Showing posts with label Lovecraftian Gods. Show all posts
Showing posts with label Lovecraftian Gods. Show all posts

Thursday, October 8, 2026

A Deeper D100 Random Sword & Sorcery Lovecraftian Encounter Table For Cthulhu

 Here is a d100 encounter table tailored for a Sword & Sorcery Lovecraftian setting—a world of pulp action, ancient decadent empires, strange magic, cosmic horror, and bronze/iron-age brutality.



Note that this blog entry picks right up from 

A Deeper D100 Random Sword & Sorcery Lovecraftian Encounter Table - a d100 random works, encounters, and artifacts table of the Lovecraftian God Shub Niggurath

D100 Sword & Sorcery Lovecraftian Encounters

01–20: Cosmic Weirdness & Anomalies

  • 01: A column of pale, cold, violet light pierces the sky from an unmapped crater. Standing in its beam turns skin translucently clear, revealing black liquid pulsing through veins.

  • 02: A floating, geometrically impossible polyhedral monolith carved from non-terrestrial stone. Characters who stare into its faces experience vivid memories of a dying star's collapse.

  • 03: An abandoned obsidian war-galley grounded in the middle of an arid desert, miles from any water. Its deck is littered with salt-cured skeletons still gripping iron cutlasses.

  • 04: A rain of warm, viscous black oil falls from a cloudless sky over a 2-mile radius, filling footprints with bubbling pitch that whispers in an dead dialect.

  • 05: A petrified forest where the trees are composed of solid green jade. Striking them causes them to bleed a corrosive sap that burns through bronze.

  • 06: A localized pocket of warped gravity where ruined marble pillars float lazily 30 feet off the earth, surrounded by the dried husks of giant bats.

  • 07: An ancient sun-dial in an overgrown courtyard. Its shadow points directly toward the nearest PC, moving as they move regardless of where the sun sits.

  • 08: A mirror-still lake in an ancient swamp. Anyone looking into the water sees their reflection replaced by a rotting, ancient king wearing an iron crown.

  • 09: A field of crystalline flowers that hum in harmony with the lunar cycle. Plucking one causes surrounding creatures to suffer temporary psychogenic blindness.

  • 10: A massive, dead leviathan cast ashore on a red-sand riverbank. Scavengers have carved a small tent village inside its rotting ribcage.

  • 11: A sudden dimensional tear reveals an alien cityscape under twin blue suns for 30 seconds before snapping shut with an ear-splitting thunderclap.

  • 12: A square miles of soil turned into a squirming, carpeted mass of fleshy, pale maggots that feed entirely on sunlight.

  • 13: A massive iron meteor crashed into a temple, fusing with the altar. The air within 100 yards smells overpoweringly of ozone and rotten honey.

  • 14: An oasis where the water tastes like copper blood. Drinking it cures all physical ailments but grants terrifying, apocalyptic dreams during sleep.

  • 15: A circle of six standing stones. Standing in the center causes time outside the ring to speed up by a factor of sixty (1 minute inside = 1 hour outside).

  • 16: A fog rolls over the steppe, turning all metal objects bright orange with an inexplicable, rapid rust that wipes away iron edge and temper in minutes.

  • 17: A cavern entrance shaped like a open, toothless maw. Entering it causes all torches to burn with a sickly green, heatless flame.

  • 18: A ridge of mountains where the echoes of footsteps or voices return three seconds before they are actually spoken.

  • 19: An ancient stone bridge over a dry canyon. Crossing it makes travelers feel as though they are walking beneath an crushing weight of deep sea water.

  • 20: A field of petrified warriors frozen in mid-combat, their faces twisted in absolute terror rather than battle fury.

21–40: Cultists, Sorcerers & Heretical Sects

  • 21: A procession of flagellating cultists in saffron robes, chanting litanies to the Black Goat of the Woods while leading a massive, six-legged bull to sacrifice.

  • 22: An exiled sorcerer-king resting in a gilded litter borne by blind, mutated slaves, seeking a rare star-metal dagger to slay his rival.

  • 23: A cabal of serpent-headed cultists performing a ritual inside a hollowed-out baobab tree, attempting to awaken a sleeping dragon-god.

  • 24: A troupe of itinerant performers whose masks are permanently fused to their skin; their performance subtly hypnotizes audiences into a trance.

  • 25: A rogue alchemist selling elixirs brewed from the bile of deep-sea abomination tissue; it grants temporary darkvision at the cost of scaly skin patches.

