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This D100 table provides a mix of mundane valuables, alchemical oddities, and legendary relics suitable for a Kull-era campaign.
D100 Serpent Men Relics & Treasures
D100
Item Category
Description
01-15
Common Valuables
Serpentine Currency & Jewelry: Hand-minted coins of "Old Valusia" made of green gold; obsidian mirrors; finger-rings carved from a single piece of jade; silver armbands shaped like constricting pythons.
16-30
Alchemical Tools
Vials of Transmutation: Vials containing the "Venom of Change" used to soften stone or harden flesh; concentrated hallucinogens distilled from swamp orchids; a silver burner for "Smoke of the Unseen."
31-45
Warped Weaponry
Ancient Arms: Scimitars made of "Star-Metal" that never dull; blowguns carved from human thighbones; arrows tipped with the petrified fangs of prehistoric vipers; bronze shields embossed with the hypnotic "Eye of Set."
46-60
Occult Curios
Idols and Fetishes: Small soapstone figurines of the Great Serpent; human skulls dipped in molten gold and inscribed with "The Words that Unweave"; scrolls of papyrus that hiss when unrolled.
61-75
The Regalia of Deceit
Disguise Artifacts: Silken robes that shimmer with illusory patterns; masks of thin human skin that, when worn, allow the user to mimic a specific noble; vials of "Warm Blood" elixir to hide a cold-blooded nature.
76-85
Relics of the First Empire
The Emerald Tablets: Fragments of green stone containing forgotten geometry and the history of the Pre-Cataclysmic world; the Staff of the First Brood, topped with a ruby that glows near humans.
86-95
Sorcerous Instruments
The Mirror of Tuzun Thune (Shard): A silvered fragment that shows a viewer's true soul or a location in the Forbidden Swamp; a Flute of the Black Abyss whose music charms reptiles.
96-99
Grand Treasures
The Scepter of Eallal: The lost scepter of a slain Valusian king, stolen by Serpent Men. It grants the wielder the "Voice of Command" but slowly turns their eyes slitted and yellow.
100
The Ultimate Relic
The Heart of the Serpent: A pulsing, fist-sized emerald. It is said to contain the life-force of an Elder Serpent. It grants near-immortality but requires a sacrifice of "True Man" blood every new moon.
Lore Note: "Ka Nama Kaa Lajerama"
When dealing with these items, remember that any Serpent Man (or a human transformed by their magic) will recoil in physical pain if the phrase "Ka Nama Kaa Lajerama" is spoken. This phrase is the ultimate "Word of Unweaving" and will often cause Serpent Men artifacts to momentarily lose their enchantments.
Types of Loot Found in Serpent Sanctuaries
The Forbidden Swamp Cache: Heavy on organic materials, poisons, and prehistoric ivory.
Valusian Palace Secret Rooms: High-quality silks, forged documents, and political assassination tools.
Temples of the Great Serpent: Basalt altars, sacrificial daggers, and heavy gold icons.
n the lore of the Thurian Age, Eallal was a king of Valusia who reigned long before Kull.He was famously assassinated in his throne room by his own guards—who were actually Serpent Men in magical disguise.
The Scepter of Eallal is more than a symbol of office; it is a conduit of ancient Valusian sovereignty and a trophy of the Serpent Men’s greatest infiltration.
The Scepter of Eallal
Object: A three-foot rod of polished "Sun-Gold" (a heavy, reddish alloy) topped with a massive, uncapped diamond held in the claws of four golden eagles.
1. Properties and Powers
The Scepter was designed to enhance the natural authority of the True Kings of Valusia. In the hands of a human, it acts as a beacon of order; in the hands of a Serpent Man, it is a tool of subversion.
The Voice of Command: The wielder’s voice carries an unnatural resonance. In any social encounter, the wielder has a supernatural advantage to command, intimidate, or persuade.
The Aura of Legitimacy: While holding the Scepter, the wielder is perceived as the "rightful" leader of any group they stand before. This can bypass traditional checks of rank or lineage unless challenged by a stronger magical will.
True Sight (Dormant): Legend says that if the diamond is bathed in the blood of a Serpent Man, it will glow with a cold blue light, revealing any disguised Serpent Men within $30$ feet.
2. The Serpent's Taint (The Curse)
Because the Scepter was held by the Serpent Priest who murdered Eallal, it has been "poisoned" by centuries in their lightless pits.
The Slow Transformation: For every month a human possesses the Scepter, they must succeed on a test of Will. Failure results in a subtle physical change:
First failure: Eyes become flecked with gold and pupils begin to narrow.
Second failure: Skin becomes dry, itchy, and slightly translucent.
Third failure: The wielder begins to feel a murderous revulsion toward the phrase "Ka Nama Kaa Lajerama."
Cold-Bloodedness: The wielder slowly loses the ability to feel empathy or heat. They seek out sun-drenched stones to warm themselves and view their subjects as mere "chattel" or "prey."
3. Current Status in the Kull Era
In the time of King Kull, the Scepter is a lost relic. The Serpent Men seek it to bolster the "rightful" claim of a puppet king they hope to install on the Topaz Throne.
Adventure Hook: A shadowy nobleman approaches the party, claiming to have a map to the "Tomb of Eallal" in the Forbidden Swamp. In reality, he is a Serpent Man seeking to recover the Scepter to use its Voice of Command to force Valusia’s armies to march into a trap.
