Sunday, February 15, 2026

North West of Earth By C.L. Moore - Orbital Decay (MicroRed version) From The Red Room & The New Flesh Rpg - The Updated Setting : 'The Eroding Frontier'

 Mixing the "Raygun Gothic" surrealism of C.L. Moore’s North West of Earth with the grimy, claustrophobic body horror of The Red Room and The New Flesh creates a campaign setting that is essentially "Cyberpunk at the Edge of Cosmic Madness."



In this world, the frontier of space isn't a high-tech utopia; it’s a decaying, visceral nightmare where the laws of physics are as fragile as the human ego.The Red Room's Orbital Decay has all of the advantages for this genre. This blog post picks right up from here



 The Setting: "The Eroding Frontier"

The campaign takes place in the Belt of Sighs, a region of space where reality is "thin." Here, the sleek, brass-and-glass aesthetics of Northwest Smith’s solar system are being eaten away by the systemic rot and biological mutations of The New Flesh.

  • The Aesthetic: Imagine Art Deco starships with interiors lined with rusted, pulsing veins.

  • The Conflict: Outlaws and smugglers (Smith-types) are trying to survive while their own bodies and ships are being "reclaimed" by a sentient, necro-biological virus known as the Orbital Decay.


 Integration of Core Elements

1. The Protagonists (The Outlaws)

Players take on roles similar to Northwest Smith: cynical, rugged explorers with itchy trigger fingers. However, instead of just dodging Venusian blasters, they are managing their Corruption/Mutation tracks from The New Flesh.

  • The Struggle: Every time you use "pre-collapse" tech or travel through the "Thin Places" (Moore's influence), you risk an Orbital Decay event where your gear—or your arm—starts growing teeth.

2. The Antagonists (The Thirsting Gods)

C.L. Moore’s ancient, soul-drinking entities (like Shambleau) are reimagined as the ultimate "Engineers" of The Red Room.

  • Shambleau 2.0: Not just a psychic vampire, but a biological interface that connects victims to a massive, orbital meat-server.

  • The Red Room: A physical location in the deep vacuum—a space station built of bone and flickering monitors where the "Old Ones" broadcast signals that force the evolution of the New Flesh.


Campaign Mechanics: The Decay Cycle

To blend these systems, use a Dual-Resource Loop:

FeatureInfluenceMechanic
Heat/NotorietyNorth West of EarthHow badly the planetary authorities want your head.
Systemic DecayOrbital DecayThe physical breakdown of your ship's life support and hull.
Bio-TransgressionThe New FleshThe "Gifts" you gain as your humanity erodes.

 Starting Adventure: "The Scarlet Rust"

The Hook: The players are hired by a veiled woman (reminiscent of Moore’s Jirel of Joiry or a Red Room handler) to retrieve a "Memory Core" from a derelict luxury liner drifting near the gravity well of Jupiter.

The Twist: The liner isn't empty. It has undergone Orbital Decay. The ship’s AI has merged with the passengers' biomass to create a singular, screaming consciousness.

  • The Environment: Hallways that look like brass corridors but feel like throats.

  • The Goal: Extract the core before the players' own cybernetics begin to reject their flesh and join the ship.

"The gun felt cold in Smith’s hand, but the hand itself felt... wrong. It wasn't just the sweat of the Martian heat; it was the way his skin seemed to ripple toward the trigger, hungry for the spark of the discharge."


 Tonal Palette

  • Vibe: Gritty, pulpy, and nihilistic.

  • Color Palette: Oxidized copper, bruised purple, and fluorescent surgical white.

  • Music/Sound: Analog synthesizers layered over the sound of wet, tearing fabric.

This D100 table blends the pulp-horror surrealism of C.L. Moore (where entities change your soul) with the industrial-body horror of The New Flesh and The Red Room (where the change is physical, wet, and agonizing).

In this setting, mutations aren't just "buffs"—they are the Orbital Decay claiming your sovereignty.

