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

Sunday, August 13, 2023

1d7 Random Scared Martian Treasures of Vultoom Table For Your Old School Campaigns

 "Beneath the shifting red sands the ancient life stirs once again.The birth of an alien world right in Earth's back yard was both unexpected & horrific! Brand new life forms not seen in a thousand years once again roamed the red sands of ancient Mars! What treasures & horrors were unleashed? A new 'gold rush' has broken upon the fertile sands of Mars but this is no unguarded world. Old horrors & terrors have creeped back into the light of the red bloated sun of Earth! "



"At a time when your ancestors were still the blood-brothers of the ape, I fled from my own world to this intercosmic exile, banished by implacable foes. The Martians say that I fell from heaven like a fiery meteor; and the myth interprets the descent of my ether-ship. I found a matured civilization, immensely inferior, however, to that from which I came.
"The kings and hierarchs of the planet would have driven me away; but I gathered a few adherents, arming them with weapons superior to those of Martian science; and after a great war, I established myself firmly and gained other followers. I did not care to conquer Mars, but withdrew to this cavern-world in which I have dwelt ever since with my adherents. On these, for their faithfulness, I conferred a longevity that is almost equal to my own. To ensure this longevity, I have also given them the gift of a slumber corresponding to mine. They sleep and wake with me.
"We have maintained this order of existence for many ages. Seldom have I meddled in the doings of the surface-dwellers. They, however, have converted me into an evil god or spirit; though evil, to me, is a word without meaning.
"I am the possessor of many senses and faculties unknown to you or to the Martians. My perceptions, at will, can be extended over large areas of space, or even time. Thus I learned your predicament; and I have called you here with the hope of obtaining your consent to a certain plan. To be brief, I have grown weary of Mars, a senile world that draws near to death; and I wish to establish myself in a younger planet. The Earth would serve my purpose well. Even now, my followers are building the new ether-ship in which I propose to make the voyage."
The ancient war has started again, Vultoom has awoken and sent his treasures out into the solar system. Those who spread his 'word' scatter 'his' artifacts throughout the dimensions spreading his presence as they go. Scattered Martian priests & clerics have also awoken at the same time treading their way across the 'Old Solar' system warning of his coming armies. Outlaws & adventurers fools that they be pick up, use, spread, and convert to the ways of the ancient alien Martian 'god'. Here are only a sampling of some of the sacred & dangerous wares of the old god.

1d20 Random Scared Martian Treasures of Vultoom
  1.  Shaped bark Paste  of the Loops Trees - This strange half fossilized bark can be broken down & ground into a paste of alchemical properties. The bark heals 1d8 points of damage & can restore 1d20 years of youth to a user. Worth 67,000 gold pieces 
  2.  Amulet of Vultoom - A lead like metal amulet that glows with the scared life giving energies of the 'Old One' it will cause plants & animals to grow to three or four times their normal size. Worth 70,000 gold pieces. 
  3. Seeds of the Ancient Ones - Grows 1d20 lost alien Martian species of plants with weird properties. Often used to mark the bounds of the cult of the Old Ones of Mars. These plants have the property of threading & creating neural networks through the minds of those that inhale their spores. Victims become followers of Vultoom and carry his word & gospel to the masses. These seeds can also yield 1d8 life bearing fruits that will restore 1d7 hit points to their users. 
  4. Wrist bracer weapons of Vultoom - A living Martian plant cross bow like weapon system worn on the wrist that does 2d6 points of damage as it projects a ball of plasma within a 30 foot radius of the user. The thing has only five shot a day and anyone wearing them is identified as belonging to the plant god thing. 
  5. Dog Seeds - These seeds will sprout 1d6 six legged dog things of Vultoom within sixty minutes. AC 5 Hit Points 7 Damage 1d6 +3 which are under the command of the owner for 1d6 months. These seeds are often found in the desert temples of Vultoom. Worth 60,000 gold pieces for one of these pieces
  6.  Vases of Valus The Wise - These vases contain the distilled essence of one of the greatest of Vultooms Martian teachers Valus The Wise. They are sought out by druids & the like for they add 3 points of wisdom to the minds of those who inhale the 'sacred spores' gaining a portion of the alien mind of the ancient wise man in all matters of gardening, herbalism, and botany. 
  7. Runner Shelters - These strange alien plant like biomechanical structures are contained in a weird plant like base that sprouts into a temporary shelter with 1d8 pieces of 'food', running water, & the place will protect the owner from adverse conditions, the elements, and provide 1d8 beds. Within 1d8 months after activation the 'Runner shelter' will grow into a fully formed temple of Vultoom. 

Tuesday, February 14, 2023

1d20 Sword & Sorcery Treasures of Nodens Table For Your Old School Campaigns

 Where treads the Elder God Nodens in his wake the Old One's servants fear & though he is the lord of the Abyss his blessings & treasures are few or precious. However in the fringe place & the far off places of the hideous Abyss there are artifacts & strange trophies the 'lord of the lost & the hunt has gathered. 


































During the Thurian Age few if any of Nodens relics, treasures, or even the Lord of the Hunt's trophies are known too the average adventurer. The priests of Nodens however will pay handsomely for one of these relics of a by gone age. 
Horror and the unknown or the strange are always closely connected so that it is hard to create a convincing picture of shattered natural law or cosmic alienage or 'outsideness' without laying stress on the emotion of fear.
HP Lovecraft 

