Saturday, September 12, 2026

More D100 Servants of Set & Serpents Table Plus Treasures & Curios of Set Table For A Castles & Crusades Sword and Sorcery Campaign

 The shadow of the Old Serpent falls long across dark temples, forgotten tombs, and decadent city states. These d100 random encounter and treasure tables are formatted for immediate use in your Castles & Crusades sword-and-sorcery sandbox, utilizing Castle Keeper mechanics (SIEGE Engine Attribute Checks, Hit Dice, Primary Attribute designations, and classic sword-and-sorcery flavor). This picks right up from D100 Servants of Set & Serpents Table Plus Treasures & Curios of Set Table For A Castles & Crusades Sword and Sorcery Campaign



D100 Servants of Set & Serpents Table

Roll 1d100 when PCs explore Stygian tombs, forgotten ruins, desert oases, or serpent-cult urban underbellies.

d100EncounterDescription & C&C Stat Block
01–05Shadow Serpent Cultist Band2d6 Cultists (HD 1d8, HP 5 each, AC 12, Scimitar 1d6, PR: WIS). Fanatical zealots seeking fresh sacrifices for their subterranean altar.
06–10Ashen Pit ViperGiant viper camouflaged in tomb dust (HD 2d8, HP 10, AC 14, Bite 1d4 + Poison [CON save vs. Lethal Poison]). Strikes with Surprise on a 1–4 on 1d6.
11–15Viper-Blooded AssassinHuman rogue with slitted pupils (HD 4d6, HP 18, AC 15, Envenomed Dagger 1d4 + Poison [CON save vs. Paralysis for 2d4 turns], PR: DEX).
16–20High Priest of the Black LotusCleric of Set (HD 6d8, HP 32, AC 16 bronze scale, Bronze Mace 1d6+1, Spells: Cause Light Wounds, Hold Person, Darkness, PR: WIS/CHA).
21–25Constrictor of the Lower CatacombsMassive 30ft python (HD 5d8, HP 28, AC 14, Bite 1d6, Constrict 2d6/round automatic after hit, PR: STR).
26–30Serpent-Mummy of AcheronEmbalmed priest wrapped in serpent skins (HD 6d8, HP 35, AC 17, Touch 1d8 + Rotting Disease [CON save], Immune to Non-Magic Weapons, PR: STR).
31–35Stygian Shadow-SnakeEntity made of pure living shadow (HD 3d8, HP 15, AC 16, Touch 1d6 Strength Drain [STR save restores upon rest], PR: DEX).
36–40Beguiled Sacrificial MaidenThrall under hypnotic spell (HD 1d4, HP 3, AC 10, PR: CHA). She attempts to lead the party into a pit trap (DEX save or fall 30ft onto iron spikes).
41–45Set-Spawned Hydra (3-Headed)Subterranean horror (HD 7d8, HP 42, AC 15, 3 Attacks: Bite 1d8 each, Regenerates 5 HP/round unless fire used, PR: CON).
46–50Gargantuan Temple CobraHooded giant snake guarding an altar (HD 8d8, HP 48, AC 16, Bite 2d6 + Lethal Poison, Spit Poison 30ft [DEX save or Blinded], PR: STR/CON).
51–55Obsidian Snake AutomatonSorcerous construct (HD 5d10, HP 30, AC 18, Tail Sweep 2d8, Construct Immunities, Weak to Lightning, PR: STR).
56–60Were-Serpent MarauderLycanthropic warrior (HD 4d8, HP 22, AC 15, Spear 1d8 or Bite 1d6 + Poison, Immune to Non-Silver/Magic, PR: DEX).
61–65Set-Worshipping Nomad Raiding Party1d12 Nomads on camels (HD 2d8, HP 11 each, AC 13 leather, Composite Bow 1d6, Scimitar 1d6, PR: DEX).
66–70Ghoulish Tomb Robber (Serpent Convert)Undead scavenging priest remains (HD 2d8, HP 10, AC 13, Claws 1d4 + Paralyze 2d4 rounds, PR: CON).
71–75Serpent Folk SorcererAncient snakeman noble (HD 7d8, HP 38, AC 16, Spells: Hypnotism, Suggestion, Fireball, Polymorph Self, PR: INT/CHA).
76–80Blood-Drunk Zealot Mob2d10 frenzied peasants (HD 1d8, HP 4 each, AC 10, Clubs/Sickles 1d4, Immune to Fear/Morale Checks, PR: STR).
81–85Spectral Priest of the Cobra ThroneWraith-like incorporeal undead (HD 5d8, HP 26, AC 15, Touch 1d8 Energy Drain [CON save], hit only by magic weapons, PR: WIS).
86–90Naga of the Crimson OasisEvil human-headed serpent (HD 9d8, HP 54, AC 18, Bite 1d10 + Poison, Spells as 6th level Sorcerer, PR: INT/WIS).
91–95Avatar's Herald (Two-Headed Giant Viper)Monstrous guardian (HD 10d8, HP 65, AC 19, 2 Bites 2d8 + Lethal Poison [-2 to CON save], PR: STR/CON).
96–00Manifestation of the Old Serpent (Great Worm)Eldritch dragon-snake (HD 12d8, HP 84, AC 20, Bite 3d8, Crush 4d8, Breath Weapon: Cloud of Corrosive Acid/Poison 60ft cone [DEX save for half], PR: STR/CON/WIS).

