Showing posts with label Random Super Science Items. Show all posts
Showing posts with label Random Super Science Items. Show all posts

Monday, July 11, 2016

1d20 'Random Most Excellent Eighties Finds' Table For The Crimson Dragon Slayer Rpg & Your Old School Campaigns

Because of the very nature of Thule & its environs there are still treasures, relics, and  items of super science that have been changed by the weird radiations & other dimensional powers. These items are considered by many adventurers to be prizes that some search their entire lives for. Some items are pieces of power with their own histories and strange backstories, these items are adventures unto themselves. Adventurers should be wary of these items for some carry the taint of magick & the curse of power about them.



There is a twenty percent chance of these items being cursed or on the list of items of recovery for one of the factions of demon draconian warriors of Thule. Those high end collectors of magic & treasures out in the wastelands of Thule.

1d20 'Random Most Excellent Eighties Finds' Table
  1.  The Burning Gauntlet of Metal - this techno magical item is a combination of home computer & armor. It enables its user to access other machines & weird technologies up to three times per day. It also shoots bolts of weird energy for 1d4 points of black energy three times per day to the wail of a banshee like guitar solo. 
  2. The Ring of Silva - This ring allows one to pass through walls twice per day except on Tuesdays. 
  3. Statue of the Madonna - Saint icon of early Eighties pop star with the words 'you can dance on it' , when activated a dance party will appear around the user three times per day from the early Eighties. Most folks will be stoned or drunk out of their minds. 
  4. Handcuffs of Darcy - These fuzzy handcuffs will summon a succubus or incubus demon from Wall Street who will demand a favor of the owner but give incredibly insightful advice on treasures or relics. The demon might if asked nicely fight for or do a favor for the owner once per week. 
  5. Ring of the Horror Host - This ring allows one to take on three minor abilities of the undead once per week but the owner must star in a horror style adventure once a month. The owner is unaware that they are famous in an alternative dimension as a minor movie star. 
  6.  Soccer Ball of Death - The owner of this ball has a +1 weapon but once a week the ball becomes a flaming sphere of death and a small soccer team of warriors will appear to do battle for the owner. 
  7. Hardric The Hanson Hard One  - This is a personal computer A.I. unit that is able to advise, adventure with and act as a familiar for the hero. They are going to be lugging around an Eighties style briefcase through. 
  8.  Valley Girl of Doom - This android is from an alternative universe & possibly from Alpha Blue but she's actually a cunning and murderous assassin in the form of a blonde Valley girl. She'll act as a companion bot for the PC but will try to kill anyone who gets between her and her 'man' ( this could be any sex but its always her 'man'). Some units have hidden weapons and cyber systems. 
  9. Dildo of Power - This is one of the most dangerous objects of power with the ability to alter reality three times per day. The thing has a most perverse intelligence of demonic perversity. 
  10. Mood Ring Of The Seventies - This object of power's decade is long over but it refuses to go quietly into the twilight of the ages. The thing will rant & rage about the Sixties & flower power, protest marches, etc. The mood ring can affect anyone's mood three times per day and cast a charm spell. In addition it also has the ability to cast a mood affecting color spray like illusion that will cause confusion & rolls at a minus three twice per week. 
