Showing posts with label Random Relics. Show all posts
Showing posts with label Random Relics. Show all posts

Friday, February 10, 2023

1d20 Random Weird Space Treasures Table For Venger Satanis's 'Cha'alt or Alpha Blue Rpg System For Your Your Old School Campaigns - Updated

 There are many treasures in the depths of interstellar space and between the planes, things that are better left not found actually by the unsteady hands of adventurers and outlaws in the depths of space. Things and relics that are often used to pay the usual rabble of facilitators and shape shifting hookers.




For more powerful or dangerous Alpha Blue adventures allow PC's to roll once on the table below for a minor relic to use for adventuring.

1d20 Random  Weird Space Treasures Table

  1. The golden gallbladder of Emperor Po, this object enables the owner to purify 40 pounds of air and water almost instantly once a day but the thing weighs twenty pounds and seems to get heavier each time its used. Worth 60,000 bucks it currently has been MIA for six years after being stolen by Vermont Smith who thought it belonged in a museum and not storage unit of a space hooker. 
  2. The artificial diamond of Virgin Purpose  was once owned by the Holy Order of Manhood part of the church of Orthodox  Pure Aggression. The diamond mystically creates the perfect artificial reality mate for its owner whom they can't have sexual congress with. The item is cursed and tortures its owner with visions and partially real androids of these visions only to make them impotent and powerless in these visions presence. The owner can and will fly into a berserk rage when going into battle as these visions drive them to the edge of sanity and beyond. 
  3. The ring of Ta'rdfu this ring uses alien super science to bath its target's in strange colours from beyond the spectrum of reality. Targets must save vs wands or find that their existences are meaningless and devoid of existence. They may 10% try to commit suicide as the soul crushing realizations of the greater dimensional reality come crashing in on them. 
  4. The sword of no when beautifully gilded and jeweled alien sword can mystically cut the cord between a body and soul. The person will be alive but subject to all kinds of astral parasites and demonic creatures. Victims often beg for their attackers to kill them before the terrors from beyond take them and destroy their souls utterly. 
  5. The vase of Ko - This vase has been stopped up and sealed with brine maiden and swamp dragon wax. The vase contains a demonic Wri elemental demon that will attack the owner or a target directed by the owner. The vase can be used three times per day.
  6. The rod of false intention this rod can be used to create a charm spell three times per day and allow its owner to get away with bloody murder. If the owner tries to use this relic to violate the sexual mores or nature of another being a demon lord comes for their soul. This relic has been used as a clever method for murder several times throughout the centuries. 
  7. Pressure gun - This weird and futuristic weapon projects a beam of energy within a twenty foot range of this weapon creating a micro dimensional gate pressure wave that does 3d6 +1 points of damage as the first two inches are warped or changed. There are only four of these weapons in existence. 
  8. Total Eclipse of the Heart Locket  this locket removes the heart from the owner and places it in null space allowing the owner to not feel any pain from damage even as they slowly bleed out from the damage. The locket allows the owner to pass through dimensions of sanity wrecking and soul destroying vistas of hellscapes without ruining their sanity. 
  9. The Scroll of Order this scroll contains signs and symbols of protection by tapping into the fabric of order that under lays the great works that under lays the tombs of the Elder Ones. When unrolled this scroll will float in mid air and give a +2 on all attacks on Chaotic alien beasts. 
  10. Remote of Rewind - This remote will allow the owner to rewind twelve seconds of time once per week. Used more then that and it could wreck the cosmos. 
  11. The Other Frame - This picture frame like device allows one to gaze deeply into nearby dimensions of time and space, once per week the owner may travel to these locations. Getting back is whole other matter however. 
  12. Condom of Cosmic Calamity -This used condom contains the essence of demonic sperm from some ancient demonic overlord. The thing may be used to breed an army of 1d30 cloned warriors of an evil infernal nature. 
  13. +3 rolling pin of doom encrusted with ancient alien gems, its origin is unknown but the thing works on trolls as well.   
  14. Solomon's Bottle of Demonic Fun this brass stoppered bottle contains 1d4 demonic entities that can be commanded once a week to serve the owner. There is a 30% chance that one of these horrors will try to eat or possess the owner. 
  15. The Other Key this key allows the owner to teleport without error within line of sight three times per day. If used for more then that the owner may 20% chance disappear into a hellish other dimension! 
  16. The Knife That Makes Jagged Cuts this knife has been sharped by blind Elven mages and allows one to cut between places thus allowing 1d4 minor demonic imps to attack victims within forty yards of the owner. 
  17. The Bell of Bo Wri - When rung this bell is rung all with a thirty foot radius are subject to a fear spell like effect. Beings of order and law must roll vs wands or be at -2 for all attack and skill rolls. 
  18. The God's Spine a techno organic spine of some minor ancient god that acts as +2 weapon. The thing laughs when used on minor demons and their ilk,. 
  19. Rod of Cosmic Dread - Those hit by this rod's azure ray are subject to -4 on all rolls once a week. The weapon can also act as a +1 weapon of order. Those who are aligned to ancient gods had better watch out. 
  20. The Bleeding Book Blasphemy  this spell book contains over 60 major arcane black magick spells and is often used to counter the ancient summoning of minor demonic lords and ladies. These spells may rebuke or with a 20% chance banish a minor dread lord of the Darkness
1d10 Cha'alt Random Treasures Table 

