Saturday, January 10, 2026

A D100 Sword and Sorcery dungeon dressing and minor item table, D100 Sword & Sorcery Wilderness Encounters. D100 Alchemical Failures & Weird Encounters, D100 Side Effects of the Black Lotus , & D100 Table of Forbidden Spells for The Castles & Crusades & OSR Games

 In a Sword and Sorcery setting like those found in Castles & Crusades, the atmosphere should feel ancient, decadent, and dangerous. These items and descriptions are designed to add flavor to your dungeon crawls without necessarily providing mechanical "game-breaking" power.

To use this table, roll 1d100 when the players search a room or a fallen foe.


D100 Dungeon Dressing & Minor Items

RollItem or Dressing Description
01-02A rusted iron collar attached to a wall by a heavy, short chain.
03-04A silver-stoppered vial containing dried lotus petals (worth 5gp).
05-06A map on human skin showing a city that sank 1,000 years ago.
07-08A bowl of fruit made of painted lead; surprisingly heavy.
09-10Faded tapestries depicting a king being eaten by his own hounds.
11-12A bronze brazier that emits green smoke when lit.
13-14A collection of knuckle-bones used for divination (worthless but eerie).
15-16A clay jar filled with honey-preserved scorpions (a delicacy or poison?).
17-18A heavy wool cloak stained with dried, dark blue blood.
19-20A small, ivory statuette of a nameless, many-limbed spider god.
21-22A rusted stiletto with a hilt shaped like a screaming face.
23-24A scroll of vellum containing nothing but a list of names; half are crossed out.
25-26A torch stub that glows with a faint, cold blue light for 1 turn.
27-28An ornate brass key that fits no lock in this dungeon.
29-30A pouch of "Black Lotus" powder (highly addictive, hallucinogenic).
31-32A mirror cracked in a way that your reflection looks 20 years older.
33-34A leather-bound tome written in a language that hurts the eyes to read.
35-36A necklace of shark teeth tipped with copper.
37-38A stone offering bowl containing 22 copper pieces and a severed ear.
39-40The smell of ozone and rotting lilies permeates the area.
41-42A set of loaded bone dice (adds +1 to gambling checks).
43-44A wine skin filled with thick, metallic-tasting pomegranate wine.
45-46A small cage containing a blind, white cave cricket.
47-48A heavy gold ring (15gp) bearing the seal of a dead noble house.
49-50Wall scratchings: "The shadows here have teeth."
51-52A mosaic floor where the eyes of the figures seem to follow you.
53-54A perfume bottle that smells of burial incense and sandalwood.
55-56A bundle of incense sticks that, when burned, calm non-magical animals.
57-58A dried bat wing pinned to a piece of parchment with a silver needle.
59-60A rusted gauntlet clutching a dead man's withered hand.
61-62A jar of grease labeled "Manticore Marrow" (excellent for squeaky hinges).
63-64An obsidian dagger shard; still incredibly sharp, but no hilt.
65-66A tattered banner of a legion that vanished into the desert.
67-68A small bellows made of dragonette-hide.
69-70A pouch of salt mixed with powdered silver (repels minor spirits).
71-72A stone gargoyle head that drips fresh water once per hour.
73-74A pair of velvet slippers that grant +2 to move silently (but only once).
75-76A copper bowl filled with "fools gold" pyrites.
77-78A whistle made from a human femur; makes no sound to human ears.
79-80A triptych painting of a volcano erupting over a jungle.
81-82A belt made of interlocking bronze coins.
83-84A jar of pickled eyeballs in brine.
85-86A small lead box containing a single, perfectly preserved black rose.
87-88A heavy iron shield with a massive bite mark taken out of the side.
89-90A collection of glass marbles, each containing a tiny, dead insect.
91-92A whetstone that sparks red when used.
93-94A silver tooth found in a pile of ash.
95-96A candle made of black wax that burns with a silent flame.
97-98A bronze disk etched with the constellations of a different world.
99-00A small, locked iron box containing a single, beating clockwork heart.

How to use these in C&C

  • CL (Challenge Level): If a player wants to identify the origin of a weird item (like the spider god statue), have them roll an Intelligence check (or Wisdom for Clerics) with a CL based on the item's obscurity (usually CL 2-5).