  • 26: A squad of city guards searching for a fugitive noble who fled after being exposed as a worshiper of the Crawler in the Shadow.

  • 27: An ancient sorceress bound inside an iron cage hanging from a cliff, offering secrets of forgotten empires in exchange for fresh blood.

  • 28: A religious schism breaking into a bloody melee in a dusty marketplace over which elder god will consume the world first.

  • 29: A lone warlord who replaced his lost left hand with an organic, squirming tentacle spliced from an aquatic spawn.

  • 30: A sect of silent, veiled monks who cut out their own tongues to prevent themselves from ever speaking the forbidden true names of the stars.

  • 31: A coven of swamp-witches harvesting hallucinogenic moss from the shell of an ancient, sleeping cosmic monstrosity.

  • 32: A band of nomadic mercenaries who wear armor fashioned from the chitinous plates of giant arthropoid horrors.

  • 33: An insane prophet standing on a stone pedestal, screaming predictions of cosmic alignment that match the PCs' exact quest goals.

  • 34: A high priest offering 500 gold pieces for a pristine sample of "flying polyp blood" to complete an ancient warding glyph.

  • 35: A dead cultist's corpse hanging from a tree, holding a leather journal containing star charts that don't match any known night sky.

  • 36: A subterranean slave trader auctioning off captured deep-one hybrids who hiss threats of coastal vengeance.

  • 37: A blind astrologer who uses live squids in a bowl of black water to divine future battles and deaths.

  • 38: A renegade priest of Cthulhu seeking protection from his former cult after stealing a fragment of the R'lyeh Text.

  • 39: A group of tomb-robbers who unknowingly breached a sealed vault dedicated to Tsathoggua and are now mutating into toad-like forms.

  • 40: A sorcerer riding a chariot pulled by two skeletal monstrosities bound together by dark sorcery and glowing runes.

41–60: Eldritch Horror & Abominations

  • 41: Shoggoth Spawn: A writhing, tar-like mass of shifting eyes and pseudopods bursts from a sewer entrance, hungry for organic material.

  • 42: Deep One Hybrid Squad: A raiding party of amphibious humanoids with bulging eyes and webbed hands, armed with coral spears and bone knives.

  • 43: Mi-Go Forager: A pinkish, crustacean-like flying horror harvesting specimens of local flora (and fauna) with clicking, surgical instruments.

  • 44: Dimensional Shambler: A ape-like monstrosity with matted fur and elongated claws steps out of thin air to snatch a prey item before vanishing.

  • 45: Serpent-Folk Assassin: A sleek, scaled reptilian humanoid using illusion magic to blend into human crowds before striking with venomous blades.

  • 46: Night-Gaunt Swarm: Faceless, horned, leather-winged beasts swooping down from mountain crags to snatch travelers and drop them into abyssal chasms.

  • 47: Ghoul Pack: A tribe of rubbery, dog-like humanoids emerging from ancient burial mounds to feast on recent battle casualties.

  • 48: Star-Spawn Avatar: A towering, tentacled monstrosity encased in petrified resin, slowly breaking free as the stars align.

  • 49: Formless Spawn: A black, fluid mass that can take any shape, slithering down from a stone ceiling to engulf sleeping prey.

  • 50: Flying Polyp: A sickly, amorphous entity generating localized gales and whistling shrieks as it lifts rocks and trees into the air.

  • 51: Byakhee Patrol: A pair of bird-visaged, insectoid beasts carrying a cult leader through the upper atmosphere on a secret mission.

  • 52: Ghatanothoa's Sight: An ancient, hideously deformed statue whose gaze threatens to turn viewers into mummified stone from the inside out.

  • 53: Chaugnar Faugn Cultist-Beast: A hulking, elephantine monstrosity with a webbed trunk searching for blood to feed its slumbering master.

  • 54: Hunting Horror: A serpentine dragon-like entity with a single vast wing, burning in direct sunlight but hunting in deep shadows.

  • 55: Hound of Tindalos: A angular, skeletal nightmare emerging from a sharp 90-degree corner in a stone corridor to hunt a time-traveling PC.

  • 56: Dhole Worm Lingering: A massive, subterranean worm burrowing through rock, leaving collapse-prone tunnels and toxic slime behind.

  • 57: Insect from Shaggai: A tiny, parasitic metallic insect attempting to burrow into a character's brain to control their body.

  • 58: Great Race of Yith (Mind-Swapped): A human scholar acting completely alien, taking strange notes on local biology with an unblinking, methodical stare.