  1. Ruby Teeth of the Sand - These strange cryatals grow on Cha'alt surface where the Great Old Ones once walked. They allow one to summon a minor demon once per day to do thy bidding. The demon will have leathers & armor on wailing with a guitar solo when appearing. It will demand a pint of blood before beginning it's task. 
  2. Necklace of Rhodes - This necklace allows the owner to hold back any undead with a stream of verbal put downs that would make an interstellar sailor blush. Any minor undead will slink away in terror. 
  3. Sauce of Ta'c'o Bel - These bottle of hot sauce contains concentrated sand demon essence allow the owner to spit a fireball three times per day for 1d6 points of damage twenty feet. Any more draughts will result in the owner of the sauce exploding in a vicious fire ball. 
  4. Ring of Baal - This ring allows one to find the most sinful person in a room or party. Great for picking up interstellar dates and fun. 
  5. X ray glasses of the Gods - These glasses will give the person using them 'cosmic xray vision' allowing them to see into infinity. They also cause horrid occular mutations!
  6. The Sands of Tim - These sands come from the valley of the archmagus Tim & allow one to cast impressive fire ball eight times per day as the spell. Getting hit with a fire ball does 1d8 points of immotation damage. 
  7. Pink smoke of the Land Lady - This violet looking bottle contains the essence of an interstellar land lady who was smote by a god of renters into strange bottles of smoke. These bottles once unstoppered will allow the owner to escape his creditors for 1d8 years. However they will constantly try to seek the owner out whereever he or she goes. 
  8. Cosmic Astroglide - This potion allows one to slide from universe to universe per application. There are six applications per bottle. Roll 1d6 to determine how many remain. 
  9. Thread of the Sax Worker - This thread allows one to bind any demon or sucubus for 1d6 rounds for kinky fun. There will be 1d6 spools when found. 

  10. Beads of Cosmic Weirdness - These beads are actually small universes that were discarded by the gods. They are found as trinket bracelets and once per day they allow the owner to create a semi real illusion that can manifest the target's greatest fear. The problem is that this isn't an illusion at all and it try to eat the victim and possibly the owner. 

Tuesday, September 22, 2020

1d20 'What's Inside The Dead Space Adventurer' Random Table For Your Old School Campaigns

 There's sometimes when parties of adventurers come across derelict space or other strange craft floating in the dark bowels of interstellar space or upon the surface of weird planets or asteroids. These strange encounters often still have the victims or former pilots of these vehicles still behind the wheel or other instruments. Often times these victims of circumstances are not alone in the depths of space. Here is a handy chart of 1d20 relics, weirdness, and deadly encounters with what might be inside the dead adventurer's corpse or body.



1d20 'What's Inside The Dead Space Adventurer' Random Table
  1. All of the veins and internal organs have turned to semi precious crystals and they glow with an internal light. They're worth 1d100 credits. 
  2. Another adventurer's hand has teleported into the torso of the adventurer, a strange ring of gold and diamond rests on the corpse's hand worth a cool five hundred credits. 
  3. A ray gun with three extra energy clips have been sewn into the corpse. Worth about 4,000 credits to the right buyer. 
  4. A small  cosmic box that 's contains six cosmic spirits that control the lesser material planes at will with superior elemental magic and super science. There is a 20% chance of that one of these bastard trying to possesses of the nearest adventurer to carry out its unholy desires.
  5. A ring of gold and jet that allows the owner to peer into the souls of men twice per day. 
  6. A classic walk man with a Back to The Future sound track tape within it. 
  7. The stomach of this man contains a nest of parasitic worms and other weird life forms. 
  8. 1d4 major gem stones with special bio plastic housing so they don't get made a part of the sewer cocktail you 
  9. A time travel device about the size of a stop watch with its housing blinking into the red zone. Handling this device will make a character lose 1d10 years. 
  10. +2 ritual dagger of the Cthulhu cult that bleeds in the presence of danger. Worth 1000 credits 
  11. A crystal of preserved soul stuff that allows the owner to speak with the dead or throw a 2d6 damage fire ball twice per day. 
  12. A pack of matches from some worthy dangerous dive with an owner from from the same club trailing 
  13. The head of a walking stick that contains the soul fragments from a from a former interstellar colony. 
  14. A preserved brain fragment  of some dangerous and bold criminal. The fragment is very valuable to the right buyer. The fragment pulses with an inner glow, its worth about 1000 credits 
  15. A strange worm like  life  that actually contents the memories of each of its former owners. Those that use this device will gain 1d4 skills temporarily. The worm is worth 300 credits and is considered a very valuable to the right cults. 
  16. A crystal skull with 1d6 mental powers, the skull was lost eons ago and has the ability to open doors into other dimensions. 
  17. A silver key that is able to open the doors of perception and allows the owner open gateways into other alternative worlds. 
  18. A stuffed rabbit that goes by the name of Thomas and its looking for its former owner and may take over the the body of its owner to carry out its twisted agenda. Worth 600 credits because of the incredible symbolic secret meanings. This ring allows one to cast a protection from evil spell once per day. 
  19. Three energy cells and a micro blaster worth 600 credits because of the blaster's  age. 
  20.  Seven scrolls created by the cult of Cthulhu for summoning some dark and very dangerous Lovecraftian demons.

Friday, July 22, 2016

1d4 Random Minor Post Apocalyptic Artifacts Of The Ancients Table For The Dungeon Crawl Classics Rpg System



There are those who believe that the brothers of man who even now fight to survive beyond the heavens; the Ancients of Merica trod on this world & countless others. They're traces have been left behind centuries ago, others have been come before you as well outlaws, waste landers, adventurers and those who would exploit the sacred legacies. Here then are 1d7 minor relics of the Ancients clutched in the dead hands of others who have come before you.

