Wednesday, February 18, 2026

More Kull era Encounters & Treasures Table For a Sword & Sorcery Castles & Crusades rpg Campaign - Mini-Adventure: The Red Debt of Al-Zaman

 In the spirit of classic Sword & Sorcery, these encounters prioritize peril, atmosphere, and moral ambiguity. These aren't just "monsters to kill"; they are fragments of a dying world where the environment is as dangerous as the steel in a mercenary's hand.


This blog post picks right up from 

Kull era Encounters & Treasures Table For a Sword & Sorcery Castles & Crusades rpg Campaign - The Encounter: The Chronomancer's Debt


The D100 Sword & Sorcery Encounter Table

D100Encounter TypeDescription
01–10The DesperateA band of 2d6 starving deserters from a forgotten war. They will trade information for food, but will slit throats for a single gold coin.
11–20The UnnaturalA shimmering, oily mist rolls in. Anyone caught inside hears the whispers of dead relatives. (Save vs. Fear).
21–30The Arcane TollA lone sorcerer atop a sedan chair carried by four mindless thralls. He demands a "tribute of memories" to pass.
31–40Ancient HungerA Giant Scorpion (or similar beast) dragging a local noble's corpse toward a sun-bleached ruin.
41–50The Grim DiscoveryAn oasis or clearing filled with statues of warriors. Their faces are frozen in absolute terror; the stone is still warm.
51–60Civilization’s RotA traveling caravan of "Relic Merchants." They are actually slavers selling captives to a nearby cult.
61–70The Celestial OmenA meteor streaks across the sky in broad daylight. Local wildlife begins acting with human-like intelligence for 1d4 hours.
71–80Blood FeudTwo rival mercenary bands are mid-skirmish. They both pause to see which side the players will bolster—or loot.
81–90The Thirsty BladeA lone, dying warrior offers a beautifully jeweled khopesh. The sword is cursed; it grants $+3$ to hit but requires a "drink" of the user's blood daily.
91–99Eldritch GeometryA monolithic slab of black obsidian pulsing with a low hum. Touching it teleports the party 1d10 miles in a random direction.
00The ApexA weary, ancient Dragon-Serpent or Winged Ape. It doesn't want to fight; it wants to discuss the "end of the current Age" over wine.

Flavoring the Mechanics

In this genre, magic is never "safe." If your players engage with the arcane during these encounters, consider applying a Corruption Die.

For every spell cast, the player rolls a $d20$. If the result is a $1$, the spell succeeds but leaves a physical mark (e.g., eyes turning yellow, hair whitening, or a sudden chill that follows them).

Running the Encounter

  • The Hook: Don't start with "roll for initiative." Start with a smell (copper, rot, heavy jasmine) or a sound (the scraping of chitin on stone).

  • The Stakes: Low-fantasy characters are usually motivated by Gold, Glory, or Survival. Ensure the encounter threatens or promises at least two of these.

  • The Twist: The "damsel in distress" is likely a cultist; the "monster" might just be protecting its stolen idol.

Mini-Adventure: The Red Debt of Al-Zaman

This is a "roadside tragedy" adventure designed for a party of hardened mercenaries. It explores the classic Sword & Sorcery trope: power comes at a gruesome price.


The Hook: A Final Request

While traversing a desolate stretch of scrubland or a windswept mountain pass, the party discovers a man slumped against a jagged rock. He is Kaelen the Exile, a warrior of renown now reduced to a husk. His armor is battered, and his right arm is withered and grey, as if the life has been sucked out of the bone.

Across his knees lies Sanguis, a khopesh of breathtaking craftsmanship. Its blade is etched with weeping eyes, and a massive, unpolished ruby sits in the pommel.

"Take it," Kaelen wheezes, his voice a dry rattle. "It won't let me die while I hold it, but it won't let me live either. It craves a younger heart."


The Artifact: Sanguis, The Thirsty Blade

The sword is an intelligent, semi-sentient weapon from a pre-cataclysmic era.

  • The Benefit: In combat, the wielder gains a $+3$ bonus to attack and damage rolls. On a Critical Hit, the blade shears through armor, treating the target’s AC as 10.

  • The Price: The sword must "drink" every 24 hours.

    • If the blade has not tasted the blood of a sentient foe by sunset, it feeds on the wielder.

    • The wielder must succeed on a DC 15 Constitution Save or take $2d6$ permanent HP damage (only restorable via high-level magic or a blood sacrifice of an innocent).

    • The Curse: Once grasped in combat, the wielder cannot voluntarily discard the blade until they perish or a Remove Curse is cast by a sorcerer of significant power.


The Conflict: The Vultures Arrive

Kaelen wasn't just dying; he was being hunted. Moments after the party interacts with him, his pursuers arrive: The Crimson Slayers, a cult of blood-binders who believe Sanguis is a holy relic of their dead god.

The Enemies:

  • 1 Cult Leader (Zar-Thul): A sorcerer who uses "Blood Boil" spells to dehydrate opponents.

  • 4–6 Zealots: Fanatics armed with jagged flails who prioritize disarming the person holding Sanguis.

The Twist: If a player draws Sanguis to defend themselves, the blade hums with a sickening, euphoric vibration. The first time it draws blood, the player feels a rush of unnatural strength, but their vision turns a permanent shade of crimson.


Resolution & Rewards

If the party defeats the Slayers, they are left with a dying man and a cursed masterpiece.

ChoiceResult
Keep the BladeThe party gains a powerful weapon, but one PC is now "tethered" to it. Future encounters will involve more cultists and the constant need for violence to sate the sword.
Bury the BladeIf buried with Kaelen, the "Red Debt" is temporarily settled. However, grave robbers will likely dig it up within a week, and the sword may "find" its way back to the party later.
Destroy the BladeRequires casting it into a volcanic vent or a pool of holy acid. Doing so releases a Wraith (the trapped spirit of the sword's first victim) which must be defeated.

Stats: The Thirsty Blade (Sanguis)

  • Type: Khopesh (1d8 Slashing)

  • Properties: Versatile, Finesse, Cursed.

  • Sentience: The blade communicates through hunger and pulses of heat. It prefers the blood of "worthy" foes (kings, heroes, sorcerers) over common beasts.

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