Wednesday, February 4, 2026

D100 Conan era Eldritch Spirits & Forbidden Rituals Tables For Castles & Crusades Rpg Including Treasures, Curses, Side Effects and Patrons

 

In the Hyborian Age, treasure is rarely just "gold." It is often heavy with history, stained by blood, or humming with an unsettling, pre-human energy. This blog entry picks right up from 

OSR Sword & Sorcery Undead Encounter Tables with Rumors, Relics and Boss Monsters For Especially Castles & Crusades & Other Old School Games



Here is a d100 table of abandoned relics and treasures suitable for a Conan or Sword & Sorcery campaign. Use these to add flavor to a dusty tomb, a pirate’s hoard, or the ruins of a nameless jungle city.


D100 Abandoned Relics & Treasures

D100Item NameDescription & Flavor
01–05Blood-Stained LucreA heavy chest of Stygian gold coins. They are minted with the face of a forgotten king and smell faintly of copper and old rot.
06–10The Serpent’s EyeA fist-sized emerald carved into a lidless eye. It feels unnaturally warm to the touch.
11–15Shattered Black BladeA broken hilt of obsidian. When held, the wielder hears the faint screams of a thousand battlefields.
16–20Scroll of the Outer DarkA tube of human skin containing a map to a city that hasn't existed for three millennia.
21–25The Ape-God’s FingerA mummified, oversized digit adorned with a ring of cold-forged iron.
26–30Vial of Golden LotusA glass stoppered bottle containing a shimmering dust. Inhalation grants visions—or madness.
31–35Cloak of the Night-GauntA tattered, leathery black cape. It seems to swallow the light around the wearer.
36–40Ancient Aquilonian StandardA tattered silk banner on a bronze pole. It grants a sense of grim resolve to any who stand near it.
41–45The Idol of XuthalA small, ivory statuette of a crouching, multi-limbed horror. It feels heavier than it looks.
46–50Khitan Fire-DustSix ceramic spheres filled with a volatile powder that explodes into green flame upon impact.
51–55Crown of the Seven SkullsA circlet of darkened silver set with tiny, human teeth instead of jewels.
56–60The Cursed CompassA brass navigation tool that doesn't point North, but toward the nearest source of fresh blood.
61–65Wine of Old ValusiaA stone jug of thick, purple liquid. It tastes like honey and charcoal; it heals wounds but causes vivid nightmares.
66–70Zingaran Duelist’s BucklerA scarred steel shield. It has a hidden compartment containing a single, poisoned needle.
71–75The Hand of FateA preserved, skeletal hand that, when tossed like dice, always lands pointing toward danger.
76–80Cimmerian Burial TorqueA heavy, plain neck-ring of twisted iron. It is surprisingly cold, even in desert heat.
81–85Mask of the Faceless OneA featureless ceramic mask. Wearing it makes the user’s footsteps completely silent.
86–90Urn of Ancestral AshA sealed jar. If broken, it releases a thick fog that obscures vision and chills the bone.
91–95The Heart of TammuzA giant ruby that pulses with a dim, rhythmic red light. It is said to be the literal heart of a demigod.
96–99Greatsword of the NorthA massive slab of blue-tinted steel. It requires immense strength to wield but can cleave through bronze armor like parchment.
100The Mirror of Thoth-AmonA silver-backed glass that shows the viewer not their face, but how they will look the moment they die.

Using These Treasures

In a true Sword & Sorcery setting, wealth is a fleeting thing. Gold is spent on ale, silk, and debauchery between adventures. However, the Relics should offer a mechanical edge at a narrative cost:

  • The Price of Power: If an item provides a bonus, consider giving it a "Corruption" or "Stress" cost.

  • The Weight of History: Characters might find that a specific relic is recognized by a local cult or a greedy warlord, bringing unwanted attention.

    In the Hyborian Age, magic is never "safe." It is a primal, corrupting force that resents being handled. When a thief plunders a Stygian tomb or a warrior claims a sorcerer's blade, they often carry away more than just gold.

    Here is a d100 table of curses, ranging from minor atmospheric afflictions to soul-shattering dooms.