  • Flavor over Mechanics: Most of these items are "clutter" that sells for $1d6$ silver or gold, but they provide hooks for your players to ask questions about the world's lore.

    In a Sword & Sorcery wilderness, the environment is often as hostile as the monsters. These encounters for Castles & Crusades focus on ancient ruins, desperate survivors, and the looming presence of forgotten sorcery.






    Roll $1d100$ when the party travels through the wastes, jungles, or jagged peaks.


    D100 Sword & Sorcery Wilderness Encounters

    RollEncounter Description
    01-02A lone, scarred elephant trumpeting over the corpse of its mate.
    03-04$1d6$ starving bandits with rusted spears; they offer to trade info for water.
    05-06An ancient monolith that hums at a frequency that makes ears bleed.
    07-08A merchant caravan of giant lizards carrying salt and silk.
    09-10A sudden sandstorm/mist reveals the ruins of a city not on any map.
    11-12A dying messenger clutching a tube with a coded scroll.
    13-14$2d4$ hyenas trailing the party, waiting for a moment of weakness.
    15-16A vast pit filled with the bleached bones of a prehistoric beast.
    17-18A hermit living in a hollowed-out tree who claims to speak to the wind.
    19-20$1d4$ Giant Vultures circling overhead; they follow the party for days.
    21-22A pristine oasis, but the water turns to bitter gall if taken away.
    23-24A field of statues—warriors frozen in expressions of pure terror.
    25-26A group of $1d10$ pilgrims flagellating themselves to ward off a plague.
    27-28A sinkhole opens; a successful DEX save avoids a 20ft fall into a grotto.
    29-30An abandoned campsite with a half-cooked meal still on the fire.
    31-32A thicket of "Laughing Briars" that emit human-like giggles when brushed.
    33-34$1d6$ Ape-men wielding stone clubs, protecting a sacred boundary.
    35-36A roadside shrine where travelers must leave blood or be cursed.
    37-38A massive, rusted iron sword (20ft long) plunged into the earth.
    39-40$1d3$ bounty hunters tracking a criminal who looks exactly like a PC.
    41-42A river that flows uphill for exactly one mile.
    43-44$2d6$ nomads on horseback; they are hospitable but demand a duel of honor.
    45-46A tree hung with $1d12$ silver bells that ring when spirits are near.
    47-48A scorched patch of earth where a star fell from the sky last night.
    49-50$1d4$ Giant Spiders descending from the canopy or out of a ravine.
    51-52A thick, purple haze that causes mild hallucinations (CL 2 Wisdom save).
    53-54A ruined tower where a mad sorcerer's ghost still calls for his tea.
    55-56A pack of $2d4$ wolves led by a dire wolf with glowing amber eyes.
    57-58A wandering beggar who offers a "true prophecy" for a single gold coin.
    59-60A bridge made of massive dragon ribs spanning a deep chasm.
    61-62$1d6$ escaped galley slaves wearing broken chains.
    63-64A rain of frogs or insects that lasts for $1d10$ minutes.
    65-66A circle of standing stones that teleports the party $1d6$ miles off course.
    67-68$1d4$ Lion-men (werelions) stalking the party from the tall grass.
    69-70A crashed sky-chariot made of bronze and strange green glass.
    71-72A waterfall that flows with wine for one hour every full moon.
    73-74$1d8$ skeletons in rusted bronze armor, marching to an ancient war.
    75-76A patch of "Yellow Mold" disguised as autumn leaves.
    77-78A knight in black plate armor challenging all who pass the road.
    79-80A massive stone head half-buried in the sand, weeping oil.
    81-82$1d3$ Harpies nesting in the cliffs above the trail.
    83-84A caravan of lepers seeking a legendary healing spring.
    85-86$1d6$ cultists transporting a heavy, locked sarcophagus.
    87-88A sudden forest fire or flash flood (CL 4 DEX/CON check).
    89-90A giant, 50ft long snake skin draped over a rock formation.
    91-92A group of $1d4$ "Lotophagoi" (Lotus-eaters) who have forgotten their names.
    93-94A hidden valley where dinosaurs (or "Thunder Lizards") still roam.
    95-96A portal that flickers open for 30 seconds, showing a cosmic void.
    97-98A dying god-king on a litter, carried by his last two loyal eunuchs.
    99-00A shimmering "Mirage City" that is actually solid for $1d4$ hours.

