The cult of Set thrives on secrecy, dark sorcery, ancient poisons, and serpentine monsters. Designed specifically for the SIEGE Engine (Castles & Crusades), these tables flesh out encounters, cultist factions, foul beasts, and ophidian relics for desert temples, tomb hexcrawls, or urban cult dens. This blog post picks up from D100 Servants of Set & Serpents Plus Treasures & Curios of Set For A Castles & Crusades Sword & Sorcery Campaign!
D100 Servants & Serpents of Set
Use for random encounters, temple guards, dungeon wandering monsters, or NPC contacts.
| d100 | Encounter / Servant Description | Castle Keeper Notes & Stats (C&C) |
| 01–05 | Snake-Charming Zealot (1d6) chanting in Stygian dialects. | HD 1d8, HP 5, AC 12, Atk Staff 1d6 or Asp bite (1d4 + Poison). Poison: Constitution SIEGE Check (CL 1) or take 2d4 damage. |
| 06–10 | Ashen Acolytes (2d4) bearing obsidian-tipped spears. | HD 2d8, HP 10, AC 13 (leather), Atk Spear 1d6. Fanatical; immune to fear effects while a Priest is present. |
| 11–15 | Vipers of the Pit (3d6 common poisonous snakes). | HD 1d4, HP 2, AC 14, Atk Bite 1 (Poison). Poison: CON check or 1d6 damage + slowness for 1 hour. |
| 16–20 | Hierophant’s Eye (1 Level 3 Cleric of Set). | HD 3d8, HP 16, AC 15 (scale mail), Spells: Cause Light Wounds, Darkness, Hold Person. Carries a bronze cobra staff. |
| 21–25 | Scalesworn Fanatic (1d4 Frenzied Berserkers). | HD 3d10, HP 22, AC 12, Atk Flamberge 2d4+2. Enters Blood Rage: +2 to hit/damage, -2 AC for 1d6 rounds. |
| 26–30 | Giant Sand Pit Cobra (1 Monster). | HD 4d8, HP 20, AC 15, Atk Bite 1d8 + Lethal Venom. Poison: CON check or death in 1d4 rounds (half damage on success). |
| 31–35 | Ophidian Assassin (1 Rogue). | HD 4d6, HP 18, AC 15 (studded leather), Atk Poisoned Dagger 1d4+2 + Backstab (+4 to hit, x2 damage). Uses stealth. |
| 36–40 | Embalmed Serpent-Guard (2d4 Set-marked Mummies). | HD 5d12, HP 30, AC 15, Atk Slam 1d12 + Mummy Rot. Vulnerable to fire; requires CON check vs. disease. |
| 41–45 | Tattooed Venom-Brewers (1d2 Alchemists). | HD 2d8, HP 9, AC 11, Atk Thrown Bomb (2d6 fire/acid, 5ft splash). Carries 1d4 vials of contact poison. |
| 46–50 | Sethic High Priest (1 Level 7 Cleric). | HD 7d8, HP 38, AC 17 (plate), Spells: Animate Dead, Cause Serious Wounds, Poison, Serpent Form. |
| 51–55 | Were-Cobra Lycanthrope (1d2). | HD 5d8, HP 26, AC 16, Atk Bite 1d6 + Poison or Scimitar 1d8. Silver or magic weapons required to hit. |
| 56–60 | Gorgon-Blooded Oracle (1 Sorcerer). | HD 6d4, HP 18, AC 12, Gaze: Wisdom SIEGE Check or Paralysis for 2d4 turns. Spells: Hypnotism, Mirror Image, Lightning Bolt. |
| 61–65 | Bone-Snake Swarm (1 Necromantic Swarm). | HD 4d8, HP 18, AC 13, Atk Swarm 2d6 + Bleeding. Immune to single-target weapons; vulnerable to area effects. |
| 66–70 | Desert Nagani (1 Serpent-Centaur). | HD 6d8, HP 32, AC 16, Atk Composite Bow 1d8 or Greatsword 2d6 + Tail Constrict 1d10. STR check to break free. |
| 71–75 | Black Lotus Cultists (2d6 Drugged Zealots). | HD 2d8, HP 14, AC 11, Atk Scimitar 1d6+2. Immune to pain (ignores penalty from blood loss/wounds until dead). |
| 76–80 | Shadow-Snake Manifestation (1 Extraplanar Beast). | HD 5d8, HP 24, AC 17, Atk Shadow Bite 1d8 + 1d4 Strength Drain. DEX check to spot in darkness. |