The New Flesh: Mutation Table (D100)

D100Mutation NameClinical & Visceral Effect
01-05Leaden MarrowYour bones thicken and turn to a heavy, grey metallic composite. Increase Armor/DR, but your movement is sluggish and loud.
06-10Ocular BloomClusters of tiny, lidless eyes erupt along your collarbone. You cannot be surprised, but you suffer constant psychic "noise."
11-15The Gilled ThroatSlits open in your neck, lined with vibrating silver filaments. You can breathe toxic atmospheres and vacuum for 1d10 minutes.
16-20Vocal LatheYour vocal cords become serrated. You can mimic any sound or frequency, but your natural speech sounds like grinding metal.
21-25Porous DermisYour skin becomes a fine mesh. You can "sweat" a paralytic neurotoxin, but you take double damage from chemical or fire attacks.
26-30Recursive DigitsFingers grow smaller fingers at the joints. +2 to fine motor skills (picking locks, surgery), but holding a heavy weapon is painful.
31-35Nervous WebbingYour nervous system partially exits your body as fine, glowing "hairs." You sense electricity and heat signatures through walls.
36-40The Second MawA vertical slit opens in your abdomen. It functions as a digestive tract for "raw biomass"—it can consume evidence or enemies.
41-45Chitinous PlatesPatches of your skin harden into iridescent, insect-like shells that hum when near high-voltage machinery.
46-50Hydraulic VeinsYour blood is replaced by a pressurized black ichor. Strength increases significantly, but a single puncture causes "explosive" bleeding.
51-60Translucent FleshYour skin becomes clear as glass. Your internal organs are visible and have begun to rearrange themselves into non-human patterns.
61-70Synaptic AntennaeTwo twitching, fleshy stalks grow from your temples. You can "hear" the thoughts of those dying nearby.
71-80Biological InterfaceYour palm develops a USB-like organic port. You can "jack in" to machines, but the machine's "spirit" can damage your sanity.
81-90Exoskeletal RigYour spine grows outward, forming a cage of bone around your torso. You are incredibly durable, but can no longer wear standard armor.
91-95Crystalline ScabsWounds heal over with jagged, sharp crystals. You are a walking hazard to touch, but your body is slowly turning into a mineral.
96-99The Living ToolOne arm fuses with your primary weapon. You never drop it, but you are now a literal "living weapon."
00ApotheosisYou become a "Red Room" Conduit. Your body collapses into a slurry of sentient meat and data. Roll a new character.

Managing the "Decay"

In a campaign mixing these systems, mutations should be treated as a trade-off.

  • The Benefit: Every mutation provides a specialized survival edge in the harsh North West frontier.

  • The Cost: Each roll on this table should reduce the character's Humanity or Sanity score. As the body becomes more "functional" for the void, the soul (as Moore would describe it) becomes a stranger to the self.

GM Tip: When a player rolls a mutation, describe the scent (ozone and copper) and the sound (wet clicking) to emphasize the New Flesh aesthetic over traditional fantasy mutation.

 To track the erosion of the self in the face of the New Flesh, we use a dual-track system: The Ego (Sanity) and The Resonance (The Decay).

In the style of C.L. Moore, madness isn't just "seeing a monster"—it is the horrifying realization that your own soul is becoming unmoored from your body. In the style of The Red Room, it is the physical "glitch" of the human hardware.


 The "Alienation & Decay" Mechanic

1. The Ego Track (0–20)

Every character starts with an Ego Score of 20. This represents your "Northwest Smith" core: your memories, your human desires, and your sense of self.

  • Mutation Cost: Every time you roll on the Mutation Table, permanently reduce your Max Ego by $1d4 + 1$.

  • The Thresholds:

    • 15-19 (Distanced): You struggle with empathy. You find human faces "flat" and uninteresting.

    • 10-14 (Uncanny): Your movements are jerky/mechanical. Animals snarl at you. You take a -2 penalty to all social interactions with "pure" humans.

