Tuesday, January 27, 2026

D100 Stygian Relics & Treasures Table, Lair, Adventure, and Boss Monster From Conan's Era For An OSR Sword & Sorcery Campaigns Especially Castles & Crusades Rpg

 Plunging into the depths of a Stygian vault or a sunless underworld requires loot that feels heavy with history, a bit dangerous, and distinctly "other." This blog post picks right up from D100 Random Dragon from Conan's era Hoard & Treasure Table, The Lair: The Maw of Ben Morgh, For An OSR Sword & Sorcery Campaign Especially Castles & Crusades Rpg




Here is a D100 Stygian Relics & Treasures table. I’ve broken it down into blocks of 10 to make it easier to navigate during a session.

01–20: Curiosities & Macabre Trinkets

D100Item NameDescription
01–05Obsidian CoinStamped with a face that weeps real, cold water.
06–10Lead Grave-SealA heavy wax-and-lead seal that prevents a corpse from rising.
11–15Void-Salt ShakerSalt that tastes like a forgotten memory; turns food grey.
16–20Finger-Bone FlutePlays a note only dogs and the restless dead can hear.

21–40: Relics of the Lost

D100Item NameDescription
21–25Vial of Lethe-WaterDrinking it erases the last hour of your life from existence.
26–30Ashen CoronetA crown made of solidified smoke. Cold to the touch.
31–35Centurion’s ScabbardBronze and verdigris; any blade kept inside becomes pitted.
36–40Soul-Iron ShackleA broken chain link that hums when near a ghost.

41–60: Dark Finery & Apparel

D100Item NameDescription
41–45Shadow-Stitched VeilRenders the wearer's face a literal blur of darkness.
46–50Cypress-Wood SandalsAllows the wearer to walk silently on stone, but never on grass.
51–55Onyx Signet RingThe seal is a door; it bleeds if pressed onto a living palm.
56–60Funeral Shroud CapeSmells of incense and earth; grants +1 to saves vs. necrotic energy.

61–80: Occult Instruments & Tools

D100Item NameDescription
61–65Ever-burning TallowA candle made of human fat; the flame is a pale, heatless blue.
66–70Ivory Divination DiceCarved from a titan's molar. They always roll "death."
71–75Phlegethon EmberA rock from the river of fire. Stays hot forever.
76–80Stygian CompassThe needle doesn't point North; it points to the nearest corpse.

81–00: Legendary Artifacts

D100Item NameDescription
81–85The Ferryman's OarA staff of black wood. Can part any non-magical water.
86–90Cerberus’s CollarA spiked iron band that grants the wearer "Scent" for undead.
91–95Mirror of ReflectionShows the viewer how they will look in the moment of death.
96–00The Black KeyA key made of "nothing." Fits into any lock, but destroys it.

Note on Value: Stygian items are often worth more to necromancers, occultists, or collectors of the macabre. In a standard market, their "creepy factor" might actually lower their price unless you find a specialist buyer.

 A Stygian dungeon is more than just a cave; it is a chthonic nightmare—a place where the laws of the surface world are replaced by the heavy, claustrophobic logic of the afterlife.

The Core Aesthetic

  • Palette: Deep blacks, bruised purples, verdigris bronze, and the pale, flickering white of soul-fire.

  • The Air: It tastes of copper and wet ash. Sound travels strangely; a whisper might carry a mile, while a scream is muffled by the stone as if by heavy velvet.

  • The Light: Natural light is swallowed. Torches burn with a sickly green or violet hue, casting shadows that don't always mimic the movements of the person casting them.


Key Locations (The "Descent")

A Stygian dungeon should feel like it is pulling you toward a center of gravity you cannot see.

LevelFeatureThe "Gimmick"
The ThresholdThe Gate of LeadA massive, un-openable door that only swings wide if a living creature "dies" (drops to 0 HP) within its radius.
The MiddleThe River of WoeA slow-moving stream of liquid sorrow. Touching it forces a Wisdom save or the player is overwhelmed by a specific sad memory.
The DeepThe Archive of BreathThousands of glass jars containing the final breaths of heroes. Breaking one releases a 5-foot cloud of Wail of the Banshee.
The CoreThe Ebon ThroneA seat made of compressed obsidian that allows the sitter to see into the "Shadowfell," but ages them 1d10 years per minute.

Stygian Hazards & Mechanics

In a Stygian environment, the environment itself is your primary antagonist.