1d7 Random Minor Post Apocalyptic
Artifacts Of The Ancients Table
  1. Helm of the Old Ones - This helm gives the wearer insights into a myriad of hidden worlds and things around them by sorting through thousands of impressions, sights, smells, and sensitive bits of data incoming from the world around them. The dual high point processors of the helm enable a wearer to gain a +2 on all attack rolls because the helm is able to analyses and detect weaknesses in enemies PC's are facing. The PC however will have to sort through all kinds of incoming data such as news, weather, sports, thousands of commercials and more when the helm is used. These helms have thousands of hours of pre holocaust footage of the ancients recorded in them. There is a 30% chance of a PC coming across some vital piece of footage or news story that is vital to their current or future adventurers. Many wizards or other wastelanders spend days or weeks lost in the world of what was. Some helms can and will show hidden spiritual or terrible other dimensional locations that the sensors of the helm picks up.
  2. Eyes of Sholo- These strange soft ball sized artificial eyeballs were once children's toys able to project 1d20 holograms and illusions for the entertainment of young ones. Now however they've been corrupted by the powerful extra dimensional energies. They will project powerful quasi realistic illusions of monsters which will have the same effect as a fear spell as per DCC rules. When found they will have a 10% chance of having  eight charges from their high performance batteries. Only a technomancer or technologist has a chance of being able to get them back to full working order. 
  3. Berbie's Bracelet of Fun - This small golden bracelet wrought through with valuable plastic baubles is actually a sophisticated device capable of projecting a wide variety illusionary  clothing of the ancients. There will be 1d30 outfits ranging from 'Summer' Berbie's beach wear to Berbie's dream Winter wear all of these will keep a PC safe & sound during the conditions their made for. There is also a protective electrical field capable of doing 2d6 +2 points of damage with 1d10 charges when the bracelet is found. The bracelet must be activated by saying the command phrase 'Berbie Rocks!' as loud as the PC can when the bracelet is found. There is only a 5% chance of the bracelet working unless the device is found new in the box. 
  4. Card of the Mart - This A.I. device once belonged to ancient organization known as 'Mart', the largest & most dangerous corporate retailer in the world of Merica. The demonic A.I. perished in a blaze of commercial hell fire against another  wasteland demon lord perhaps Microcore or even the lich lord  Wizney. But these valuable cards remain, they are devices that store 1d100 or the more coveted  1d1000X 3 dollars. These imaginary values enable an adventurer to safely leave on of the Mart strong holds or ruins with all kinds of artifacts without alerting security bots or worse murder bots who guard the treasures of the ancients.  These have a three or four digit codes to pass by the bots and only certain wasteland wizards or technomancers who specialize in 'unlocking' these devices may know the code. They may charge for such sacred knowledge.

Saturday, June 25, 2016

1d20 Random Moderate Treasures Table For Your Old School Campaign

Here are some moderate treasures for your adventurers to stumble upon with that ruin or post apocalyptic dungeon. These treasures are not campaign wreckers but can provide some great clues or background for your old school campaigns. Many of these may have come from the Ancients but who knows? Here are 1d20 treasures that might their worm their way into your old school campaigns.


1d20 Random Moderate
Treasures Table 
  1.  A crown of iron covered with diamonds sitting in the tips the thorns on this piece. (540 gold pieces )
  2. Silver in laid drinking horn with a dragon wrapped round a skull worth 200 gold pieces 
  3. Sculpted torc with silver knotwork and a raven's head worth 600 gold pieces because of the personalized nature of the piece.
  4. Clock work device made from silver which works and its worth about 400 gold. 
  5. A six inch crystal statue with lots of gold in lay work worth 600 gold pieces 
  6. A crystal pitcher of a most extremely nice nature worth 700 gold pieces or more if you can find the crystal top. 
  7. Eight inch golden dragon with a wooden heart of iron wood. worth 300 gold pieces to the right collector. 
  8. An incredibly detailed Machalite of a giant saber toothed tiger worth about (275) 
  9. Horn of incredibly intricate detailed carvings from daily life in Atlantis worth about 300 gold pieces)
  10. Small chest containing the jeweled heart of some ancient robotic mad man. This piece is worth 400 gold pieces. 
  11. Bracelet made from emerald jade and studded with semi precious stones (200 gold pieces)
  12. A collection of hand carved pipes with a variety of dieties on them. Worth about 178  gold pieces 
  13. A hand carved black obsidian mirror used in black magick and worth about 300 gold pieces to the right lucky collector 
  14. A bolt of incredibly valuable silk bolt worth about 277 gold pieces
  15. A huge hand carved bowl of incredible aspect worth about 160 gold pieces to the right collctor. 
  16. A collar created by an industrial accident that has been transformed into a work of art (300 gold pieces to the right collector) 
  17. A ring of ruby and gold that can easily fit a half ogre worth about 375 gold pieces 
  18. Metal black card of banishment for dismissing a demon or other planar entity back to its old dimension. Worth about 200 gold pieces 
  19. Elven piece of artwork worth about 500 gold pieces 
  20. A finely wrought piece of Elven jewelry worth about 700 gold pieces 


Tuesday, May 10, 2016

1d6 Unexpected Necromatic Finds & Encounters Table For Your Old School Post Apocalyptic Campaigns

There were many strange and horrific radiations, weird energies, and unexpectedly deadly energies released by the ancients during the apocalyptic events of the last days. Adventurers never know what sorts of unexpected necomatic or necrotic horrors await them in the wastes. These unexpected finds or encounters have an unexpected side effect of often times carrying fallout or contamination on them. Adventurers are urged to use extreme caution when dealing with these types of encounters.


There is a 60% chance of these horrors carrying some kind of horrid disease or other contagious disease


1d6 Unexpected Necromatic Finds & Encounters Table

  1. 1d8 body parts strewn across a one acre area, these things begin to come to life and assault the PC's. There is a 40% chance of the leader being a rare type of specter. These bastards will stop at nothing to destroy a chosen target.
  2. Four skeletons that will animate and fuse together to assault anyone they or it runs across. Has jeweled eyes and a shiny fused plate on one part. 
  3. A pile of decaying bones, crypt rot, and worse become a fused metal giant with undead pretensions. The thing with somehow seek to draw PC's into its circle of misery 
  4. Pack of 1d6 ghouls on the hunt for some easy targets and quick meal time. They attack on sight for good reason. 
  5. A group of 1d8 wights in burial shrouds is looking for a specific target & they will stop at nothing to slaughter a PC or two who get's in their way. 
  6. A skeleton warrior who is free willed and very capable. This being is intelligent and very dangerous often using its wit, experience in dangerous games of cat and mouse with its target.. The warrior is armed with an enchanted sword and a minor artifact or energy weapon.