    • 5-9 (The New Flesh): You refer to yourself in the third person or as "We." You no longer feel physical pain, only "data input."

    • 0 (Total Decay): Your consciousness uploads to the Red Room or merges with the ship. You are an NPC.


2. The "Mirror-Shock" Check

Whenever a player uses a biological mutation in a stressful situation, or witnesses a crewmate undergo a visible "wet" transformation, they must roll a Mirror-Shock Check.

The Roll: Roll $1d20$.

  • If the result is HIGHER than your current Ego: You lose $1$ point of current Ego as you catch your reflection and don't recognize the thing looking back.

  • The "Moore" Effect: If you fail by more than 5, you suffer a Sensory Hallucination (e.g., the stars begin to scream, or you smell the scent of a long-dead Venusian lover in a sterile airlock).


 Alienation Complications

When your Ego drops below certain milestones, the crew (and the world) reacts. Use this table for narrative consequences:

Ego LevelTraitGameplay Consequence
15The Cold EyeYou cannot "Bond" or heal the stress of others. You are an island.
12Static SpeechWhen you speak, those nearby hear a faint radio hum or the sound of wet clicking.
8Biological DysmorphiaYou must spend 1 hour a day "pruning" or "calibrating" your mutations, or take a penalty to all rolls.
4The HungerYou no longer eat food; you require raw biomass or direct electrical grounding to "recharge."

The "Safety Valve": Grounding

Because this is an RPG campaign, players need a way to fight back against the decay—though it should always be temporary.

  • The Memento: If a player interacts with a "Human Object" (an old photograph, a physical book, a non-digital musical instrument), they can regain $1d4$ temporary Ego.

  • The Vice: Northwest Smith had his "Space-Juice" and his blaster. Engaging in a purely human vice (gambling, brawling, or Moore-esque romance) stalls the decay for one session.

"He looked at his hand—the fingers too long, the skin the color of a bruised plum—and for a moment, he couldn't remember the name of the girl he'd left behind in the Martian ruins. He only remembered the way the radiation tasted."

This encounter, titled "The Charnel Processor," is designed to be the climax of a mission. It forces a direct confrontation between the pulpy heroism of North West of Earth and the systemic, biological horror of The Red Room.

 Encounter: The Charnel Processor

The players have reached the core of a drifting vessel (or an ancient Martian tomb). The air is thick with the smell of scorched copper and wet ozone. In the center of the room sits a Red Room Terminal: a monolith of obsidian glass and twitching, exposed optic nerves.

The ship’s reactor is hitting critical mass. The "Orbital Decay" has progressed so far that the manual overrides have melted into a single, pulsating mass of meat.

The Problem: The Lock-Out

The terminal requires a High-Density Bio-Authentication. The system doesn't want a password; it wants a consciousness to balance the cooling equations.

The Three Choices (The "Sacrifice" Mechanics)

The players must choose one of the following methods to stabilize the ship. Each has a different cost to their Ego and New Flesh tracks.

Option A: The "Smith" Gamble (Neural Override)

The player attempts to "shoot" the logic board with a high-frequency blast or a frantic, manual hack.

  • The Roll: Hard Tech/Logic Check.

  • The Success: The ship stabilizes, but the feedback loop is brutal.

  • The Cost: Lose 1d6 Ego. The player develops "Static Vision"—for the next 24 hours, they see everyone as a wireframe skeleton.

Option B: The "New Flesh" Communion (Biological Interface)

A player with at least one mutation "plugs" their mutated limb into the terminal. The machine recognizes the Orbital Decay and grants access.

  • The Roll: Automatic Success.

  • The Cost: Permanent Mutation Roll. The limb used to interface becomes a permanent part of the ship's architecture for 1d4 minutes. When they pull away, they lose 1d10 Ego.

  • The Result: The ship is saved, but the player's arm is now a translucent, multi-jointed "data-limb" that twitches in time with the ship's engine.

Option C: The "Moore" Sacrifice (Soul-Bleed)

The player offers their memories as "buffer data" to soothe the screaming AI.