  11. Axe of Vitality - This guitar and amp combo is able to to heal anyone listening to the dark and sardonic music from it. The axe can also be used twice a day to make 1d6 +2 sonic power cord attack. There are 1d4 demonic hell spawn seeking this guitar whose proper name is not known. 
  12. The Wit of Sula - This robotic head is/was an advisor to a princess of the Valley eons ago but now is only a head of incredibly dangerous proportions able to cast six spells every three rounds. She is chaotic to the max and will try to possess the body of anyone she comes across for nefarious purposes.   
  13. Blur Bucks of Doom - These are cursed Alpha Blue bucks that cause nothing but blue balls in whomever handles them. These blue bucks can also change into any currency when the command words 'Greed is good' is spoken. The bucks will find their way back to the pockets of whomever owns them. They also have a murderous streak to them and once per month someone will try to murder the owner. 
  14. +3 Fire Poker of Doom - This extremely well made fire poker is a weapon of demonic doom after being used to kill a major Lovecraftian demon. It has an ego and a murderous streak a mile wide. Once per day it may make the owner immune to flame and fire. Once I said may.
  15.  Video Game Gauntlet of Awesomeness - The owner once per day may summon 1d10 space invader creatures to do their bidding. They in turn will have a quest for the owner once per week. They will also bring the owner beer or Eighties Clear Cola on command. The owner can also command electronics once per day as per the spell. 
  16. Shoulder Padded Jacket of Cindi - This power jacket can act as incredible armor after the wizardess Cindi enchanted it with powers of black magic and darkness. The jacket regenerates like a biomechanical living thing and provides protection from fire, radiation, horrid magical energies, etc as long as the owner can stand the nerve grating chatter of Cindi's ghost.
  17.  Murder Claw of Fredrick - This glove has five enchanted short knives that are able to cut through most mundane materials. The glove also gives its owner the ability to cut demons and creatures of magic but the owner must make a murder once per week to satisfy the glove's blood lust. The owner has a 30% chance of becoming a dream demon per week of using the glove and disappearing into the Dreamlands. There are many other powers in the glove's purview according to legend. 
  18. Clive's Cube of  Hellish Weirdness - This multi sided cube is a gate way to a hell realm of incredible horror and depravity. The demons withing will allow nothing to escape and once opened nothing ever escape's the cube's purview. 
  19. Bracelets of Power & the Rope of Law - These items are items of law and can only be used by a female agent of law. The Bracelet's of power give a +2 on all Dex rolls and can deflect even magical energy bolts. The Rope of Law is a living embodiment of law allowing its owner to entangle opponents and compel those tied up with it to not be able to lie to the owner. These items are immune to most magics but the owner is not. 
  20. Boom Box of Cthulhu - This boom box is actually a magical spell book of incredible proportions. The thing only plays dark Eighties metal and passes from one set of hands to another bringing insanity and horror. Once per week of its own power the boom box can summon forth a dark spawn of Cthulhu or a Lovecraftian demon.  The thing is a cursed item and will sit quietly in the background until it decides to cast a spell or create an inter dimensional portal or some other magical effect from Hell. This is a very dangerous item and PC's should beware its ferocious reputation.