Technical Specs (For Gaming Systems)
If you are using a D20-based system (like Conan: Adventures in an Age Undreamed Of or D&D), here are the suggested mechanics:
Type: Wondrous Item (Legendary)
Bonus:+5 to all Charisma-based checks involving leadership or law.
Active Ability: Once per day, the wielder can cast a high-level Command or Geas spell.
The Toll: Each use of the Voice of Command reduces the wielder's maximum HP by $1d4$ until they spend an hour resting in direct sunlight.
In the Thurian Age, Serpent Men do not merely lock their treasure chests; they weave layers of biological horror, ancient sorcery, and psychological traps around their hoard.
This table provides 100 guardians ranging from mindless constructs to eldritch horrors that King Kull himself would think twice about facing.
D100 Guardians of Serpent Treasures
D100
Guardian Type
Description
01-10
The Sloughing Dead
Zombies of the Pit: Human slaves preserved in alchemical vats. Their skin is replaced with translucent scales, and they emit a paralytic musk when struck.
11-20
Ophidian Beasts
Giant Constrictors: Massive, $50$-foot pythons fed on human hearts. Their scales are as hard as bronze and inscribed with protective runes.
21-30
The Mimicry Trap
Living Statues: Jade statues of Serpent Priests that animate when a "True Man" breathes near them. They fight with curved glass daggers.
31-40
Alchemical Horrors
The Gelatinous Shadow: A sentient, acidic ooze that clings to the ceiling, dropping onto intruders to dissolve armor and flesh instantly.
41-50
Hybrid Abominations
The Snake-Apes: Great white apes from the mountains of Valusia, surgically grafted with serpent heads and venomous fangs.
51-60
Cursed Echoes
The Hissing Ghost: The spirit of a Serpent Priest who refused to die. It cannot be harmed by steel, only by the "Word of Unweaving."
61-70
Bio-Mechanical
The Iron Cobra: A clockwork guardian powered by a trapped elemental. It fires needles coated in "Heart-Stop" poison from its hood.
71-80
Psychic Sentinels
The Brain-Leech: A small, pulsing organ suspended in a jar. It projects waves of suicidal despair or hypnotic suggestions to "leave and never return."
81-90
High Sorcery
The Illusionary Maze: The treasure is guarded by a "Shifting Room" where gravity fails and doorways lead back to the entrance unless a blood sacrifice is made.
91-95
The Ancient Ones
A Pre-Human Sleeper: A Serpent Man noble in deep hibernation. He awakes with the sorcerous power of a thousand years and a hunger for warm blood.
96-99
Outer Dark Entities
A Shadow of Set: A darkness that moves independently of light. It drains the heat from the room, freezing intruders solid before shattering them.
100
The Ultimate Terror
The Worm of the Earth: A colossal, blind subterranean deity-fragment. It swallows the entire treasure chamber (and the intruders) if the "True Word" isn't spoken.
Three Unique Guardian Mechanics
The Hypnotic Hiss: Many Serpent Men guardians don't attack physically at first. They emit a low-frequency hiss that requires a Will/Resolve check. Success means you can act; failure means you stand mesmerized for $1d6$ rounds while the traps activate.
The Thermal Trigger: Serpent Men are cold-blooded. Their most secure vaults are kept at near-freezing temperatures. The traps and guardians are triggered by the body heat of "True Men." Carrying a torch or simply being a mammal is the "key" that turns the lock on the monsters.
The "Ka Nama" Backfire: If a player uses the forbidden phrase "Ka Nama Kaa Lajerama" against a guardian, there is a 10% chance the guardian enters a "Death Frenzy," doubling its attacks for $3$ rounds as it tries to silence the speaker before it dissolves.
Environment Modifier: The "Forbidden Swamp" Lair
If the treasure is found in the swamps rather than a Valusian basement, add these flavor elements:
The Floor is Alive: The "floor" is actually a carpet of venomous water-moccasins.
Toxic Spoiling: The treasure is coated in a contact poison that causes blindness within $1$ hour of touching the gold.
The mission seemed simple, go into the borderlands and retrieve the Duke's son from the Black Martians. Things went sideways as our party hit the gates and encountered our first tripod! Tripods and in Barrows and Borderlands are a bit different. Here's some of the campaign notes. We crossed into the Martian Gate and found the ruins of the Tripod where the Duke's son was held in a tripod's cage.
Since Barrows & Borderlandsthrives on that gritty, "deadly-but-simple" OSR feel, this stat block treats the Tripod as a multi-stage boss. It isn't just a pile of Hit Points; it’s a series of tactical problems.
In Barrows & Borderlands, Martian technology isn't just "advanced"—it’s a semi-organic psychic interface. When players start pulling levers or poking the "vein-wires" in the Command Hood, the machine’s dying logic begins to fracture.
Whenever a player interacts with the controls or fails an Intelligence check in Room 4, roll 1d6:
1d6 Alien Computer Glitches
Roll
Glitch
Effect
1
Sensory Overlay
The glass dome projects a HUD of the surrounding terrain. For 1 turn, the player sees through the Tripod's "eyes." They gain a +4 to hit anything outside, but take 1d6 psychic damage from the mental strain.
2
Gravity Inversion
The internal gyros fail. Gravity in the hood flips 180°. Everyone falls to the "ceiling." Anyone not holding onto a fixed object takes 1d6 falling damage.
3
Biometric Feeding
The control seat sprouts needles. It demands a "blood tax" to stay active. The player must sacrifice 2 HP or the machine locks all exits and begins venting oxygen.