| 81–85 | Gorgon Serpent Monstrosity (1 Iron Scale Snake). | HD 8d8, HP 45, AC 19, Atk Bite 2d8 + Petrifying Breath (Cone 30ft, CON check or turn to stone). |
| 86–90 | The Serpent of the Tombs (1 Giant Two-Headed Python). | HD 9d8, HP 52, AC 15, Atk 2 Bites 1d10 + Dual Constriction (2d8 per round). |
| 91–95 | Set-Chosen Abomination (Half-man, Half-Cobra Champion). | HD 10d10, HP 65, AC 18, Atk 2 Heavy Claws 1d8, Bite 1d10 + Poison (Deadly), Spell-like ability: Phantasmal Killer 1/day. |
| 96–00 | Avatar of Set / Great Wyrm of Apophis (Boss Encounter). | HD 14d12, HP 105, AC 22, Atk Bite 3d10 + Devour + Aura of Fear (WIS check or flee). Fights until completely destroyed. |
D100 Treasures & Curios of Set
Roll for cult hoards, tomb offerings, or loot recovered from Sethic priests.
| d100 | Item Name & Description | Castles & Crusades Rules / Value |
| 01–10 | Vial of Black Lotus Extract | Rare poison (3 doses). Ingested/Injury: CON check (CL 3) or fall into a comatose trance for 1d6 hours (Value: 150 gp). |
| 11–20 | Obsidian Serpent Idol | Heavy statue with ruby eyes. Glowing dark magic detected. Worth 250 gp to collectors, but acts as a locus for Animate Dead. |
| 21–30 | Cobra-Headed Bronze Flute | When played (CHA check CL 1), hypnotizes all normal reptiles within 30 ft for as long as performance continues (Value: 100 gp). |
| 31–40 | Ring of Viper Protection | Ring fashioned as a biting snake. Grants +2 bonus to Saving Throws vs. Poison and disease (Value: 1,200 gp). |
| 41–50 | Sethic Poisoner’s Kit | Contains exotic herbs, venom extractors, and vials. Grants a +2 bonus to Prime/Check on Alchemy or Assassin poison crafting. |
| 51–60 | Scepter of the Scale King | Rod adorned with gold and lapis lazuli. 3/day allows user to cast Cause Fear (CL 3) on a single target (Value: 2,500 gp). |
| 61–70 | Aspskin Leather Armor (+1) | Sleek, dark green leather armor. Grants +1 AC and resistance to acid damage (half damage from acid sources) (Value: 1,800 gp). |
| 71–80 | Khopesh of the Viper (+2) | Wicked curved blade. On a natural 20 hit, deals normal damage and injects venom: target must succeed CON check (CL 2) or suffer +2d6 damage. |
| 81–85 | Scroll of the Dark Pharaoh | Ancient papyrus scroll containing 3 Cleric Spells: Darkness 15' Radius, Stick to Snakes, and Curse (Caster Level 7). |
| 86–90 | Tome of Unholy Ophidian Rites | Bound in serpent skin. Reading takes 1 week; grants a Cleric or Wizard +1 spell slot of their highest level, but permanently reduces CHA by 1. |
| 91–95 | Staff of the Cobra | Staff transforms into a Giant Viper under user's command for up to 1 hour per day. Reverts if slain (Value: 8,000 gp). |
| 96–00 | Heart of Apophis (Major Relic) | Pulsing fist-sized black gem. Grants user immunity to poison/petrification and allows summoning of 1d4 Giant Cobras 1/day. Unholy aura alignment shift. |
These unique Sethic poisons, curses, and magical afflictions use standard Castles & Crusades (SIEGE Engine) mechanics. Save DCs are structured as Constitution, Wisdom, or Strength SIEGE Checks, with the Challenge Level (CL) determined by the severity of the affliction or the caster's level.