Friday, July 8, 2016

1d6 Totally Bogus Crimson Dragon Slayer NPC's Encounter Table For Your Old School Campaigns

In the wastelands of Thule, there are those who walk the edge of outlaw & adventurers. Men & women whose sandals, Air Gordons, & boots are the those of warriors across the Eighties. They are of a different and dangerous cut warriors & wizards whose path to herodom is marred with the stink of villainy. Here are six such people whose adventurers from Thule whose paths your adventurers might want to avoid or not.



There is a 30% chance of one of these middle management vile NPC's of having a super science or magical treasure of some importance they've come across in their travels adventuring.


1d6 Totally Bogus Crimson
Dragon Slayer NPC's Encounter Table

 


  1. Sir Robert Kongin A middle aged former shoe store sales man now renegade knight and minor warlord. Sir Robert is a psycho out for blood & convinced that his brother is going to kill him. He's armed with good quality armor from a Ren Fair, a magic sword, an uzi and a cyber mount horse. Sir Robert doesn't have a brother and is raving psycho killer for hire. He's unpredictable and very dangerous
  2. Ncanthegothaut- Former cheerleader turned ninja assassin possessed of the demon sword Dulobauak. The former Tracy has been transformed into the 'cloud of darkness that wanders', she is a deadly assassin and psycho whose abilities and training come from her sword. Even without the sword her experiences in the wastelands of Thule have given her some advantage and she's very dangerous. She has some minor magical abilities as well.
  3. Ndrm- Alien slaver from the depths of Alpha Blue and dabbler in demonic magics, this alien wizard and scientist is out for a good time. By good time he wants to be a psychotic  SOB with a passion for bio mechanical alteration & conquest but for now he'll settle for a group of adventurers to boss around.
  4. Mr. Othanchau - Alien warrior with a passion for the super science vehicles of Thule & a mean streak a mile wide. He likes Porches & fast women! He dresses in a seemingly infinite variety of tacky Eighties 'Members Only Jackets' and Miami Vice style sun glasses. Did I happen to mention he also is a vicious psycho killer who loves to feast on the souls of his victims?
  5. Gladys Rcalarglirt A former Eighties mom whose got a talent for killing, making money, and machine guns on and she's a bit of a black magician whose got to get the kids to Scoccer practice by four thirty so could you hurry up and bleed out? She also has a fully stocked weaponized van and an infinite supply of surgery pop drinks for the kids. She can also call on 1d100 Terror Scout kid warriors ( a combination of the kids from Lord of The Flies, Home Alone, & some Thulian version of the Boy Scouts)
  6. Sandrchmmothi 'Black Lord of the Demonic Flies and the Abyss' whose now a mercenary leading a band of mutant warriors. He's actually a half demon warrior with several minor magical abilities and an other dimensional phone booth. He loves to act as a go between for alien mercenaries & Thulian combat stock brokers. Most folks consider him scum of the lowest order but that doesn't stop him from being a jerk and leg breaker. He's the lowest of the low and will rob old ladies, children, and pour mutagen over random folks just to see the effects. According to his shrink he has an inferiority complex but he's made vast strides.