  • 59: Yithian Conical Construct: A towering, rugose cone of spongy tissue equipped with mechanical appendages exploring ancient ruins.

  • 60: Color Out of Space: A shimmering, unnamable hue infecting a farmstead's well, causing local wildlife and crops to glow, mutate, and wither.

61–80: Sword & Sorcery Tropes with a Lovecraft Twist

  • 61: A battle-hardened barbarian chieftain whose tribe worships a gigantic, blind albino ape living in a deep ravine.

  • 62: A decadent city state ruled by a dynasty of incestuous sorcerers who maintain their youth by consuming powdered meteorites.

  • 63: A gladiatorial arena where slaves are pitted against captured monstrosities dredged from the ocean's twilight zone.

  • 64: A ruined jungle temple where the stone idols are wrapped in living, venomous vines that react to blood sacrifice.

  • 65: A band of desert nomads who ride giant, six-legged reptilian mounts and hunt down warlords who breach ancient taboos.

  • 66: An ancient library guarded by a blind, iron-armored automaton that attacks anyone who reads aloud from certain dark scrolls.

  • 67: A pleasure-barge floating down a muddy river, hosted by an immortal noble who hosts grotesque, alien-themed masquerades.

  • 68: A coastal fortress built entirely out of black, non-porous basalt stone that repels barnacles, sea-life, and siege weapons alike.

  • 69: A famed sword master who claims his blade was forged from the bone of a fallen cosmic titan and drinks his opponents' shadows.

  • 70: A subterranean city of thieves built in the ribcage of an ancient, dead sea monster, flooded with black water at high tide.

  • 71: A pirate captain who uses a bound Deep One as an underwater navigator to navigate treacherous, mist-shrouded reefs.

  • 72: A mountain pass choked with the rusted armor and skeletons of an army that died overnight without a single mark on their bodies.

  • 73: An ancient ziggurat where the top platform features a telescope made of ground crystal that views other dimensions instead of planets.

  • 74: A slave rebellion led by a charismatic warrior who secretly carries a parasitic alien spore in his chest.

  • 75: A lost valley populated by primitive humans who have evolved extra limbs and eyes from drinking runoff from a fallen star.

  • 76: A sunken temple that rises from the sea once every 100 years, revealing treasure vaults lined with eldritch warding runes.

  • 77: A witch-doctor using a polished obsidian mirror to steal the strength and vitality of rival warriors while they sleep.

  • 78: An ancient arena where the dirt floor is alive—a single, sprawling, dormant fungal organism that drinks spilled blood.

  • 79: A warlord's siege engine made from the petrified wood of an alien forest, capable of launching balls of burning green fire.

  • 80: A mountain monastery where monks guard a sealed iron door, claiming that opening it will unmake the sun.

81–100: Artifacts, Ruins & Eldritch Discoveries

  • 81: An ancient stone chest containing three vials of glowing blue liquid; drinking one grants superhuman strength but rots the teeth and gums within hours.

  • 82: A carved jade idol of Cthulhu that feels freezing cold to the touch and causes nearby milk, wine, and water to spoil instantly.

  • 83: A bronze broadsword inscribed with alien runes that hums when within 100 feet of extradimensional entities.

  • 84: A scroll written in human blood on dried skin, detailing a ritual to summon a minor entity that requires the caster's own memories as payment.

  • 85: A ring made of unearthly star-metal that allows the wearer to walk through solid stone once per day, but leaves behind a trail of black slime.

  • 86: A massive iron key with three teeth, found inside the stomach of a giant shark; it fits no known door in the local kingdom.

  • 87: A cracked obsidian orb that displays a live, real-time view of a distant, dying alien world when held under moonlight.

  • 88: A suit of ancient bronze plate armor lined with unknown silver wire that renders the wearer immune to mind-affecting magic, but induces permanent paranoia.

  • 89: A set of heavy copper lockets containing dried, powdery dust; inhaling it causes vivid visions of the world before humanity evolved.

  • 90: A horn carved from a sea monster's tusk that, when blown, causes all fires within a quarter-mile to instantly extinguish.

  • 91: A stone tablet inscribed with mathematical formulas that, if solved, allow a sorcerer to fold space and teleport short distances.

  • 92: A preserved, dried alien heart in an alabaster jar; it still beats once every three hours with a heavy, reverberating thud.

  • 93: A crown made of twisted, blackened iron that forces anyone who wears it to speak only in the dead language of Aklo.

