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 Type | Description |
| 01–10 | The Serpent Folk | The Unslain: 1d6 Serpent Men wearing "human" illusions that are flaking off. They are guarding a blasphemous altar to Father Yig. |
| 11–20 | Living Shadows | The Shadow-Slayers: Formless entities that detach from the walls. They cannot be harmed by steel, only by light or enchanted bronze. |
| 21–30 | Cursed Relics | The 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. |
| 31–40 | Primal Horrors | A Great White Ape: A massive, multi-armed carnivorous ape trapped in a pit, driven mad by centuries of hunger. |
| 41–50 | Ancient Traps | The Crushing Geometry: A hallway where the angles shift. Failure to navigate correctly results in being flattened by sliding stone slabs. |
| 51–60 | The Undead Kings | A Wight-King of Valusia: A skeletal monarch sitting on a throne of obsidian. He seeks a living body to host his soul. |
| 61–70 | Sorcerous Botany | Black Lotus Vines: Sentient, semi-invisible vines that secrete a hallucinogenic pollen. They feed on the dreams of the paralyzed. |
| 71–80 | Mechanical Guardians | Iron Golems of Lemuria: Rusted but functional clockwork sentinels that emit a high-pitched sonic hum that disorients warriors. |
| 81–90 | Cosmic Remnants | A Star-Spawn Larva: A translucent, pulsating mass from the abyss. It is slowly digesting the "memory" of the room it occupies. |
| 91–00 | The Pictish Scouts | Bruule’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 Item Description & Effect 01–10 The Eye of Valka A fist-sized sapphire that glows in the presence of illusions. It can dispel a Serpent Man's "glamour" once per day. 11–20 Obsidian Tablets Etched with the forbidden history of the Elder Race. A scholar can learn a spell from these, but risks permanent madness ($+5$ Sanity Difficulty). 21–30 Vial of Star-Metal Mercury A liquid metal that flows upward. If applied to a blade, the weapon gains the Ghost-Touch property for 1d6 rounds. 31–40 The Circlet of Seven Souls A gold band set with rubies. It allows the wearer to speak with the recently deceased, but the dead may demand a "blood toll." 41–50 Lemurian Glass Dagger A blade made of "hardened light." It ignores physical armor but shatters if it rolls a critical failure, dealing 2d6 damage to the wielder. 51–60 Orichalcum Bracers Heavy, reddish-gold armguards. They grant a $+2$ bonus to Parry and allow the wearer to deflect sorcerous bolts of energy. 61–70 The Silent Flute A bone instrument that produces no sound humans can hear. It can command Great White Apes or other primal beasts. 71–80 Urn of Golden Lotus Contains a preserved powder. Inhaling it allows for astral projection, though the body remains vulnerable and "hungry." 81–90 Heart of the Sea Serpent A pulsing emerald. If thrown into water, it creates a massive whirlpool. If swallowed, the user can breathe underwater for one moon cycle. 91–95 The King’s Justice A heavy broadsword made of a black alloy that never dulls. It deals triple damage against those wearing a crown or holding a title. 96–00 A Map to the Nameless City A 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:
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.
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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