1d20  Sword & Sorcery Treasures of Nodens Table For Your Old School Campaigns 

  1.  The horn of Nodens - This bejeweled hunting horn made from some prehistoric sea creature causes fear in any who hear its deep wailing moan when blown. The horn is worth five hundred silver talens to the right cult once per day it may call down a nightgaunt. 
  2. Dagger of the Nightgaunt- This wickedly carved +3 knife is made from the wicked claw of some unknown alien horror & can deliver a wicked wound that will not stop bleeding. Worth 300 on the open market as curiousity. It is worth 600 silver talens to a cult of Nodens. 
  3. The preserved liver of a criminal - Nodens himself has taken the liver some offender of his cult and preserved the liver of the fool in brine wrapped in a silver & glass jar. This jar of a preserved organ can once a day expunge any poison from the user of this jar. The relic is precious to a cult of Nodens. 
  4. Lesser Trident of Nodens This is one of many such hunting tridants that the Lord of the Abyss has used and lost on one of his many hunts. This tridant can hit any spirit or even god for +1 damage including ghosts or spirits of the lost. Once per day this tridant can cast a banish spell banishing a lesser Lovecraftian minion back to it's home plane. The tridant is worth 400 silver talens but double that to a cult of Nodens. 
  5. Spittle of the Lost - This is Nightgaunt spit and gruel which can act as compass for anyone or anything lost. The spit must have a silver needle hung in it and a simple ritual is cast. The needle will point in the dirction of the target which the owner or user of the spit must concentrate on. Worth 200 silver talens. 
  6. Shell of Nodens - This shell belongs to an extinct prehistoric sea creature from milllions of years ago. The owner may cast contact Nodens once a day & can whisper the location of one they want hunted & taken by the Lord of the Abyss. He will do so taking the target to some remote corner of the planes never to be seen again. 
  7. Collar of the Hunt - This bejeweled collar belongs to one of the myriad of fabulous alien hunting animals that accompany the Lord of the Abyss. Once per day the owner of the collar can call a hunter of Nodens. Within 4 rounds the alien hunting animal will appear. The owner must command it to hunt down a worthy target. The collar is worth 300 silver talens. 
  8. The Faceless Mask - This mask mimics the appearance of one of Nodens nightguants and allows communication with Noden's alien hunters. The owner will get the most basic of needs of the nightguant such as hunger, loss, or any strong nightguant responses. The true power of the maske allows the owner to call and command 2d6 nightgaunts once per day. The mask is worth a cool 5oo silver talens. 
  9. The Call of Nodens- This strange mirror like relic is actually the silidified tears of one of the Elder Gods. Once per week the relic mirror allows a communicate with god spell to be cast. The mirror is jewel for any cult of Nodens and fetches 9oo silver talens. 
  10. Staff of Nodens - This ornately carved staff features dolphins,night guants, bats, and many other strange creatures. This staff resembles the life history of the gray god and is able to cast the following spells: Blink, hold person, invisibility, fire ball, and Feary fire. The staff can also cast banish three times per day. And it is worth 600 silver talens. 
  11. Hair of the Lord - This strange dried herb allows the owner to commune with the Lord of the Abyss five times every week when burnt. Worth 100 silver talens this material only grows in a few places out among the planes. 
  12. The Sword of Rowin - This sword was sacred to Rowin one of the sons of Noden. The sword is +3 too all creatures of the infinite layers of the true Abyss. The sword can instantly act as a scrye spell once per day and cast prophesy twice per week. 
  13. Spheres of Noden - These spheres are all that are left after the true lord of Kadath is banished. They can be used to banish any Lovecraftian creatures once per day to elsewhere. Roll 1d6 to see how many are found. Worth 400 silver talens. 
  14. Shell of the Home & Hearth - This prehistoric shell allows one once per day to teleport without error back to their home & hearth. The shell is merely worth 700 silver talens. 
  15. Scroll of Nodens - This summoning spell must be used almost when found & allows direct cummunications with Nodens himself once per week. The scroll is inscribed with Nodens secret ancient name. Each temple of Nodens will pay 600 silver talens for the scroll. 
  16. Coin of Nodens - This coin when placed within the mouth of the dead allows the Lord of the Abyss to pick up his faithful's soul and ferry it to their rewards. The coin is worth 4oo silver talens to a cult of Nodens. 
  17. Whistle of Nodens- This strange looking whistle will cause fear as per the spell in any Lovecraft creature. The whistle also causes any who hears it to run in panic. Worth about 200 silver talens. 
  18. Noden's arrow of slaying this arrow is physical manifestation of Noden's wraith. And can inflict 1d8 points of damage when it strike's a target. Worth 200 silver talens. 
  19. Nodens dust - This sack of strange dust allows one to turn invisible for making it easier for the owner to hunt down Nodens enemies. Last as long as the owner needs it too. Worth 200 silver talll
  20. Spell book of Nodens - This spell book contains the collected wisdom of the cults of Nodens. The book allows the memorization of the school of Nodens without limit. Worth 700 silver talens and there's a 60% chance of a random spell appearing within it's pages. 

Tuesday, August 18, 2020

1d20 Random Encounters With Cosmic Contamination & Debris Table For Your Old School Campaigns

 There are some hazards that adventurers can't fight against or win, things that fall from the sky and infect the land with roiling horror and degeneration that runs deeper then any horror. There is a 60% chance that when these things happen that PC's might become infected themselves with the cosmic debris of an uncaring universe. There is also a 40% chance that the chaotic quasi dimensional affecting horror will not let the dead even rest quietly and 1d20 zombies or worse undead will heed the cosmic siren call of such visitors. Only expensive super science or magical treatments might heal such wounds but the damage goes much deeper into the victims of these events.


“It was just a colour out of space—a frightful messenger from unformed realms of infinity beyond all Nature as we know it; from realms whose mere existence stuns the brain and numbs us with the black extra-cosmic gulfs it throws open before our frenzied eyes.”
― H.P. Lovecraft, The Colour Out of Space and others

There is a 20% chance of any treasure or other artifacts taken from such areas of being infected with the damning radiations and strange magicks that accompany such weird cosmic visitors from beyond. Ancient and expensive magics might be able to take away the horrid taint that comes with these relics or perhaps not. The madness merely spreads.