  • 94: A golden compass whose needle does not point north, but toward the nearest living creature with non-human blood.

  • 95: A book bound in green leather containing accurate maps of the coastline as it will exist 10,000 years in the future.

  • 96: A pair of silver lenses that allow the user to see ethereal, invisible parasites clinging to the backs of local nobles and leaders.

  • 97: A ceremonial dagger made of volcanic glass that heals the target instead of harming them, but drains the user's maximum health permanently.

  • 98: A strange, mechanical device resembling a bronze brass beetle; winding it causes it to scuttle toward the nearest source of star-metal or meteorites.

  • 99: A sealed stone sarcophagus containing no body, only a sphere of black liquid that floats in zero gravity when released.

  • 100: The Ultimate Ruin: An entire buried city made of non-Euclidean geometry, floating over an abyss that whispers the true name of the current world.

Sunday, October 4, 2026

A Deeper D100 Random Sword & Sorcery Lovecraftian Encounter Table - a d100 random works, encounters, and artifacts table of the Lovecraftian God Shub Niggurath

 Here is a comprehensive D100 table designed for low-fantasy, grim, and cosmic Sword & Sorcery adventures. It blends gritty, grounded danger with alien horrors, mind-shattering artifacts, and forgotten treasures. This blog post picks right up from D100 Random Sword & Sorcery Lovecraftian Encounter Table - a d100 random works, encounters, and artifacts table of the Lovecraftian God Shub Niggurath


DEMON SWORD artwork by Mr. Zarono used without permission 

D100 Sword & Sorcery Lovecraftian Table

01–40: Encounters & Phenomena

D100Encounter / Phenomenon
01A traveling merchant whose pack mule is bloated, silent, and lacks eyes. Inside the mule's stomach, something wet is tapping in Morse code.
02A band of desert nomads kneeling around a fallen, smoking obsidian meteor that is singing in a harmonious, non-human language.
03A sinkhole opens beneath the party, dropping them into a flooded, cyclopean aqueduct. The water tastes of copper and flows uphill.
04A mad prophet chained to an ancient stone pillar, shouting the true birth names of the party members' unborn descendants.
05A clearing filled with petrified ancient warriors, all frozen in positions of extreme agony while staring directly straight up at the sky.
06A swarm of translucent, geometric insects that feed on memories. Anyone bit loses 1d4 days of recent memory.
07A abandoned coastal tavern where every wooden surface has sprouted living, pulsing barnacles that whisper secrets when moistened.
08A local tyrant's tax collector, now mutated into a bloated, multi-limbed creature, surrounded by terrified, mind-controlled guards.
09A fog rolls in that turns flesh semi-transparent for 1 hour, revealing the strange, non-human skeletal structures of certain NPCs.
10An subterranean amphitheater where a spectral court performs a play. Anyone who listens for more than a minute feels an irresistible urge to join the cast.
11A dying star-spawn trapped inside a pit of cold iron, begging for death in a telepathic voice that causes nosebleeds.
12A bridge made entirely of fused, calcified human arms reach outward, attempting to grasp anyone crossing carrying silver.
13A cult of blind cultists carving non-Euclidean glyphs into their own foreheads using shards of green meteoric glass.
14A river that has turned into thick, black, oily bile. Crossing it requires avoiding writhing, pale tentacles that reach from the depths.
15A monolith carved from a material that absorbs all light. Standing within 10 feet makes a person's shadow detach and wander off.
16A village where all children were born on the same night with entirely jet-black eyes and a shared, hive-mind intelligence.
17A floating, gelatinous orb suspended over a battlefield, slowly vacuuming up the freshly spilled blood of the fallen.
18A rogue sorcerer attempting to bind an eldritch horror into a living pregnant host; the ritual is halfway complete.
19An ancient battlefield where the dead do not decompose, but instead slowly turn into hollow, porcelain-like statues.
20A dense forest where the trees move their branches only when no one is looking directly at them.
21A massive, stranded sea beast resting on a high mountain peak miles from any ocean, surrounded by maddened harpies.
22A wandering knight clad in corroded armor who bleeds thick, glowing blue sap instead of blood when wounded.
23A subterranean chamber containing a vast, ticking brass mechanism that appears to regulate the local passage of time.
24A tribe of cave-dwelling mutants who worship a pulsing, fleshy mass growing out of the deep rock walls.
25Rain falls from a clear blue sky, but the drops are warm, sticky, and smell faintly of sulfur and dried sea salt.
26A line of 100 stone sarcophagi along a canyon floor, all open from the inside with claw marks etched around the lips.
27A spectral lighthouse on an inland cliff whose beam reveals hidden, horrific parasites attached to living creatures.
28A wandering alchemist selling potions made from the spinal fluid of deep-sea leviathans; drinking one causes temporary madness and precognition.
29A sunken city emerging from a swamp during a full moon, covered in bioluminescent slime and guarded by deep-one hybrids.
30An abandoned war camp where every tent contains a sleeping soldier whose body has merged seamlessly with their bedroll and armor.
31A massive, detached human eye floating in a sphere of brine, tracking the party's movement across the region.
32A field of black roses that bloom only when bathed in fresh blood, exhaling a gas that causes vivid hallucination of underwater cities.
33A hermit living in a cave who claims to have carved his own eyes out to stop seeing "the things that walk between seconds."
34A windstorm carrying microscopic, glowing spores that cause those who inhale them to sprout crystalline growths on their ribs.
35An old well in a ruined fort; lowering a bucket brings up a completely fresh, still-beating human heart instead of water.
36A troupe of masked performers whose faces beneath the masks are completely featureless, smooth skin.
37A high mountain pass where gravity is distorted; missteps cause travelers to fall upward into the cloud cover.
38A mercenary captain offering gold to clear out a mine, neglecting to mention the miners turned into subterranean fungal horrors.
39A temple dedicated to an forgotten god where the stone idols sweat blood whenever a lie is spoken inside.
40A tear in reality opening briefly, revealing an infinite void filled with vast, slumbering entities larger than planets.