D20 Sethic Poisons, Curses & Afflictions
| d20 | Name | Type | Effect & SIEGE Engine Mechanics |
| 1 | Blight of the Ashen Cobra | Poison (Contact) | CON Check (CL 2): Target's skin dries into cracked, shedding scales over 1d4 rounds. Takes 2d6 initial damage and loses 1 point of Charisma per hour until cured. |
| 2 | Gorgon’s Slumber | Poison (Injury) | CON Check (CL 3): Target suffers 1d8 damage and is paralyzed for 2d4 turns as their muscles stiffen like lead. |
| 3 | Black Lotus Lethargy | Poison (Ingested) | CON Check (CL 1): Target falls into a deep, vivid hallucinatory trance for 1d6 hours. Unable to take actions; all SIEGE checks made immediately after waking suffer a -2 penalty for 24 hours. |
| 4 | Blood of Sethis | Poison (Injury) | CON Check (CL 4): Causes violent internal hemorrhaging. Target takes 3d6 damage on round 1 and 1d6 damage per round for 3 rounds. A successful save reduces damage by half and ends the duration. |
| 5 | Viper-Bane Extract | Poison (Inhaled) | CON Check (CL 2): Gas fills a 10ft radius. Victims cough up blood, taking 1d10 acid damage and suffering a -2 penalty to all Physical Primes (STR, DEX, CON) for 1 hour. |
| 6 | Flesh-Dissolving Bile | Poison (Contact) | CON Check (CL 3): Eats through armor and skin. Deals 2d4 damage per round for 3 rounds. Reduces target’s armor AC by 1 point permanently until repaired or healed. |
| 7 | Whispers of Apophis | Curse (Spell) | WIS Check (CL 3): Target hears continuous, maddening sibilant whispers. They cannot benefit from full rest to regain spells or HP, and suffer a -2 penalty to all Mental SIEGE checks (INT, WIS, CHA). |
| 8 | Mark of the Serpent God | Curse (Touch) | WIS Check (CL 2): An branded cobra tattoo appears on the victim's chest. All reptiles automatically treat the victim as hostile and gain +2 to hit them. |
| 9 | Curse of the Sunless Sands | Curse (Relic) | CON Check (CL 4): The victim's body rapidly dehydrates. Requires 4x the normal daily amount of water; failure to drink causes 1d6 damage per hour and severe exhaustion (-4 to all checks). |
| 10 | Gaze of the Iron Serpent | Curse (Sight) | WIS Check (CL 3): Target is permanently blinded by ghostly phantom snakes wrapping around their eyes. Requires Remove Curse or Heal to cure. |
| 11 | Curse of Cold Blood | Curse (Unholy) | CON Check (CL 2): The victim’s core body temperature plunges. They take double damage from cold/ice sources and suffer a -2 penalty to DEX checks whenever in environments under 60°F (15°C). |
| 12 | Tongue of the Liar | Curse (Ritual) | CHA Check (CL 2): Target's tongue forks and they are incapable of speaking truth; any attempt to speak results in involuntary sibilant lies. Spells with verbal components have a 25% failure rate. |
| 13 | Serpentine Metamorphosis | Affliction | CON Check (CL 5): Over 3 days, the victim's legs fuse into a scaly serpent's tail. Movement speed drops to 15 ft (unless slithering/swimming), but they gain a Constrict attack (1d6 + STR mod). |
| 14 | Phantasmal Ophidiophobia | Affliction | WIS Check (CL 3): Target perceives every held object (ropes, swords, torches) as a writhing venomous snake. Must pass a WIS check each round or drop what they are holding in panic. |
| 15 | Rot of the Tomb-Dweller | Affliction | CON Check (CL 3): Wounds fester into necrotic, blackened rot. Natural healing is stopped entirely, and magical healing only restores 50% of normal hit points until the affliction is cured. |
| 16 | Shadow-Snake Parasite | Affliction | WIS Check (CL 4): A shadowy reptile lives within the victim's shadow. Every time the victim takes damage in combat, the shadow-snake bites them for an additional 1d4 strength drain damage. |
| 17 | Scales of the Sun-Hater | Affliction | CON Check (CL 2): Epidermis turns to shimmering green scales. Grants +1 natural AC, but direct sunlight causes 1 point of burn damage per turn and severe skin blisters. |
| 18 | Cobra-Gaze Hypnosis | Affliction | WIS Check (CL 3): Target is charmed by the nearest Sethic priest or serpent creature. They will defend the master with their life for 1d4 days unless broken by Dispel Magic or Remove Curse. |
| 19 | Shedding Flesh Virus | Affliction | CON Check (CL 1): The victim sheds their skin once per week in a painful 24-hour ordeal. During shedding, they are incapacitated and take a -4 penalty to all SIEGE checks. |