D100 Treasures & Curios of Set Table

Roll 1d100 when PCs search cult hoards, high priest sarcophagi, or ancient Stygian vaults.

d100Treasure / Curio DescriptionValue / Game Effect (Castles & Crusades Rules)
01–05Coiled Serpent Electrum Ring50 gp. Grants +1 on saves vs. natural animal venom when worn.
06–10Vial of Black Lotus ExtractIngested/Blade Poison. Target must pass CON save or take 3d6 damage and suffer hallucinations (-2 to INT/WIS checks for 1d4 hours).
11–15Jade Cobra Idol with Ruby Eyes400 gp total (rubies can be pried out for 150 gp each).
16–20Serrated Stygian Ritual Dagger150 gp value. +1 Dagger; on a critical hit, causes bleeding for +2 damage/round until healed.
21–25Scroll of the Serpent's EyeMagic Scroll containing Darkvision, Suggestion, and Hold Person written in ancient Hieroglyphs (Language: Stygian/Old Serpent).
26–30Uraeus Gold Headband300 gp. Worn by high priests; grants +1 bonus to CHA checks when interacting with reptiles or snake cultists.
31–35Inscribed Clay Urn of Dried Viper ScalesSpell Component. Consumed to double duration of any illusion or charm spell cast by a Arcane/Divine caster. Worth 100 gp to alchemists.
36–40Scaleskin Leather Armor+1 Leather Armor. Crafted from python hide. Softens movement (adds +2 to DEX/Move Silently checks).
41–45Bronze Censers of Soporific IncenseSet of 3 censers (100 gp total). Burning incense forces all creatures in a 20ft room to pass a CON save or fall into deep sleep for 1 hour.
46–50Staff of the CobraMagic Quarterstaff (+1). Once per day, can transform into a Giant Venomous Cobra for 10 minutes under the wielder's command.
51–55Ebony Box with 10 Poisoned Crossbow BoltsBox worth 50 gp. Bolts coated in paralytic venom (CON save or paralyzed 1d6 rounds).
56–60Mirror of Shadow VeilObsidian handheld mirror (250 gp). Once per day allows wielder to cast Invisibility on themselves while standing in darkness/shadows.
61–65Golden Canopic Jar of the FangContains mummified snake heart. Worth 500 gp intact; if broken, releases a Cloudkill effect (5th level spell effect).
66–70Serpent-Tooth AmuletMagic Item. Wearer is immune to all non-magical snake venoms and can speak with reptiles at will (Speak with Animals).
71–75Parchment Map of the Tomb of Set-ThothLeads to a lost desert tomb dungeon. Worth 500+ gp to scholars, sages, or tomb robbers.
76–80Ring of the Viper's TouchMagic Ring. Thrice per day, unarmed strike or touch attack delivers 2d6 poison damage (CON save for half).
81–85Ebon Steel Scimitar of the Sun-Slayer+2 Scimitar. Deals +1d6 extra damage against lawful/good aligned clerics, paladins, or divine solar creatures.
86–90Scepter of the Night SerpentWondrous Item. Allows user to cast Fear (30ft cone) and Summon Swarm (snakes only) twice per day (WIS save). Worth 2,500 gp.
91–95Great Idol of the Black Cobra800 lbs solid bronze idol set with emerald scales. Worth 5,000 gp if transported. Radiates strong evil magic (Desecrate aura in 30ft radius).
96–00The Crown of the Old SerpentArtefact. Grants AC +3, Magic Resistance 15%, and ability to cast Dominate Person once per day. Cursed: Wearer gradually transforms into a Serpent Folk over 1d12 months (WIS save each month to resist).

Friday, September 11, 2026

Integrating Adventurer Conqueror King System II (ACKS II) with the legendary, chaotic, and maximum-gonzo DNA of Dave Hargrave’s Arduin Grimoires- A Random d100 Arduin and ACKSII rpg Wilderness Encounter table

 Mixing the extreme gonzo high-fantasy of Dave Hargrave’s Arduin with the domain-scale, hyper-structured mechanics of Alexander Macris’s Adventurer Conqueror King System II (ACKS II) creates a volatile blend: absurd, lethal hazards cross-referenced with exact ACKS II encounter distance, surprise, and morale traits. This blog post picks right up from Integrating Adventurer Conqueror King System II (ACKS II) with the legendary, chaotic, and maximum-gonzo DNA of Dave Hargrave's Arduin Grimoires- d100 treasures & relics table from the Arduin rpg



This percentile encounter table is designed for wilderness exploration along borderlands or ancient technomagical ruins.





Wilderness Encounter Table (d100)

d100Encounter DescriptionACKS II Mechanics & Arduin Traits
01–05

Phantasmal Phrenologist


A floating, translucent brain with crystal calipers attempts to measure party skulls to harvest memories.