1d20 Random Encounters With
Cosmic Contamination & Debris  Table

  1. A fragment of cosmic debris from the body of Outer thing has fallen and reeks with the power cosmic from its former host. All within 40 feet of this thing must save vs death or gain 1d6 mutations. This might be cured with strong magicks. Wizards of course will want this fragment of idiotic god hood and pay 5000 or more gold pieces for it. 
  2. The head of a cosmic god now crystallized has fallen into the landscape and is infecting everything with poisoned alien thoughts and dreams as it has dies and has for thousands of years. There are 1d6 goblinoid things that hatch from the ground around it every 1d4 days. 
  3. From the outer planes has come a spray of incredibly weird prismatic colour infecting everything with a weird other worldly vitality. Add +3 to constitition and strength but in 1d6 days your body will burn itself out as you die spasming and writhing in pain as you explode for 1d8 points of damage unless you get expensive healing.  
  4. Weird radiations have seeped in from a meteor that has fallen changing everyone's flesh to an odd blue and that's it but it has lowered their intelligence by -3 points and their now prone to violence and abnormal fights with all those around them. 
  5. A decaying alien eye ball from a god thing has fallen releasing the spirits of 1d6 alien ghostly souls onto the landscape. They are now turning the locals into wraiths and giving birth to new nation of weird ghostly warriors who stalk the land insearch of souls.. Those who come in contact must save vs death or want to join them. 
  6. A piece of cosmic debris has infected the landscape and now there are giant alien crystals stealing and collecting the souls of those around them. They are dangerous and very deadly. They're agenda and reasons are unknown. 
  7. A sword from the hand of a cosmic giant has fallen, the violence and weird radiations are turning everything with a four mile radius into a murderous monster of alien and strange aspects. Should the artifact be removed then the mutations and effects will remain for years to come. 
  8. A cosmic coffin from beyond the stars has fallen bring with it, the body of its alien occupant who has turned into an alien drug of incredibly potent aspect. There is a 2 mile drug induced haze surrounding those caught in it with a horrid mutating and rotting disease but they don't mind even as they fall apart. 
  9. Weird hallucinogenic crystals have fallen releasing cosmic illusions that create mind shattering visas of reality for those who gaze into their surfaces. They are worth 700 gold pieces to certain mad cults and wizards but those who are exposed must make a save vs death or have their skin infected with the same other worldly qualities. 
  10. 1d6 cosmic demonic hunters are after a meteor that has fallen and is now creating incredible fertility within those around a seven mile radius. The hunters consume the souls of those they encounter to find their quarry but it has taken on the aspect of a local pastor and come to be loved by those under his care. 
  11. A strange cloud has come from the sky and increased the mutations with the local populations within a two mile radius. This strange god like life form is the memory of an ancient god thing that has died off and now is remaking the locals into his worshipers old images. The cloud leaves scriptures and odd messages of salvation on panes of glass and metal. Those enter this area have a 40% chance of being infected with the strange radiations. 
  12. A piece of cosmic debris has become a parasitic lifeform and is infecting as well as mutating the locals in an effort to feed upon their souls. The thing will depart in 1d6 days after eating everything it can. Thing must be stopped. 
  13. A cosmic shape shifter has moved into the area to consume the forms and flesh of the locals for its own purposes but it is actually merely a herd animal for a larger cosmic shepherd  who is coming to cull it from the local scenery in 1d6 days. The must be stopped and banished or the area will be destroyed in a rain of fire. 
  14. A strange organ from some ancient demon from the Outer Darkness has fallen and is now creating 1d10 imps that are dragging off the souls and bodies of those they can into the great beyond for unknown infernal purposes. They must be stopped or the angels will come to destroy this place. 
  15. A piece of alien god projectile vomit is giving birth to 1d6 alien things of 3 hit dice and 9 armor class that are trying to become animals but are consuming things to learn but it isn't working. They will cause untold destruction around them. 
  16. The mating of two gods has created a horrid fluid which is causing the plants and animals it comes in contact to give birth to alien humanoid things that murder anyone they come in contact with in wild abandon glee. They use any weapons or tools they can.
  17. An alien virus has fallen and is trying to take on the role of the gods but has only succeeded in angering the local demons and devils who will go to war with these invaders. The community is caught in the middle, alien radiations are seeping in from Outside as well.
  18. A tendril from some giant alien god has fallen and now 1d8 warrior thralls have been given birth to by its presence. Those caught within a twenty foot radius from them must save vs death or begin to praise their idiotic dark master. The dead have risen to worship it.
  19. 1d10 cosmic dead have come from the sky and the local dead are joining with them to praise a strange and ancient necrotic dark master from the sky. They're cult is growing and they shall leave for the stars in 1d6 days but not before feeding on the flesh of any locals they can to power their cosmic journey.
  20. A colour from outer space has come to tend its young ones and take the souls of those around it to feed them. The alien radiations dance in the morning's light and within six days the whole place will consume itself unless you can stop it.

Wednesday, August 12, 2020

1d8 Random Alien Treasures of The Underworld Table For Your Old School Campaign

 


When the empire of Atlantis sank beneath the waves the spirits of the citizens were ripped from reality & thrown into the Underworld. There are treasures & relics left behind by the spirits, ghosts, & specters of the ancient dead. Dungeons often have connections & entrances into the Underworld, these spirits leave these relics behind to form a connection to reality.



These relics are often very valuable to necromancers, dark wizards, & evil cultists. Many of these artifacts retain the negative planar signatures of the Underworld these relics often have an aura similar to many illusions of valuable treasures or relics. Anyone catching sight of these relics for 1d8 rounds the victims will have to save vs wands or they may develop an unhealthy obsession with these items.
Many kings or governments have inner court inquisitors who specialize in these types of objects because these objects can be used in rites of foreseeing the future or rituals for contacting the dead.


Some of these relics count as cursed items, they have incredible echoes & auras of Death about them. These items turn up again & again by circumstance or coincidence into the PC's possession. A remove curse spell will remove the cursed legacy of these items.


