Tuesday, October 27, 2026

OSR Sword & Sorcery Treasure Tables - A d100 random Sword & Sorcery Viking weapons, treasures, and artifacts table For ACKS II, Hyperborea rpg, and Castles & Crusades rpg

A proper Sword & Sorcery Viking table should balance brutal historical steel with cold, mythic, and horrific weirdness—fusing bone-chilling sorcery, blood sacrifices, and ancient serpent-lore with grim North Sea plunder.



Here is a full d100 Table of Viking Weapons, Treasures, and Mythic Artifacts.

d100 Sword & Sorcery Viking Relics & Loot

d100Item NameTypeDescription & Mechanical / Narrative Effect
01Saxon Iron BroadswordWeaponPitted steel, notched along the rim. Dependable, balanced, completely non-magical.
02Abergavenny Silver HacksilverTreasure40 oz of chopped silver bracelets, coins, and melt-down ingots in a leather pouch.
03Sea-Raven’s BeakWeaponIron throwing axe whose head is shaped like a raven skull; strikes with $+1$ to hit from high ground.
04Bale-Bone RingTreasureCarved from a whale's rib; glows faintly blue near open flame or active sorcery.
05Grave-Soil Mail SkirtArmorStained dark by peat bog mud; grants $+1$ Armor Class against undead and subterranean beasts.
06Horn of the Ice-FiendArtifactDrinking horn bound in bronze; turning it upside down freezes any non-magical liquid within 3 seconds.
07Ulfbhrt-Forgery LongswordWeaponInscribed +VLFBERHT+ in sloppy weld-iron; breaks permanently on a natural 1 attack roll.
08Amber Eye of JörmungandrTreasureFist-sized piece of petrified golden resin containing a preserved, slit-pupil reptilian iris.
09Blood-Drinker SpearWeaponAsh-shaft spear tipped with barbed iron. Restores 1d4 HP to the wielder on a critical hit, leaving the victim drained.
10Walrus Ivory RunestaffArtifactCarved with binding glyphs; allows a sorcerer to cast Control Weather (Fog/Gale only) once per week.
11Gilded Frankish SpathaWeaponDamascened blade plundered from a Carolingian knight; grants $+1$ to reaction rolls with nobles.
12Casket of North-Sea PearlsTreasureSmall wooden box containing 12 black sea pearls, prized by sea-witches for scrying.
13Shield of the Frost-GiantShieldMassive oak kite shield rimmed in frost-coated iron. Immensely heavy; grants resistance to cold damage.
14Völva’s DistaffArtifactIron spindle wrapped in gut-string. Spinning it while singing a galdr reveals hidden doors within 30 ft.
15Garm’s Tooth SeaxWeaponSingle-edged dagger forged from meteoric iron. Deals double damage against canines and monstrous hounds.
16Ring of the Nibelung HoardTreasureHeavy gold arm-ring engraved with draconic scales; carries a subtle curse that attracts greedy rivals.
17Bile-Stained SeaxWeaponDipped in troll-bile; inflicts an additional 1d6 acid damage that ignores mundane armor.
18Gallows-Wood ShieldShieldBuilt from wood harvested from a hangman’s tree; attacker must test Morale/Will on first melee hit.
19Girdle of the Iron MaidenArtifactStudded belt that increases Strength score by $+2$, but prevents natural HP recovery while worn.
20Iron-Bound Mead HornTreasureBound in silver wire; never spoils or sours any alcohol stored inside it.
21Skuld’s shearsArtifactObsidian shears; cutting a lock of an enemy's hair curses them with misfortune ($-2$ to saving throws for 24 hours).
22Frost-Bite FranciscaWeaponThrowing axe forged in Niflheim ice; path leaves a trail of frost and freezes water targets hit in.
23Gold Thor’s Hammer PendantTreasureHeavy solid gold amulet; grants immunity to non-magical lightning strikes.
24Warlock’s Severed HandArtifactDried, mummified hand holding an obsidian stone. Can be burned as a torch that emits black light.
25Corpse-Sark (Chainmail)ArmorMail pulled from a drowned king; grants water-breathing but makes wielder smell of rot.
26Draugr-Bane Dane AxeWeaponTwo-handed battle axe; ignores the damage resistance of undead, corporeal spirits, and ghasts.
27Sven’s Singing Cloak PinTreasureSilver brooch that hums a low, resonant note whenever an invisible creature steps within 20 ft.
28Helm of Terror (Ægishjálmr)ArmorIron nasal helmet etched with rune-signs; causes fear in enemies with fewer Hit Dice/Levels on sight.
29Wyrm-Scale HauberkArmorCrafted from the hide of a marsh-dragon; provides immunity to fire/acid splash damage.