No. Enc: 1 (1d3)


Surprise: +2 to PCs


Distance: 3d6 × 10 yards


Morale: +0


Arduin Effect: Targets highest INT character; failed saving throw vs. Spells inflicts 1d4 Permanent INT loss (regained only via Wish or Arduin Elixirs).

06–15

Phalanx of the Red Bull


A heavy infantry patrol of Hobgoblin Mercenaries guarding a baggage train loaded with 2d100 sp of stolen tribute.

No. Enc: 3d6 (30–120 in lair)


Surprise: Normal


Distance: 4d6 × 10 yards


Morale: +1


ACKS II Traits: Formed Line (Fighting Tier 2), armed with pikes and chainmail.

16–25

Star-Gnome Cartographer


A blue-skinned gnome wearing a brass mechanical astrolabe, riding a giant armored toad. Friendly if offered silver.

No. Enc: 1 (plus 1 mount)


Surprise: +1 to Party


Distance: 2d6 × 10 yards


Morale: -2


Reaction: +2 on Monster Reaction Roll. Will trade maps detailing nearby hexes for 50 gp of rare minerals.

26–35

Devouring Slime-Bear


A terrifying fusion of an Owlbear and Green Slime, dripping corrosive acid from its matted fur.

No. Enc: 1d2


Surprise: +2 to Monster


Distance: 1d6 × 10 yards


Morale: +3 (Fearless)


Arduin Hazard: Claws destroy non-magical shield/armor on a natural 20. Acid deals 1d8 ongoing damage until washed off.

36–45

Displaced Manor Patrol


A knight and his entourage (2 Man-at-Arms, 4 Light Horsemen) searching for a land-claim marker stolen by a rival domain.

No. Enc: 1d6+1


Surprise: Normal


Distance: 5d6 × 10 yards


Morale: +0


ACKS II Rules: Subject to Domain Authority laws; will demand to inspect party trade permits or domain transit papers.

46–55

Wandering Techno-Lich


An ancient skeletal wizard fused with chrome piping and glowing vacuum tubes, hunting for fresh battery components.

No. Enc: 1


Surprise: Normal


Distance: 3d6 × 10 yards


Morale: +2


Lethality: Casts spells as a 12th-level Caster; fires a Laser Ray (6d6 energy damage, save vs. Blast half) every 3 rounds.

56–65

Glass-Wasp Swarm


A buzzing cloud of translucent, needle-jawed insects migrating to a nearby carcass.

No. Enc: 1 Swarm (covers 30' radius)


Surprise: +1 to Monster


Distance: 2d6 × 10 yards


Morale: -1


ACKS II Hazard: Requires bludgeoning weapons, fire, or area spells to clear. Stings inflict 1d4 damage + Save vs. Poison or take -2 to DEX for 24 hours.

66–75

Chthonic Orc Slavers


A raiding party returning to their subterranean warren with 2d4 bound human captives (0-level peasants).

No. Enc: 2d8


Surprise: Normal


Distance: 3d6 × 10 yards


Morale: -1


ACKS II Mechanics: If routed (Morale check fails), 50% chance to execute captives before fleeing.

76–85

Sky-Sailing Skiff


A small wooden skiff suspended by an anti-gravity crystal, crewed by 1d4 Amazonian Skynauts looking for a place to make port.

No. Enc: 1 Vessel (1d4 crew)


Surprise: +2 to PCs (Visible in sky)


Distance: 1d10 × 100 yards


Morale: +0


Arduin Flare: Armed with a mounted Light Ballista firing explosive bolts (3d6 damage in a 10' area).

86–95

The Screaming Monolith


A 20-foot tall obelisk of black glass pulsing with psychic dissonance. It does not move, but affects everything nearby.

No. Enc: 1 Static Structure


Surprise: Automatic discovery


Distance: Visual line of sight


Morale: N/A


Hazard: Anyone within 60 feet must Save vs. Spells or roll on the Arduin Phobia & Madness Table. Contains 1d4 rare power cells if mined.

96–00

Cataclysmic Warp Storm


The sky turns neon magenta as dimensional rift activity destabilizes local magic and terrain.

No. Enc: Regional Hazard


Surprise: N/A


Distance: Immediate radius (1 Hex)


Morale: N/A


Wild Magic: All spells cast while in the storm trigger an automatic roll on the Arduin Critical Spell Failure Chart.

Integration Notes for the DM

  • Encounter Distance & Surprise: Distance is derived using standard ACKS II wilderness encounter ranges. Apply thermal, foliage, or subterranean modifiers as dictated by terrain.

  • Arduin Lethality: Arduin elements introduce high-variability effects (such as direct stat loss, technological hybrid gear, and wild magic failures). Keep the Arduin Critical Hit/Miss tables handy if running physical combat during these encounters.

  • Domain Impact (ACKS II): Humanoid groups (Orcs, Hobgoblins, Knights) exist within the regional domain ecosystem. Resolving these encounters violently or diplomatically affects local Domain Unrest and Lair Clearance ratings.