1d8 Random Alien Treasures of The Underworld Table
  1. A set silver pins from Atlantis worth 7,000 gold pieces used in the rites  summoning the minions of the gods. These items respond to wizards who have the genetic inheritance of Atlantis or of Deep One heritage. 
  2. Beautiful funerary silver service from Lemuria worth 10,000 gold pieces that belongs to a family high priests of Nyarlathotep.
  3.  Gold platonic solids belonging to the temple of Nodens, these objects are worth 70,000 gold pieces and were used in the summoning of Night Gaunts
  4. A series of  beautiful diamond necklace belonging to an order of  priestesses of  Shub Niggurath worth 70,000 gold pieces. These necklaces are used to contact the queens of the ghouls and speak with the dead. 
  5. Pearl covered skulls of primitive ape men worth about 50,000 gold pieces, these skulls are used to contact the goddess of the lake. 
  6. Gold covered skull jaw bone that are used in the summoning of  Mordiggian worth 60,000 gold pieces. These items can be used in mass  summoning of ghouls 1d20.
  7. Chalice made of wood covered in platinum used in the summoning of the dark young of  Shub Niggurath & the ancient wood elements not seen since the days of Mu. 
  8. A beautiful well made mirror by alien tendrils of the Dark Spawn. This mirror shows any nearby dimension doors and can be used in alien rites for summoning the Dark Spawn. It also can be used to speak with the Atlantean dead.Worth 70,000 gold pieces



Between us lies an ancient fear;
Before me, in thy troubled eyes,
A shadow flees as flees the nymph,
Tremulous with the faun's surprise.

Hard silence like a stifling hand
Withholds the word we fain would say;
Over us lies the dreamt caress
Transfixèd with a dear dismay.
The Barrier  (1923)
by Clark Ashton Smith

Monday, August 10, 2020

1d20 Random Legacy Relics of The Ancients Table For Your Old School Campaigns

 In a land where weirdness and mystery had strongly leagued themselves with eternal desolation, the lake was out-poured at an undiscoverable date of elder aeons, to fill some fathomless gulf far down amid the shadows of snowless, volcanic mountains. No eye, not even the sun's, when he stared vertically upon it for a few hours at midday, seemed able to divine its depths of sullen blackness and unrippled silence. It was for this reason that I found a so singular pleasure in frequently contemplating the strange lake. Sitting for I knew not how long on its bleak basaltic shores, where grew but a few fleshly red orchids, bent above the waters like open and thirsty mouths, I would peer with countless fantastic conjectures and shadowy imaginings, into the alluring mystery of its unknown and inexplorable gulf.

It was at an hour of morning before the sun had surmounted the rough and broken rim of the summits, when I first came, and clomb down through the shadows which filled like some subtler fluid the volcanic basin. Seen at the bottom of the stirless tincture of air and twilight, the lake seemed as dregs of darkness.
Peering for the first time, after the deep and difficult descent, into the so dull and leaden waters, I was at length aware of certain small and scattered gleams of silver, apparently far beneath the surface. And fancying them the metal in some mysterious ledge, or the glints of long-sunken treasure. I bent closer in my eagerness, and finally perceived that what I saw was but the reflection of the stars, which, tho the day was full upon the mountains and the lands without, were yet visible in the depth and darkness of that enshadowed place.
The Black Lake  (1922)  by Clark Ashton Smith





There are relics & instruments of the gods that no man should hold. Things that the hand of  mortal man should never have let alone touch. These treasures come with prices all of their own. Penalties &  punishments that are handed out by the fates because circumstances call to them.

1d20 Random Legacy Relics of The Ancients Table
  1. The crystalized hand of a warrior, it grants its user a vision of a possible future once a day should there be a time of war. 
  2. A super science wand device that 1d6 points of damage to all victims within a 20 foot radius. The device bleeds weird colours into reality  each time its used. 
  3. The preserved spleen of an unbeliever once per day it can be used to dispel magic as per the spell. 
  4. A preserved face & head of an android once a part of a bigger machine but able to cast polymorph other once per day. 
  5.   Strange tangle of wires & machinery that is a part of a table like affair. It is able to cast remove curse once per day. 
  6. A crystal drone like device that can fly around its owner within a ten foot radius & cast protection from evil within a ten foot radius. 
  7. A remote device that looks like a preserved human eye which is capable of creating a wizard eye as per the spell four times per day. 
  8. Weird purple pylon capable of summoning an elemental from the elemental plane twice per week with a sacrifice of a bit of blood. 
  9. Crystal machine capable of casting a contact higher plane 3 times per day. 
  10. Cloud kill generator bomb able to create a cloud kill spell three times per day. - 1 pint of humanoid blood is used to activate the mechanism, members of the race whose blood is used receive a -4 on their Saving Throw.
  11. Weather control musical instrument capable of summoning dangerous weather with the right depression of the keys. 
  12. A door like frame device made from cut crystal that acts as a hold person spell three times per day. 
  13. Brain washing helmet that removes all fear from its victims and creates berserks. 
  14. God machine capable of resurrecting one adult human if the victim is placed with if they've been dead less then twenty four hours. 
  15. Biomechanical device that dispels chaos within a thirty foot range but it will burn itself out after drawing from the biosphere of the local population of humanoids. 
  16. Basket machine capable of creating food and drink from rocks & dirt once those are placed within. 
  17. A mechanism capable of creating three  insect swarms as per the spell three times per day.   
  18. Continual darkness bomb made from the preserved  swollen heart of a giant combined with strange mechanical mechanisms. 
  19. Wand that can find traps but will also find the emotional weakness of anyone within a 20 foot radius four times per day. 
  20. Rod of Law capable of removing a curse within a target that is within line of sight. The wand can also place a blood curse three times per day on a target.  