  • The Roll: Wisdom/Willpower Check.

  • The Success: The ship’s alarms go silent. The lights turn a soft, comforting amber.

  • The Cost: Lose 1d12 Ego. The player forgets one significant NPC or background detail from their character sheet. To the rest of the crew, that person still exists. To the player, they are a total stranger.


 The "Red Room" Complication: The Feed

During the interface, the terminal begins broadcasting. Every monitor in the room flickers to life, showing "The New Flesh" in its final form—a galaxy-sized organism of metal and bone.

GM Description: "The glass doesn't show your reflection. It shows a version of you that hasn't happened yet—a beautiful, terrifying lattice of silver veins and ivory armor. The machine isn't trying to kill you; it’s trying to invite you home."


 Aftermath & Rewards

If they survive, they gain "The Mark of the Room."

  • The Reward: They can now "speak" to any derelict ship they encounter, gaining a +4 to navigation.

  • The Curse: They are now "Leaking." Occasionally, their footsteps leave behind a trail of black, oily data-ichor that attracts hungry entities from the North West void.

Saturday, February 14, 2026

Kull era Encounters & Treasures Table For a Sword & Sorcery Castles & Crusades rpg Campaign - The Encounter: The Chronomancer’s Debt

 Ah, the Pre-Cataclysmic Age. Before the oceans drank Atlantis, and before the rise of the sons of Aryas, there was an age undreamed of—and a king named Kull. This blog entry picks right up from Kull era Serpent Men Relics & Treasures Table For a Sword & Sorcery Castles & Crusades rpg Campaign



To capture the specific vibe of Robert E. Howard’s Valusia, you need more than just muscle; you need existential dread, ancient conspiracies, and mirrors that steal souls. Here is a custom d100 King Kull Era Adventure & Encounter Table, designed to evoke the philosophy and savagery of the Thurian Age.


The D100 Thurian Age Table

d100The Encounter / HookThe Twist
01-05The Serpent Mask. A high-ranking noble invites the party to a feast.He doesn't eat; his "face" is a spell-bound mask hiding a Serpent Man.
06-10The Mirror of Tuzun Thune. A wizard offers to show the party "the truth" in a silver glass.One PC’s reflection stays behind and begins living their life in the real world.
11-15The Pictish Ambassador. Ka-Nu of the Picts needs a "delicate" matter handled in the city.The "matter" is a prehistoric horror caged in the sewers of the City of Wonders.
16-20The Silent Statues. The party finds a row of iron statues in a forbidden wing of the palace.They aren't statues, but ancient kings held in a "breathless sleep" by a curse.
21-25The Tiger Valley Ghost. A spectral white tiger stalks the camp, smelling of Atlantean salt air.It is the literal "spirit of exile" and can only be banished by an act of home-coming.
26-30The Red Council. A secret society of aristocrats is plotting to "purify" the throne.They believe the King is a ghost, and they have the "Living Corpse" to prove it.
31-35The Forbidden Rite. A priest of Valka is performing a ritual to stop the rising tides.The ritual requires the blood of an Atlantean—the party must find (or protect) one.
36-40The Shadow Kingdom. Every shadow in the room suddenly detaches from its owner.The shadows are hungry and seek to "wear" the flesh of the PCs.
41-45The Lemurian Slave Ship. A galley crashes on the Valusian coast, filled with "mute" slaves.They aren't mute; their tongues were traded to a sea-demon for favorable winds.
46-50The Crystal of Kamelia. A merchant sells a gem that whispers the secrets of the future.The "future" it predicts is always the death of the person holding it.
51-55The Arena of the Damned. The PCs are captured and forced to fight "monsters" for Borna’s ghost.The monsters are actually disguised political prisoners.
56-60The Alchemist’s Draught. A frantic scholar begs the party to test a potion of "Absolute Memory."The PC remembers everything—including past lives and the coming Cataclysm.
61-65The Serpent’s Whisper. A snake in the garden starts speaking in a forgotten Atlantean dialect.It claims to be the PC’s ancestor, trapped in scales for a millennium.
66-70The Black Abyss. A sinkhole opens in the marketplace, revealing a city older than Valusia.The inhabitants haven't realized the sun has risen in 10,000 years.
71-75The King’s Justice. Kull (or a local Governor) tasks the party with hunting a "Sorcerer-Pirate."The pirate is a hero to the poor; the "sorcery" is just basic chemistry.
76-80The Grondar Raiders. A horde of barbarians is approaching, but they are fleeing something else.They are fleeing a "Cloud of Unknowing" that erases the identity of anyone it touches.
81-85The Living Tapestry. A rug in the palace shows a battle that changes every night.The party is pulled into the tapestry to fight the next night's skirmish.
86-90The Skull of Rotath. A glowing golden skull is found in a desert tomb.It grants wishes, but each wish rots the user's physical body into gold.
91-95The Chronomancer’s Debt. A wizard from the "Hyborian Age" (the future) appears, lost.He mistakes the party for historical figures and asks for their "legendary" gear.
96-00The Great Cataclysm. The earth shakes; the sea begins to swallow the land.This is a "final session" prompt: How will the PCs ensure their names survive the flood?