    Running the Wilderness in C&C

    • Attribute Checks: Use Strength or Constitution checks for forced marches through harsh terrain, and Survival (Wisdom) checks to avoid getting lost or finding food.

    • The "Grim" Factor: In Sword & Sorcery, magic is often a sign of corruption. If the party encounters a magical phenomenon (like the purple haze or the whispering stones), consider giving characters with Prime Wisdom or Intelligence a chance to sense the "wrongness" of the area.

In a Sword & Sorcery world, alchemy isn't a clean science—it is a volatile mix of proto-chemistry, astrological timing, and blood-sacrifice. These failures and encounters are perfect for Castles & Crusades when a Wizard fumbles a spell, a character drinks an unidentified potion, or the party stumbles into a sorcerer’s laboratory.




D100 Alchemical Failures & Weird Encounters

RollResult or Encounter Description
01-02The liquid turns into a swarm of $2d10$ non-biting but distracting gnats.
03-04A cloud of "Heavy Smoke" fills the room; it settles on the floor like lead.
05-06The drinker’s skin turns a vibrant, metallic copper for $1d4$ days.
07-08The potion becomes a sentient, jelly-like cube that tries to crawl away.
09-10A burst of "False Gold" dust; looks real, but dissolves in $1d6$ hours.
11-12The character’s hair grows 3 feet instantly and becomes brittle like straw.
13-14An explosion of "Silent Light"—blinds everyone for $1d4$ rounds (CL 3 Dex save).
15-16The liquid turns into a highly corrosive acid that eats through the glass vial.
17-18The drinker can only speak in a forgotten, ancient tongue for $1 hour$.
19-20A localized gravity shift; all loose items in the room drift to the ceiling.
21-22The potion tastes like "Regret" and imposes a -2 penalty to the next Charisma check.
23-24The character’s shadow detaches and stands still for $1d10$ minutes.
25-26A vial of "Bottled Scream" that releases a deafening shriek when opened.
27-28The drinker’s eyes turn into solid black obsidian (cannot see in bright light).
29-30The brew becomes a potent magnet, dragging all nearby iron toward the flask.
31-32$1d4$ "Homunculi" with the character's face sprout from the spilled liquid.
33-34The liquid turns into a fine silk ribbon, 50 feet long.
35-36The character smells like rotting jasmine, attracting insects from miles away.
37-38A cloud of "Amnesia Gas" (CL 4 Int save or forget the last 10 minutes).
39-40The potion turns into a single, perfectly cut, but worthless glass diamond.
41-42The drinker becomes light as a feather, but can be blown away by a stiff breeze.
43-44The mixture becomes "Living Ink" that crawls onto the nearest person as a tattoo.
45-46A blast of cold that freezes the character's feet to the floor ($1d4$ damage).
47-48The character's sweat becomes flammable for the next $2d6$ hours.
49-50A "Time Pocket": everything inside a 10ft radius slows down by half.
51-52The potion induces "Glass Bones": -4 to Con checks against physical trauma.
53-54The liquid turns into a gas that makes everyone sound like they are underwater.
55-56The character grows a third eye on their palm that sees into the Ethereal Plane.
57-58The concoction becomes a "Solvent of Everything"—it eats a hole to the floor below.
59-60The drinker’s teeth turn into pearls (worth 10gp each, but painful to lose).
61-62A "Hungry Vapor" that leeches the color out of all clothing and tapestries.
63-64The character’s footprints glow with blue fire for the next mile.
65-66The potion becomes a "Liquefied Ghost"—it moans when the bottle is shaken.
67-68The character gains the ability to breathe fire, but only once and it hurts ($1d6$ dmg).
69-70A "Stasis Bubble": the character is paralyzed in a crystal shell for $1d4$ turns.
71-72The liquid turns into a handful of "Sorrow-Berries" (induce weeping).
73-74The character’s reflection in mirrors begins to act independently.
75-76A "Rust Mist" that instantly corrodes $1d4$ non-magical metal items.
77-78The drinker’s skin becomes translucent; muscles and bones are visible.
79-80The potion becomes "Liquid Night"—it absorbs all light in a 20ft radius.
81-82The character grows a pair of useless, leathery bat wings for $2d12$ hours.
83-84A "Mental Feedback" burst; the character hears everyone's surface thoughts.
85-86The liquid turns into a small, angry viper.
87-88The character’s voice becomes a deep, booming bass that shakes glass.
89-90The potion induces "Antipathy to Gold"—the character cannot touch coins.
91-92A "Vortex of Negation" that dispels the next spell cast nearby.
93-94The character shrinks to 6 inches tall for $1d10$ minutes.
95-96The liquid turns into "God-Blood" (heals all HP, but causes $1d6$ permanent Insanity).
97-98A "Spark of Life": an inanimate object in the room becomes sentient.
99-00The mixture creates a tiny, stable wormhole to a random plane of existence.