Saturday, July 25, 2020

New Wasteland 1d10 Random Minor Lovecraftian Finds Table For Your Old School Post Apocalyptic Campaigns

Because the energies release by the apocalypse were so devastating and incredible, holes within the fabric of space time attract the attention of the Great Old Ones and their minions. As they pass through the wastelands leaving madness and insanity within their wake. These horrors often leave behind minor bits of relics and artifacts  that leave little doubt of the horror that often follows in their passage.
Here's a list of some of the minor items that can be found by adventurers and relic hunters in the deeper wastelands and death lands.
File:Cthulhu and R'lyeh.jpg
1d10 Random Minor Lovecraftian Finds Table
  1. A small copper skinning knife that is covered by a thick syrupy icor. This cultist's blade is etched with the name of a minor great old one whose got a 5% chance of appearing should its name be pronounced from the blade. Treat as a highly intelligent shoggoth with very dangerous and unpredictable attacks, he will try to carry off the offender to a vast unseen Outer Darkness realm. 
  2. A glowing piece of fish like flesh that actually belongs to a high priest of Dagon. The thing will heal any wound it is pressed to but within 1d8 days the 'healed one' will begin to turn into a Deep One and hear the song of Dagon. 
  3. A minor map of the Dreamlands of HP Lovecraft, this map will serve to get the owner out of the worst lands of Nightmare and parts of the Underworld. 
  4. This is a radioactive gold coin emblazoned with the image of Hasur upon one coin face. The coin is actually a fortune telling device capable of divining the appearance of the next resurrection of one of the Gods. Exposure to this coin for more then 1d10 hours will result in a hazard check and because of the strange alien radiations this thing gives out. .This coin has become a minor item of myth and legend. Its appearance is rumored to signal the reappearance of Hastur or worse. 
  5. This partially barbed arrow is actually a deep one hunting device capable of taking down larger prey and it has bits of alien flesh on one end. Any consumption of this meat will result in a horrid mutational check. The arrow is made from what seems like an alien gold like substance. 
  6. A small cube containing an alien essence and mind. The two linked together form a dangerous time traveling essence that is looking for a way back to its time period. Fortune smiles upon those who are looking for those who came down when with this criminal. 
  7. This strange like cross device when picked up will cause strange 'holy visions' to infect the mind and soul of the PC. These victims may be subjected to possession by a Lovecraftian demonic creature. 
  8. A set of bloody surgical tools in a black doctor's bag. The bag actually belongs to a Mi Go surgeon whose traveling across space and time slicing and dicing various specimens.
  9. A staff made from a humanoid femur, and spine that is able to call 1d10 alien ghosts from beyond the Pale. These horrors may try to devour the victim 20% of the time. The staff acts as +2 weapon because of its connection to the negative material plane. 
  10. A small piece of amber like material that is actually a telepathic lens that has been sinked up with a Star Spawn of Cthulhu who will begin tracking the PC in an effort to destroy the PC. The amber like substance shows images and illusions of distant and forbidden lands. There is a 2% chance of any minor  Lovecraftian god or demon who may be tracking the where about of the lens. 

Wednesday, July 8, 2020

1d10 Random Ancient Treasures from Beyond HP Lovecraft's DreamLands For Your Old School Sword & Sorcery Campaigns


From the time haunted shores of the Dreamlands there have always been treasures pulled by men of renowned and ancient aspects from the minds of dreamers. But many of these weird and ancient relics and things are relics from nightmare haunted bygone ages.
What weird or strange treasures will your adventurers pull from the stuff of dreams in time haunted lands? Here are are some tables to fill your adventurers coffers with treasures from the edge of sanity and the deepest gates of nightmare itself.
Filigrana de chiapa de corzo.JPG
“By noon Carter reached the jasper terraces of Kiran which slope down to the river's edge and bear that temple of loveliness wherein the King of Ilek-Vad comes from his far realm on the twilight sea once a year in a golden palanquin to pray to the god of Oukranos, who sang to him in youth when he dwelt in a cottage by its banks. All of jasper is that temple, and covering an acre of ground with its walls and courts, its seven pinnacled towers, and its inner shrine where the river enters through hidden channels and the god sings softly in the night. Many times the moon hears strange music as it shines on those courts and terraces and pinnacles, but whether that music be the song of the god or the chant of the cryptical priests, none but the King of Ilek-Vad may say; for only he had entered the temple or seen the priests. Now, in the drowsiness of day, that carven and delicate fane was silent, and Carter heard only the murmur of the great stream and the hum of the birds and bees as he walked onward under the enchanted sun.” 
― H.P. LovecraftThe Dream-Quest of Unknown Kadath


1d10  Random Treasures from Beyond HP Lovecraft's DreamLands Table


  1. A broach formed from the blackest nightmare whose surface shines and shimmers with the souls of those who have parished insearch of the original hoard from which it came. The working was from the dreams of a jeweler and wizard from Asia Minor during the Roman Empire. It grants visions of myriad Heavens or Hells every New Moon. Worth 600 gold pieces 
  2. A wizard's stick pin formed from twin demons intertwined in damnation or sexual union. The pin allows one to peer into the sleep of the waking world once per week and pull a memory or dream from one sleeper. Worth 760 gold pieces. The pin is +1 vs creatures of dream. 
  3. A golden carved box containing one perfect dream of a child, this piece bursts with the energies of its creator and sleeping with this box under a bed will allow one to help from the insanities and terrors of the Underworld. The thing has a gug's tooth locking mechanism. Worth 800 gold pieces to the right collector. 
  4. A jeweled memory piece of glass spun from the memories of a lost lover. This piece allows one to pull the dream memories of the dearly departed and interact with the illusion as if they were real. The piece is worth quite a bit at 1000 gold pieces to a necrotic collector of such curiosities. 
  5. The jeweled eyes of a Cat From Saturn taken at great expense. These eyes allow one to peer into the underverse of the Outer Darkness and view sights beyond. They are worth 750 gold pieces to a collector or wizard and are quite striking. 
  6. A jeweled ruby box containing sand from the pouch of the Sandmen who guard the far shores of sleep. Able to instantly put anyone into a deep sleeping trance but these sands are also an addictive drug of the most dangerous type. Worth 5000 gold pieces to jaded and degenerate royalty and personages. 
  7. A single cut diamond container holding the ever frozen snows of distant icy dreams of loss and heart break. These snows will instantly freeze a dream in place and allow one to delicately collect the reality from the very air around a dreamer. Worth 5000 gold pieces to a dangerous wizard of icy and weird aspect. 
  8. An iron wrought bracelet of hellish aspect enclosing a piece of solidified jeweled nightmare. This cut and sharp shard of a child's terror gleams with the inner fears of its former creator. The thing will allow its owner to detect the nearest door into deeper realms of nightmare and shadow itself. A very valuable tool in the right hands or a weapon of very dangerous aspect. Worth 1000 gold pieces because few would valuable such a collector's piece. 6000 to a wizard of nightmares but be warned of such insane and dangerous individuals. 
  9. A cut piece of ancient and ground demon gold bathed in the waters of Order and polished by the tears of angels. This golden bracelet allows one to gather the dreams of hope and bravery against the most dangerous of dark dreams. It will heal the mind of its owner's target once every month and allow the energies of order to rebind the victim's mind and heal all of the insanity and depravity of recent experiences. Worth 10000 gold pieces to a temple of Order, a very rare find. 
  10. An emerald of clarity and illusion, this jewel has been formed from the dreams of ancient and lost angels during a world's creation by the dreams of its god. This emerald gives one the ability to construct realistic dreams for others to inhabit. Worth 700 gold to the right healer. It has very dangerous and addictive qualities though. 