How to Use This for a Campaign

  • The Theme of Alienation: Remember that Kull was an Atlantean on a Valusian throne. Use these encounters to make the players feel like "outsiders" in a world of decaying grandeur.

  • The Serpent Man Rule: If a character suspects someone is a Serpent Man, they should use the ancient phrase: "Ka nama kaa lajerama." If the NPC can't repeat it, draw steel.

  • Existential Stakes: Unlike Conan, who fights for gold and wine, Kull-era adventures often deal with the nature of reality. Ask: Is this real, or is this a dream of a sleeping god?

This entry is a meta-fictional bridge between the Thurian Age (Kull) and the Hyborian Age (Conan). It introduces a cosmic irony: to the Chronomancer, the players are already "ancient history," and he is a desperate fanboy from a future that shouldn't exist yet.


The Encounter: The Chronomancer’s Debt

The Setup: While the party is camped in a remote wasteland or navigating a silent palace corridor, the air ripples like heat over a desert. A man falls out of thin air, dressed in silks that look "wrong"—too vibrant, with strange geometric patterns. He is Astorath of Nemedia, a wizard from roughly 8,000 years in the future.

The Chronomancer’s State:

  • Disoriented: He is suffering from "Time-Sickness." He may vomit ectoplasm or briefly flicker out of existence.

  • Reverent: He looks at the PCs with wide-eyed awe. To him, they aren't just mercenaries; they are the "Primal Archetypes" he read about in the Ironbound Manuscripts.

  • Desperate: He didn't come here to sightsee. He is being hunted by a Time-Wraith (an amorphous blob of "static" that erases history).


The Twist: The "Legendary" Gear

Astorath believes the party’s current mundane equipment is actually the "Lost Relics of the First Dawn." He will beg for their items to help him fight his way back to his own era.

  • The Request: "Great Hero, I beg of you! Hand me the Sunderer of Worlds (your rusty broadsword) and the Aegis of the Sun (your dented wooden shield)! Only their ancient resonance can pierce the veil!"

  • The Problem: If the PCs give him their gear, they are unarmed. If they don't, Astorath might try to "chronos-thieve" them (teleporting the items off their belts).


The Conflict: Three Ways it Goes Wrong

  1. The Paradox Predator: The "Time-Wraith" finally catches up. It looks like a flickering, grey version of one of the PCs. To defeat it, the PCs must strike it simultaneously with the Chronomancer’s futuristic staff and their own "ancient" steel.

  2. The False Prophecy: Astorath starts "spoiling" the future. He tells a PC: "Oh, I shouldn't tell you this, but your lineage ends in three days when you're eaten by a swamp-cat. Wait... was it a swamp-cat or a Serpent Man? The scrolls were smudged."