    D100 Hyborian Curses & Malignancies

    D100Curse NameEffect & Narrative Consequence
    01–05The Mark of SetPatches of the victim's skin turn into dry, itchy scales. Snakes will not bite the victim, but dogs and horses bark and flee in their presence.
    06–10Voice of the AbyssThe victim can only speak in a raspy, guttural whisper. Any attempt to shout results in a puff of black smoke from the lungs.
    11–15The Gilded RotAny gold the victim touches for more than an hour begins to tarnish and turn into lead. Wealth literally slips through their fingers.
    16–20Eyes of the Night-GauntThe victim gains perfect vision in total darkness, but bright sunlight causes physical pain and temporary blindness.
    21–25The Thirst of IshtarNormal water no longer quenches thirst. The victim must drink wine mixed with a drop of blood to remain hydrated.
    26–30Shadow-BoundThe victim’s shadow moves independently, sometimes pointing toward things the victim is trying to hide or lagging behind.
    31–35The Iron ShiverWhenever the victim holds a steel weapon, their hands shake uncontrollably. They must switch to bronze, stone, or wood to find steady grip.
    36–40Dream of the CitadelEvery night, the victim dreams of a black city. They wake up with grit and sand in their boots and mouth, no matter where they slept.
    41–45The Carrion ScentThe victim smells of a three-day-old corpse. Charisma checks are nearly impossible, and scavengers (vultures, hyenas) follow them at a distance.
    46–50Chained SoulThe victim cannot move more than 100 yards away from the item that cursed them without suffering agonizing physical chest pains.
    51–55Echoes of the SlainThe victim hears the final thoughts of anyone they kill. This leads to profound insomnia and a "hollowed-out" stare.
    56–60The Cold BloodThe victim’s body temperature drops to that of a reptile. They crave heat and must spend hours near fires to avoid becoming sluggish.
    61–65Curse of the CovetousThe victim becomes obsessed with the item. If anyone else touches it, the victim must succeed on a mental check or fly into a murderous rage.
    66–70The Unwritten FaceOver several weeks, the victim’s facial features begin to smooth over and vanish. They must use paint or tattoos to "keep" their identity.
    71–75Wasting of the WestThe victim’s maximum health is reduced slightly every time they enter a city. They feel truly alive only in the lawless wild.
    76–80The Vermin KingRats, roaches, and spiders are drawn to the victim’s campfire. They don't attack, but they swarm over the victim's gear while they sleep.
    81–85Tongue of the BeastThe victim loses the ability to read or write any civilized language, though they can suddenly "understand" the intent of howling wolves.
    86–90The Mirror’s RejectionThe victim no longer casts a reflection. This makes them an immediate target for witch-hunters and superstitious mobs.
    91–95Blood Like Black BileIf wounded, the victim bleeds a thick, tar-like ichor that sizzles when it hits the ground. Healing magic or herbs are only half as effective.
    96–99Doom of the NamelessPeople the victim meets will forget their name and face within an hour of parting ways. The victim becomes a ghost in their own life.
    100The Dweller WithinAn entity from the Outer Dark takes up residence in the victim’s mind. It grants great strength in battle, but occasionally "takes the wheel."

Lifting the Curse

In a Conan-esque world, curses aren't usually broken by a simple "Remove Curse" spell. They require deeds:

  1. Sacrifice: Returning the item to its original tomb and sealing it with the blood of a white bull.

  2. Sorcerous Intervention: Finding a hermit-wizard who demands a favor (usually a dangerous errand) in exchange for a ritual.

  3. The Cleansing Flame: Journeying to a specific volcanic peak or holy shrine to burn the corruption out.

    In the Hyborian Age, sorcery is not a science—it is a harrowing bargain with entities that find human life insignificant. These rituals are messy, dangerous, and often demand a price that leaves the caster forever changed.

    Here is a d100 table of Forbidden Rituals for your Sword & Sorcery campaign.