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Friday, August 30, 2019

1d10 Random Treasures from Beyond HP Lovecraft's DreamLands Table For Your Old School Campaigns

From the time haunted shores of the Dreamlands there have always been treasures pulled by men of renowned and ancient aspects from the minds of dreamers. But many of these weird and ancient relics and things are relics from nightmare haunted bygone ages.
What weird or strange treasures will your adventurers pull from the stuff of dreams in time haunted lands? Here are are some tables to fill your adventurers coffers with treasures from the edge of sanity and the deepest gates of nightmare itself.
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“By noon Carter reached the jasper terraces of Kiran which slope down to the river's edge and bear that temple of loveliness wherein the King of Ilek-Vad comes from his far realm on the twilight sea once a year in a golden palanquin to pray to the god of Oukranos, who sang to him in youth when he dwelt in a cottage by its banks. All of jasper is that temple, and covering an acre of ground with its walls and courts, its seven pinnacled towers, and its inner shrine where the river enters through hidden channels and the god sings softly in the night. Many times the moon hears strange music as it shines on those courts and terraces and pinnacles, but whether that music be the song of the god or the chant of the cryptical priests, none but the King of Ilek-Vad may say; for only he had entered the temple or seen the priests. Now, in the drowsiness of day, that carven and delicate fane was silent, and Carter heard only the murmur of the great stream and the hum of the birds and bees as he walked onward under the enchanted sun.” 
― H.P. LovecraftThe Dream-Quest of Unknown Kadath


1d10  Random Treasures from Beyond HP Lovecraft's DreamLands Table


  1. A broach formed from the blackest nightmare whose surface shines and shimmers with the souls of those who have parished insearch of the original hoard from which it came. The working was from the dreams of a jeweler and wizard from Asia Minor during the Roman Empire. It grants visions of myriad Heavens or Hells every New Moon. Worth 600 gold pieces 
  2. A wizard's stick pin formed from twin demons intertwined in damnation or sexual union. The pin allows one to peer into the sleep of the waking world once per week and pull a memory or dream from one sleeper. Worth 760 gold pieces. The pin is +1 vs creatures of dream. 
  3. A golden carved box containing one perfect dream of a child, this piece bursts with the energies of its creator and sleeping with this box under a bed will allow one to help from the insanities and terrors of the Underworld. The thing has a gug's tooth locking mechanism. Worth 800 gold pieces to the right collector. 
  4. A jeweled memory piece of glass spun from the memories of a lost lover. This piece allows one to pull the dream memories of the dearly departed and interact with the illusion as if they were real. The piece is worth quite a bit at 1000 gold pieces to a necrotic collector of such curiosities. 
  5. The jeweled eyes of a Cat From Saturn taken at great expense. These eyes allow one to peer into the underverse of the Outer Darkness and view sights beyond. They are worth 750 gold pieces to a collector or wizard and are quite striking. 
  6. A jeweled ruby box containing sand from the pouch of the Sandmen who guard the far shores of sleep. Able to instantly put anyone into a deep sleeping trance but these sands are also an addictive drug of the most dangerous type. Worth 5000 gold pieces to jaded and degenerate royalty and personages. 
  7. A single cut diamond container holding the ever frozen snows of distant icy dreams of loss and heart break. These snows will instantly freeze a dream in place and allow one to delicately collect the reality from the very air around a dreamer. Worth 5000 gold pieces to a dangerous wizard of icy and weird aspect. 
  8. An iron wrought bracelet of hellish aspect enclosing a piece of solidified jeweled nightmare. This cut and sharp shard of a child's terror gleams with the inner fears of its former creator. The thing will allow its owner to detect the nearest door into deeper realms of nightmare and shadow itself. A very valuable tool in the right hands or a weapon of very dangerous aspect. Worth 1000 gold pieces because few would valuable such a collector's piece. 6000 to a wizard of nightmares but be warned of such insane and dangerous individuals. 
  9. A cut piece of ancient and ground demon gold bathed in the waters of Order and polished by the tears of angels. This golden bracelet allows one to gather the dreams of hope and bravery against the most dangerous of dark dreams. It will heal the mind of its owner's target once every month and allow the energies of order to rebind the victim's mind and heal all of the insanity and depravity of recent experiences. Worth 10000 gold pieces to a temple of Order, a very rare find. 
  10. An emerald of clarity and illusion, this jewel has been formed from the dreams of ancient and lost angels during a world's creation by the dreams of its god. This emerald gives one the ability to construct realistic dreams for others to inhabit. Worth 700 gold to the right healer. It has very dangerous and addictive qualities though. 

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Wednesday, April 10, 2019

1d10 Random Eldritch Artifacts of The Beaktopus Of Neptune For Your Old School Campaigns


Neptune is one of the most dangerous planets in the solar system & home to a wide array of monsters including the savage semi fungi 
 beaktopus tribes that reproduce around the great white formations in the clouds. It is a violent world know among certain scholars of the forbidden as  "Yaksh". 