  3. The Exchange: He offers a "Future Relic" in trade. However, a Hyborian-age item (like a Zamorian thief's lockpick) might be useless or even cursed in the Thurian age because the laws of magic have shifted.


Potential Rewards (The "Debt")

If the party helps him survive and return to the future, he leaves behind a Chronal Echo. Once per campaign, a PC can "flicker."

Effect: For one round, the PC exists in two places at once. They can take two separate actions, but at the end of the turn, they must choose which "timeline" becomes real. The other version of them vanishes into a cloud of gold dust.

 In Castles & Crusades, the "Time-Wraith" functions as a non-corporeal undead-adjacent anomaly. It isn't strictly "dead"—it's a pocket of stagnant time that hungers for the "flow" of living beings.

In the Kull era, where the boundaries of reality are already thin, this creature appears as a flickering, translucent shadow of the person it is currently attacking.


The Time-Wraith (Chrono-Anomaly)

Size: Medium

HD: 6 (d8)

AC: 18 (Unearthly Quickness)

Attacks: 2 Chronal Touches (1d8)

Special: Chronal Displacement, Resonance Weakness, Magic Resistance 15%

Saves: P, M

Alignment: Neutral (Entropy)

Type: Extra-planar/Anomaly

Experience: 550 + 6/hp


Special Abilities

  • Chronal Displacement (Physical): The Wraith exists slightly out of sync with the current second. All physical attacks against it suffer a -4 penalty to hit unless the weapon is "Ancient" (pre-dating the current era by 1,000 years) or "Future" (brought by the Chronomancer).

  • Aged Touch (Ability Drain): Anyone struck by the Wraith must succeed on a Constitution (Physical) Save. Failure results in the victim "aging" rapidly in that limb or area. They suffer a -1 penalty to Dexterity per hit. If Dexterity reaches 0, the victim is frozen in time (stasis) for $1d4$ hours. Points return at a rate of 1 per hour of rest.

  • Echo Strike: Once per encounter, the Wraith can "replay" its previous turn. It immediately gains a second set of attacks against the same target it attacked last round, representing a fold in the timeline.

  • Resonance Weakness: If the Wraith is struck by a weapon and its "Future/Past" counterpart weapon (e.g., a PC's sword and the Chronomancer's version of that same sword) in the same combat round, the Wraith must make a Charisma (Mental) Save or be instantly sucked back into the temporal void.


Combat Tactics

The Wraith is not a mindless beast; it is a predator of identity. It will prioritize the character it most closely resembles. It moves with a jerky, stop-motion gait, appearing to teleport short distances ($5\text{--}10$ feet) instead of walking, making it impossible to pin down with standard flanking maneuvers.

Note for the Castle Keeper: Describe the Wraith not by its own features, but by the PCs' features. If it attacks the party's fighter, it wears his face, but his eyes are hollow voids filled with ticking gears or shifting sand.


The Lore Check (Intelligence/Legend Lore)

  • CL 12: These beings are the "Janitors of the Ages." They appear when someone tries to change a "Linchpin Moment" in history.

  • CL 18: Rumor has it that the Serpent Men of old once captured a Time-Wraith and used its essence to create the first Mirrors of Tuzun Thune, allowing them to see through the veils of what is and what shall be.

 

Gemini said

In the era of King Kull, an object from the Hyborian Age (Conan’s time, roughly 8,000 years in the future) is an archaeological impossibility—a "relic of the future." To a Valusian noble or a Pictish shaman, these items look refined yet strangely "primitive" in their iron-work, or perhaps decadently advanced in their artistry.

Here is a d100 Hyborian Loot Table found in the Chronomancer’s Satchel or left behind in the wake of a temporal rift.