30Brisingamen ShardTreasureFragment of a fiery amber jewel; sheds light like a torch and warms the holder in extreme cold.
31Venom-Dipped AngonWeaponJavelin that leaves a lingering toxic wound (1d4 damage/round until treated).
32Runed Whalebone ClubWeaponCarved with runes of crushing strength; ignores 2 points of target Armor Class.
33Golden Salt-CellarTreasureByzantine-style gold vessel filled with sea-salt that never runs out; purifies corrupted food.
34Fenrir’s Binding-Chain LinkArtifactSingle link of unbreakable Gleipnir silken-iron; cannot be snapped by physical force under any circumstances.
35Crown of the Sunken JarlTreasureWater-logged gold crown covered in barnacles and crushed rubies.
36Heart-Seeker BowWeaponYew longbow carved with eagle talons; ignores range penalties in high winds or blizzards.
37Bone-Flute of the SeerArtifactPlaying this flute summons 1d4 spectral sea-ravens to scout ahead for 1 mile.
38Barrow-Wight BladeWeaponAncient bronze blade; targets struck must save vs. Paralysis or freeze in fear for 1 round.
39Iron-Grip GauntletsArtifactHeavy mail gloves; wielder cannot be disarmed, and grapples gain a $+4$ bonus.
40Silver-Inlaid Horse-TackTreasureCeremonial bridle and saddle fittings from a chieftain's ship-burial.
41Skald’s Harp of EchoesArtifactPlays back any song or voice heard within the last 24 hours with flawless clarity.
42Giant-Slayer MaceWeaponLead-filled iron mace; deals triple damage against creatures larger than human size.
43Sea-Demon MaskArtifactLeather mask crafted from sea-serpent hide; grants darkvision and terror-inducing gaze once per day.
44Nidhögg’s ToothWeaponCurved dagger made from a dragon tooth; critical hits cause target armor to corrode/shatter.
45Bale-Fire TorchArtifactNever-extinguishing torch emitting a eerie green light that reveals hidden curses and illusions.
46Cauldron of Rebirth FragmentTreasureBronze shard of a mythic vessel; boiling water in it creates a draught that cures diseases.
47Valkyrie’s Feather CloakArtifactCloak woven from swan feathers; allows the wearer to fall feather-light and glide across gaps.
48Blood-Rune ShieldShieldShield painted with sacrificial blood; absorbs up to 20 points of spell damage before splintering.
49Odin’s Raven RingTreasureSignet ring shaped like a twin-headed raven; allows communication with birds once per day.
50Fjord-King’s ScepterTreasureCeremonial staff of carved narwhal tusk topped with a cut sapphire.
51Shadow-Weave CloakArmorDark grey wool cloak that renders the wearer invisible while stationary in dim light.
52Gram-Forged FragmentWeaponBroken blade tip of a legendary dragon-slaying sword; can be forged into a deadly dagger.
53Frost-Giant Eye StoneTreasureLarge glowing crystal that radiates intense cold; turns surrounding water into ice.
54Warg-Hide MantleArmorPelt of a giant wolf; grants $+2$ to Intimidation and advantage on tracking scents.
55Rune-Carved Throwing KnifeWeaponReturns to wielder’s hand at the end of the round if thrown and missed.
56Chieftain’s Drinking HornTreasureDecorated with silver dragons and set with red garnets; holds 2 liters of liquid.
57Serpent-Tongue SpearWeaponForked spearhead that delivers two simultaneous puncture wounds; counts as an armor-piercing weapon.
58Ghost-Ship LanternArtifactEmits a beam of pale light; reveals invisible spirits, phantoms, and ethereal creatures.
59Ice-Dragon ScaleTreasureIridescent blue scale; can be fashioned into an element-resistant shield or plate armor.
60Seer’s Mirror StoneArtifactPolished slab of black basalt; displays visions of distant sea voyages or storms when bathed in blood.
61Thunder-Stone HammerWeaponWar hammer that creates a deafening shockwave on impact (knocks down medium targets on crit).
62Silver-Threaded Sail FabricTreasureUncut bolt of enchanted canvas; sails made from it increase ship speed by 25%.
63Blood-Bound Vow RingArtifactTwin arm-rings; bearers know each other's status and exact location across any distance.
64Hel’s Touch DaggerWeaponBlackened steel blade; damage dealt cannot be healed naturally or magically for 1d6 days.
65Barrow-Gold TorqueTreasureHeavy twisted neck-ring carved with intertwined serpents; highly prized by berserkers.