The Yakshians reproduce by using the locked & decaying corpse of one of the spawn of the Outer Gods. This monster god's body is impregnated with hundreds of thousands of spores. These horrors feed upon the spores that hatch from the occult energies of the corpse as it is exposed to the howling winds of Neptune. 
Those brave enough to do battle with the deadly psychic philosopher wizard rulers  of the beaktopus report giant floating plate cities of metal & weird stone like fungal growths. There are thousands of odd rooms, temples, etc. which twisted in all kinds of strange shapes at angles that can disturb the mind. Artifacts & relics from these alien places sometimes find their ways into the dungeons & underworld ruins. The beaktopus colonies move to conquer more & more of the weird underworld of various planes & alternative worlds.

1d10 Random Eldritch Artifacts
of The B
eaktopus Of Neptune 
  1. A twisted piece of wood & strange kit made from the bones of some poor demi humanoid. The thing is a wand of fire balls with only half charge. A single ruby like crystal will point to the nearest life form. 
  2. Two cylinder like pieces of metal that will create a 'feather fall' field around the owner but it may explode for 1d8 points of damage if not handled delicately. Worth 500 gold pieces to the right collector 
  3. A six inch high box that contains the remains of a charred gnome. The box will activate if open to create a small undead & amusing servant with a sarcastic streak a mile long. Not worth too much because of the servant's attitude. But the little bastard is a first level wizard.  
  4. 6 inch wand like object that is actually a dart gun capable of firing 30 feet with a save or die poison. The gun has 10 darts left & is worth 600 gold pieces to the right party 
  5. A strange net of red gold wire that is actually a mind enhancer capable of raising the level of any psionic by two levels but at a cost of temporary insanity due to the flood of incoming horrid data. The insanity lasts for 1d6 months of howling fun. The howling is the beaktopus alien lingual & telepathic  language. Worth 7000 gold pieces if the adventurers can figure out what it is. 
  6. Golden silver box 13 inches long is actually a black ooze trapped in the box used for construction & other projects.
  7. A strange harness like device made outta of thousands of straps & harnesses. This is actually a walking assistant device that can be used to move through heavy gravities. There is a profusion of knobs & strange buttons. Pushed wrong & the character will take 1d8 points of gravity crushing damage to their body. Used correctly & the harness allows one to work in the crushing gravity of various planes & planets. Worth 10000 gold pieces.
  8. Green glowing crystal that will summon 1d6 undead beaktopus servants but a charisma roll must be made to control them. The crystal is worth 2000 gold pieces to a certain necromantic faction of wizards who wear red robes. 
  9. A giant copper like pretzel device with all kinds of blinking lights & weird glowing crystals. The thing will if activated create a radiation cloud that does 1d6 points of radiation damage for which the owner must make a save vs poison roll. The device is used for beaktopus fungal reproduction. 
  10. A strange cage made from thousands or millions of strands of carbon like cables. The thing will infect those who sit within it will 1d20 tendrils of incredible complexity. This is a actually a beaktopus vehicle capable of planar travel but the device will be random unless the PC's have six or more arms. Worth 10000 gold pieces to the right occult or alien collector because of the battle damage she's endured. 
Please note that the beaktopus is used with permission from the original author/designer 

Saturday, April 6, 2019

1d5 Trans Cosmic Treasures of the Void For Your Old School Campaigns

"To shake off the maddening and wearying limitations of time and space and natural law—to be linked with the vast outside—to come close to the nighted and abysmal secrets of the infinite and the ultimate—surely such a thing was worth the risk of one’s life, soul, and sanity!"
HP Lovecraft The Whisperer in Darkness September 1930



The treasures & relics of the vastness of space are not something that the greedy trans cosmic space ways readily give up within the realm of the nine planets. These places are guarded by horrors drawn to the scent of occult power & the promise of the flesh of our planes. Relics & bits of ancient civilizations & rare occult artifacts of power still lie in the remote vastness of space & our own solar system. 



Many of these treasures & relics were lost when the wars broke out between our universe & those from beyond who hungered at the gateway for that which they could not have. These treasures often bare the taint of those early wars with strange &  weird  curses of occult & supernatural power. These powers often manifest within 1d6 days & can cause chaos or Lovecraftian mutations of a most dire type. There is a 5% chance that prolonged exposure to these relics can cause a 'living cancer' to manifest within 1d6 months of owning one of these treasures. Powerful super science treatments costing thousands of credits may haul the progress of occult diseases created by the owning of these objects. Only a remove curse or cure light wounds spell may relieve the symptoms of these mutations. But even this does not dissuade relic hunters, pirates, & adventurers from the hunt for these valuables.  Many of these objects also contain valuable information or other weird occult abilities that outweigh the risks to life & sanity.