    D100 Forbidden Rituals of the Hyborian Age

    D100Ritual NameThe Requirement & The Forbidden Result
    01–05The Red WeavingRequires the heart-blood of a rival. Result: The caster weaves threads of fate to ensure a specific enemy dies of "natural causes" within a moon's turn.
    06–10Breath of the Dust-GodRequires a handful of tomb-dust from a pre-cataclysmic king. Result: A localized sandstorm that strips flesh from bone but leaves the caster untouched.
    11–15The Serpent’s MoltRequires the caster to be buried alive for three days in a pit of vipers. Result: The caster sheds their skin, appearing 20 years younger and healing all physical scars.
    16–20Invocation of the Outer DarkRequires a sacrifice of "innocence" (a pet, a prized heirloom, or a pure soul). Result: Opens a temporary rift to summon a shoggoth-like horror for one hour.
    21–25The Mirror of SoulsRequires a silver mirror coated in the fat of a hanged man. Result: The caster can see and speak with the ghost of anyone whose name is etched into the glass.
    26–30The Black Lotus TranceRequires burning a concentrated resin of Black Lotus. Result: The caster’s spirit leaves their body to spy across vast distances, but their physical form is defenseless.
    31–35Transference of the BeastRequires the caster and a predator (wolf/tiger) to be bound in iron chains. Result: The caster swaps minds with the beast for a night of primal slaughter.
    36–40The Iron TitheRequires melting down seven swords taken from fallen kings. Result: Forges a single "Slaying Bolt" that can pierce any magical protection or dragon-hide.
    41–45The Whispering SkullRequires the head of a sorcerer, boiled in wine and honey. Result: The skull wakes and must answer three questions truthfully, then it crumbles to ash.
    46–50Stygian Shadow-StealthRequires the caster to sew their own shadow to their heels with silk thread. Result: The caster becomes invisible in dim light, but loses the ability to feel heat or cold.
    51–55The Feast of GhoulsRequires consuming the flesh of a fresh corpse in a graveyard. Result: The caster gains the memories of the deceased but suffers a permanent craving for raw meat.
    56–60Call of the Night-StalkersRequires a flute carved from a human thighbone. Result: Summons a flight of winged horrors. They demand a "payment in blood" once their task is done.
    61–65The Sun-Eater’s CurseRequires a ritual performed during a solar eclipse. Result: Plunges a city-sized area into supernatural darkness for 1d6 days.
    66–70Blood-Bond of the CovenRequires three participants to mix their blood in a bronze bowl. Result: They can communicate telepathically and share "hit points" across any distance.
    71–75The Obsidian BindingRequires trapping a demon inside a gemstone. Result: The gem acts as a powerful battery for other spells, but it cracks over time, risking a breach.
    76–80Rite of the Iron SkinRequires being beaten with red-hot rods while chanting to a war god. Result: The caster’s skin becomes as tough as plate armor, but they can no longer feel physical pleasure.
    81–85The Unholy RebirthRequires a pregnant animal and a spark of necromantic fire. Result: Brings a comrade back from the dead, though they return "wrong"—cold, emotionless, and silent.
    86–90The Khitai Cloud-WalkRequires a tea made from rare mountain herbs and powdered jade. Result: The caster can walk on air as if it were solid ground for one hour.
    91–95The Scream of the BansheeRequires capturing the last breath of a dying banshee in a jar. Result: When opened, the sound kills or deafens everyone in a 30-foot radius.
    96–99The Star-Stone DescentRequires a piece of a fallen meteorite. Result: Calls down a localized "star-fire" strike from the heavens, obliterating a single structure.
    100The Apotheosis of SetRequires the sacrifice of a royal bloodline. Result: The caster attempts to ascend to godhood. Failure results in immediate, agonizing dissolution into a pile of serpents.

    The Peril of the Ritual

    When a player attempts one of these, remember that the Cost is often more interesting than the Success. Consider using these mechanics:

    • The Backlash: On a failed roll, the ritual consumes the caster instead (e.g., they turn to tomb-dust, or the summoned horror attacks them first).

    • The Corruption: Every forbidden ritual should grant a point of "Taint" or "Madness."

    • The Witness: These rituals are loud, smelly, or visually terrifying. They draw the attention of local authorities, rival sorcerers, or cosmic predators.

      In the Hyborian Age, magic isn't a "resource" to be spent—it’s a leak in the reality that separates our world from the Outer Dark. When a sorcerer fumbles a chant or a ritual is interrupted, the energy doesn't just dissipate; it curdles.

      Here is a d100 table of strange sorcerous side-effects. These range from eerie atmospheric shifts to permanent physical mutations.