  • The Weight of Sin: For every day spent in the dungeon, characters must make a DC 12 Charisma Save. On a failure, they gain 1 level of "Spiritual Exhaustion." This cannot be removed by rest, only by leaving the dungeon or performing a selfless act.

  • Lethe-Mist: Pockets of low-lying fog. If inhaled, players lose their "Proficiency Bonus" on skills for 1 hour as they literally forget their training.

  • Shadow-Anchor: Some rooms are so dark that even Darkvision fails. In these areas, shadows can physically grab a player, reducing their movement to 0 until a light source is brought within 5 feet.


Sample Encounter: The Silent Centurion

At the end of a corridor of weeping stone stands a figure in tarnished, ancient plate armor. He does not breathe. He holds a spear of black glass. Behind him is the only door out.

  • The Twist: The Centurion is not "hostile" in the traditional sense. He is a Statue-Geas. He will only attack if a player speaks. To pass him, the party must navigate the room in absolute silence.

  • The Hazard: The floor is covered in Dry Ashen Bones that crunch loudly. Players must succeed on high-DC Stealth checks or use magic (like Silence) to cross. If a sound is made, the Centurion "activates" with the stats of a Helmed Horror, but with triple health.


Dungeon "Boss" Ideas

  1. The Memory Eater: A multi-limbed monstrosity that doesn't deal damage to HP, but "eats" spell slots or prepared abilities on a hit.

  2. The Verdigris Hydra: A giant serpent made of ancient coins and rusted bronze; every time a head is cut off, a spray of poisonous copper-dust fills the air.

  3. The Echo of the Self: A shadow-version of the highest-level party member that uses their own stats and spells against them.

This layout follows the Five-Room Dungeon philosophy, designed to provide a complete narrative arc—from the initial "hook" to the climatic "revelation"—all while maintaining the oppressive, chthonic atmosphere of the Stygian depths.

Dungeon Title: The Ossuary of Whispering Lead


Room 1: Entrance & Guardian (The Gate of Heavy Breath)

  • The Scene: A steep, narrow staircase descends into a circular chamber. The air is thick, making it physically difficult to inhale. In the center stands a Lead Sentinel, a 10-foot-tall golem holding a massive basin.

  • The Challenge: The door to Room 2 is a solid slab of obsidian with no handle. The Sentinel speaks in a voice like grinding stones: "Only those who have left a piece of the sun behind may pass."

  • The Solution: The players must place a source of light (a torch, a magical stone, or even a spell slot representing "light") into the basin. The Sentinel consumes the light, plunging the room into magical darkness, and the obsidian slab sinks into the floor.

Room 2: Puzzle or Roleplay (The Hall of Pitted Bronze)

  • The Scene: A long hallway lined with dozens of bronze statues of ancient warriors. Their faces are worn smooth by time. A shallow pool of black, oily water runs down the center of the hall.

  • The Challenge: Crossing the water is easy, but as players step into the mid-point, the statues begin to weep. The "tears" are actually Stygian Leeches (small, shadow-elementals) that attach to the players' shadows.

  • The Twist: The leeches don't hurt HP; they drain "Identity." A player with a leech begins to forget their own name or their reason for being in the dungeon. To detach them, players must use a mirror to reflect the leeches back at themselves, or use a "Relic" from the D100 table (like Void-Salt).

Room 3: Red Herring or Setback (The Vault of False Riches)

  • The Scene: A room overflowing with what looks like gold coins and jeweled goblets. In the center is a pedestal holding The Black Key (from the D100 table).

  • The Trap: Everything in this room is "Stygian Gold"—it is made of solidified grief. Anyone who touches the treasure must make a DC 14 Wisdom Save. On a failure, they fall into a catatonic state, reliving their most painful memory.

  • The Setback: If they take the gold, it turns into heavy, useless lead once they leave the room, encumbering them significantly during the upcoming fight.

Room 4: The Climax (The Well of Souls)

  • The Scene: A vast cavern where the floor is not stone, but a swirling vortex of pale grey mist. A narrow stone bridge leads to a central altar.

  • The Boss: The Echo of the Unborn. A flickering, translucent entity that shifts shapes to look like the party members.

  • The Mechanic: The Boss has an aura called "The Weight of the Grave." For every round the fight lasts, the gravity in the room increases. By Round 4, players are crawling (half movement), and by Round 6, they take 1d10 crushing damage per turn. Players must prioritize high-damage output to end the fight before the gravity becomes lethal.