| 20 | Wrath of Set (The Eternal Venom) | Affliction | CON Check (CL 6): Unholy divine curse. Target's blood turns to liquid venom. Takes 1d6 damage every midnight. Anyone who bites or touches the victim's open blood must save vs Poison (CL 2) or take 2d6 damage. |
These tomb-guarding curses are triggered by disturbing glyphs, breaking sarcophagus seals, or opening trapped doors within Sethic crypts. Designed for Castles & Crusades, each curse requires a SIEGE Check to resist or mitigate, with the Challenge Level (CL) scaled to the tomb's severity.
D10 Sethic Tomb Traps & Door Glyph Curses
| d10 | Curse Name & Trigger | SIEGE Check & Mechanism | Curse Effect & Duration |
| 1 | Glyph of the Coiling Shadow (Trigger: Touching a sealed tomb door) | WIS Check (CL 3) vs. Mental Primes | Shadowy serpents erupt from the glyph and bind the intruder. On a failed save, the target’s shadow detaches to become a hostile shadow monster while the target suffers a -2 penalty to DEX and moves at half speed until Remove Curse is cast. |
| 2 | Sand-Lover’s Suffocation (Trigger: Opening a sarcophagus seal) | CON Check (CL 4) vs. Physical Primes | Fine, golden desert sand magically pours into the intruder’s lungs. On a failed save, the victim begins suffocating, taking 1d6 damage per round and losing the ability to speak or cast spells with verbal components until cured or dead. |
| 3 | Wrath of the Sunless Crypt (Trigger: Bringing active light sources within 10ft of the altar) | WIS Check (CL 2) vs. Mental Primes | Torches and Light spells within 30 ft instantly snuff out into magical darkness. The triggerer’s eyes turn pitch black; they are struck with permanent magical blindness that sees only phantom, writhing vipers. |
| 4 | Curse of the Serpent’s Greed (Trigger: Removing gold or jewels from a burial mound) | CHA Check (CL 3) vs. Mental Primes | Any stolen treasure feels icy cold. Every midnight the thief holds the loot, their body turns increasingly serpentine, permanently losing 1d2 points of Charisma and Strength per day as skin turns to brittle scales. |
| 5 | Gaze of the Mummy King (Trigger: Reading an inscribed tomb epitaph aloud) | WIS Check (CL 4) vs. Mental Primes | The reader is transfixed by an ancient, paralyzing dread. Failure results in permanent paralysis (as Hold Person, but indefinite) accompanied by rapid aging (aging 1d10 years per day until broken). |
| 6 | Seal of Blood and Salt (Trigger: Springing a lock mechanism without the holy key) | CON Check (CL 3) vs. Physical Primes | A fine mist of toxic crimson salt sprays into the room. Intruder's wounds cannot be healed by normal or magical means (0 HP restored from potions or spells) while within the tomb structure. |
| 7 | Ward of the Bone Snake (Trigger: Breaking a mortuary jar or urn) | DEX Check (CL 2) vs. Physical Primes | The broken shards animate into bone-like fangs. The offender takes 2d8 piercing damage and contracts Tomb Rot, losing 1 hit point permanently every time they take a long rest until purified. |
| 8 | Invocation of Apophis' Echo (Trigger: Stepping on a pressure-sensitive floor glyph) | WIS Check (CL 5) vs. Mental Primes | A low, vibrating sibilance echoes in the minds of everyone in a 20ft radius. Failing targets are struck with extreme paranoia and panic (Fear effect for 1 hour), treating all allies as transformed giant snakes. |
| 9 | Curse of the Empty Tomb (Trigger: Disturbing the mummy's protective amulets) | STR Check (CL 3) vs. Physical Primes | The thief’s flesh begins to wither into papyrus-dry mummy husk. The target’s maximum HP is halved and they gain vulnerability to fire damage (taking double damage from all flame sources). |
| 10 | Judgment of the Cobra God (Trigger: Opening the inner sanctum doors without offering blood) | CON Check (CL 6) vs. Physical Primes | A spectral 10-foot cobra looms over the doorway and strikes through the target's spirit. Failed save inflicts 3d10 necrotic damage and permanently drains 1 point from all Prime Attributes |
Designed for Castles & Crusades (SIEGE Engine), this table provides chamber descriptions, physical hazards, and atmospheric features for a subterranean crypt dedicated to Set. Challenges rely on Physical (STR, DEX, CON) and Mental (INT, WIS, CHA) SIEGE checks.