4
Chronal Dilation
The reactor flickers, warping time. For the next 1d4 rounds, the party acts at half speed (one action every two turns), while everything outside the Tripod seems to move at lightning speed.
5
Translator Loop
The machine begins broadcasting the pilot's dying thoughts over the external speakers. All creatures within 1 mile hear the player's deepest, most embarrassing secret translated into booming, hooting Martian.
6
The Ghost Protocol
The Tripod’s "Auto-Pilot" kicks in for a final, spasmodic surge. The machine stands up on two shaky legs for 1 round before collapsing again. Anyone inside must Save vs. Dexterity or be tossed into the Reactor Core (Room 5).
The "Reset" Trick
A player with a background in Alchemy or Ancient Engineering can attempt to "Hard Reset" the console by dousing the vein-wires in strong alcohol or holy water.
Success: The glitches stop for 1 hour.
Failure: Roll twice on the table above and apply both results simultaneously.
Wrapping up the Martian Saga
You now have:
The Machine: Stats, weapons, and tactical weaknesses.
The Master: The Pilot and their weird biology.
The Wastes: 100 encounters and 100 items/treasures.
The Scars: A d100 mutation table and social consequences.
The Nemesis: Kaelen Vane, the Hunter.
The Site: A 5-room "Iron Husk" dungeon with internal glitches.
In Barrows & Borderlands, Martian technology isn't just "advanced"—it’s a semi-organic psychic interface. When players start pulling levers or poking the "vein-wires" in the Command Hood, the machine’s dying logic begins to fracture.
Whenever a player interacts with the controls or fails an Intelligence check in Room 4, roll 1d6:
1d6 Alien Computer Glitches
Roll
Glitch
Effect
1
Sensory Overlay
The glass dome projects a HUD of the surrounding terrain. For 1 turn, the player sees through the Tripod's "eyes." They gain a +4 to hit anything outside, but take 1d6 psychic damage from the mental strain.
2
Gravity Inversion
The internal gyros fail. Gravity in the hood flips 180°. Everyone falls to the "ceiling." Anyone not holding onto a fixed object takes 1d6 falling damage.
3
Biometric Feeding
The control seat sprouts needles. It demands a "blood tax" to stay active. The player must sacrifice 2 HP or the machine locks all exits and begins venting oxygen.
4
Chronal Dilation
The reactor flickers, warping time. For the next 1d4 rounds, the party acts at half speed (one action every two turns), while everything outside the Tripod seems to move at lightning speed.
5
Translator Loop
The machine begins broadcasting the pilot's dying thoughts over the external speakers. All creatures within 1 mile hear the player's deepest, most embarrassing secret translated into booming, hooting Martian.
6
The Ghost Protocol
The Tripod’s "Auto-Pilot" kicks in for a final, spasmodic surge. The machine stands up on two shaky legs for 1 round before collapsing again. Anyone inside must Save vs. Dexterity or be tossed into the Reactor Core (Room 5).
The Martian Fighting Machine
Colossal Automaton, Chaotic/Alien
Attribute
Value
Armor Class
18 (Star-Metal Hull)
Hit Dice
12d8 (approx. 55 HP)
Move
120’ (40’)
Attacks
1 Heat-Ray OR 2 Tentacles
Morale
12 (Fearless)
Saves
F12 (as a 12th level Fighter)
Actions & Special Abilities
The Heat-Ray: Range 300’. Target takes 2d10 damage. If the target is wearing metal armor, they must Save vs. Breath Weapon or the armor is slagged (unusable) and the damage is doubled.
Tentacles: Reach 30’. The Tripod makes two attacks (+8 to hit). On a hit, the target is Restrained and pulled toward the back basket. A character in the basket is considered "captured" and cannot be targeted by the Heat-Ray, but takes 1d4 crushing damage per turn.
The Black Smoke (1/Day): Fills a 60' radius area with thick, oily soot. Targets inside must Save vs. Poison each round or die instantly. The smoke lasts for 1 hour or until dispersed by the Tripod’s steam jets.
Towering Presence: Any hireling or PC below 4th level must pass a Morale/Fear Check upon seeing the machine move or hearing its "ULLA!" cry.
Tactical Weaknesses (For the Players)
Because a frontal assault is usually suicide, savvy Borderlanders look for these openings:
The Leg Joints: If a player manages to plant an explosive or deal 10+ damage to a single leg in one turn, the Tripod must Save vs. Paralysis or trip, becoming stationary for 1d4 rounds.
The Pilot's Hood: An archer or marksman can attempt a "Called Shot" (-4 to hit) at the brass hood. A successful hit ignores the Star-Metal AC and hits the pilot directly (AC 12, 4 HP).
The Vent: On the undercarriage, a small exhaust vent exists. A rogue climbing the machine can jam a weapon or grenade inside, dealing 4d10 damage and bypassing all armor.
Loot / Salvage
If defeated, the wreckage is a goldmine for Artificers and Wizards:
Star-Metal Scraps: Can be forged into +2 Armor or Weapons.
The Heat-Lens: Can be salvaged to create a "Wand of Fireballs" with 1d6 charges remaining.
Martian Blood-Wine: 1d4 vials of thick green fluid. Drinking it restores all HP but requires a Save vs. Madness to avoid permanent alien delusions.
In the context of Barrows & Borderlands—and sticking closely to the cold, calculating logic H.G. Wells established in the 1897 source material—the Martians do not "live" on Mars so much as they endure it.