41–70: Relics & Eldritch Artifacts

D100Relic / Artifact
41The Serpent's Vertebra: A carved bone whip made from an alien spine; hits inflict psychic feedback on both the wielder and the target.
42Censer of Void Smoke: Emits a thick, purple haze that blinds living creatures but allows the user to see ethereal/invisible beings.
43Tome of the Black Sun: A heavy book bound in scaly hide. Reading a page grants castable eldritch magic, but permanent sanity loss.
44Eye of Y'golonac: A glass orb containing a living pupil. When pressed into an empty eye socket, it grants truesight at the cost of horrific nightmares.
45Crown of the Sunken King: A corroded brass tiara that allows the wearer to breathe underwater and command sea life, but slowly turns their skin into scales.
46Chime of Distorted Space: A silver bell that creates a 20ft pocket of distorted gravity when rung, deflecting ranged attacks.
47Bleeding Dagger of Shub-Niggurath: A jagged obsidian knife that requires an offering of the wielder's blood to unlock its critical strikes.
48Ring of the Crawler: A ring made of writhing insect legs. It grants the ability to climb vertical surfaces, but constantly pinches the wearer's finger.
49Mask of the Unseen: A wooden mask carved without eyeholes. Wearing it blinds the user to physical light, but reveals magical/eldritch energy signatures.
50Horn of the Deep: A coiled sea shell horn. Blowing it calls forth a localized tidal wave or fog bank, but attracts deep-sea horrors.
51Lantern of the Void: Burns dark light; illuminates invisible ink, secret doors, and spiritual tracks while plunging normal light sources into shadow.
52Amulet of the Elder Sign: A star-shaped stone talisman that protects the wearer from mental control and eldritch horror gaze attacks.
53Phial of Star-Blight: A glass vial containing a glowing, alien liquid that destroys organic matter on contact, leaving only grey ash.
54Mirror of False Realities: Reflects a person's immediate future deaths; looking into it grants defensive bonuses against the next incoming attack.
55Glove of the Flesh-Molder: A heavy leather gauntlet that allows the wearer to warp and reshape soft stone or living flesh with a touch.
56The Whisper-Stone: A smooth black pebble that echoes conversations held within 50 feet of it over the last 100 years when held to the ear.
57Scimitar of the Comets: A blade forged from star-iron that glows faint blue and ignores non-magical, non-organic armor.
58Book of Eibon (Fragment): Contains ancient rituals for opening portals, but reading it risks summoning unwanted cosmic observers.
59Gland of the Star-Spawn: A preserved organ inside a jar that, when squeezed, releases a wave of terrifying telepathic pressure.
60Rod of Tides: A driftwood rod that can part natural liquids or raise/lower water levels in a 100ft area.
61Needle of Souls: An iron bone-needle that can sew a shadow back onto a person or bind a spirit to an object.
62Stein of the Abyss: A heavy stone mug; any liquid poured inside transforms into a potent, hallucinogenic wine that grants temporary immunity to fear.
63Key of the Gateway: An intricate, non-Euclidean key made of cold iron that fits into any lock, opening a temporary doorway to a shadow plane.
64Urn of Ashes: Contains the dust of a burned star-cult; blowing the dust creates an illusionary clone of the user that distracts enemies.
65Belt of the Deep One: Grants immense physical strength and swim speed, but causes the wearer to slowly lose the ability to breathe air over time.
66Orb of Mad Visions: An crystal sphere that shows distant locations when held, but forces a sanity check on the user each time it is activated.
67Ring of Parasitic Life: Siphons 1d6 health from a touched living target and heals the user, but leaves a dead, blackened mark on the user's skin.
68Tusk of the Outer Beast: A massive carved horn weapon that inflicts wounds that cannot be healed by normal or magical means for 24 hours.
69Cloak of the Shifting Void: A dark cloak made of woven, shadow-like fabric; grants stealth bonuses and allows short-distance teleportation between shadows.
70Heart of the Meteor: A warm, pulsing rock that radiates warmth, keeping a 30ft area safe from natural freezing temperatures, but mutates plant life nearby.