1d10 Trans Cosmic Treasures of the
Void For Your Old School Campaigns 
  1. Jeweled Head of The Mi Go Queen - This valuable treasure is worth a cool 10000 gold pieces or 20,000 credits to any occultist or mad scientist. This is the fossilized head of the 8th cycle queen of the Mi Go queen of Saturn. This head can cast 1d6 1st,2nd, & even 3rd level black magic spells once per day. The head will also telepathically answer any question put it by its owner but it often lies with sanity shattering answers. Writ all across the head are numerous sanity blasting formula & void shattering runes. These are powerful invocations that contain strange fundamental understandings of the planes. There is a 5 % chance that a scientist or wizard may make an occult or mad science break through reading these thing. There is a 1% chance of a random demon appearing when they are read aloud. 
  2. Satan's Nose Ring - This strange red & green artifact was found at the heart of a dead star. The thing enables its owner to gain entry into a strange trans planar gateway dimension. The owner may gain forbidden knowledge of other alternative versions of themselves gaining 1 new PC level. But they will begin to be hunted by the hounds of time & a very jealous version of themselves that is actually a soul devouring life form given their abilities & powers. These will not manifest for 1d4 months of game time. The ring is a fist sized ruby of pure clarity worth 100000 gold pieces or 10000 credits but there is also an alien cult that wants it back. 
  3. The Globe of Val Droon - This strange globe is made from the concentrated occult energies of the corpse of an 'Outer One' & it allows its owner to make a flawless teleportation 5 times per day. The dead mind of the Outer One interfaces with the owner & violently wracks out the incredible alien mathematics for these teleports. The owner is not aware that a tiny portion of their own mind is added to the undead state of this god thing & eventually it will manifest. There is 20% chance that the owner will gain 1d6 random chaos mutations should an emergency teleportation be needed. The owner will not be aware that they be taking on the minor characteristics in their own personality of the god as well for the Globe is like a drug. A save vs wands must be made every two weeks to avoid these effects. Still the globe is highly prized for it allows its owner to remove any parasites or foreign alien hosts or diseases by surgical teleportation once every week. The god thing only demands a murder for this wonderful ability. The globe is priceless & many will want to posses it. 
  4. Eyes of The Witch Lord - This incredible pair of cybernetic alien eyes were lost during the height of the war with the Great Race of Yith. They allow one to see deep into the gathering gloom of time & to once per week alter the destiny of a minor event. The eyes can stare into the soul of a target & allow one to take a bit of the target's life force doing 1d6 points of damage without any visible violence. The target must save vs wands or be shaken to their core as the sanity shattering rend of space & time becomes visible to their minds. The eyes also have 1d4 other hidden powers & the Mi Go will seek the return of these devices for they are a trophy from their throne world. They are worth 10000 gold pieces or 4000 credits for these things are rumored to be cursed because of the murders & 'accidents' associated with them. 
  5. Hand of The Hound Thing - This jeweled hand allows its owner to reach into the ether between universes & strum the mad music of the Outer Ones. The owner's life force joins with the spawn of the Outer Ones for 1d6 turns allowing one to do 1d8 points of damage to everyone within a 20 foot radius. The owner's mind joins with the mindless beyond the Pale. They will gain 1d4 trans cosmic & insane  theoretic insights but there is a 10% chance that they may awaken one of the bigger spawn demon things that guard these forbidden places. The owner is also subjected to 1d6 minor temporary insanities using this device. The device is often found encrusted with the remains of its previous owners as it has a tendency to absorb them as a sacrifice to the Outer Ones. The thing is worth a cool 20000 gold pieces to any mad wizard associated with the Outer Gods. Few adventurers are crazy enough to buy this thing but there are collectors who will pay  this thing but its worth 6000 to 10000 credits within the right market. 

Thursday, January 11, 2018

1d20 Random Legacy Relics of The Ancients Table For Your Old School Campaigns

In a land where weirdness and mystery had strongly leagued themselves with eternal desolation, the lake was out-poured at an undiscoverable date of elder aeons, to fill some fathomless gulf far down amid the shadows of snowless, volcanic mountains. No eye, not even the sun's, when he stared vertically upon it for a few hours at midday, seemed able to divine its depths of sullen blackness and unrippled silence. It was for this reason that I found a so singular pleasure in frequently contemplating the strange lake. Sitting for I knew not how long on its bleak basaltic shores, where grew but a few fleshly red orchids, bent above the waters like open and thirsty mouths, I would peer with countless fantastic conjectures and shadowy imaginings, into the alluring mystery of its unknown and inexplorable gulf.
It was at an hour of morning before the sun had surmounted the rough and broken rim of the summits, when I first came, and clomb down through the shadows which filled like some subtler fluid the volcanic basin. Seen at the bottom of the stirless tincture of air and twilight, the lake seemed as dregs of darkness.
Peering for the first time, after the deep and difficult descent, into the so dull and leaden waters, I was at length aware of certain small and scattered gleams of silver, apparently far beneath the surface. And fancying them the metal in some mysterious ledge, or the glints of long-sunken treasure. I bent closer in my eagerness, and finally perceived that what I saw was but the reflection of the stars, which, tho the day was full upon the mountains and the lands without, were yet visible in the depth and darkness of that enshadowed place.
The Black Lake  (1922)  by Clark Ashton Smith





There are relics & instruments of the gods that no man should hold. Things that the hand of  mortal man should never have let alone touch. These treasures come with prices all of their own. Penalties &  punishments that are handed out by the fates because circumstances call to them.


1d20 Random Legacy Relics of The Ancients Table
  1. The crystalized hand of a warrior, it grants its user a vision of a possible future once a day should there be a time of war. 
  2. A super science wand device that 1d6 points of damage to all victims within a 20 foot radius. The device bleeds weird colours into reality  each time its used. 
  3. The preserved spleen of an unbeliever once per day it can be used to dispel magic as per the spell. 
  4. A preserved face & head of an android once a part of a bigger machine but able to cast polymorph other once per day. 
  5.   Strange tangle of wires & machinery that is a part of a table like affair. It is able to cast remove curse once per day. 
  6. A crystal drone like device that can fly around its owner within a ten foot radius & cast protection from evil within a ten foot radius. 
  7. A remote device that looks like a preserved human eye which is capable of creating a wizard eye as per the spell four times per day. 
  8. Weird purple pylon capable of summoning an elemental from the elemental plane twice per week with a sacrifice of a bit of blood. 
  9. Crystal machine capable of casting a contact higher plane 3 times per day. 
  10. Cloud kill generator bomb able to create a cloud kill spell three times per day. - 1 pint of humanoid blood is used to activate the mechanism, members of the race whose blood is used receive a -4 on their Saving Throw.
  11. Weather control musical instrument capable of summoning dangerous weather with the right depression of the keys. 
  12. A door like frame device made from cut crystal that acts as a hold person spell three times per day. 
  13. Brain washing helmet that removes all fear from its victims and creates berserks
  14. God machine capable of resurrecting one adult human if the victim is placed with if they've been dead less then twenty four hours. 
  15. Biomechanical device that dispels chaos within a thirty foot range but it will burn itself out after drawing from the biosphere of the local population of humanoids. 
  16. Basket machine capable of creating food and drink from rocks & dirt once those are placed within. 
  17. A mechanism capable of creating three  insect swarms as per the spell three times per day.   
  18. Continual darkness bomb made from the preserved  swollen heart of a giant combined with strange mechanical mechanisms. 
  19. Wand that can find traps but will also find the emotional weakness of anyone within a 20 foot radius four times per day. 
  20. Rod of Law capable of removing a curse within a target that is within line of sight. The wand can also place a blood curse three times per day on a target.