D20 Sethic Tomb Rooms, Hazards & Environmental Features
| d20 | Room / Chamber Description | Non-Magical Hazard / Feature | SIEGE Engine Mechanics & Rules |
| 1 | Antechamber of Sand Sloped entryway filled with waist-deep, shifting fine sand. | Sand Trap: Stepping on a central paving stone releases a wall baffle, dumping tons of sand into the room. | DEX Check (CL 3) or become buried. Buried characters suffocate in 1d4+1 rounds unless dug out (STR check CL 2 per round). |
| 2 | Hall of the Coiling Pillars Columns carved like interlocking vipers supporting a collapsing stone ceiling. | Unstable Masonry: Heavy vibration or loud noise (e.g., thunder spells, bashing doors) triggers a ceiling collapse. | DEX Check (CL 2) to avoid falling stone for 2d10 bludgeoning damage (half on success). Room becomes difficult terrain. |
| 3 | The Serpent's Maw Staircase A steep, narrow flight of stairs carved into a gaping stone cobra mouth. | Greased Incline: Steps are coated in ancient, slick snake tallow and dried oils. | DEX Check (CL 2) when moving faster than half speed or tumble down for 1d6 damage per 10 ft fallen. |
| 4 | Pit of the Asps A 15-ft wide sunken pit separating two corridors, spanned by a narrow 6-inch stone beam. | Pit & Serpent Hazard: The pit floor contains 2d6 agitated desert vipers. | Balance requires DEX Check (CL 2). Falling inflicts 1d6 fall damage + 2d4 viper bites (CON check CL 1 or 1d6 poison damage). |
| 5 | Embalming Preparation Crypt Stone tables clutter the room alongside smashed clay jars of ancient oils and natron salt. | Slippery Brine & Glass: Broken pottery creates sharp debris covered in slick embalming fluids. | Running or fighting requires DEX Check (CL 1). Prone targets land on glass for 1d4 piercing damage. |
| 6 | Chamber of Hissing Vents Floor grates vent pressurized underground thermal air scented with sulfur. | Sulfurous Gas Jets: Vents blast hot, toxic gases in unpredictable 3-round cycles. | CON Check (CL 3) when crossing or suffer 2d4 fire/acid damage and choking fits (-2 to attack rolls for 1d4 turns). |
| 7 | The Scorpion Vault A low-ceilinged room filled with piles of dry desert rubble and cracked urns. | Scorpion Infestation: Disturbing the rubble agitates a swarm of stinging desert scorpions. | CON Check (CL 2) vs. Poison for anyone searching rubble. Failure causes 1d4 damage + strength loss (-1 STR for 12 hours). |
| 8 | The Scythe-Door Corridor A narrow hallway flanked by copper-sheathed statues holding massive bronze scythes. | Weighted Pressure Plates: Hidden floor plates trigger swinging pendulum blades. | Find Traps / WIS Check (CL 3) to spot. Triggering requires DEX Check (CL 3) or take 3d6 slashing damage. |
| 9 | The Sunken Canopic Storehouse A flooded, knee-deep chamber smelling of stagnant water and decaying organic matter. | Tomb Shallows & Hidden Drop: Submerged floor features a hidden 10-ft deep drainage pit. | WIS Check (CL 2) to spot underwater ledge. Unwary explorers fall in, dropping handheld torches/light sources. |
| 10 | Grand Hieroglyphic Gallery Walls covered in deeply carved Sethic litanies and copper-inlaid serpent motifs. | Poison Needle Inscriptions: Inspecting or tracing the relief carvings triggers hidden wall needles. | DEX Check (CL 2) to avoid needle. CON Check (CL 2) vs. Poison (1d8 damage + paralysis for 1 turn). |