The D100 Hyborian Loot Table

d100Item NameOrigin & Effect (Castles & Crusades Context)
01-05Zamorian Spider-Silk Rope50ft of black silk. +4 to Climbing checks. Virtually unbreakable by non-magical means, but dissolves if exposed to direct sunlight for more than 1 hour.
06-10Stygian Lotus Dust (Black)A small pouch. When inhaled or thrown (5ft range), target must make a Con (P) Save or fall into a death-like coma for hours. Visions of Set included.
11-15Aquilonian Lion-Crested SignetA heavy gold ring. Grants +2 to Charisma (Ch) Checks when dealing with soldiers or mercenaries. They recognize a "kingly" aura they can't quite explain.
16-20Cimmerian whetstoneA dull, grey river stone. Using it on a blade for 1 turn grants +1 to damage for the next combat. It smells faintly of rain and grim determination.
21-25Map of the Hyborian KingdomsA map of a world that doesn't exist yet. To a Thurian scholar, it looks like a madman's drawing of the post-Cataclysmic world. Value: 1,000gp to the right Sage.
26-30Bossonian Longbow StringMade of treated hemp and guts. When used to restringe a bow, it increases the Range Increment by +20ft.
31-35Vial of Golden Wine of XuthalA single draught. Heals HP and cures any mundane poison. However, the user is Dazed for rounds by the sheer hallucinogenic euphoria.
36-40Kothic Steel BreastplateIntricately etched with scenes of forgotten wars. AC +6, but weighs 10lbs less than standard plate due to superior smelting techniques.
41-45Shemite Scimitar (Blue Steel)A curved blade that hums in the wind. +1 to Hit. It ignores the first 2 points of non-magical Damage Reduction/Hardness.
46-50Turanian Silk TunicVivid crimson and gold. Grants +1 to Save vs. Heat/Environmental effects. It makes the wearer look like a flamboyant prince of a desert that is currently underwater.
51-55Hyperborean Witch-AmuletA chunk of unmelting ice in a lead casing. Grants +2 to Saves vs. Illusion, but the wearer always feels a supernatural chill.
56-60Zingaran Duelist's CloakA heavy, weighted cloak. When used in the off-hand, it grants a +1 AC bonus (stacks with shields).
61-65Aesir Mead HornNever runs dry of harsh, burning ale so long as it is toasted to a fallen comrade before drinking.
66-70Pictish Fetish (Wolf-Brother)A tooth on a leather cord. From the "future" Picts. +2 to Stealth in forests. Valusian Picts will find this item "heretical" or "holy" depending on their mood.
71-75Brythunian Silver FluteWhen played, birds within 100ft stop singing to listen. +2 to Performance checks.
76-80Ophirian Coin PurseContains 50 "Gold Lunas." In the Thurian Age, this is just high-quality bullion, but the minting process is suspiciously perfect.
81-85Khitan Fire-Dust (3 pouches)Primitive gunpowder. Can be thrown as a grenade ( fire damage, 10ft radius) or used to blow an iron lock.
86-90Nemedian Chronicles (Fragment)A scroll describing the "Age of Conan." Reading it grants a permanent +1 to Legend Lore, but a -1 to Sanity/Wisdom as the reader realizes their era is doomed.
91-95Vanir Bear-Skin CloakGrant Cold Resistance (Minor). The spirit of the bear is restless; the wearer suffers -2 to Charisma when dealing with "civilized" Valusians.
96-00The Phoenix on the Sword (Hilt Wrap)A leather wrap with a phoenix symbol. When applied to a weapon, it becomes a +2 Magical Weapon and can harm "Shadow" creatures (like Serpent Men or Wraiths) automatically.

The "Future-Shock" Penalty

In the King Kull era, using Hyborian technology is considered weird. If a player is seen using "Fire-Dust" or wearing the "Kothic Breastplate" in the City of Wonders, they may be accused of sorcery by the Red Council.

CK Tip: If a PC keeps a piece of Hyborian loot until the "Great Cataclysm" (Entry 96-00 on the previous table), that item is the only thing that survives the sinking of the continents, potentially becoming a legendary artifact for your next campaign set in Conan's time.