Room 5: Revelation & Reward (The Silent Archive)

  • The Scene: Behind the altar lies a small, quiet library. There are no books, only rows of obsidian jars.

  • The Reward: Inside the jars are "Memories of the World Above." Opening one grants a player a permanent +1 to a skill of their choice as they absorb ancient expertise.

  • The Revelation: At the back of the room is a single window looking out. Instead of the underground, it looks out over a Stygian Sea—revealing that this dungeon is just a single tower in a massive, sunless city. This provides the hook for the next leg of the adventure.


Map Navigation Reference

  • North (Room 1 to 2): Linear corridor, descent.

  • East/West (Room 3): Hidden side-vault off the main hall.

  • Deep (Room 4): Vertical drop/bridge crossing.

  • Final (Room 5): Located behind the "vortex" of Room 4.

    To make the Echo of the Unborn feel truly Stygian, its stats focus on the erosion of the self and the manipulation of gravity. It shouldn't just be a "bag of hit points"; it should be a terrifying reflection of the party’s own mortality.

    The Echo of the Unborn

    Medium Undead (Titan/Aberration), Neutral Evil

    • Armor Class: 17 (Natural Armor / Shifting Form)

    • Hit Points: 165 ($18d8 + 84$)

    • Speed: 0 ft., fly 40 ft. (hover)

    STRDEXCONINTWISCHA
    14 (+2)18 (+4)20 (+5)12 (+1)16 (+3)20 (+5)
    • Saving Throws: Wis +7, Cha +9

    • Damage Resistances: Cold, Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks.

    • Damage Immunities: Poison

    • Condition Immunities: Charmed, Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained.

    • Senses: Blindsight 120 ft., Passive Perception 13

    • Languages: Understands all, but speaks only in the voices of the party’s loved ones.


    Traits

    The Weight of the Grave (Aura):

    The Echo exerts a crushing gravitational pull. At the start of each of the Echo’s turns, the gravity intensifies.

    • Round 1–2: Normal.

    • Round 3–4: The area within 60 ft. is Difficult Terrain.

    • Round 5+: Creatures must succeed on a DC 16 Strength Save at the start of their turn or be Restrained by the sheer weight of the air until the start of their next turn.

    Mimicry of Potential:

    As a bonus action, the Echo can shift its appearance to match a creature it can see. While mimicking a creature, the Echo gains one of that creature's non-magical traits (e.g., Evasion, Pack Tactics, or a specific Resistance).


    Actions

    Multiattack: The Echo makes two Grip of the Void attacks.

    Grip of the Void: Melee Weapon Attack: +9 to hit, reach 10 ft., one target.

    Hit: 18 ($3d8 + 5$) necrotic damage. The target must succeed on a DC 16 Charisma Save or lose the ability to use their highest-level remaining spell slot (or one use of a limited class feature like Action Surge or Rage) until the end of their next long rest.

    Stygian Pulse (Recharge 5–6):

    The Echo releases a wave of crushing despair and gravity. Each creature within 30 ft. must make a DC 17 Constitution Save.

    • Failure: 36 ($8d8$) force damage and the creature is knocked Prone.

    • Success: Half damage and is not knocked prone.


    Legendary Actions (3/Round)

    The Echo can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn.

    • Shift Gravity: The Echo targets one creature it can see. The target must succeed on a DC 16 Strength Save or be flung 30 feet in a direction of the Echo’s choice (including up).

    • Echoing Sob (Costs 2 Actions): The Echo lets out a psychic wail. Each creature within 20 ft. must succeed on a DC 16 Wisdom Save or be Stunned until the end of its next turn as it is flooded with memories of a life it never lived.

    • Vanish: The Echo turns invisible and teleports up to 30 feet to an unoccupied space it can see. It remains invisible until the start of its next turn or until it attacks.


    Tactics for the DM

    • Target the Confident: The Echo hates those with "purpose." It will use Grip of the Void on Paladins and Clerics first to strip away their divine connection.

    • Environment Interaction: Use the Shift Gravity legendary action to throw players off the narrow stone bridge in Room 4 and into the vortex.

    • Visuals: Describe the Echo’s face constantly melting and reforming. One moment it looks like the Fighter’s father, the next like a weeping child.

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