Sunday, May 8, 2016

1d6 Random Martian Finds In The Wasteland Table For Your Old School Post Apocalyptic Campaigns

There are few things that adventurers panic about more then the unexpected meetings with the tripods of the so called "sarmaks" or the so called Outsider Martians for they are not native to Mars at all. They inspire dread and utter panic in adventurers who out in the wastelands run into these beings or their machinations. They do however leave behind certain valuable and yet very dangerous relics.
And this Thing I saw! How can I describe it? A monstrous tripod, higher than many houses, striding over the young pine trees, and smashing them aside in its career; a walking engine of glittering metal, striding now across the heather; articulate ropes of steel dangling from it, and the clattering tumult of its passage mingling with the riot of the thunder.

  • Book I, Ch. 10: In the Storm
    H.G. Wells War of The Worlds



“Few people realize the immensity of vacancy in which the dust of the material universe swims.”
― H.G. Wells,
The War of the Worlds
Because of the alien nature of some of these finds PC's have a 20% chance of recognizing some of alien relics for what they are. As always
caution should be used when approaching any of these types of relics.

1d6 Random Martian Finds In The Wasteland Table

  1. High polished heat ray lens useful for focusing energy or laser weapons as well as the Martian heat ray. Worth about 300 gold pieces to certain wasteland collectors. 
  2. Martian blood extractor unit and treaded crawling unit, this beast of a unit is useful in Earth's heavy gravity. It has seven needle like extraction units that do 1d4 points of damage to a target as they draw the blood and vital floods from a victim. Certain medical collectors & wasteland wizards will pay handsomely for these units. Worth about 6,000 gold pieces especially with the mechanical vacuum systems intact. 
  3. Package of seven black smoke grenade canisters and launcher units. These can be launched in a 70 foot radius and will coat everything with a 15 foot radius in the black smoke like poisonous particles of the Martians. Targets must save vs poison or begin suffering the choking and poisonous effects of the smoke. Victims will die within three rounds after exposure to the smoke. Worth 700 gold pieces to the right collector.
  4. A chunk of highly unstable radioactive Martian fuel there is a 30% chance of the piece being found with a suitable containment unit for safe handling otherwise targets within a 20 foot radius must save vs wands and take 1d6 points of damage every round. The stuff is worth 10,000 gold pieces to the right wasteland wizard. 
  5. A set of Martian tools, these are very useful for working on the Martian technologies and repairing their tech. These are worth about 2,000 gold pieces to the right collector, scientist or wizard. They are often found in the remains of tripods or at the site of Martian operations. 
  6. A giant artificial ruby focusing crystal for a Martian heat ray cannon, very useful for creating high yield heat ray weapons and artillery. Worth 20,000 gold pieces to the right collector but they sometimes are coated in a mildly poisonous preservative slime. Targets must save vs poison or break out in horrid red rashes.

Thursday, May 5, 2016

1d6 Random Recoverable Android and A.I. Treasure Finds Table For For Your Old School Post Apocalyptic Campaigns

Adventurers sometimes find incredible relics and remains that get left behind when the Artificial Intelligence lifeforms abandon some  of  their creations and other weird cybernetic life forms out in the wastelands. Many of these creatures are dangerous and yet can yield valuable artifacts.


When adventurers stumble upon such alien artifacts their might be a wisdom or tech use skill check required. These finds can and do yield valuable and sometimes incredibly dangerous finds. Here's a list of some of the more esoteric and odd finds that adventurers can come across in the wastelands. Caution should be used when approaching any of these types of relics.




1d6 Random Recoverable  Android
& A.I. Treasure Finds Table

  1. A carbonite android skull with the advanced optics intact inside the thing with its valuable silver housings. Worth about six hundred gold pieces but the thing has a radioactive battery which as a 40% chance of leaking when found presenting a dangerous radiation hazard. 1d6 points of flesh decaying weird radiation if leaking. 
  2. A new flesh organ pod found in part of a robotic chest cavity, the organ is capable of regenerating nanite technological repairs capable of remaking or repairing any bread box sized item placed within it. The thing however will strip the flesh from a limb for 1d8 points of damage if placed inside the rubbery like organ. Its worth 10,000 gold pieces to a collector or wizard. 
  3. A robotic birthing unit capable of creating an embryonic android of an appropriate type to the ruins its found in such as a soldier unit found in a military base or an engineering unit found in the ruins of an M.I.T. satellite facility. The thing is also capable of slipping in an assassin counter security demonic life essence into a living person, the thing will take over and reprogram a human mind in 1d6 hours. The person infected must save vs death or become the unwilling pawn of such a life form. Worth 40,000 gold pieces to the right collector or cult.
  4. Deep Slumber robotic mind, this is a subsidiary mind for an A.I. that can act as back up or lesser mind units for the massive god like intelligences that run the deep other dimensional gate ways. These units are capable of copying a dead person's mind in a very limited way giving a form of artificial resurrection for a 2 year limited basis. These units are worth 60,000 gold pieces but the least little damage will cause them to rapidly decay. The unit can only be placed in the ear canals of the recently deceased who can't be dead for more then four hours. These resurrections are not perfect copies and some emotional or mental trauma may result without the use of a wizard specializing deep cybernetic life forms. There is a 30% chance of a demonic corruption of such a unit as well.
  5. Helix robotic life essence unit, these organs are found in heavily created and armored robotic units and they are used for the collecting, dissembling and cataloging of mutant stock life forms out in the waste lands. They are very dangerous for the in hands of the right wizard they can be used to combined two or more mutant life forms into a totally new artificial or androidic life form. They do this by taking two genetic samples from mutant life forms and then forming a nanite cocoon which gives birth to a brand new monstrous artificial mutant life form. The possibilities of these horrors are endless and many cryptic cults seek such robotic units out to destroy and collect these organs. Such units are almost always heavily armed and very dangerous in their own right. These organs are worth between 30,000 to 80,000 gold to the right collector who might try to murder the party or adventurer anyway. 
  6. An extra dimensional prism crystal this device is only found on certain sentient android life forms and the crystal is capable of detecting tears,rips, warps,and folds in space. The crystal can take a snap shot of such places or gateways for the creation of between 1d10 gateways of their own creation. These devices allow psychic mutants or wizards to travel between the folds in space time and to move side ways between dimensional planes.  These rare items are worth 60,000 gold pieces but if the crystal matrix is handled roughly there is a 40% chance of a small dimensional explosion that will suck the adventurer into an alternative universe from the mishandling. 



