Sunday, February 22, 2026

D100 Kull Era Atlantean Relics and Monster Encounter Tables For A Sword & Sorcery Castles & Crusades Rpg Campaign

 The Pre-Cataclysmic age of Kull is defined by a mix of decaying grandeur, brutal sorcery, and the looming shadow of the Elder Races. These relics aren't just "loot"—they are heavy with the history of a world that is about to sink beneath the waves.



This blog post picks right up from More Kull era Encounters & Treasures Table For a Sword & Sorcery Castles & Crusades rpg Campaign - Mini-Adventure: The Red Debt of Al-Zaman


Here is a d100 table of Atlantean relics, Valusian treasures, and Lemurian artifacts fit for a King of Kamuu or a barbarian usurper.


D100: Relics & Treasures of the Kull Era

D100Item NameDescription & Property
01-05Obsidian Mirror of TuA dark, polished glass that reveals the "true face" of those reflected (destroys Serpent Men illusions).
06-10Blood-Gold TorcHeavy, soft gold forged in Atlantis. It pulses rhythmically when near a source of ancient sorcery.
11-15The Valka-Iron BladeA sword forged in the fires of a fallen star. It ignores the damage resistance of ghostly or ethereal beings.
16-20Lemurian Sea-Silk TapestryIntricately woven cloth that feels like cool water; depicts a map of the world before the Great Flood.
21-25Skull of the First SerpentA fossilized, crowned skull. When whispered to, it grants knowledge of the Great Serpent, but drains the user's sanity.
26-30Amulet of the Seven SunsA brass disc set with orange gems. It emits a blinding flash of "True Light" once per day.
31-35Grondahl’s War-HornAn ivory horn tipped with bronze. When blown, it can shatter stone walls or terrify beasts of burden.
36-40Tablet of Forbidden LawsA stone slab from the Hall of Records. Reading it grants political insight but marks you for assassination.
41-45The Shadow-StrainerA fine silver mesh used to "catch" shadows. Can trap a man’s soul if used during a moonless night.
46-50Ring of the Red CouncilA signet ring that allows the wearer to command the "Silent Guards" of Valusia’s ancient tombs.
51-55Vial of Stygian LotusA pitch-black liquid. Inhaling the fumes allows for astral projection but leaves the body vulnerable.
56-60Cloak of the Bat-PeopleMade of leathery, dark hide. Allows the wearer to glide and hide perfectly in natural darkness.
61-65The Heart of ThuronA massive, uncut ruby that glows brighter when in the presence of royalty or "True Kings."
66-70Veridian Scale MailArmor crafted from the scales of a Great Drake. It is lighter than silk but deflects arrows like plate.
71-75Scepter of the Elder KingA heavy rod of unknown metal. It can petrify any living creature it touches for $1d6$ hours.
76-80The Mirror of No-TimeA hand mirror that shows the viewer as they will look in 50 years, often a horrifying sight.
81-85Atlantean War-Chariot AxleMade of "Orichalcum." It is virtually indestructible and can be reforged into a god-slaying spear.
86-90Eye of the AbyssA sapphire the size of a fist. Staring into it reveals the location of the sunken city of Kamuu.
91-95The Crown of Seven SecretsAn iron crown that grants the wearer the ability to read the surface thoughts of any subject in their presence.
96-00The Fang of the World-EaterA dagger carved from a tooth of the Great Serpent. Deals $X$ poison damage where $X = \text{target's maximum health} / 2$.

A Note on Authenticity

In the world of Kull, items of power usually come with a "Geas" or a Curse. These are not "magic items" in the modern sense; they are artifacts of a dying, more cynical world.

  • The Weight of History: Most of these items should be physically heavy. Atlantis and Valusia were obsessed with permanence.

  • The Serpent Threat: If an item is too powerful, it was likely crafted by the Serpent Men. Using it might slowly turn the user into one of them—mentally or physically.

"The world is old, and we are but children playing in the ruins of giants who forgot their own names." — Valusian Proverb

 The world of Kull is a time of "Shadows and Silk"—where civilization is decadent and the wilderness is teeming with the remnants of pre-human civilizations. Unlike the later Hyborian Age, the monsters here are often more eldritch, ancient, and deeply entwined with the fall of empires.

Here is a d100 encounter table for the monsters and beasts stalking the Pre-Cataclysmic world.


D100: Monsters of the Kull Era

D100EncounterDescription & Threat
01-10Serpent Men (The Hidden)Disguised as nobles or advisors using "The Glamour." They strike from the shadows with poisoned glass daggers.
11-18Pictish RaidersSavage, painted warriors from the islands. They use stone-age weapons but possess an uncanny, animalistic ferocity.
19-25The Shadow-HoundsIncorporeal, smoke-like canines summoned from the Abyss. They hunt by scenting fear, not flesh.
26-32Great White ApeSemi-intelligent primates from the jungles of Lemuria. They use heavy clubs and hunt in coordinated packs.
33-39Deep-One HybridsScale-skinned humanoids from the sinking coasts. They seek to drag land-dwellers into the black surf.
40-46The Living StatuesAncient Valusian guards made of iron or stone, animated by the blood of slaves to protect forgotten tombs.
47-53Flying Night-GauntsFaceless, leathery-winged horrors that snatch victims from the saddle and drop them from terrifying heights.
54-60Giant Constrictor (The Totem)A massive serpent, often worshipped as a god. Its hide is thick enough to turn aside common bronze blades.
61-67The Slime-Things of KamuuAmorphous, gelatinous horrors that dwell in the sewers of the capital, capable of dissolving armor in seconds.
68-74Barrow-WightsThe restless spirits of Atlantean kings who refused to die. They wield rusted swords that inflict "The Chill of the Grave."
75-81The Bat-People of the PeaksA dying race of winged humanoids who consider the mountain passes their private larder.
82-88Elder Thing CultistsHuman zealots who have traded their sanity for the ability to summon "Things from Outside."
89-94The Hydra-SpawnMulti-headed swamp drakes that regenerate limbs unless the stumps are cauterized with fire.
95-98The Shoggoth-EchoA mass of eyes and mouths; a decaying remnant of the Elder Races' biological tools. High lethality.
99-00The Ghost of a Dead GodA gargantuan, semi-transparent entity. It does not attack directly but induces madness in anyone who looks upon it.

Environmental Modifiers

The Kull era is highly atmospheric. Depending on where the encounter occurs, the "threat" might change:

  • In the Forbidden Cities: Many monsters are social. They aren't just there to bite; they are there to blackmail, manipulate, or replace you.

  • On the Atlantean Moors: Encounters are often lonely. You aren't fighting a horde; you're fighting one thing that has been waiting 1,000 years for a traveler.

  • The Law of the Sword: Steel (or Valka-iron) is often the only thing these creatures respect. Magic is rare, terrifying, and usually signals that a Serpent Man is nearby.

"I have seen the faces of men turn to scales in the torchlight, and I have learned that the only truth is the weight of the axe in my hand." — Kull of Atlantis

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