Integrating Failure in Castles & Crusades

  • The "Taint" of Magic: In Sword & Sorcery, magic is often dangerous to the caster. If a Wizard rolls a natural 1 on a spell check or an Alchemy check, roll on this table instead of a standard "fizzle."

  • Primes and Saves: If an effect requires a save, use the Challenge Level (CL) listed. Characters with Intelligence or Wisdom as a Prime attribute will have a much better chance of resisting the more "mutative" effects of these failures.

In the pulp tradition of Castles & Crusades, the Black Lotus is the ultimate double-edged sword: a source of forbidden cosmic insight, terrifying hallucinations, and physical ruin. It is rarely a simple "potion"; it is usually inhaled as smoke, ingested as a resin, or dissolved into wine.



When a character uses the Black Lotus, they must make a Constitution Save (CL 5). If they fail, they are incapacitated by visions for $1d4$ hours. Regardless of the save, roll $1d100$ for a side effect.


D100 Side Effects of the Black Lotus

RollSide Effect Description
01-02Astral Echo: You see your own body from 10 feet away for the next hour.
03-04The Thirst: Water tastes like ash; only wine or blood can quench your thirst.
05-06Numbness: You lose all sense of pain. You don't know your HP total until the effect ends.
07-08Withered Limb: Your dominant arm shrivels and becomes useless for $1d6$ hours.
09-10Cosmic Tongue: You speak in a resonant, booming voice that can be heard for a mile.
11-12Petal Veins: Black, vine-like patterns appear under your skin.
13-14Time Dilation: You react to everything 1 round late, but gain a +4 to AC as you "see" hits coming.
15-16The Void Eye: One pupil grows to cover the entire iris; you can see in total darkness.
17-18Hyperosmia: You can smell emotions (fear smells like ozone, greed like wet copper).
19-20Weightlessness: Your feet barely touch the ground; you can walk on water or snow.
21-22Memory Leak: You forget your own name, but gain the memories of a dead sorcerer.
23-24Shadow Bleed: Your shadow begins to pool around your feet like spilled ink.
25-26Unstoppable Glee: You cannot stop laughing, even in the heat of battle.
27-28Cold Blood: Your body temperature drops; you are immune to heat but take double cold damage.
29-30The Black Cough: You cough up charcoal-like dust; -2 to Constitution for $24$ hours.
31-32Ghost Touch: You can touch incorporeal spirits, but they can also touch you.
33-34Synesthesia: You "hear" colors and "see" sounds. -2 to all Dexterity checks.
35-36Ancestral Possession: An ancestor speaks through you, demanding you avenge an old slight.
37-38Iron Flesh: Your skin becomes as hard as plate armor, but you move at half speed.
39-40The Doom Mark: A black lotus blossom tattoo appears on your forehead.
41-42Floral Breath: Your breath smells so sweetly of lotus that it attracts $1d6$ giant bees/wasps.
43-44Mental Static: You are immune to charms, but cannot cast spells for $1d4$ hours.
