Friday, February 20, 2015

1d10 Strange And Esoteric Finds Table From Atlantian Wastelands For The Atlantandria Port City Of Accursed Atlantis And Your Old School Campaigns

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There are items out in the Atlantian Wastelands that defy description and easy classification. These items are often found by adventurers, explorers, and relic hunters.
These items are often surrounded by mystery and an aura of lust weighed heavily with the ages. 
Often these items attract the notice of the gods or other powers of questionable gaze as they hint at terrible possible future epochs and alternative possible worlds.
Many of these items bare the scars from the cold winds of stellar space, places outside of normal time space, and prismatic discolouration from the numerous battles that have raged across the planes. Some also bar the terrible energies of the Abyss or retain the strange radiations and energies of Chaos. 

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“The sky was no longer blue. North-eastward it was inky black, and out of the blackness shone brightly and steadily the pale white stars. Overhead it was a deep Indian red and starless, and south-eastward it grew brighter to a glowing scarlet where, cut by the horizon, lay the huge hull of the sun, red and motionless. The rocks about me were of a harsh reddish colour, and all the trace of life that I could see at first was the intensely green vegetation that covered every projecting point on their south-eastern face.” 
― H.G. WellsThe Time Machine

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1d10 Strange And Esoteric Finds Table
From The Atlantian Wastelands 

  1. A cracked marble statue that grants the owner terrible prophecies & dreams. 10% of which are useful and the owner gets a sense of danger and paranoia which can almost overwhelm him. The owner is immune from demonic possession however. The base of the statue is laced with protective charms of obscure nature attuned to Law. 
  2. A squat toad like demonic thing made of some metallic substance glares at the world, the piece is actually a storage device for 1d6 spells of black magic and highly dangerous in nature. The owner has access to these but the thing belongs to the mind of a lesser demonic lord who will own the fool's soul. 
  3. A rod of darkest ebonite plastic is actually a rod of high Atlantian wizardry. The thing is immune to the passage of time and will attune to anyone of human or Terran blood. It exists in five planes of existence at once and will plane shift every new moon. The thing stores 1d10 spells and will open its powers to a wizard of 6th level or better. The rod is under a curse from a minor Chaos power who will notice once the rod has been found by a wizard. 
  4. A block of silver metal pitted and unrusted that actually contains the mind of a wizard of Law. He will grant the owner insights and wisdom into most of the mysteries of the Higher Realms. He is a veteran of many conflicts of Chaos and Law over the last 10,000 years. 
  5. A  hexagon of pure evil and chaos that will cause 1d100 instant mutations, this insidious block of horror has no weird signatures of occult power but contends itself with causing horror and depravity to those who cross its paths. A chaos cult will pay highly for such a prize.
  6. A time space engine of ancient aspect that will cause those who find it to have numerous nightmarish illusions and weird visions. The thing will open doors to higher dimensions but cause those who use it to lose 1d10 years of life. The thing is powered by their very souls. 
  7. A giant metal rod that can be used to open ancient wizard locks of Atlantian design but the thing carries with it the burden of the knowledge of Law. The holder carries with him the memories and knowledge of previous key holders and their trials as well as tribulations. The owner knows where numerous caches of items are but those he sends out to find these items will be in the cause of conflict. Some he will send to their doom. 
  8. This orb is actually the soul and mind of an ancient alien agent of Law, it contains many strange magics but it is damaged and only will randomly access its higher memories at the beginning phase of the new moon. There is a 20% chance that each time it is used that it may drive the user temporarily insane. 
  9. This book of metal plates is actually a spell book of dangerous and esoteric Choatic magic but its taken a direct energy blast, its writing blasted away in the ancient past. The thing will cause 1d6 mutations in its host/owner. It does contain a star map to an ancient cache of treasure however. 
  10. A small metal statue that assumes a variety of shapes of Atlantian gods and goddesses when a small electrical charge is applied. The item will teach anyone who watches its performances the basic rites of Law. This metal antique has been through numerous conflicts but retains her beauty despite age and wear. Worth several hundred gold pieces to the right collector. 


  1. Very cool. Consider this stolen.

    "Basic rites of Law" does that refer to something specific in universe, or is it about the alignment itself?

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  3. Well in the Fantastic Heroes and Witchery rpg, Law is the basic power of cosmic good and the righteous ( this doesn't refer to a specific religion or alignment of religious view points merely a generic catch all for all Lawful beliefs). Chaos is pretty much associated with the the Abyss and the powers of Chaos in the game.
    But even more so the Law/ Chaos struggle isn't so much connected with alignment but is more a set of cosmic allegiances in the game and tied in very much with the fate of entire worlds, civilizations, and more.
    It goes back to some of the mythological and legendary struggles that were hinted at by Moorcock, the author brings this right to the fore with some very interesting twists on PC classes such as the paladin, agent of law or chaos, and more. I love this part of Fantastic Heroes and Witchery.
    The Rites of Law are tied into some very specific cults and orders in my campaign of Accursed Atlantis which takes its P's and Q's from The Fantastic Heroes and Witchery rpg system. More to come!


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