66Rune-Bound Compass (Vegvísir)ArtifactWooden talisman that ensures the bearer never loses their way in storms or uncharted waters.
67Frost-Iron ChainmailArmorMail armor forged in arctic winds; grants resistance to cold and fire damage.
68Widow-Maker Dane AxeWeaponMassive axe that cleaves through shields, destroying non-magical wooden shields on hit.
69Surtur’s EmberArtifactEternal burning charcoal; ignites any flammable material instantly upon contact.
70Drowned Sailor’s CoinTreasureAncient copper coin that drips ocean water continuously; used as passage to the underworld.
71Berserker’s Bear-Skull HelmArmorGrants immunity to fear and charm effects, but forces wielder to fight in melee until enemies fall.
72Garm’s Howl HornArtifactWar horn that unleashes a terrifying roar, causing enemies within 60 ft to test Morale/Flee.
73Star-Iron BroadswordWeaponForged from a fallen meteor; cuts through stone and iron with ease (ignores hardness/durability).
74Mímir’s Whispering PebbleArtifactSmooth river stone that whispers tactical advice, granting $+2$ to initiative rolls.
75Dragon-Prow FigureheadTreasureCarved wooden dragon head from a legendary longship; repels sea monsters when mounted on a vessel.
76Valkyrie’s Silver BandTreasureIntricately braided hair ornament; grants $+1$ to all saving throws against death or poison.
77Glacier-Glass DaggerWeaponRazor-sharp blade formed from ancient ice; shatters inside victim on crit, dealing double damage.
78Runes of Fate (Futhark Tiles)ArtifactSet of stone runes that allow a caster to cast Augury once per day by reading the cast stones.
79Iron-Bark Tower ShieldShieldShield made from petrified iron-wood; blocks missile attacks completely from one direction.
80Golden Apple of Idunn (Dried)ArtifactWithered golden fruit; consuming it restores full health and removes aging/disease effects.
81Wyrm-Tusk SpearWeaponTipped with a dragon tusk; strikes dealing extra piercing damage to armored opponents.
82Raven-Feather CloakArmorLightweight mantle; allows wielder to turn into a raven once per day for 1 hour.
83Sea-King’s RubyTreasureFlawless crimson gem the size of a fist, salvaged from an sunken royal treasury.
84Bale-Frost WarhammerWeaponCrushes armor and leaves target slowed (movement reduced by half) for 1 round on hit.
85Svartalfheim BracersArmorLeather bracers crafted by dark elves; increases lockpicking and sleight of hand success rates.
86Ghost-Lantern PoleWeaponPolearm topped with a cage holding a wisp; illuminates unseen foes and strikes ethereal targets.
87Silver Skald-HornTreasureBeautifully engraved horn that amplifies the bard’s voice to be heard across miles.
88Blood-Drenched War-StandardArtifactBanner of a long-dead warlord; allies fighting beneath it gain $+1$ to attack rolls and morale.
89Norns’ Thread RingArtifactDelicate silver band; allows wielder to reroll one failed saving throw per day.
90Jormungandr’s Shed ScaleArmorPlated guard that provides complete protection against poison and acid attacks.
91Storm-Call DrumArtifactCeremonial drum that can alter wind speed and direction when played during a naval ritual.
92Yggdrasil-Wood BowWeaponShortbow made from world-tree bark; arrows shot never miss due to natural wind deflection.
93Ice-Giant Heart GemTreasureFrozen blue jewel that slowly generates 1 gallon of pure fresh ice-water daily.
94Barrow-King’s Iron CrownTreasureAncient crown rusted dark; bestows an aura of command over skeleton warriors and ghouls.
95Tyr’s Binding GloveArtifactRight-hand gauntlet made of woven silver; grants double strength when grappling supernatural beasts.
96Fenrir-Claw DaggerWeaponCurved blade fashioned from a giant wolf claw; rends flesh, inflicting bleeding damage every round.
97Loki’s Trickster CoinArtifactGold coin that always lands on the side chosen by the owner, useful for rigged wagers.
98Mjölnir Replica ShardTreasureFragment of legendary hammer-stone; crackles with static electricity and stuns on critical hits.
99Odin’s Eye GemArtifactSingle milky orb; grants sight through illusions, darkvision, and ability to read ancient scripts.
100The Draupnir Ring ReplicaArtifactLegendary gold arm-ring that drips eight identical non-magical gold rings of equal weight every ninth night.