45-46Rapid Aging: You physically age $1d10$ years in a matter of seconds.
47-48Third Ear: You can hear the surface thoughts of animals within 30 feet.
49-50Obsession: You become fixated on the first shiny object you see.
51-52Bleeding Pores: You sweat beads of dark, viscous wine.
53-54Phasing: You occasionally flicker out of existence. 25% chance attacks pass through you.
55-56Magnetism: Small metal objects (coins, daggers) slowly drift toward you.
57-58The Shakes: Permanent -1 to Dexterity until a Remove Curse is cast.
59-60Precognition: You gain a +5 bonus to your next Initiative roll, then the vision fades.
61-62Scale Growth: Hard, black scales grow on your neck and shoulders.
63-64Telepathic Scream: When you take damage, everyone within 50 feet feels the pain.
65-66Solar Allergy: Sunlight deals 1 damage per turn; you crave the darkness.
67-68Inverse Gravity: For $1d6$ rounds, you fall "up" toward the sky/ceiling.
69-70The Hunger: You must consume twice your weight in food over the next 24 hours.
71-72Star-Sight: You can see the stars through the ceiling/ground, even in daylight.
73-74Verbal Blight: Every time you speak, a small flower withers and dies nearby.
75-76Mercury Blood: Your blood turns silver and becomes highly toxic to others.
77-78Dream Walk: You fall asleep instantly but can travel in spirit form for $1d10$ minutes.
79-80The Crow’s Call: Birds follow you everywhere, watching and waiting.
81-82Glass Teeth: Your teeth turn to crystal; they are sharp (+1 bite) but fragile.
83-84Aura of Dread: Animals and hirelings must make a Morale check to stay near you.
85-86Translucent Skin: Your internal organs are visible through your chest.
87-88Pyrophilia: You find fire incredibly beautiful and refuse to extinguish any flame.
89-90Leaden Tongue: You cannot speak, only grunt or whistle.
91-92The Maw: A second mouth opens on your palm; it demands to be fed gold.
93-94Ethereal Scent: You smell of "Home" to everyone who meets you (+2 Charisma).
95-96Warped Space: Distances are deceptive; you think things are closer than they are.
97-98Great Insight: You gain $1d10 \times 100$ XP, but lose $1d4$ permanent Constitution.
99-00Ascension: You vanish for $1d4$ days, returning with no memory and a new Prime attribute.

Mechanics for the Castle Keeper (CK)

  • Addiction: If a player uses the Black Lotus more than once in a week, the CL for the saving throw increases by +2 for each subsequent use.

  • The "High": While under the influence, a character might gain a +2 to all Mental Primes (Int, Wis, Cha) but a -4 to all Physical Primes (Str, Dex, Con).

In the world of Castles & Crusades, Forbidden Spells are not merely higher-level magic; they are "wrong" spells—incantations that violate the laws of nature, sanity, or the gods. These are best used as unique scrolls, ancient wall carvings, or mental transmissions from outer-dark entities.



Using a Forbidden Spell usually requires a Constitution or Wisdom Save (CL = Spell Level + 5) to avoid gaining a point of Taint or Insanity.


