a reinforced glass sphere, supported by four spindly, insectoid legs made of surgical steel.

  • The Bio-Horror: She "sees" in the spectrum of pain. She can pinpoint exactly which of a player’s mutations is the most unstable and trigger a localized biological collapse.

  • Signature Move: The Gaze of the Red Room. A beam of concentrated radiation that causes rapid, cancerous growth in whatever it hits, turning a player's own limbs against them.

  • The Weakness: Blinding her with bright, "Kawaii-style" pyrotechnics causes her a feedback loop of agony.


Encounter Hook: The "Fan-Meet"

The players are cornered in an abandoned neon shopping mall. The assassins drop from the ceiling, not with a growl, but with a synchronized, pre-recorded idol greeting: "We're your biggest fans... and we can't wait to see what's inside you!"



T.H.E. Cat showed up and got us out just as the genetic instabilities of these assassins almost resulted in our party getting an acid bath! Two our PC's did get gravely injured and we got outta of there!  

Gemini said




Saturday, February 21, 2026

Barrows & Borderlands Rpg Monster Encounter - The Titan Protocol aka The Titan Find

 



If you’re bringing the Titanian (the creature from the 1985 cult classic Creature, also known as The Titan Find) into your Barrows & Borderlands campaign, you’re looking at a perfect high-lethality "stalker" encounter.

The creature isn't just a physical threat; it’s a parasitic puppeteer. Here is a breakdown of its biology and how to stat it for your game.


The Creature: Titanian Parasite

In the film, the creature is an ancient, tall, insectoid-amphibian hybrid discovered in a dormant lab on Saturn’s moon, Titan. It is remarkably agile, surprisingly strong, and has a terrifying way of "recycling" its victims.

Physical Attributes

  • Appearance: A towering, slender humanoid with slick, dark skin. It has a distinctive elongated cranium, glowing eyes, and a mouth full of needle-like teeth.

  • Movement: It moves with a jerky, unnatural speed. It can cling to walls and ceilings, making it a nightmare in tight dungeon corridors or abandoned space hulks.

  • Durability: It is highly resistant to standard physical trauma. In the film, it shrugs off small-arms fire and only yields to massive structural damage or high explosives.

Unique Mechanics: The Mind-Control Parasite

The most iconic trait of the Titanian is its ability to produce synaptic parasites.

  • The "Face-Hug" variant: The creature can attach small, fleshy organisms to the heads of deceased or unconscious victims.

  • Puppet Mastery: These parasites tap into the nervous system, allowing the Creature to control the victim's body. These "zombies" retain their basic motor skills and can even use weapons or speak simple phrases to lure their former allies into a trap.


B&B Stat Block Concepts

Since Barrows & Borderlands thrives on dangerous encounters, treat the Titanian as a Mini-Boss or a Roaming Terror.

AttributeSuggested Focus
TypeAberration / Alien
Primary SaveAgility / Reflex (to dodge its lightning-fast leaps)
WeaknessExtreme Heat or Electrical Overload
Signature MoveNeural Hijack: If a player is reduced to 0 HP, the creature can attempt to attach a parasite instantly.

Special Abilities

  • Stealth Camouflage: The creature gains a massive bonus to stealth checks in dim light or metallic environments.

  • Ventriloquism: It can mimic the screams or voices of its previous victims to cause Fear or Confusion saves in the party.

  • Carapace Armor: Heavy plating that reduces incoming non-magical (or non-energy) damage by a fixed amount.


Campaign Hook: "The Titan Protocol"

The party discovers a derelict research outpost. They find logs of a crew that went mad, only to realize the "crew" is still walking around—but their movements are stiff, and there’s something pulsing on the back of their necks.

Pro-Tip: Don’t show the monster right away. Let the players fight the "puppets" first. When they realize the corpses are being remote-controlled, the true horror sets in.

If your players actually manage to take down a Titanian, they’ve earned more than just experience points. Because this creature is an ancient, space-faring biological anomaly, the "loot" ranges from valuable organic components to remnants of the high-tech civilizations it has consumed over the eons.

Here is a d100 Loot Table for harvesting or searching the Titanian’s lair.


The Titanian Harvest & Salvage Table

d100RarityResult
01–40CommonHardened Chitin Shards: 1d6 plates of obsidian-like armor. Can be forged into +1 Shields or light armor that grants resistance to vacuum/cold.
41–60CommonPreserved Neural Parasite: A dormant "slug" in a biological sac. An Alchemist or Artificer could study this to create Potions of Telepathy or Mind Control antidotes.
61–75UncommonCorrosive Gland: A fragile organ. If thrown, it acts as a high-potency Acid Flask ($3d6$ damage). If harvested carefully, it can coat 1d4 blades with permanent corrosive properties.
76–85RareVocal Mimicry Box: A strange, fleshy organ near the throat that still vibrates. Can be fashioned into a Cloak of Deception or a device that grants +5 to Charisma (Deception) checks.
86–93RareAncient Saturnian Data-Core: A crystalline shard embedded in the creature's flesh from a previous victim. Contains maps of "The Borderlands" or codes to an ancient vault.
94–98Very RareHyper-Reflex Nerve Bundle: If consumed (risky!) or integrated into gear, the user gains an extra Reaction per round or a permanent +2 to Initiative.
99LegendaryThe Alpha Parasite: A golden-hued slug. If bonded to a willing host, it provides "Hive Sight" (360-degree vision) but requires the host to consume raw meat daily to prevent it from eating them.
100MythicTitanian Egg: It’s unhatched. It’s heavy. It’s worth a fortune to the wrong people... or it’s a ticking time bomb for the party’s home base.

Critical Failure on Harvesting

In Barrows & Borderlands, harvesting an alien should be dangerous. If a player rolls a Natural 1 on their skill check to harvest the creature:

  • Contamination: The player is sprayed with pressurized acidic blood ($2d6$ damage).

  • Latent Infection: A microscopic parasite enters the player's bloodstream. They don't feel it now, but in 1d4 days, they start hearing the "Mother" calling to them from the stars.


How to use the "Ancient Data-Core" (Result 86–93)

If they find the Data-Core, it’s a perfect bridge to your next quest. It could contain:

  1. Coordinates to a Crashed Research Vessel.

  2. The "Off" switch for a Security Grid in a nearby dungeon.

  3. A recorded message from the last survivor of the Titan mission, warning of something even bigger than the creature they just killed.




    During tonight's B&B game the player's ran across a delerict crashed space craft. Two of the player's PC's became hosts for the zombie worms of the Titan Find. And we were able to escape after dropping some radium grenades that we picked up from last game 
    Barrows & Borderlands Rpg Play Session - Night of the Manta Session Report One