For Old School Renaissance and classic tabletop systems—specifically Adventurer Conqueror King System II (ACKS II), Castles & Crusades (SIEGE Engine), and Hyperborea (d20/1e variant)—here are detailed system stat blocks for representative items from the table across Weapons, Armor, Shields, and Mythic Artifacts.

1. Weapons & Armor

Sea-Raven’s Beak (d100 Entry #03)

A iron throwing axe whose head is shaped like the gaping beak of a raven.

  • ACKS II:

    • Type: Hand Axe / Missile (Thrown).

    • Encumbrance: 1 stone. Damage: 1d6.

    • Special: When hurled from elevated terrain (at least 10 ft higher than target), grants a $+1$ bonus to the attack throw and ignores up to 1 point of AC from cover or shields.

  • Castles & Crusades:

    • Type: Hand Axe (One-handed / Thrown).

    • Damage: 1d6. Range: 10 ft.

    • Special: $+1$ to hit when attacking from high ground or elevated perches.

  • Hyperborea:

    • Type: Hand Axe. Class: Small.

    • Damage: 1d6. Weight: 3 lbs. Range: 10/20/30.

    • Special: $+1$ attack bonus when thrown from high ground or a ship’s rigging.

Garm’s Tooth Seax (d100 Entry #15)

A heavy, single-edged short sword forged from dark meteoric metal with jagged rune fuller lines.

  • ACKS II:

    • Type: Short Sword / Seax.

    • Encumbrance: 1 stone. Damage: 1d6+1 (Meteoric Iron).

    • Special: Counts as a magical weapon for hitting creatures struck only by silver or magic. Deals double damage dice (2d6+2) against wolves, dire wolves, hellhounds, and canine beasts.

  • Castles & Crusades:

    • Type: Short Sword / Broad Dagger.

    • Damage: 1d6 (+1 vs. Canines).

    • Special: Deals 2d6 damage against any natural, giant, or demonic hound/wolf.

  • Hyperborea:

    • Type: Short Sword.

    • Damage: 1d6+1. Weight: 3 lbs.

    • Special: $+1$ to hit and double damage dice against natural and monstrous canines (e.g., Fenris Wolves, Barghests).

Draugr-Bane Dane Axe (d100 Entry #26)

A two-handed broad axe etched with sun-wheels and inlaid with cold-hammered silver.

  • ACKS II:

    • Type: Great Axe (Two-Handed).

    • Encumbrance: 2 stone. Damage: 1d10 (Cleave-eligible).

    • Special: Bypasses all mundane and supernatural damage reduction / resistance possessed by incorporeal, undead, or reanimated corpses (Draugr, Barrow-wights, Ghasts).

  • Castles & Crusades:

    • Type: Two-Handed Greataxe.

    • Damage: 1d12.

    • Special: Ignores undead damage resistance (e.g., skeletal bludgeoning-only resistance or draugr physical resistance). Undead hit must succeed on a Physical Save (Str) or be knocked prone.

  • Hyperborea:

    • Type: Battle Axe (Two-handed).

    • Damage: 1d10+1. Weight: 10 lbs.

    • Special: Strikes corporeal and spectral undead without penalty, negating non-magical weapon immunities.