D100 Table of Forbidden Spells

RollSpell NameEffect Description
01-02Amniotic CocoonEncases a target in a translucent sac that regresses them to an infant.
03-04Bile of the SunCaster vomits a stream of liquid light that melts stone and flesh ($3d10$ dmg).
05-06Call the Carrion KingSummons a massive, sentient swarm of flies that answer one question.
07-08Dance of the FlayedAnimates the skins of the dead to fight as $1d6$ Shadows.
09-10Ego DevourerTarget loses all class abilities and becomes a mindless thrall for $1d4$ hours.
11-12Flesh-to-SaltTarget is instantly dehydrated into a pillar of brine.
13-14Grip of the VoidA black hand emerges from the caster’s chest to crush a foe’s heart.
15-16Harvest of TeethTarget's teeth fall out and grow into $1d12$ tiny, biting bone-golems.
17-18Infectious InsanityA madness that spreads via eye contact from the victim to others.
19-20Jungle of the GutVines and thorns erupt from the target's stomach, rooting them to the spot.
21-22Kiss of the SuccubusDrain $1d4$ levels; caster regains all lost HP.
23-24Lament of the LostA sound that causes listeners to wander toward the nearest body of water to drown.
25-26Mirror of MaliceCaptures the target’s soul in their own reflection; the body becomes a statue.
27-28Necrotic TransfusionTransfer $1d8$ HP from the caster to a dead body to make it speak for 1 minute.
29-30Oracle of EntrailsPull out your own intestines to see the future (+5 to all rolls for 1 turn).
31-32Parasitic PuppetPlant a seed in a sleeping target; you can control their body the next day.
33-34Quicksilver BloodCaster’s blood becomes toxic mercury; any weapon hitting them is corroded.
35-36Rain of ThornsSky rains black glass shards in a 50ft radius ($5d6$ dmg).
37-38Scream of the BansheeA 30ft cone of sonic death; targets must save vs. Death or die.
39-40Tongue of the SerpentCaster can command any reptile or dragon with a single word.
41-42Umbral UmbilicusAttach your shadow to another’s; they take half of any damage you receive.
43-44Vitreous HumorsTarget’s eyes turn to liquid, causing permanent blindness.
45-46Whirlwind of WhispersCreates a localized storm that reveals the deepest secrets of all inside.
47-48XenoglossyYou speak the language of the Great Old Ones; listeners’ heads may explode.
49-50Yellow Sign ProjectionAn image that causes permanent paralysis to anyone who views it.
51-52Zygote of ChaosImplants a chaotic egg in the earth; it hatches into a random monster in $1d6$ days.
53-54Agony of the EarthCauses the ground to chew and grind anyone standing on it.
55-56Blood-to-WineTurns a victim’s blood into intoxicating wine; they die in a state of euphoria.
57-58Crystalline CurseTarget slowly turns to quartz over $1d6$ turns.
59-60Dirge of DisintegrationSoftly sung melody that causes non-magical metal to turn to dust.
61-62Eclipse of the MindPlunges a target into a world of total sensory deprivation for $1d10$ rounds.
63-64Feast of the GhoulCaster eats a portion of a corpse to gain the memories and skills of the dead.
65-66Gravity’s GraveMultiplies gravity by 10x in a 10ft square; armor becomes a crushing prison.
67-68Haze of HorrorA fog that manifests the viewer's worst fear as a physical entity.
69-70Internal CombustionIncreases target's body heat until they burst into blue flames.
71-72Jericho’s WailA shout that collapses all non-magical structures in a 100ft radius.
73-74Knot of FleshBonds two living creatures together into one screaming, multi-limbed mass.
75-76Liquefy BoneTarget's skeleton turns to jelly; they become a heap of living meat.
77-78Mantle of ShadowsCaster becomes invisible to everyone except those about to die.
79-80Nightmare NurseryTurns a target’s dreams into a physical plague that infects a city.
81-82Ooze MorphosisCaster turns into a Black Pudding for $1d10$ rounds.
83-84Pillar of Salt(Same as 11-12, but affects everyone in a 30ft line).
85-86Quaking EarthOpens a fissure that leads directly to "The Underworld."
87-88Rotting TouchCaster’s hand causes $1d4$ points of permanent Strength drain.
89-90Star-Cold ChillDeals $6d6$ cold damage; fire cannot be lit in the area for 24 hours.
91-92TransubstantiationCaster swaps bodies with the target permanently (save at -4).
93-94Unbinding the SoulForces a spirit out of its body; the body remains a healthy, empty husk.
95-96Void BoltA missile that removes the hit body part from existence (no save).
97-98Wrath of the AncestorsSummons $10d10$ spirits to ravage a battlefield; kills friend and foe.
99-00The Ultimate WordKills the caster and everyone within 500 feet. No exceptions.

Spellcasting Costs

In a Sword & Sorcery campaign, casting these shouldn't just cost a spell slot. Consider these costs:

  • Blood Price: The caster must take $1d4$ damage per spell level to fuel the energy.

  • Sanity Check: Roll a Wisdom save; on a failure, the caster gains a temporary "Phobia" or "Delusion."

  • The Calling: Casting forbidden magic has a 10% chance to attract a Dimensional Shambler or Astral Predator.

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