To the Martians, Mars is a dying cage. Their interaction with their home planet is defined by resource exhaustion and biological ruthlessness.
In the unpredictable world of Barrows & Borderlands, a Tripod rarely arrives alone; it usually brings a wake of technological terror and ecological ruin. If one of these machines looms over a hex or "breaches" a dungeon ceiling, use the table below to see how the environment reacts.
1d6 Martian Complications
Roll
Event
Effect
1
The Red Weed
Rapidly growing alien vines sprout from the machine's exhaust. The area becomes Difficult Terrain. Within 1d4 days, all local water sources are choked and turn blood-red.
2
Psychic Feedback
The Martian pilot is "broadcasting." All Magic-Users and Psions within 1 mile must Save vs. Spells or suffer a "Brain-Cramp," losing their highest-level spell slot for the day.
3
Magnetic Pulse
A localized field hums around the Tripod. All compasses fail, and any mechanical locks or traps in the immediate area are instantly jammed or triggered.
4
Mechanical Scavengers
Small, multi-legged Handling Machines (HD 2) detach from the Tripod’s hull. They ignore the players to prioritize "harvesting" any metal equipment or loot lying nearby.
5
The Sickly Hoot
The Tripod emits a low-frequency "ULLA!" that vibrates the earth. Check for Random Encounters immediately; local monsters are fleeing in terror and may run directly into the party.
6
Cracked Reactor
The machine is damaged and leaking "Stellar Fallout." Anyone staying in the hex for more than an hour must Save vs. Poison or suffer 1 point of permanent Constitution drain (The Rot).
Pro-Tip for the Referee
If the players are inside a dungeon when the Tripod arrives, don't have it enter the rooms. Instead, have its tentacles snake through cracks in the masonry or ventilation shafts to "fish" for them while the ceiling groans under the machine's immense weight.
The Sight of the Fighting Machine
"The horizon doesn't just break; it shatters. Rising over the jagged treeline is a monstrous engine of glittering, white star-metal—a tripod standing taller than the highest cathedral spire. Its main body is a hooded, brass-colored cowl that swivels with a sickeningly fluid, bird-like precision.
It doesn't walk so much as it strides, its three articulated stilts driving into the earth with rhythmic, bone-shaking thuds. Braided steel tentacles lash out from its chassis like nests of angry vipers, snapping thick oaks as if they were dry kindling. Then, a hollow, metallic howl rips through the air—a mournful, booming 'ULLA! ULLA!'—and the air around the machine begins to shimmer with the distorted heat of a thousand dying suns. It hasn't seen you yet, but the very ground beneath your boots is trembling in its wake."
Referee Notes for the Scene:
The Sound: Describe the "ULLA!" not as a voice, but as a vibration the players feel in their teeth.
The Smell: Mention a sharp, chemical stench of ozone and burnt copper hanging in the air.
The Scale: Remind the players that they are currently about the size of an ant to this thing.
1. The Engineering of a Dying World
Wells describes Mars as being much older than Earth. Because it is smaller, it cooled faster, and its oceans evaporated.
The Canal Network: Unlike the lush jungles of Burroughs' Barsoom, Wells’ Mars is a desert. The Martians interact with it through a planet-wide irrigation system. In B&B terms, these are massive, star-metal pipes that siphon the polar ice caps to the equatorial cities.
Total Urbanization: There is no "nature" left on Wells’ Mars. The planet's surface is a graveyard of abandoned cities. The Martians live in pressurized, subterranean "hives" where they can manage the thinning atmosphere.
2. The Biological Imperative
The Martians have "surmounted" their own evolution, which dictates how they treat their environment:
The Abolition of Digestion: Having evolved beyond the need for a digestive system, they do not farm or eat plants. They interact with the Martian biosphere solely as predators.
The "Cattle" of Mars: Before invading Earth, the Martians fed on a bipid, spindly-legged prey species native to Mars. By the time of the invasion, these creatures were nearly extinct, forcing the Martians to look at Earth not as a political conquest, but as a new pasture.
3. Secular Secularism & Science
Wells’ Martians are "intellects vast and cool and unsympathetic." They have no religion and no "culture" in the human sense.
Observation as Interaction: For centuries, their primary interaction with the universe was through the "Great Lens." They spent generations mapping Earth's coastlines and cities while their own world withered.
The Cannon-Launch: Because Martian gravity is low ($3.721 m/s^2$), they interact with space through "Massive Guns" rather than rockets. In B&B, your players might find the scorched, radioactive "Launching Craters" where the cylinders were fired.
4. The "Red Weed" Symbiosis
The Martians brought a piece of Mars with them: the Red Weed.
Terraforming (or Mars-forming): The Red Weed is a vigorous, cactus-like creeper that grows in Martian water. On Earth, it grew with terrifying speed due to the abundance of water and nitrogen.
The Connection: The Martians use the weed as a "biometric sensor." In B&B, a Martian Pilot is psychically linked to the Red Weed near its Tripod; if you burn the weed, the Pilot feels a "phantom itch."
Martian Worldview (For the Referee)
When roleplaying the Martians or their influence, remember these three "Laws of Mars":
Efficiency over Empathy: They don't hate humans; they just don't think humans are "people." We are to them what a cow is to a butcher.
Technological Integration: They don't "use" tools; they are their tools. The Tripod is essentially a prosthetic body for a brain that can no longer walk.
Desperation: They are not "invaders" by choice—they are refugees with God-tier weaponry. They have nowhere to go back to.