| 11 | The Mortuary Well A deep dry well in the center of the room used for ancient sacrificial disposal. | Caving Well Ledge: The crumbling stone lip gives way under heavy weight (+200 lbs). | DEX Check (CL 3) to grab the edge, or fall 30 ft into bone piles for 3d6 impact damage. |
| 12 | Vault of the False Sarcophagus A massive stone coffin sits prominently in the center of a painted dome. | Counterweight Deadfall: Lifting the stone sarcophagus lid drops a 500 lb ceiling slab. | DEX Check (CL 4) to leap clear. Failure results in 4d10 crushing damage and being pinned beneath stone. |
| 13 | Hall of Echoing Sibilance A vaulted chamber engineered with acoustic channels that amplify small noises. | Deafening Resonance: Metallic clangs or loud screams resonate violently through acoustic ducts. | CON Check (CL 2) or be stunned for 1 round and deafened for 1d6 turns (-2 SIEGE checks involving hearing). |
| 14 | The Ashen Crypt Thick layers of fine, caustic natron ash cover the floor and sarcophagi like snow. | Caustic Dust Cloud: High-speed movement or area spells stir up blinding, acrid dust clouds. | CON Check (CL 2) or suffer 1d4 acid damage per round and temporary blindness while inside the cloud. |
| 15 | The Sinking Sand-Lock A small airlock room between double iron-bound doors. | Sand Clock Mechanism: Closing the entrance door triggers an overhead chute filling the room with sand. | Doors lock for 4 rounds while sand fills chamber. Requires STR Check (CL 4) to force doors before total burial. |
| 16 | Chamber of the Obsidian Eye A massive polished obsidian sphere rests in a bowl of dark, stagnant mercury. | Mercury Vapor Toxicity: Prolonged exposure to the puddle releases toxic heavy-metal vapors. | CON Check (CL 2) every 10 minutes spent in room or suffer 1d3 Constitution damage (recovered after long rest). |
| 17 | The Snake-Pit Bridge A rotting wooden rope bridge stretches over a 20-ft deep dry moat filled with sharpened stakes. | Rotting Timber: Wood is brittle and dry-rotted from age. | Crossing while carrying heavy load (over 100 lbs) requires DEX Check (CL 2) or a plank snaps, causing a fall. |
| 18 | Offerings Hall of the Black Lotus Braziers contain petrified blocks of ancient, dried black lotus resin. | Accidental Combustion: Exposing braziers to open flame ignites narcotic, hallucinogenic smoke. | WIS Check (CL 3) or suffer confusion/hallucinations for 1d4 turns (-4 to attack rolls and spellcasting). |
| 19 | The False Treasure Guardhouse Chests filled with gilded lead coins sit against a weak support wall. | Structural Collapse Trap: Pulling the heavy chests away from the wall collapses a stone rubble barrier. | DEX Check (CL 3) to jump clear; failure inflicts 2d8 bludgeoning damage and seals the doorway. |
| 20 | The Sanctum of the Serpent Crown An elevated dais featuring a stone throne surrounded by hidden floor slots. | Spring-Loaded Spear Lattice: Pressure on the throne steps activates horizontal copper spears. | DEX Check (CL 4) or take 3d8 piercing damage. Find Traps (CL 3) to locate the trigger plate. |