71–100: Bizarre Treasures & Curiosities

D100Bizarre Treasure / Curiosity
71A chest containing 500 ancient silver coins, each stamped with the face of a king whose features shift depending on who looks at them.
72A sealed glass jar containing a living, tiny floating squid-like entity that reacts to human emotions by changing colors.
73A set of heavy gold bangles covered in alien runic script that sell for immense value to scholars, but attract cultists.
74A box of 12 black candles made from whale fat and nightshade; lighting one silences all sound within a 30ft radius.
75A bolt of iridescent silk fabric that feels impossibly cold to the touch and cannot be burned by normal fire.
76A marble statue of an ancient queen, missing her head; the neck stump bleeds a single drop of sweet, drinkable nectar every midnight.
77A set of carved ivory dice with alien symbols instead of pips; rolling them occasionally alters small probabilities in the immediate area.
78A preserved, multi-eyed creature bottled in amber; worth a small fortune to alchemists or occult collectors.
79A pouch containing 10 glowing seeds from an alien plant; planting one causes a rapid growth of meat-eating flora within hours.
80An ornate brass compass whose needle never points north, but instead points toward the nearest active cultist ritual.
81A collection of 20 clay tablets written in an unknown proto-language detailing the fall of a pre-human civilization.
82A solid gold idol of a bat-winged aquatic horror, weighing 30 lbs, that causes mild paranoia in anyone carrying it.
83A leather-bound map showing lands that do not exist on current maps, with notes written in faded blood.
84A necklace of dried, petrified eyes that twitch whenever an invisible or illusionary effect is nearby.
85A heavy iron strongbox containing 1,000 platinum pieces, but opening it releases a localized, permanent scent of rotting fish.
86A vial of liquid mercury that moves against gravity and attempts to form simple shapes when exposed to music.
87A tapestry depicting a star constellation that does not belong to this galaxy; staring at it causes light dizziness.
88A set of silverware forged from a unknown metal that never tarnishes and turns black in the presence of poison.
89A petrified dragon's egg that hums at a frequency only dogs and horses can hear.
90A flask of wine salvaged from a sunken star-cult vessel; tastes like ash, but permanently increases poison resistance by a fraction.
91A ring made from fused human teeth, set with a small, glowing green gem.
92A carved wooden chest containing six bottles of clear liquid; drinking one cures all diseases but turns the drinker's hair stark white.
93A piece of star-iron ore that floats two inches off the ground when placed on a flat surface.
94A silver goblet decorated with scenes of human sacrifices; drinking from it restores vitality at the cost of terrifying dreams.
95A small pocket mirror that reflects the room as it was 100 years ago instead of the present.
96A horn made from the tusk of a sea monster, capable of scaring away mundane beasts when blown.
97A leather pouch filled with dark, glittery sand that glows under moonlight and can be used as a blinding powder.
98A heavily locked iron chest containing a single, perfectly preserved human heart that continues to beat once every hour.
99A golden tiara adorned with pearls that grant the wearer underwater vision, but causes a mild phobia of bright sunlight.
100The Codex of the Unmaker: A massive tome bound in dragon hide, containing the absolute truth behind the creation of the universe. Reading even one sentence destroys the book and permanently changes the reader's alignment or worldview forever.