Campaign Idea: "The Mars Gate"
Would you like me to detail a Precursor Gateway that players might find in the Borderlands, which allows them to actually step through and see the "Dying Mars" for themselves?
In the weird-fantasy OSR RPG Barrows & Borderlands by Matthew Tapp, the Martian Tripod (often referred to as the Fighting Machine) is a high-level "apex horror" found in the Volume 3: Horrors & Treasures booklet.
These machines represent the "Science" in the game’s "Science-Fantasy" setting—towering, biomechanical relics of a Martian invasion that has long since stalled, leaving these engines to roam the radioactive wastes or lay dormant in "cracked-reactor" craters.
Anatomy & Capabilities
In B&B, the Tripods are treated less like monsters and more like mobile siege engines. They are roughly 100 feet tall and possess a terrifying presence on the battlefield.
The Chassis: A "dish-cover" or "boiler" shaped body of glittering white metal (star-metal) perched on three articulating stilt-legs.
The Hood: A swiveling brass-colored head where the Martian pilot resides. In B&B, killing the pilot is often the only way to "stop" the machine without heavy artillery.
The Tentacles: Multiple flexible, steel "ropes" used for grasping adventurers. In gameplay, these often have a Reach property, allowing the machine to pluck a player from the ground and drop them into the "Fisher Basket" on its back.
The Basket: A cage used for storing "specimens" (human blood is a primary Martian nutrient in the lore).
Armaments (The "Vaporizers")
Barrows & Borderlands translates the classic War of the Worlds weaponry into OSR mechanics:
The Heat-Ray: A funnel-mounted energy weapon. In B&B’s "swingy" system, this usually deals massive d10 or d12 damage and can melt armor or ignite flammable items instantly.
The Black Smoke: A chemical weapon discharged from canisters. It acts as a heavy, liquid-like gas that hugs the ground. In-game, it often requires a Save vs. Poison or results in instant death/suffocation for those not on high ground.
Steam Jets: Used to clear the Black Smoke once the area is conquered, sometimes used as a close-range defense against "thieves" climbing the legs.
Gameplay Mechanics
Because B&B sits between 0E (Original Edition) and 1E (First Edition), Tripods are formidable:
Scale: They are often too large to be damaged by standard melee weapons. Players usually need Black-Powder weapons, siege engines, or high-level Sorcery to crack the hull.
The "Ulla!" Cry: The machine’s iconic hooting serves as a morale-check trigger for hirelings and lower-level PCs.
Vulnerability: True to the source material, they are occasionally susceptible to the setting's "fallout" or "rot," though in B&B, they are more often defeated by Psionic Duels targeting the pilot's brain or well-placed explosives in the leg joints.
How to Use Them
If you are running a campaign, treat them as environmental hazards rather than a standard "encounter." A Tripod appearing on the horizon should change the players' goal from "slay the beast" to "survive the retreat."
In Barrows & Borderlands, Martian loot is a dangerous blend of hyper-advanced physics and soul-warping occultism. These items are made of Star-Metal (a shimmering, oily alloy) or Glass-Light (solidified psychic energy).
Use this d100 table to populate the loot hoards of Tripods, Martian tombs, or the pockets of dead invaders.
d100 Martian Treasures & Star-Metal Relics
01–20: Weapons of the Red Planet
01–05: The Heat-Glass Dagger. Deals d4 damage. On a Critical Hit, it ignores armor and melts the target's weapon.
06–10: Star-Metal Greatsword. A heavy, iridescent blade. It weighs half as much as steel and counts as a +1 weapon (+3 vs. constructs).
11–15: The Ulla-Horn. A brass trumpet. Once per day, blow it to force all enemies under 3 HD to flee in terror.
16–20: Combustion Bow. Fires arrows encased in kinetic friction. Arrows deal +d6 fire damage but the bow breaks on a "Natural 1."
21–40: Martian Wearables & Armor
21–25: Void-Plate. Star-metal heavy armor (AC 18). The wearer does not need to breathe and is immune to "Black Smoke."
26–30: The Octopus Cloak. A shifting, camo-fabric. Grants +2 to Stealth and allows the user to cling to ceilings for 1 turn.
31–35: Helmet of Telepathy. Allows you to read minds, but you only hear the target's "primal fears." 1-in-6 chance of a migraine.
36–40: Gravity Boots. Allows the wearer to walk on vertical surfaces. If hit while walking, must Save vs. Dexterity or fall.
41–60: Relics of Weird Science
41–45: The Re-Animator Syringe. Contains "Green Vitae." Can bring a creature back to life if used within 1 turn of death. Target returns with a random Martian mutation.
46–50: Instant-Tripod Seed. A small metal sphere. Throw it to grow a 10-foot tall metal ladder/scaffold instantly.
51–55: The Martian Chronometer. A watch that shows time on Earth and Mars. It can "pause" the user for 1 round once per day.
56–60: Atmospheric Condenser. A box that creates 1 gallon of fresh water per day, even in the driest desert.
61–80: Consumables & Curiosities
61–65: Canister of Black Soot. One-use grenade. Creates a 20’ cloud of deadly poison gas.
66–70: Martian Blood-Wine. Heals 2d8 HP, but the user’s eyes turn solid black for 24 hours.
71–75: Translation Wafer. Eat this to speak "Martian Hooting" for 1 hour. It tastes like copper and regret.
76–80: Star-Metal Scrap. Pure raw material. Worth 500gp to a master smith or can be used to repair high-tech gear.