Helm of Terror (Ægishjálmr) (d100 Entry #28)

A grim iron spectacle helmet embossed with intersecting rune-staves across the brow plate.

  • ACKS II:

    • Type: Helm (Armor Class $+1$ modifier or full helm slot).

    • Special: Enemies with fewer Hit Dice than the wearer who make eye contact must pass a Saving Throw vs. Paralysis or be affected by Fear (as the spell) for 2d4 rounds upon encountering the wielder in battle.

  • Castles & Crusades:

    • Type: Helmet.

    • Special: Once per combat encounter, the wearer can gaze upon a target foe. Target must make a Wisdom (Charisma) Challenge Class save equal to 12 + Wearer's Level or flee in terror for 1d6 rounds.

  • Hyperborea:

    • Type: Helmet (Iron).

    • Special: Emits an aura of dread. Foes of 3 HD or fewer must succeed on a Willpower save or suffer a $-2$ penalty to attack rolls and morale checks while within 30 ft of the wielder.

2. Mythic Artifacts & Sorcerous Relics

Horn of the Ice-Fiend (d100 Entry #06)

A heavy drinking horn taken from a Frost-Rime Beast, rimmed in engraved bronze.

  • ACKS II:

    • Type: Wondrous Item / Artifact. Value: 4,500 gp.

    • Effect: Turning the horn mouth-down causes any non-magical liquid within 10 ft to instantly freeze solid. If poured onto water, it freezes a 10-ft radius circle of ice capable of supporting 500 lbs for 1 hour.

  • Castles & Crusades:

    • Type: Magic Item.

    • Effect: Can freeze up to 10 gallons of liquid or turn a 15-ft section of water into solid ice once per turn.

  • Hyperborea:

    • Type: Magical Relic.

    • Effect: Instantaneously turns liquid into ice. Can be used as a splash weapon against fire-based creatures (deals 2d6 cold damage).

Völva’s Distaff (d100 Entry #14)

An iron spindle wrapped in braided gut-string, carved with binding runes along the shaft.

  • ACKS II:

    • Type: Arcane / Divine Focus. Value: 6,000 gp.

    • Effect: Requires a performance of Galdr (1 turn of chanting). Upon completion, reveals the secret mechanisms of hidden doors, secret compartments, and subterranean traps within a 30-ft radius.

  • Castles & Crusades:

    • Type: Sorcerous Artifact.

    • Effect: Requires a successful INT or WIS check (CL + wielder's level). On success, acts as Find Traps / Secret Doors in a 30 ft radius.

  • Hyperborea:

    • Type: Völva / Witch Relic.

    • Effect: Chanting while spinning the distaff allows the user to cast Detect Secret Doors and Detect Magic at caster level 5 once per day.

Fenrir’s Binding-Chain Link (Gleipnir Link) (d100 Entry #34)

A single ribbon-thin link forged from silken iron, smooth and weightless.

  • ACKS II:

    • Type: Mythic Artifact. Encumbrance: 0 stone.

    • Effect: Cannot be snapped or severed by physical force, regardless of Strength or siege engine damage. Can be incorporated into a chain or rope to secure any creature up to Gargantuan size.

  • Castles & Crusades:

    • Type: Legendary Artifact.

    • Effect: Has infinite hardness and HP. Any creature bound using this link in a restraint cannot break free via Strength checks or physical escape skill checks.

  • Hyperborea:

    • Type: Mythic Relic.

    • Effect: Completely immune to physical damage, crushing, or slashing. Requires a Dispel Magic or Wish equivalent to destroy.

Rune-Bound Compass (Vegvísir) (d100 Entry #66)

A wooden disk etched with staves and inlaid with silver dust.

  • ACKS II:

    • Type: Navigation Artifact. Value: 3,500 gp.

    • Effect: The ship or party carrying this item cannot get lost at sea or in blizzards. Automatically negates lost-direction roll results during hex crawls in arctic or sea environments.

  • Castles & Crusades:

    • Type: Wondrous Item.

    • Effect: Grants automatic success on Survival and Navigation checks to avoid losing direction, even under total gloom or magical storms.

  • Hyperborea:

    • Type: Magical Talisman.

    • Effect: Prevents the bearer and their vessel from becoming lost in wilderness, fog, or uncharted arctic seas.


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