      D100 Sorcerous Side-Effects & Backlash

      D100Side-Effect NameThe Manifestation
      01–05The Bleeding WallsNearby stone or wood begins to weep a thick, dark liquid that smells like copper and old sea-salt.
      06–10Gravity’s LapseFor $1d6$ minutes, all small objects (coins, daggers, pebbles) in a 20ft radius drift upward and hover at eye level.
      11–15Tongue of ThothThe caster begins speaking in an ancient, dead dialect. They can be understood, but their own voice sounds like grinding stones.
      16–20The Shadow’s DivorceThe caster’s shadow detaches and huddles in a corner, refusing to follow them for 24 hours.
      21–25Moth-Eaten MemoryThe caster completely forgets the last 24 hours of their life. To them, they simply "blinked" and ended up in the middle of a ritual.
      26–30The Cold FireAll torches and campfires within 50 feet turn a brilliant violet and give off intense cold instead of heat.
      31–35Aura of the AbattoirThe caster is suddenly covered in fresh, wet gore. There is no wound, but the blood is real and attracts flies instantly.
      36–40Magnetic PulseAll iron or steel items on the caster’s person become momentarily magnetized, snapping together and pinning their arms to their sides.
      41–45The Chime of DoomA low, vibrating hum fills the area. Anyone with a high "Sanity" or "Will" feels an overwhelming urge to weep.
      46–50Vegetative SurgeVines and strange, pale fungi erupt from the ground where the caster stands, entangling their legs.
      51–55Screaming SteelAny weapon drawn within 30 feet begins to emit a high-pitched, feminine scream that doesn't stop until it is sheathed.
      56–60The Glass EyeOne of the caster’s eyes turns into a solid, non-functional sphere of obsidian or clouded quartz.
      61–65Reverse AgingThe caster physically regresses $1d10$ years. While they look younger, they feel a terrifying, soul-deep exhaustion.
      66–70The Swarm’s heraldThousands of locusts or scarabs crawl out of the caster’s sleeves and collar, dispersing harmlessly but unnervingly.
      71–75Scent of the VoidThe caster begins to smell of ozone and rotting lilies. This scent is detectable from 100 yards away by trackers or beasts.
      72–80Translucent FleshThe caster's skin becomes semi-transparent for an hour. Observers can see their heart beating and food digesting.
      81–85Mirror-WalkThe caster’s reflection in any nearby surface moves three seconds slower than they do, watching them with a sneer.
      86–90The Lead TongueThe caster’s tongue turns to solid lead. They cannot speak or cast further spells until it is magically or physically "softened."
      91–95Withering TouchAny plant life the caster touches for the next day instantly turns to gray ash.
      96–99The Ethereal LeakA small, fist-sized hole opens in reality nearby. It emits a sound like a distant, chaotic carnival and sucks in light.
      100The Mark of the Outer DarkThe caster’s skin is permanently etched with glowing, geometric runes. They gain power, but demons can now track them across planes.

      Narrative Impact

      In a Conan game, these aren't just "debuffs"—they are hooks for roleplay:

      • The Social Cost: If the caster's skin becomes transparent or they smell like a corpse, they can't exactly walk into a tavern in Shadizar and order an ale without starting a riot.

      • The Psychological Toll: Use these effects to describe the "cost of doing business" with the supernatural. Magic should feel like a stain that is hard to wash off.

In the Hyborian Age, "gods" and "demons" are often the same thing: ancient, cosmic entities that predate humanity. Some are slumbering giants from the stars, others are subterranean horrors worshipped by degenerate cults. To a sorcerer, a patron is a dangerous battery—limitless power, but a terminal connection.

Here is a d100 table of Eldritch Patrons, ranging from the well-known terrors of Stygia to the nameless voids beyond the stars.


D100 Eldritch Patrons & Cosmic Horrors

D100Patron NameDomain & Nature
01–05Set, The Old SerpentThe Father of Snakes. He demands blood, secrecy, and the slow subversion of "lesser" kingdoms.
06–10Yog-SothothThe Key and the Gate. An entity that exists at all points of time/space simultaneously. Grants forbidden knowledge.
11–15Gol-GorothThe Forgotten God of the Black Coast. A toad-like monstrosity that craves rhythmic drumming and living sacrifices.
16–20The Scarlet CitadelNot a person, but a living, sentient fortress in a pocket dimension that grants power to those who guard its halls.
21–25TsathogguaThe Sleeper of N’kai. A furry, bat-toad entity that is lazy but possesses secrets of the Earth’s core.
26–30The Queen of the Night-GauntsA faceless, winged sovereign of the waste. She grants the power of flight and shadow-manipulation.
31–35NyarlathotepThe Black Pharaoh. A shapeshifting messenger of the Outer Gods who enjoys sowing chaos through "gifts" of technology.
36–40Yig, Father of SerpentsLess cruel than Set, but fiercely protective of his "children." He punishes those who harm snakes.
41–45The Dweller in the GulfA blind, amorphous mass living in subterranean pits. It communicates through telepathic vibrations.
46–50Shub-NiggurathThe Black Goat of the Woods with a Thousand Young. Patron of perverse fertility and monstrous growth.
51–55The Iron Statue of Khosatral KhelAn ancient, metallic titan. He grants invulnerability to his priests but demands they become "cold" like iron.
56–60Zath of YezudThe Spider God. His followers prize webbing, poisons, and the patient trapping of enemies.
61–65The King in YellowA tattered, masked entity from Carcosa. His "patronage" usually ends in the caster’s total descent into madness.
66–70Al’Kiir, The Void-SitterA skeleton-god sitting on a throne of stars. He grants powers related to the vacuum and freezing cold.
71–75The Beast of the AbyssA nameless, many-mouthed horror. It grants raw physical power and "Blood Rage" in exchange for gluttony.
76–80Xotli, Lord of TerrorA demon-god of the Lumerian isles. He feeds on the fear of his victims, funneling it back to his sorcerers.
81–85The Moon-Beast SovereignA pale, tentacled lunar entity. It grants power over tides, dreams, and the silver-light of the moon.
86–90The Emerald DevourerA sentient, green crystalline entity from another galaxy. It transforms its followers into "Glass Men."
91–95Ymir, The Frost GiantNot eldritch in the "tentacle" sense, but a cold, uncaring primeval force of the North.
96–99The Silent SultanAn entity that requires its followers to cut out their own tongues to hear its "whispers" in their minds.
100Azathoth, The Blind Idiot GodThe center of the universe. To draw power from him is to risk shattering the world; his magic is pure, chaotic destruction.