Wednesday, May 4, 2016

1d6 Random Recoverable Cybernetic Relics & Systems Table For Your Old School Post Apocalyptic Campaigns

When adventurers stumble upon the remains of an android, robot, or other mechanical or cybernetic life form they never know if the corpse of such an entity might have some ancient rare and valuable computer or electronic systems. Some of these items can be quite valuable to the right collector of the robotic or other  cybernetic instruments. However does your group have any way of knowing if the latest 'artificial life form find' is valuable or scrap metal? Here is a random  D6 table to help out.



1d6 Random Recoverable Cybernetic Relics
& Systems  Table
  1. There is an artificial power source of a nuclear pellet that will last for 120 years. These systems are worth a cool 300 gold pieces. But men will murder your PC's for it because of the semi precious metals uses in its construction. 
  2. The coloured bands represent newer quantum phase couplets of an extreme variety. If they are added to a cybernetic systems they add +3 on all Dexterity checks for the cyborg. They are worth 1d200 gold pieces because of beauty and rarity. 
  3. A wide spectrum cybernetic system sensor, this sensor is worth its wait in gold because it is capable of dipping a nearby  flipper dimension and will pick up any and all supernatural entities within a 40 yard radius. The sensor however hasn't any protections from such entities. Worth about 10,0000 gold pieces because of the extreme natural of the system and what it brings to the table. 
  4. A weapon cybernetic hand recovered from several owners. The piece is able to slip poisons and a mini laser that adds in a +2 on all to hit checks. The thing also has a poison reserve and needles that will slip into position. Its worth 600 gold pieces but damned is the person who advertises this ancient collector's item. 
  5. A cybernetic coin that is able track the cybernetic sickness and state of mind of its owner. The thing is able to pick up the alpha waves from nearby telepathic or pychic winds as it takes its hyper sensitive abilities and can track down ANY telepathic or esper within a 60 foot radius. The system is worth a cool 1,000 gold pieces. 
  6. An artificial spine, this piece of hardware augments the existing frame work and nervous system of its owner. The system adds a +2 on all initiative based rolls as the system works on the owner's spine and becomes a semi living bio organic organ. The thing will give its owner vivid hallucinations and there is a 30% chance of the owner being sensitive to danger and violence as it manifests on the psychic wind.Its worth 10,000 gold pieces because of its rarity and weird powers.




Thursday, April 21, 2016

1d20 'What's Inside The Dead Space Colonist' Random Table For Your Old School Campaigns

Those exploring abandoned space colonies, failed planetary colonies, and other places where mankind has left his thumbprint on existence can often come across corpses or remains of those who seek to pioneer the high frontiers of space. These strange encounters often still have the victims of misfortune trapped by circumstances. Here is a handy chart of 1d20 relics, weirdness, and deadly encounters with what might be inside the dead colonist or adventurer's corpse or body.



1d20 Random 'What's Inside The Dead Space Colonist's Body Table
  1. A large metallic plate covered with alien writing and with a strange radioactive signature upon it's surface. The place is sending out a pulse like radio wave into space in the higher electromagnetic band. 
  2. A strange alien fetus has been implanted in a wound in the upper chest of the colonist's corpse. The thing is feeding off the bodily fluids of the corpse. 
  3. There are twenty four golden coins with alien writing on them surgically embedded on the corpse. Worth a cool ten thousand credits. 
  4. A copy of the colony's charter written on a metal page which has been sewn onto the victim's skin. 
  5. A dead alien animal has been sewn into the flesh of the colonist for unknown reasons. There is a 40% chance of these things living. 
  6. There are alien amphibian eggs below the surface of the skin of the victim. They will hatch and try to take over the planet. 
  7. A strange crystal chip about four inches long and covered in alien glyph like designs  has been placed just below the skin and strange filament like growths have grown from it in the last twenty four hours. 
  8. A strange engine like alien device has been implanted within the head of the victim and it operates even as the victim is dead. 
  9. Bio implants are growing all over the victim's body and some strange  pulsing living tissue that covers most of the face can be seen. The victim is alive but just. 
  10. There are thousands of micro crystals all over the skin of the corpse and any movement will shatter the victim
  11. A map of a nearby star system has been laser tattooed onto the victim's face and it will be there for along time to come. There are several spots outlined in the tattoo. 
  12. A wafer sized sliver of a nanomachine has been implanted in the upper part of the victim's skull and transmits a single pulse of low grade radiation at regular times. 
  13. An alien bug has embedded itself into the base of the still living victim's skull and will turn the poor fool into a Ju Ju zombie in less then twenty four hours under the bug's control. 
  14. A strange crystal is growing from the victim's nose and glows with an inner light. Any attempt to remove it will do 1d4 points of damage to both the victim and the fool who tries to interfere with it. 
  15. Ten pure silver wafers have been placed into the victim's mouth and his mouth has been sewn shot with copper wire. 
  16. A cybernetic system has been grafted to the victim for unknown purposes. The system continues to work
  17. Dozens of metal spikes have been driven into the victim's flesh and yet he or she still lives.
  18. The victim as thousands of metal wires thread through their flesh and they have been turned into an alien radio station sending and receiving hundreds of transmissions every eight seconds. 
  19. Twelve dozen colonists have been fused together into a strange bio organic computer of alien design and unknown purposes. 
  20. The colonist has been taken over by a major arch demon from the eighth dimension.