Swatch photo by  Hannes Grobe


Thursday, July 7, 2016

1d6 Random Wasteland Drug Dealers & Illicit Substance Hustlers Encounter Table For Your Old School Campaigns

Deep in the wastelands are beings whose power and abilities are far more then they seem. The take and give to adventurers far more then mere highs and feelings of power. Here are six potential NPC's that should be used with care.



Some are the cultists of the myriad faiths of Narcosa, some are the flesh weavers & peddlers of Interzone, a few come from beyond the rim of time itself but all of these dealers are looking to expand their markets and their interstellar client base. These are vile alien beings able to blend into the background of the wastelands and expand their markets unimpeded except by the machinations of adventurers & other fools.


“The junk merchant doesn't sell his product to the consumer, he sells the consumer to his product. He does not improve and simplify his merchandise. He degrades and simplifies the client.”
― William S. Burroughs, Naked Lunch
  These dealers of weirdness often have a two tier system of dealing in their chosen illicit substance and often sell a wide variety of other drugs to the run of the mill clients. Only special clients are to receive the 'treatments' that these dealers offer, many jaded and weird clients must wait 1d20 days to be as depraved & wanting for the wares depicted below.
1d6 Random Wasteland Drug Dealers
& Illicit Substance Hustlers Encounter Table

  1. Dr.Thau -Former cultist of the drug gods of Narcosa has struck out on its own after stealing a space and dimensional craft. This giant mutated crustacean like humanoid sells a variety of products from the Narcosian plane that it creates & generates itself. The thing feeds as much product as the client wants because without a successful save the client in 1d10 months becomes more product as their body begins to mutate and generate the various drugs, pharmacological materials, and mutagen  as  needed. The client has an interstellar and inter dimensional street value based upon their body weight & general health.
  2. Unatuirinatu The Twisted One -  A Deep One interdimensional traveler with a passion for the soul numbing semi slave trade of bio genesis & soul re animation. The client gets high from main lining the essential salts used in re animation and regeneration. The high lasts for 1d10 hours and adventurers are sought out for their incredibly exciting memories, life experiences, and constant dangerous occupations. This dealer is also a 10th level black magician who uses a combination of subtle jobs, advertising, and some high handed super science to create his products. He also has three shoggoth who have high intelligence in their own right to snare his potential product.
  3. Varcae The Wise One is a Mugwump shape shifter who moves among societies dealing,wheeling, and seeking to exploit the flesh of anyone he runs across to create potions of exquisite reality rending power. These drugs are highly dangerous and have the effects of breaking down 1d10 points of abilities while the client must save vs death or melt into a humanoid puddle of raw bio goo. The Wise One collects this goo and distills it into more of his elixar which sells for 10,000 gold pieces a hit.
  4. Wegla - A demoness from the dark recesses of the Outer Darkness who uses her abilities to torture and create potions of extreme darkness & black suffering. These are sold to the most jaded & soul empty vessels possible, the new infusion of darkness creates instantly damned. These ripe fruit are primed, drained, and picked over & over again to create the 60,000 gold piece potion of suffering Wegla is known & renowned for.
  5. Wengilimobetu The Fantastic One  - Is a renegade godling from another universe of existence, this energy being sells life force of the most insane and sanity rending type. He appears as an ordinary business man or alchemist offering many standard potions in the wastelands. He will offer to elevate his client with an ascending treatment. The client gains two levels of magic or 1d8 temporary points to stats, this is only temporary as the human or humanoid vessel was never made to contain such power. The Fantastic One harvests the vessel in three months and moves on. Treatments cost 60,000 gold pieces per infusion.
  6. Rurgler'ar  Vatungor- There are things that should not be and  Rurgler'ar is one such being a mass of tendrils belonging to a cut rate eighth dimensional being.
    Rurgler'ar moves among humanity selecting clients based upon 'needs' and wants in a person's adventuring career. His magicks increase power & need. He is able to grant small abilities but his abilities mutate clients with 1d10 mutations drawn out over a six month period. These mutants are very dangerous and strong,
    Rurgler'ar has a very good reason for creating these beings. He consumes them in order to drawn them back to the basin  of chaos & power. Did I mention that business is very good? He is especially beloved by black wizards of dark occult power whom he loves to eat.

