Thursday, February 26, 2026

Kull Era Atlantean Ruins & Monsters Table For Castles & Crusades Rpg & Other OSR Rpg's

Exploring the ruins of a pre-Cataclysmic world requires a mix of high-fantasy wonder and cosmic horror. In the era of Kull of Atlantis, the world is younger, weirder, and much more dangerous.



Here is a D100 Encounter Table for your campaign, split between the crumbling architecture of the Elder Earth and the nightmares that still haunt them. This blog post picks right from 

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


D100 Atlantean Ruins & Monsters

Roll (D100)Encounter TypeDescription
01–10The Serpent FolkThe Unslain: 1d6 Serpent Men wearing "human" illusions that are flaking off. They are guarding a blasphemous altar to Father Yig.
11–20Living ShadowsThe Shadow-Slayers: Formless entities that detach from the walls. They cannot be harmed by steel, only by light or enchanted bronze.
21–30Cursed RelicsThe Mirror of Tuzun Thul: A polished silver wall that shows the viewer's death. Looking too long requires a Will save to avoid being pulled in.
31–40Primal HorrorsA Great White Ape: A massive, multi-armed carnivorous ape trapped in a pit, driven mad by centuries of hunger.
41–50Ancient TrapsThe Crushing Geometry: A hallway where the angles shift. Failure to navigate correctly results in being flattened by sliding stone slabs.
51–60The Undead KingsA Wight-King of Valusia: A skeletal monarch sitting on a throne of obsidian. He seeks a living body to host his soul.
61–70Sorcerous BotanyBlack Lotus Vines: Sentient, semi-invisible vines that secrete a hallucinogenic pollen. They feed on the dreams of the paralyzed.
71–80Mechanical GuardiansIron Golems of Lemuria: Rusted but functional clockwork sentinels that emit a high-pitched sonic hum that disorients warriors.
81–90Cosmic RemnantsA Star-Spawn Larva: A translucent, pulsating mass from the abyss. It is slowly digesting the "memory" of the room it occupies.
91–00The Pictish ScoutsBruule’s Kin: A band of Pictish raiders looking for the same treasure. They are wary but may negotiate if you share an enemy.

Environmental Flavor & Hooks

  • The Smell of Ages: These ruins don't smell like damp earth; they smell of ozone, bitter almonds, and stagnant incense.

  • Non-Euclidean Architecture: Mention that the stairs seem to go down further than the hill is tall, or that the shadows fall toward the light source instead of away from it.

  • The Silence: In the Age of Kull, the silence is heavy. It feels like the world is holding its breath.

Note on Magic: Remember that in this era, magic is rarely "flashy." It is ritualistic, bloody, and often involves pacts with entities that do not understand human morality.Treasures in the Thurian Age aren't just piles of gold coins; they are artifacts of a pre-human world where science and sorcery were indistinguishable. These items should feel heavy, cold to the touch, and slightly "wrong" to the modern barbarian or soldier.


D100 Atlantean Treasures

Roll (D100)Treasure ItemDescription & Effect
01–10The Eye of ValkaA fist-sized sapphire that glows in the presence of illusions. It can dispel a Serpent Man's "glamour" once per day.
11–20Obsidian TabletsEtched with the forbidden history of the Elder Race. A scholar can learn a spell from these, but risks permanent madness ($+5$ Sanity Difficulty).
21–30Vial of Star-Metal MercuryA liquid metal that flows upward. If applied to a blade, the weapon gains the Ghost-Touch property for 1d6 rounds.
31–40The Circlet of Seven SoulsA gold band set with rubies. It allows the wearer to speak with the recently deceased, but the dead may demand a "blood toll."
41–50Lemurian Glass DaggerA blade made of "hardened light." It ignores physical armor but shatters if it rolls a critical failure, dealing 2d6 damage to the wielder.
51–60Orichalcum BracersHeavy, reddish-gold armguards. They grant a $+2$ bonus to Parry and allow the wearer to deflect sorcerous bolts of energy.
61–70The Silent FluteA bone instrument that produces no sound humans can hear. It can command Great White Apes or other primal beasts.
71–80Urn of Golden LotusContains a preserved powder. Inhaling it allows for astral projection, though the body remains vulnerable and "hungry."
81–90Heart of the Sea SerpentA pulsing emerald. If thrown into water, it creates a massive whirlpool. If swallowed, the user can breathe underwater for one moon cycle.
91–95The King’s JusticeA heavy broadsword made of a black alloy that never dulls. It deals triple damage against those wearing a crown or holding a title.
96–00A Map to the Nameless CityA scroll made of human skin showing a path through the desert to a city that "was old when the world was young."

Handling "The Loot"

In a Kull or Conan style setting, wealth is often fleeting. Consider these two rules of thumb for your players:

  1. The Carousing Rule: Any gold or "mundane" jewels found are usually spent within weeks on wine, feasts, and fine silks. Give the players experience points or "Renown" for every 1,000 gold pieces they squander.

  2. The Burden of Magic: Magic items are rarely "permanent buffs." They often have a Corruption Cost. Using the Circlet of Seven Souls, for example, might make the wearer's skin turn pale and cold over time.


Example Treasure Hook

The Cloak of Shifting Mists: A garment woven from the literal clouds of a forgotten mountain. It grants the wearer the ability to turn into smoke for 10 seconds, but every time they do, there is a 5% cumulative chance they forget their own name.

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