81–00: The "Broken God" Tier (Game Changers)
81–85: The Heat-Ray Lens. A handheld magnifying glass. Can fire a beam (3d6 damage) 3 times before the glass cracks and shatters.
86–90: Brain-in-a-Jar. A preserved Martian thinker. It knows the layout of any dungeon it’s carried into but demands "fresh blood" for information.
91–95: Orbital Signalling Flare. If fired at night, a streak of light from the sky strikes a target location for 10d6 damage 1 turn later.
96–00: The Tripod Remote. A pulsing brass gauntlet. It allows the wearer to "command" a dormant or damaged Fighting Machine.
The "Price of Progress" Rule
In B&B, Martian tech is alien. Whenever a player uses a relic (81–00) for the first time, have them roll a Save vs. Magic. On a failure, they gain a "Martian Quirk"—perhaps they can only eat raw meat, or they start speaking in a booming, hooting tone
In Barrows & Borderlands, Martian mutation is often called "The Red Creep" or "Stellar Rot." It’s a mix of biological hyper-evolution, radioactive decay, and psychic scarring.
When a player fails a Save against Martian tech, fallout, or "Green Vitae," roll 1d100:
The d100 Martian Mutation Table
01–20: Physical Distortions (The Flesh Warps)
01–04: Vestigial Arm. A thin, pale limb sprouts from your torso. It can’t fight but can hold a torch or potion.
05–08: Translucent Skin. Your skin becomes clear as glass. You gain +1 to saves vs. Heat, but looking at your own organs causes a Morale check.
09–12: Multi-Jointed. Your limbs gain extra elbows/knees. You can squeeze through any gap 6 inches wide.
13–16: Copper Blood. Your blood turns thick and orange. You bleed slowly (stabilize automatically), but magnets now pull at you.
17–20: Lidless Black Eyes. You gain Darkvision 60', but you take a -2 penalty to all rolls in direct sunlight.
21–40: Martian Biology (The Red Creep)
21–24: Hooting Vocal Chords. You can no longer speak human languages; you hoot like a Tripod. You can communicate with Martians.
25–28: Blood Absorption. You no longer eat food. You must soak your hands in a bucket of fresh blood once a day to "eat."
29–32: Photosynthetic Hair. Your hair turns into red, vine-like tendrils. You don't need to eat as long as you spend 4 hours in the sun.
33–36: Respiratory Filter. Your nose and mouth fuse into a slit-like grill. You are immune to the Black Smoke and gas-based poisons.
37–40: Chitinous Plates. Hard, star-metal-colored scales grow over your joints. +1 AC, but you lose 10' of movement speed.
41–60: Psychic & Sensory (The Mind Fractures)
41–44: Gravity Sense. You always know which way is North and can sense approaching earthquakes or falling objects 1 round early.
45–48: Telepathic Static. You constantly broadcast your surface thoughts. You can't be surprised, but you can't sneak up on anyone.
49–52: Martian Memories. You gain a +2 to History/Lore checks, but you occasionally forget your own name and speak of "The Great Canals."
53–56: Heat-Ray Vision. Once per day, your eyes glow red. You deal 1d8 fire damage to anything you look at, but you are blinded for 1 turn after.
57–60: Radio-Hearing. You can "hear" the hum of nearby machinery and the thoughts of any Martian Pilot within 100 feet.
61–80: Bizarre & Grotesque (The High Weirdness)
61–64: Magnetic Hands. You can disarm opponents easily, but you cannot let go of metal weapons/shields without a Strength check.
65–68: Gelatinous Bones. You take half damage from falls and bludgeoning, but your Strength score is reduced by 2.
69–72: Second Brain. A pulsing lump grows on the back of your neck. You gain an extra Save vs. Mind Control/Fear.
73–76: Oily Sweat. You secrete a Martian lubricant. You are immune to being Grappled, but you drop held items on a roll of 1-2 on a d6.
77–80: Spore Bearer. When you take damage, you release a cloud of Red Weed spores. Nearby plants grow 1 foot instantly.
81–00: The Apex Mutations (The Ascended)
81–85: Three-Point Stance. Your legs fuse into three thin, tripod-like stilts. Your Move increases to 40', but you cannot wear standard boots/armor.
86–90: Star-Metal Nervous System. You become a "Living Machine." You are immune to Poison and Disease, but Mending spells heal you instead of Cure spells.
91–95: Void-Lung. You can survive in the vacuum of space or underwater indefinitely. Your voice sounds like grinding metal.
96–00: Martian Avatar. Your head swells and turns brass-colored. You gain Psionic Blast (2d6) but lose 1d4 points of Charisma permanently as your humanity fades.
The Cure?
In B&B, most mutations are permanent unless the player finds a "Purification Engine" in a Pre-Invasion ruin or strikes a deal with a high-level Alchemist. Some players might actually seek out these mutations to better survive the Martian Wastes.
In the superstitious and scarred world of Barrows & Borderlands, looking like the "Devils from the Sky" is a quick way to end up at the end of a pitchfork. Even if the players are heroes, the common folk of the Borderlands have long memories and short fuses when it comes to the Red Creep.
1d6 Settlement Side-Effects (The Martian Paranoia)
Roll
Reaction
Game Effect
1
The Sign of the Eye
Villagers constantly make "warding gestures" as you pass. Prices for all goods (food, inn stays, gear) are doubled for the party as "hazard pay."