Wednesday, July 6, 2016

1d20 Random Wasteland Drugs & Illicit Substances Encounter Table For Your Old School Campaigns



Not every relic or treasure that the PC's find in the wastelands is going to  be of  the obvious variety there are some weird drugs can have far out more.

 


Deep in the heart of the wastelands & death zones there are weird substances that have come about as a result of the violent chemical & often alchemical changes to the very foundations of reality. New materials & substances have come into existence. These items are often unusual or exhibit properties that can be used for mind or reality altering applications. Many of these substance have incredible values to the average wastelander who with a bit of some of these substances can escape their realities in new and unpredictable ways. Many of these substances have taken on new value and appreciation in certain esoteric and Bohemian circles. These drugs and other illicit substance create their own magnet of reality around them.

1d20 Random Wasteland Drugs
& Illicit Substances Encounter Table
  1. Engorima Blaster - This powder has been created by the atomic blasts hitting certain types of glass in odd places. Blaster tears away sanity and increases wisdom scores temporarily. These scores increase by two temporary points that after 1d4 hours will fade away. 
  2. Fauglila - Is an ego boaster and taking it will negate any psychic intrusive telepathy  or mental  powers on the target. The target is enveloped in a wall of weird pop culture thoughts gleaned from across the dimensional divide.
  3. Goturorm Balls - Made from the pineal glands of the cyclop tree sloth, this stuff is guaranteed to get the owner high as a kite from the neural path ways being charged with weird radiations. The owner rides out the charged high with 1d4 temporary intelligence points.
  4. Harturd Powder  - Made from the concentrated souls of the victims of the apocalyptic events, the owner of this drug has 1d20 hours of vivid hallucinations of the events of the apocalypse. There is a 20 % chance of the victim of this drug either going temporarily insane or gaining a weird wasteland insight into some lost technology or other event.
  5. Iazg - Made from the spun crystalline husks of certain esoteric spider mutants shells, this stuff creates weird disjointed time cross over with their present and the victim's past. The victim or user of this technology is able to undue certain past events. The victim gains three temporary constitution points but has a forty percent chance of going temporarily insane. 
  6. Weliniavaircau the Far Wanderer - This drug has been created by the passage of glass through certain dimensional gates. This enables the drug user to have instance access to the nearby realities. The victim has a forty percent chance of gaining a temporary mutation. This drug is favored by the hard corer glowing freaks.
  7. Kazg - Made from the mutant shell of a newly defeated roach, this stuff enables the owner to telepathically link with random nearby telepathic mutant or normal brains. The owner rides the current trace of telepathic  life from one pattern to another.
  8. Korcheg Orbs - This isn't so much a drug as it is a set of circumstances, the user experiences the fossilized bits of time that the apocalypse froze in shattered reality. The user experiences a sliver of an alternative life or world for 1d6 hours. The user gains 1d6 temporary hit points while under the influences
  9. Lauir this drug was created by the interaction of psychic abilities and powers with reality. At certain times the owner can access the powers of the mind and create 1d4 minor psychic abilities for 1d6 +2 hours.
  10. Lirorgunchazg This drug is made from the adult body of certain plant mutants and the bodies of the victims of the apocalypse. The victim's mind is shunted into the realm of the planet's plant hive mind. The victim may be able to communicate with certain ancient mutant plant creatures.
  11. Thildulathab is made from the discarded scales of ancient serpent men, the owner gains the ability to read and write in the dead serpent men's god like tongue & operate their machinery.
  12. Lavand - Created from the ancient gases and oozes found within the undergrounds of Boston, this stuff will keep for months and one whiff of it and the owner is able to place his mind in the dreams of such creatures. The victims gain 1d4 ooze based mutations. 
  13. Ncarimmabe -Has been created from the tree bark of seven different species of mutant plants. This paste like substance can be rolled or smoked. It takes the owner and gives him three planet like abilities.
  14. Nglrtuil powder enables the user's mind to travel back 200+ years in a whirl wind of confusion and hallucinations. The user might gain a powerful set of 1d10 mutations or 20% chance of being able to operate any simple relic or artifact they come across.
  15. Ngluila This powder is made from the ground up parts of certain mutant animals and enables the user to gain 1d20 animal mutations. The user can understand mutant animals as if he was born to.
  16. Ogrilka - This stuff is made from the glands of several ancient humanoid races of legend. The drug enables the owner to temporily take on the form of a Mok for 1d20 hours.
  17. Saugli This drug is made from the sliced up mind of three different mutant adventurers, the user can engage any of these powders
  18. Thaugia This drug comes from the land of dreams and all of the ground up Fey that go into its production. The user is able to taste fey powers and has a sampler of 1d20 temporary powers. They also experience all of the the glory and weirdness that the drug. 
  19. Thmalan - This isn't so much a drug as it is a strange combination of certain crystals, the user gains machine telepathy and can't shut it off. They have a range of line of sight.
  20. TuimimelTuirort -Created by dangerous post apocalyptic forces this substance enables the owner to open the doors to perception