Monday, March 7, 2016

1d20 Random Encounters With The Ghosts of Adventurers Table For Your Old School Campaigns

There are those who go on the grand adventures in dungeons and ruins across the worlds and never return home. These lost souls often meet their demise in some nameless ruin after tripping another trap or meeting monster or creature looking for some lost relic or trinket. These deaths are so fast and violent that these former adventurers never move on to their final rewards.Instead lost souls are encountered by various other brave fools  who wander these ruinous halls in search of wealth, power, and the chance to wander into legend. Some inevitably join the the ranks of the dead and haunt along side their former comrades.
Here then are 1d20 Random Encounters With The Ghosts of Adventurers  to spice up your old school campaigns.



1d20 Random Encounters With The Ghosts of Adventurers Table

  1. This is a former wizard who ran across some orcs within this ruin, he is a specter who drains his victims to feed his 4th level spells but he can not leave his forty yard area he haunts. 
  2. A 2nd level warrior's soul has been slain by a demon who tortures his through out eternity fueling his rage and blood lust. He attacks with a ghostly battle ax that can cleave through armor and drag down the souls of his victims for his demonic master. The cycle repeats every night and he guards an ancient treasure. 
  3. This ghost is of a cleric who was slain by a diabolical trap and doubted his god at the last second, his soul has become something less then a monster and he haunts his place of death even as he drains the living. 
  4. This unliving collection of ectoplasmic horror is the remains of a small adventuring party who was slain together and now throughout eternity they form a ghostly collective consciousness that eats the souls of their victims. 
  5. A paladin has become a ghostly knight who haunts the living slaying the unrighteous; he has become psychotic after two hundred years. He guards a minor relic. 
  6. A former murderer was slain by his mistress and left to bleed out in this place. He wants revenge against the living for his betrayal even as he repeats his cycle of violence and horror on the living. 
  7.  This thing was former thief who has been transformed into a wandering horror of depravity and evil, this shadowy presence feasts on the souls of its victims. 
  8. A barbed devil torments the soul of a warrior nun causes her to slay any wizards she runs across. Her ghostly power and blade reaps the souls of the living for her brooding master. A small chest of minor treasures holds her soul in this place. 
  9. These halls echo with the cries of this ghostly light and the screams of its victims; this violent and dangerous ball of supernatural energy slays all it runs across. There is a treasure from all its victims over the last hundred and fifty years. 
  10. A magical sword holds the soul of a 5th level warrior within its grasp; he appears armed with the thing even as it slays those around it.  
  11. This dangerous collection of shadows and chains is actually the soul of a thief slain by a mighty knight; his god has turned him into this thing to guard its treasure. 
  12. A ghostly head is the last remains of a long slain guardian of this ruin. This thing is able to breath ghostly fire three times per day and it will chill the soul of all for 1d6 points of damage. 
  13. This hall is guarded by the ancient skeletal remains of slain hound, its master of  shadow and smoke drives the phantom hound to kill anyone who gets in its way. 
  14. A strange collection of spinning ghostly limbs makes up this ghost from some nameless Hell. The thing will slay anyone it can. It guards a forgotten spell book. It was once a wizard or mage now it has become this thing of the supernatural. 
  15. A former fighter this ghostly warrior serves a dark master even as it apologizes for trying to slay its next victim. 
  16. A dark priest's soul has been haunting this place after it betrayed its party of adventurers and damned its soul to this nameless haunt. A magic sword could  slay it but this ghost can't  tell anyone it guards it. 
  17. A former wizard has become a thing of ectoplamic horror and magic, it haunts these halls looking for fighter's souls to devour. This thing is made from madness, magick and memories. 
  18. This ghost is actually an adventurer who was murdered by his comrades in arms and now seeks revenge against any adventurers he runs across. He leads them into traps and tricks so that death might claim them. He guards a minor treasure as part of his curse. 
  19. A little halfling thief's ghost guards a secret passage even as he attempts to murder anyone trying to discover his secret doors and hidden passages. 
  20. This ghost is actually a minor goddess who was an adventurers but was cursed by her own mother for daring to love a mortal. He is now also a phantom who weeps as she murders anyone who finds her former treasure left to condemn and damn anyone who finds it. 

Saturday, February 20, 2016

1d20 'What's Inside The Dead Space Adventurer' Random Table For Your Old School Campaigns

There's sometimes when parties of adventurers come across derelict space or other strange craft floating in the dark bowels of interstellar space or upon the surface of weird planets or asteroids. These strange encounters often still have the victims or former pilots of these vehicles still behind the wheel or other instruments. Often times these victims of circumstances are not alone in the depths of space. Here is a handy chart of 1d20 relics, weirdness, and deadly encounters with what might be inside the dead adventurer's corpse or body.