2
The Silent Shunning
The streets empty as you enter. Shops lock their doors and lanterns are blown out. You cannot gather rumors or find a place to sleep within city walls.
3
The Witch-Hunter's Duel
A local zealot or "Martian-Hunter" (Fighter Level 3) publicly challenges the mutated player to a duel to "purge the rot." Refusal brands the party as cowards and outlaws.
4
Quarantine Lockdown
The local Militia captain refuses to let you enter unless you agree to be chained or kept in a cage "for the safety of the parish" while the rest of the party shops.
5
The Mob’s Torches
A "Natural 1" on any social check (Persuasion/Charisma) results in the village forming a lynch mob. They don't want to talk; they want to burn the "Star-Thing" before it infects their wells.
6
Pitiful Offerings
The villagers mistake your mutations for a sign of a "New God." They leave bowls of goat’s blood and scrap metal outside your door, but they are too terrified to speak to you.
Roleplaying the Stigma
If you have a mutated player, remind them that their very presence is a Morale Check for NPCs.
The Hooting: If a player has Martian vocal chords, they might need a "translator" (another player) just to order a pint of ale—and even then, the barkeep might think they’re casting a hex.
The Scent: Mutated players often smell like burnt copper and ozone. Animals (dogs, horses) will bark, whinny, and refuse to come within 10 feet of them.
The "Disguise" Mechanic
Players can attempt to hide their mutations with heavy cloaks, lead-lined masks, or thick perfumes.
The Roll: This requires a Charisma or Stealth check (depending on the situation).
The Risk: If the disguise is "blown" in the middle of a crowded market, the reaction shifts immediately to Roll 5 (The Mob's Torches).
Meet Kaelen "The Brass-Slayer" Vane. He doesn't hate the Martians because they are alien; he hates them because their "Red Creep" took his village and turned his kin into twitching, hooting husks. Now, he stalks the Borderlands with a heavy crossbow and a heart full of cold spite, looking for anyone showing even a hint of the "Star-Rot."
Kaelen Vane, Martian-Hunter
4th Level Fighter (Specialist), Neutral/Vengeful
Attribute
Value
Armor Class
16 (Splint mail reinforced with star-metal plates)
Hit Points
28
Move
90’ (30’)
Attacks
1 Heavy Crossbow (d10) or 1 Star-Slicer Sword (d8)
Saves
F4 (Poison/Wands +2 due to "Exposure")
Morale
10
Signature Gear
The "Hoot-Seeker" Crossbow: A heavy, blackened winch-bow. Kaelen gains a +2 to hit against any creature with a Martian mutation or of Martian origin.
Lead-Lined Cloak: Protects him from "Stellar Fallout" and grants him advantage on saves against the Black Smoke.
Vial of "Blue Vitriol": A caustic alchemical wash. If smeared on a blade, it deals an extra d6 damage to Martians and their mutants.
Tactics & Behavior
Kaelen isn't a mindless killer; he's a professional. He won't charge a party of six. Instead, he will:
Observe: Follow the party from a distance, watching for "tells" (the scent of ozone, unusual eating habits, or the use of Martian relics).
The Ambush: Wait until the party is resting. He uses Star-Metal Bolas to trip the mutated PC first, then uses his crossbow from cover.
The Demand: He often offers the "untainted" party members a choice: "Step aside and let me put this thing out of its misery, and you walk away. Stand in my way, and you're just more Martian-fodder to be cleared."
Encounter Hooks
The Bounty: The party arrives in a new town only to find a "Wanted" poster that looks remarkably like the mutated PC. Kaelen is already at the local tavern, sharpening his bolts.
The Unlikely Ally: The party is pinned down by a Handling Machine or a low-level Tripod. Suddenly, a heavy bolt thuds into the machine's cooling vent. Kaelen emerges from the brush, but he keeps his crossbow leveled at the party's mutant once the threat is dead.
The Warning: Kaelen approaches the party's camp peacefully. He offers to sell them "Red-Weed Salve" (which suppresses mutations for 12 hours) but warns them that he'll be back in three days—and if the "Creep" has spread, he won't be coming to trade.
If the party manages to best Kaelen Vane, they find that his pack is a macabre museum of his obsession. Some of these items are tactical masterpieces, while others are grisly reminders of the price of his crusade.
1d6 Hunter’s Trophies (Salvage from Kaelen Vane)
Roll
Item
Utility & Risk
1
The Pilot’s Eye
A golf-ball-sized, multifaceted lens taken from a Martian. If held to the eye, it grants Thermal Vision (60’) but drains 1 HP per turn as it leeches warmth from the user.
2
Braided Tentacle Lash
A 10-foot whip made from the "steel-muscle" of a Tripod. It functions as a +1 Whip that can grapple targets up to two size categories larger than the wielder.
3
Black Smoke Filter
A leather mask stuffed with chemically treated charcoal. Grants Immunity to gas-based poisons for 1 hour of use before the charcoal needs replacing (cost: 50gp).
4
The "Hoot-Box"
A small, dented metal device with a crank. When turned, it mimics the "ULLA!" cry. Used to distract Tripods or lure mutants into traps. 2-in-6 chance of attracting a nearby Tripod.
5
Jar of Red-Weed Herbicide
A concentrated blue acid. One vial can clear a 20’x20’ area of Red Weed instantly or deal 2d6 damage to a Martian creature/mutant.
6
The Hunter’s Journal
A blood-stained ledger containing sketches of Tripod anatomy. Reading it grants a permanent +1 bonus to hit Martians, but the reader must Save vs. Madness or become as obsessed as Kaelen was.