The Nature of the Pact

In a Conan campaign, a "pact" isn't a legal contract; it’s a parasitic relationship.

  • The Demands: A patron doesn't want "souls" (a concept too modern). They want experiences: the smell of a burning city, the sensation of a specific poison, or the death of a bloodline.

  • The Physical Toll: Frequent use of a patron's power should lead to "The Corruption" (see the Side-Effects table).

In the Hyborian Age, men and women don't usually turn to dark gods because they are "evil"—they do it because they are desperate, greedy, or broken. A cultist is often just a person who found a shortcut to power or a way to escape a cruel reality.

Here is a d100 table of motivations to give your cultists depth beyond just "wearing hoods and chanting."


D100 Cultist Motivations & Origins

D100MotivationThe "Why" Behind the Robes
01–05Debt ErasureThe cult promised to pay off the character’s massive gambling or mercantile debts in exchange for "logistical help."
06–10The CureA loved one (or the cultist themselves) is dying of a wasting disease. The patron is the only thing keeping them alive.
11–15Political SpiteThe cultist was a minor noble passed over for promotion. They want the power to watch their rivals burn.
16–20Genetic PullTheir ancestors served this entity for eons. It isn't a choice; it’s a biological compulsion written in their blood.
21–25Narcotic VisionThe cult provides a rare drug (like Black Lotus) that only works during their blasphemous rituals.
26–30The Great LevelerThey believe the world is fundamentally corrupt and want to summon their god to "reset" civilization to zero.
31–35Hidden ProtectionThe city is dangerous. The cult acts as a "brotherhood" that protects its own from thieves and corrupt guards.
36–40Forbidden RomanceThe cultist is in love with the High Priest/Priestess and will do anything to stay in their good graces.
41–45Scientific HubrisThey don't worship the entity; they are a scholar trying to "study" it, thinking they are too smart to be corrupted.
46–50Escaping the LawThe cultist is a wanted murderer. The cult’s hidden temple is the only place the King’s men won't look.
51–55Cosmic NihilismThey have seen the "Truth" of the Outer Dark and realized humanity doesn't matter. They just want to be on the winning side.
56–60TranshumanismThey hate their weak, human flesh. They want to be transformed into a serpent-man, a ghoul, or something "more."
61–65RevengeA local warlord razed their village. The cult provided the "teeth" needed to bite back.
66–70Sensory GluttonyThe rituals involve debauchery and sensations that "civilized" society deems illegal or impossible.
71–75The Promised LandThey believe the patron will whisk them away to a paradise planet/dimension before the "coming cataclysm."
76–80BlackmailThe cult has proof of a terrible crime the cultist committed. They serve out of fear of exposure.
81–85Divine BoredomA wealthy socialite who has tried every wine and lover in the city. Sorcery is the only thing left that "feels" like anything.
86–90Grief ManifestThey were told the ritual could bring back a dead child or spouse. They are too far in to stop now.
91–95PatriotismThey believe their specific god (e.g., Set) is the rightful ruler of their nation, and the current King is a usurper.
96–99Total AmnesiaThey woke up in the cult robes with no memory. They follow the rituals because they have literally nowhere else to go.
100Pure FanaticismNo logic, no greed, no fear. They are a "True Believer" who finds genuine, terrifying joy in the entity's presence.

Using This Table

To make your Conan villains more memorable, give the "Leader" one motivation and the "Rank and File" another.

  • Conflict of Interest: Imagine a cult where the High Priest wants Transhumanism (to become a god), but the guards are only there for Debt Erasure. If the players offer the guards enough gold, they might just walk away from their posts.

  • The "Sympathetic" Villain: A cultist motivated by The Cure is much harder for a "heroic" party to strike down in cold blood than a Sensory Glutton.

No comments:

Post a Comment

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