Monday, July 4, 2016

1d20 Random Totally Eighties Crimson Dragon Slayer Encounters Table For Your Old School Campaigns

When adventuring Thule, the weird & deadly go hand in tentacle with the shining Thulian suns. The place is rife with raging other dimensional energies & rolling other worldly storms that bring all kinds of stuff in from other dimensions.


In the day glo drenched deserts and wastelands of Thule there are always wandering outlaws, cut throats, adventurers or wanderers who are looking to exploit any fools that they run across. The suns of Thule bring with them many of these adventurers who are always looking to make a quick buck or gold piece & add another notch to their sword hilt. Many of these adventurers have come off world after seeking opportunities at Alpha Blue as it passes through Thules current weird dimensional position.



When traveling in the deep wastes of Thule the DM should have an encounter whenever the party of warriors of awesomeness enter a new hex. There is a 40% of there being a totally Eighties encounter, these encounters should be used sparingly. Some of these are quite deadly and might attract the attention of one of the lesser Lovecraftian demon dragon lords with a deadly melee.

1d20 Random Totally Eighties
Crimson Dragon Slayer Encounters Table
  1. A band of adventurers from an all girls private academy led by a matronly enchantress, they are on a quest of kick assery and higher learning. There is a 30% that they have a powerful magic item. 
  2. Two powerful fighters who are rich overlords, the pair are father & son who control a nearby manor house and spread. They are armed with very nice weaponry and seemly having a silver spoon in their mouths. 
  3. Here comes a pack of 1d20 space invaders flying in on some alien mission. Seek shelter in a nearby laser cannon or shelter bunk house. This place will last 1d10 rounds. 
  4. An animated cat and his mistress who needs to get laid in order to be real. She is accompanied by 1d20 cartoon outlaws and cut throats. Sugar is an old hand at the become real game and a con artist of the first order. 
  5. Shazbat A wasteland wizard on a mission of awesomeness looking for adventurers to help him recover a black magic item guarded by video game style monsters in a nearby day glo maze of deadly aspect. 
  6.  A group of teen adventurers are on a mission from their one eyed pirate wasteland patron. The ghost of this undead horror guides them ever onward. They seek the cube of power. 
  7. Several planet demons in vehicle form are on the trail of 1d6 space adventurers from Alpha Blue who are actually accomplished wasteland warriors in their own right. They are on the trail of several objects of power and could use several strong sword arms. 
  8. A green hued mutant barbarian warrior leaps unto the scene and he is followed by several vans filled with five fighters & warriors dressed in US army gear. They hunt the poor brute. If the party helps him he will reward them with a chest of cabbage patch kids relics he found. 
  9. A broken down bus is being assaulted by 1d10 wasteland raiders on the backs of giant bat demons. The bus is filled with other dimensional wrestlers and their 80's pop star manger. They will gain the upper hand during the sixth round of combat. They will join the party for an adventure or two lending a hand. 
  10. An older group of classic space adventurers from a Federation star ship are in the middle of a mission on Thule. They may or may help the adventurers, they have some blue bucks from a recent lay over on Alpha Blue that they are will share if the adventurers help them. 
  11. An amazon priestess of Taarna is on her way to the Purple Island on a holy mission she is stranded on Thule and seeks the cup of power that will help her on her way. She needs help in her mission. 
  12. A gang of high school adventurers have stumbled through a worm hole time door onto Thule they are armed with M-16's and are in need of extra clips and could use some help finding the next dimensional door. 
  13. A bumbling gang of 1d10 mutant outlaws led by a minor undead Thulian warlord is seeking a sword of power from Castle White Skull. He has killed his muscle bound warrior and now only the sorceress stands in his way unless a party of adventurers comes to her aid. 
  14. In the middle of the Thulian wastes is a '73 Gremlin brand new and broken down. It was being driven by Brad The Bold a barbarian warrior and his girl friend the wizardress Orial. He needs help to fix his ride and get to his mutant buddy whose being held in the tower of wizard. He wields the purple blade of the power sun! 
  15. The air ship Holy Diver is on a salvage mission for a crashed Thulian war machine. A rival gang of salvage warriors is already at the site and already into the recovery. There is some valuable Eighties shwag that you can see so whom will you add?  
  16. Followers of the Seventh Son are under attack by big brained Martian mercenaries armed with death rays and a ray tank. They're war cries of Ack, Ack, echoes across the desert sands. The followers have powerful magics but they're out gunned and out manned. 
  17. The tour bus of an Old Earth pop star has broken down, this dish water blond pop star is putting on a small concert for the locals but nearby a small but powerful gang of Thulian mutants is getting ready to attack! There will be three mutant warriors for each party member. 
  18.  A blue suited alien super hero is getting his ass kicked by three black clad alien warriors and they have the upper hand. The blows can be heard for miles for around. They are vulernable magic and relic weapons.
  19.  A gang of five warriors in a souped  up black van with a red stripe from Old Earth are on the run from 1d20 demonic warriors. Thulian magics and weapons will affect them but this team's weapons are somewhat ineffective. The five warriors know where their is a cache of treasure but they are helping to save an orphanage.
  20.   Alien cat meat traders from the planet Melmac have crashed on Thule and are in need of several parts to fix their craft. They're on a course for a return to Alpha Blue but a Thulian warlord has the parts and systems in his ruins and dungeon. They're willing to give the adventurers a lift back to the interstellar pleasure palace. 

There is a 20% of any of these NPC's having some minor relic or weird Eighties pop culture article that will be worth a small fortune on Thule.

Sunday, June 26, 2016

1d20 Random Minor Space Adventurer's Treasures Left Behind Table For Your Old School Campaigns

There are adventurers who stumble through other dimensional doors & cracks in reality, these beings often come from ancient far off lands even from other planets.Adventurers often leave behind minor treasures & relics often in caches of lost technologies.These items sometimes crop up in the wastelands and out of the way places where one would least expect them to be. Adventurers from elsewhere can be unpredictable & often very dangerous because of being on unfamiliar territories.Here's some random finds for your own party to stumble upon and their value in gold coinage.


