Friday, January 23, 2026

Expanding I2 Tomb of the Lizard King With A D100 Treasures and Minor Relics Tables & Campaign Tables

 The southlands of Eor are being despoiled. Merchants will no longer run their caravans on the main highway past the quiet village of Waycombe. The peasants are fleeing their lands, and all are demanding protection from the powerful Count of Eor. The goodly count has sent a troop of his trusted fighters to exterminate the brigands believed responsible for these outrages, but weeks have passed, and still there is no word from this force.


Now John Brunis, Count of Eor, has turned to you for aid. After taking counsel with the High Priest of Eor, he believes that a small party of cunning, bold adventurers may succeed where armed might has failed. You find yourselves faced with many mysteries!

Why has robbery suddenly erupted in the peaceful southlands? How could mere brigands be as powerful as the foes described to you by their numerous victims? Is this really mere robbery? Or is there some truth to the rumors, told only in hushed whispers, about the beginnings of a hideous plot being hatched by an ancient, vile, and evil foe of all mankind?


To capture the dark, swampy, and ancient atmosphere of the Tomb of the Lizard King, these items focus on fetishistic magic, decaying luxury, and the draconic influence of Sakatha.

I’ve organized these into a D100 table, ranging from simple swamp curios to minor relics that offer flavor without breaking game balance. This blog entry picks right up from here on the blog. 

D100 Swamp Treasures & Minor Relics

d100Item NameDescription & Minor Effect
01-05Leech-Skin PouchA damp leather pouch. Contents stay dry even if submerged.
06-10Obsidian ScaleA palm-sized scale from a black dragon. Grants +1 to saves vs. Acid.
11-15Whistle of the FenCarved from a heron bone; can mimic the sound of any swamp bird.
16-20Vial of BlackwaterThick, oily liquid. If poured on a wound, it stops bleeding but causes 1 cold damage.
21-25Mosquito-Amber RingA giant mosquito trapped in amber. Advantage on initiative in wetlands.
26-30Crumbling MapShows a "secret" entrance to the tomb (likely a trap-heavy side path).
31-35Serpent-Tooth DaggerDeals 1d4 damage. On a crit, the target is poisoned for 1 minute.
36-40Gloves of the MireWebbed gloves that grant a +5 bonus to swimming checks.
41-45Idol of the Frog-GodA stone carving that feels slimy. Can cast Fog Cloud once per day.
46-50Ever-Smoking CenserEmits a faint smell of rotting vegetation and bog-peat.
51-55Beaded FetishLizardfolk handiwork. Grants a one-time reroll on a failed Wisdom save.
56-60Tarnished Silver TorqueWorth 50gp. If worn, the user can hold their breath for twice as long.
61-65Bag of 'Swamp Gas'A bladder that can be popped to create a 10ft cloud of Stinking Cloud.
66-70Petrified Crocodile EyeLooking through it reveals tracks of creatures that passed in the last hour.
71-75Bone-Flute of SakathaPlay to cause all non-magical reptiles within 30ft to become Docile.
76-80Jar of FirefliesProvides dim light in a 10ft radius; never runs out if kept in the swamp.
81-85Ironbound GrimoireContains the history of the Wayreth marshes (written in Draconic).
86-90Mantle of the ShamanMade of woven reeds. Grants resistance to Poison damage.
91-95The Blood-Ruby of EbonA large red gem. Once per day, it can heal the user for 2d4+2 HP.
96-99Fang of the Lizard KingA relic spear tip. +1 to hit; deals an extra 1d6 vs. Mammals.
100Heart of the MarshA glowing green seed. If planted, it creates a 50ft patch of Entangle forever.

Using These in Your Campaign

  • Atmosphere: Describe these items as smelling of sulfur, brine, or old blood to lean into the module's "pulp horror" roots.

  • The "Price" of Magic: Since Sakatha is an undead tyrant, you might decide that using the higher-tier relics (91-100) causes the user’s skin to become slightly scaly or cold to the touch.

    To truly capture the vibe of I2 Tomb of the Lizard King, adventure hooks should lean into the themes of disappearing caravans, unnatural swamp growth, and the dread of the undead.

    I have broken these down into four thematic tables of 25 hooks each to create a full D100 list.


    01–25: Political & Mercenary Hooks

    For parties motivated by gold, duty, or local stability.

    d25Hook TitleThe Premise
    01-05The Taxman ComethThe local Count’s tax collector disappeared near the Wayreth marshes. No gold, no guards.
    06-10Mercenary ContractA merchant guild offers 500gp for the head of the "Brigand King" harassing the southern road.
    11-15The Missing HeirA young noble went "herping" (searching for rare frogs) and hasn't returned in a week.
    16-20Bounty on ScalesThe local militia pays 5gp per lizardfolk tail brought in from the swamp borders.
    21-25Refugee CrisisSurvivors from the village of Ebon arrive at the gates, speaking of "green-skinned devils."

    26–50: Religious & Supernatural Hooks

    For Clerics, Paladins, or those sensitive to the balance of life and death.

    d25Hook TitleThe Premise
    26-30The Withered LeafLocal druids report that the marsh is growing at an impossible rate, choking the nearby woods.
    31-35A Vision of BoneA PC has a dream of a crown made of obsidian and a king who breathes but does not live.
    36-40The Stolen IconA holy relic was stolen from a cathedral; the trail leads directly into the black mud of the fens.
    41-45Unquiet GravesGraveyards near the swamp are found empty—the bodies seem to have dug themselves out.
    46-50The Solar EclipseAn omen suggests that when the sun next fades, a "Great Reptile" will claim the valley.

    51–75: Wilderness & Survival Hooks

    For Rangers, Druids, or parties currently traveling through the region.

    d25Hook TitleThe Premise
    51-55Tainted WaterThe river flowing from the swamp has turned brackish and poisonous to livestock.
    56-60The Stranded VesselA riverboat carrying vital supplies ran aground; the crew’s screams were heard for miles.
    61-65Feral InstinctsNormally peaceful animals in the region have become hyper-aggressive and "scale-fevered."
    66-70The Map of WayrethYou find a map on a dead scout showing a "dry path" into the heart of the forbidden tomb.
    71-75Fog of WarA permanent, magical mist is rolling out of the swamp, blinding the border watchtowers.

    76–100: Academic & Arcane Hooks

    For Wizards, Sages, and seekers of ancient lore.

    d25Hook TitleThe Premise
    76-80The Sakatha ScrollA researcher finds mention of an ancient lizard-monarch who allegedly found the secret to immortality.
    81-85Meteorite StrikeA "star-stone" fell into the swamp; local lizardfolk are rumored to be worshipping it.
    86-90The Tongue of SerpentsA potion-seller needs the rare "Venom-Moss" that only grows on the walls of a specific tomb.
    91-95Arcane InterferenceSpells cast near the marsh occasionally "fizzle" or transform into lizard-like manifestations.
    96-100The Ghost of EbonThe spirit of a long-dead scout appears, begging the PCs to "put the King to rest."

    Integrating the Hooks

    To make the transition into the module seamless, consider using Hook 25 (Refugees) combined with Hook 66 (The Map). This gives the party both a moral reason to enter the swamp and a mechanical guide to help them navigate the hex-crawl portion of the adventure.

No comments:

Post a Comment

Note: Only a member of this blog may post a comment.