1d20 'What's Inside The Dead Space Adventurer' Random Table
  1. All of the veins and internal organs have turned to semi precious crystals and they glow with an internal light. They're worth 1d100 credits. 
  2. Another adventurer's hand has teleported into the torso of the adventurer, a strange ring of gold and diamond rests on the corpse's hand worth a cool five hundred credits. 
  3. A ray gun with three extra energy clips have been sewn into the corpse. Worth about 4,000 credits to the right buyer. 
  4. A small  cosmic box that 's contains six cosmic spirits that control the lesser material planes at will with superior elemental magic and super science. There is a 20% chance of that one of these bastard trying to possesses of the nearest adventurer to carry out its unholy desires.
  5. A ring of gold and jet that allows the owner to peer into the souls of men twice per day. 
  6. A classic walk man with a Back to The Future sound track tape within it. 
  7. The stomach of this man contains a nest of parasitic worms and other weird life forms. 
  8. 1d4 major gem stones with special bio plastic housing so they don't get made a part of the sewer cocktail you 
  9. A time travel device about the size of a stop watch with its housing blinking into the red zone. Handling this device will make a character lose 1d10 years. 
  10. +2 ritual dagger of the Cthulhu cult that bleeds in the presence of danger. Worth 1000 credits 
  11. A crystal of preserved soul stuff that allows the owner to speak with the dead or throw a 2d6 damage fire ball twice per day. 
  12. A pack of matches from some worthy dangerous dive with an owner from from the same club trailing 
  13. The head of a walking stick that contains the soul fragments from a from a former interstellar colony. 
  14. A preserved brain fragment  of some dangerous and bold criminal. The fragment is very valuable to the right buyer. The fragment pulses with an inner glow, its worth about 1000 credits 
  15. A strange worm like  life  that actually contents the memories of each of its former owners. Those that use this device will gain 1d4 skills temporarily. The worm is worth 300 credits and is considered a very valuable to the right cults. 
  16. A crystal skull with 1d6 mental powers, the skull was lost eons ago and has the ability to open doors into other dimensions. 
  17. A silver key that is able to open the doors of perception and allows the owner open gateways into other alternative worlds. 
  18. A stuffed rabbit that goes by the name of Thomas and its looking for its former owner and may take over the the body of its owner to carry out its twisted agenda. Worth 600 credits because of the incredible symbolic secret meanings. This ring allows one to cast a protection from evil spell once per day. 
  19. Three energy cells and a micro blaster worth 600 credits because of the blaster's  age. 
  20.  Seven scrolls created by the cult of Cthulhu for summoning some dark and very dangerous Lovecraftian demons.


Monday, February 8, 2016

1d20 Random Martian Super Science Finds & Relics Table For Warriors of the Red Planet Second Edition & Your Old School Campaigns

In the far and remote corners of Mars there are still ancient secrets and caches of mysterious relics that await your PC's. They're power borders on magick and world bending power, they drive men mad and deep into the Martian interior in search of the aura of power that surrounds such objects.



There is a twenty percent chance of these objects carrying a minor curse or weird magical effect upon them that has come down from the ancient ones.

1d20 Random Martian Super Science Finds & Relics Table

  1. Azgbagororogli Bakong's Folly - This device was created by a minor Martian noble who was fused in a teleporation accident with his father. The resulting mad genius created a device that bends space and time allowing 1d8 temporal illusion of the owner to be created but there is a 30% chance each time this device is used that a temporal doppleganger will be left behind to try and murder the owner. The effect lasts for 2d6 rounds. The illusions can be commanded to do a wide variety of minor acts within 20 feet of the owner.
  2. Fauroliaula's Sword - This sword was formed from the crystalline heart of an ancient warrior of Order, the sword hates a evil and chaos and will try to take over the owner. It acts a +2 weapon but there are those who think the thing is actually a part of an ancient war mechanism left over from a long forgotten Martian war.
  3. Glarg Kabantul's Statue - This weird technological organic statue is a combination of advanced elemental technologies and sorcerous power. The statue holds the mental matrix of a long dead mentalist and has 1d6 random mentalist powers when found. But after 1d6 days of the owner using it, the evil spirit of the thing will try to possess the owner and return his evil to Mars.
  4. Lirg Maurug's circlet - This piece of jewelry allows the owner to phase walls as per the ghostly power but it only works for 1d6 times and then the circlet will swallow the soul of its owner to power its next cycle of abilities.
  5. Nglaurcala's crown - This crown allows the owner to see into 2d6 nearby dimensions and affect the inhabitants of those. Used in the past this crown could according to legend and myth open inter dimensional gateways allowing the horrors and weird things to attack Nglaurcala's enemies. He was a powerful sorcerer of the Black Gate.
  6. Otutur's Device - Is a device of power capable of holding the powers of the Outer Darkness at bay. These things will not come within a twenty foot radius circle of the owner and will take 1d6 points of damage per round to their temporary being. But the device must be fed 1d8 pints of blood per day or it will cease operation and may even act as a lurer for these beings.
  7. Rguing Saronimercher - Is a statue of a minor Martian noble whose father had him preserved as a guardian and warrior for all eternity in Mar's ancient past. This statue will create an electrical field capable of frying a small army of men within a sixty yard radius of its activation. The key word is written on the fore head of the statue which will do 1d8 +2 points of damage to all within its field of operation as it taps into the ancient Martian dimensional poles. The key word can be spoken from over a mile away and the statue will activate. Ancient scrolls say that the statue murders those of evil who use it for horrid acts.
  8. Llotlot - This is a six legged ancient Martian animal preserved in the flesh and with weird cybernetic machinery within its hide. Upon activation this thing will seek out ancient treasures and relics from nearby vaults and hidden Martian lairs. This thing is much sought after by wizards and the like
  9. Migol-hoteho's Dagger - This ancient key like device is used to activate certain forbidden technologies and ancient relics. These are detailed in the Hy Ra scrolls of power and mystery.
  10. Naub's Horror - This is an ancient device used for assassination and terror by the Order of The Crimson Death. The horror upon activation flies to its target which has been telepathically programmed into the small mechanical looking insect life form & poisons the target. The target must save vs death or die immediately but that not the final insult. The device collects DNA, and other genetic information which the owner can use to grow a replacement of the target and under the owner's control.
  11. Noat's Breath - This relic of war is used to create a cloud kill effect within a seven mile radius of its activation by remote telepathic command. It will have 1d8 charges within it when found.
  12. Photatach's Reliquary- This ancient coffin like device is used to create exacting life like cybernetic parts and organs for its owner healing 1d20 points of damage. But there are those who say that the ancient god thing owns the minds, souls, and bodies of those who use this device. 
  13. Sabo-bhaqusth- This ancient Martian device is actually a telepathic resonator and creates a sense of god like well being and false sense of religious like well being. It is said to have been a relic of war and those who worshiped this false idol were brought under the telepathic control of its owner. Details of its operation remain lost to history and legend at best. It can create a charm spell within a 3 mile radius of its operation.
  14. Siq-arabot's Ray - This relic creates a ray that can both heal the mind, and soul of foul demonic energies but the owner's aura is vulnerable to the powers of darkness for 1d8 days after receiving treatment. Seven mentalists must be brought in to guard those being treated with this device.
  15. Migol-hoteho's Worm - Is a relic of ancient times that swallows a victim and unless a save vs death is made the victim is turned into a cybernetic warrior of incredible destructive power. But rulers have thought at this device could be used to create armies of these warriors not so. The warrior created by the worm serves the device's twisted programming and hidden agenda. Warriors fight as 4th level fighting men and have radium weaponry built into hidden caches.
  16. El'hactuteiqu's Wonderful Navigation Device - This relic allows one to teleport across incredible distances including 1d8 light years of interstellar distance but the device's minor abilities allow one to to peer into hidden nearby worlds and scry into hidden regions of Mars. There is a 20% chance each time this is done of activating the teleportation powers. These devices are sometimes hidden in remote caches of the Martian underworld.
  17. Hathaigggh's Memory - This device is actually the stripped mind and soul of several ancient black wizards and allows one to access to remote and forbidden secrets of black magick that swims in the unknown soul places of the Martian underworld. There is a forty percent chance that when these wizards are consulted that a demonic life form or worse is summoned. They are a dangerous, evil, and fickle lot of murderous horrors at best in the memory. They can use 1d6 black gate spells per day and spread their corruption within a 20 foot radius.
  18. Iqu-eit - This ancient robotic like device is actually a medical robot of incredible skill capable of healing wounds to both body and mind. These bots are sought after but very rare because of their abilities, they have the ability of a cure heavy wounds spell six times per day. Evil scientists are known to reprogram them for very dangerous purposes including the creation of certain forbidden cybernetic technologies.
  19. Liquthotl - A remote flying sorcerous basket ball sized eye like devices used in summoning rites, the will blast targets for 1d8+1 points of damage and a wizard is only one who might be able to sooth them with a charm spell to telepathically reprogram them. They can under the right circumstances and rituals be used to summon a major demon or other outer worldly essence.
  20. Zha-goth- Foul and dangerous relics of war capable of being used to open forbidden dimensions, these watch sized devices can open hidden Martian dimensional seals and gates four times per day. They are forbidden left overs from ancient times and many Martian cities will instantly slay those who have such devices.