1d20  Random Minor Space Adventurer's Treasures
Left Behind Table



  1.   A silver plated control rod and holster unit, these items are able to control any simple electronic or mechanical system. Worth about 480 gold pieces 
  2. Ray gun with a half charge with 10 charges and does 1d8 +2 electrical damage and 50 foot range worth about  600 gold pieces
  3. Wand of humanoid charm this wand is able to charm 1d8 humanoids within a 20 foot radius worth 200 gold pieces 
  4. Ring of shocking grasp 1d10 charges able to cast shocking grasp 20 foot range. Worth 200 gold pieces 
  5. Barrel of Power - This device is able to power 1d10 devices or complex machines and this item won't will not run out of power but the device will begin to drain Constitution unless a saving throw vs wands is made. 
  6. Automatic Brain - The robotic brain of an ancient mechaniciod, this complex A.I. unit allows one to figure out any device they come across because of the complex sensor system. The unit can figure out 1d10 artifacts. Worth 600 gold pieces
  7. Access Crystal that can by pass any door or security lock with a successful wisdom roll. Worth 300 gold pieces 
  8. Eye of the Robot - This robotic eye allows one to peek into nearby other dimensional realms. With a successful wisdom roll the owner allows one to gaze into 1d10 nearby planar realms. 
  9. Memory metal - This metal item can take the shape & copy any key that is within 10 feet of. There is a 20 % of this metal doing 1d4 points of damage as it leeches the iron from the blood of its victim. 
  10. Fingers of The Maker - This finger is a mechanical & a complex device that can do 1d10 mathematics equations per day. The device must be implanted on the hand of its owner to function after doing 3 points of damage from the implanting. 
  11. Plasmoid Toy - This ancient device is able to take on the shapes and likeness of anything brought within twenty feet of this artifact. The device has an incredible ability to mimic the natural minor powers and abilities of others in the form 1d10 cantrip like powers per day. These devices are sometimes damaged and must take 1d6 pints of blood per day to function properly. They are worth 200 gold pieces to the right collectors. 
  12. Rings of power - These green and gold metallic rings have the ability to absorb 2 temporary points from the stats of the owner. They can do 1d8 points of damage in the form a magical energy field to those within 10 feet. The rings have 1d6 charges after which they will have points absorbed. The owner is vulnerable to mutations and chaos energies that they come across.
  13.  Wand of Ancient Power - This sliver of hellish power has been drawn from a micro planar window, the power of Hell flows through it and once per day the owner is able to summon a minor demonic monster whose at the beckoned call of the owner of the wand. The owner is marked by the wand to have their souls absorbed after 1d20 months of use. Certain black magicians value the wands for their dark masters. Worth 700 gold pieces to the right collector
  14. Key to the Pit, this ancient and rusted key is able to by pass any door it comes in contact with. The owner must make a dexterity check as the key changes in the owner's hand like a living thing of corruption.There is a 60 % chance of the key jumping out of the owner's hand and trying to crawl away. Worth about 600 gold pieces to certain very dangerous thieves organizations. 
  15. Star Crystal These crystals are attuned to alien stars and allow the owner to track the stars of the damned and Chaotic. The owner will know the right time for black magick ceremonies and rites to be performed. There is a 20% chance that a demon or other dimensional hell beast will notice the owner. 
  16. Matrix of storage this box will hold 1d20 minor items or treasures in other dimensional space in side astral spaces. There is 10% chance of the matrix opening a ten foot or ten foot other dimensional door. Worth 200 gold pieces
  17. Planar Knife able to cut through flesh and graft other flesh to it. These tools are used by black wizards to make other worldly grafts on victims and are often used to cut flesh for demons that are summoned to feed on on the souls of victims. Worth 600 gold pieces to the right collector 
  18. Bottle Of Liquid Chaos the essence of left over essence of creation this item will cause 1d20 mutations in those exposed to the soul stuff of chaos. Worth 200 gold pieces 
  19. Wand of Changing Seasons - This wand is able to cause the weather to change on a rite or ritual of Chaos. The wand has deep connections with raw magical power and is able to cause 1d20 minor weather related changes. But when the new moon comes there is a 20% chance of the owner gaining a minor chaos related mutations. Worth 300 gold pieces to certain cults of chaos
  20. Knives of the Red Rites - These knives are used to murder victims and send their souls to the demon gods of chaos. These rites have a 40% percent chance of calling a demon or other planar horror to the victim.These knives come in sets of six or eight the sacred numbers of chaos. These items are worth 600 gold pieces.