The Moral Dilemma
Kaelen likely has a locket or a letter from a "lost" family member among his things. In Barrows & Borderlands, loot is never just math; it’s narrative. Carrying his gear might make the party feel powerful, but it also marks them as the next targets for Kaelen’s guild or his vengeful apprentices.
When a Tripod falls, it doesn't just stop; it becomes a jagged, radioactive tomb of star-metal and alien meat. This mini-dungeon is set within the "The Iron Husk," a Fighting Machine that collapsed into a shallow ravine three days ago. Its legs are buckled, and its "hood" is wedged into the mud.
Location: The Iron Husk
Atmosphere: The air inside smells like ozone and rotting fruit. A low, rhythmic thrum-thump suggests the heart-reactor hasn't quite died yet.
Room 1: The Shattered Undercarriage (Entry)
The party enters through a jagged rent in the belly of the machine.
The Hazard: The floor is slick with Green Lubricant. Anyone moving faster than a crawl must Save vs. Dexterity or fall prone.
The Feature: Two Handling Machines (small, spider-like drones) are frantically trying to weld the hull shut. They won't attack unless interrupted.
Loot: 20 lbs of pure Star-Metal Scrap (worth 200gp).
Room 2: The Specimen Larder
This room is lined with biological "cradles" made of pulsing, translucent webbing.
The Encounter: A Red Martian Mutant (a local villager half-transformed) is trapped in a web. If freed, he hoots uncontrollably and might lead the party to a secret cache—or lead them into an ambush in a fit of madness.
The Detail: Several drained corpses hang here. One is a Knight of the Borderlands still wearing a Shield +1.
Room 3: The Cooling Veins
A cramped corridor of pipes and "vein-wires" that carry the heat of the reactor.
The Hazard: Steam vents blast intermittently. Every turn, the party takes 1d4 heat damage unless they find the "manual override" (an Intelligence check).
The Secret: Behind a panel of organic "wiring" is a Martian Med-Kit (3 doses of Green Vitae).
Room 4: The Command Hood (The Brain)
The swiveling "head" of the machine. The ceiling is a dome of dark glass showing the stars, even during the day.
The Boss: The Martian Pilot is wounded but alive, slumped in a seat of brass and nerves. It is telepathically screaming for help.
The Action: The Pilot will use the Tentacle Controls to try and crush the party within the room.
The Choice: The Pilot is dying. It offers the party a Star-Map to the Red Planet in exchange for a "mercy kill" before the local "Rot" takes hold of its mind.
Room 5: The Reactor Core
Beneath the command seat lies a pulsing, humming sphere of green light.
The Goal: Removing the Heart-Core (the size of a melon) provides enough power to fuel a wizard's tower for a century—but it emits Stellar Fallout.
The Risk: If the core is struck or mishandled, the Tripod detonates in 1d6 rounds, dealing 10d6 damage to everything in the ravine.
Every 10 minutes (1 Dungeon Turn) the players spend inside, roll a d6. On a 1, the machine lets out a dying "ULLA!" that can be heard for miles. This attracts 1d4 Scavengers (or Kaelen the Hunter) to the crash site, effectively trapping the players inside
In Barrows & Borderlands, Martian technology isn't just "advanced"—it’s a semi-organic psychic interface. When players start pulling levers or poking the "vein-wires" in the Command Hood, the machine’s dying logic begins to fracture.
Whenever a player interacts with the controls or fails an Intelligence check in Room 4, roll 1d6:
1d6 Alien Computer Glitches
Roll
Glitch
Effect
1
Sensory Overlay
The glass dome projects a HUD of the surrounding terrain. For 1 turn, the player sees through the Tripod's "eyes." They gain a +4 to hit anything outside, but take 1d6 psychic damage from the mental strain.
2
Gravity Inversion
The internal gyros fail. Gravity in the hood flips 180°. Everyone falls to the "ceiling." Anyone not holding onto a fixed object takes 1d6 falling damage.
3
Biometric Feeding
The control seat sprouts needles. It demands a "blood tax" to stay active. The player must sacrifice 2 HP or the machine locks all exits and begins venting oxygen.
4
Chronal Dilation
The reactor flickers, warping time. For the next 1d4 rounds, the party acts at half speed (one action every two turns), while everything outside the Tripod seems to move at lightning speed.
5
Translator Loop
The machine begins broadcasting the pilot's dying thoughts over the external speakers. All creatures within 1 mile hear the player's deepest, most embarrassing secret translated into booming, hooting Martian.
6
The Ghost Protocol
The Tripod’s "Auto-Pilot" kicks in for a final, spasmodic surge. The machine stands up on two shaky legs for 1 round before collapsing again. Anyone inside must Save vs. Dexterity or be tossed into the Reactor Core (Room 5).
The "Reset" Trick
A player with a background in Alchemy or Ancient Engineering can attempt to "Hard Reset" the console by dousing the vein-wires in strong alcohol or holy water.
Success: The glitches stop for 1 hour.
Failure: Roll twice on the table above and apply both results simultaneously.
Wrapping up the Martian Saga
You now have:
The Machine: Stats, weapons, and tactical weaknesses.
The Master: The Pilot and their weird biology.
The Wastes: 100 encounters and 100 items/treasures.
The Scars: A d100 mutation table and social consequences.
The Nemesis: Kaelen Vane, the Hunter.
The Site: A 5-room "Iron Husk" dungeon with internal glitches.