Thursday, January 7, 2016

1d20 'What's In The Dead Space John's or Pimp's Pocket' Table For Venger Satanis's Alpha Blue Rpg System or Your Old School Campaigns


Among the wanderings of adventurers in the underworld of thieves, pimps, and space smugglers at some time there's going to be the need for this table because a DM never knows when a body or alien corpse might turn up in Alpha Blue.



1d20 'What's In The Dead Space John's or Pimp's Pocket' Table
  1. Two tickets to the Snake Pit strip joint along with three free drink vouchers for the Tech Noir bar and grill. 
  2. Android brain core and pleasure center off of a type six pleasure droid worth about six thousand blue bucks. 
  3. Large soft ball sized EMP device that can knock out eight city blocks worth of electronics and high tech machinery 
  4. A bloody liver from a film critic wrapped in butcher paper along with seven small blue bucks and a note about a summoning spell for a minor literary demon. 
  5. A small collection erotic alien figures that are worth 5000 blue bucks and a map hidden inside a small opening on the statue. 
  6. Sacrificial dagger made in the styles of Altar Iv along with a set of instructions on its uses
  7. Seven silver piece with various demonic  symbols melted into the face sides of the coins. 
  8. A large amulet from a lost race of aliens, the thing is actually a holo map of the local planetary system with notes in a high Yithian. 
  9. A strange ball like object that has various bits for plugging in biological and cybernetic devices into it. This device is a holographic porn hub but its actually the highlighting device for a vast array of alien minds that now rule from beyond the grave. 
  10. A key to the man's ride that's parked nearby. 
  11. Blaster rod pitted and lightly damaged that contains a full charge and is capable of doing 1d6 points of damage within a twenty foot radius. 
  12. A black book containing the numbers for many interstellar crime families and members of the syndicates. They'll be curious about how you came to have this book. 
  13. A psychoactive compound that has to be rubbed onto the hands or appendages. The victim must make a save vs poison or be caught in the grip of a cosmic vision of monstrous hellscape like blurs of reality. This effect can last from one to six hours. There is a 30% chance of being caught between realities or having a Lovecraftian demon noticing you. 
  14. This fool had on him a +2 cosmic switch blade and an Eighties Walkman with a Back To the Future soundtrack in it. 
  15. A pack of marbles which are actually mini  grenades that do 2d6 points of damage to victims within a ten foot radius. 
  16. A Sandman pistol without an energy cell. Half a pack of used Doppelganger condoms various species. 
  17. A book of Lost Spells, use your favorite OSR system for these. But they will most likely be from the black magick school 
  18. Highly detailed black book for a variety of high profile interstellar politicians, pillars of galactic societies. Rife with black mail fodder and various bits of fetishes and detailed accounts.
  19. A map of down town and the underworld that happens to be below it. There is a 10% chance of local assassins and there's a bounty on whomever has this map.
  20. A strange statue of a space god who seems to be watching out for others. The relic is very dangerous because those who possess it may call upon the god once per week. There's a 3% of some minor demon showing up to claim those who violate the rites of the statue and its alien owner.