Showing posts with label Robert E. Howard. Show all posts
Showing posts with label Robert E. Howard. Show all posts

Friday, July 17, 2026

Kull-era Atlantean campaign Random Encounters table For Sword of Cepheus 2nd edition

 Here is a 2d6-based random encounter table for a Kull-era Atlantean campaign utilizing the mechanics of The Sword of Cepheus 2nd Edition. This blog post picks right up from D100 Kull Era Atlantean Relics and Monster Encounter Tables For A Sword & Sorcery Sword of Cepheus 2nd edition Part II



In the Thurian Age, Atlantis is not yet a sunken realm; it is a harsh, mountain-ringed wilderness ruled by savage barbarian tribes who despise civilization and magic. True to The Sword of Cepheus, these encounters focus on gritty survival, deadly hazards, low-fantasy combat, and dangerous, corrupting sorcery.

The Atlantean Wilderness Encounter Table (2d6)

2d6EncounterDetails & Sword of Cepheus 2E Mechanics
2Slithering Shadow (Serpent Man Scout)A single Serpent Man disguised in illusory human flesh via Glamour magic. It spies on local tribes to sow discord. If discovered, it attacks with a venomous dagger (Melee-1, 1d6 damage + Poison). If cornered, it sheds its illusion and attempts to cast a subtle spell or flee.
3Prehistoric Apex (Saber-Tooth Cat)A massive, stalking predator hunts the party. It attacks from ambush. Stealth-2 to spot before it leaps. Attacks: Bite/Claws (Melee-2, 2d6+2 damage). Its ferocity can easily deplete a character's Stamina and strike directly into Lifeblood.
4Unforgiving Terrain (Chasm or Rockslide)A sudden environmental hazard tests the party's mettle. Moving safely requires an Average (+0) Athletics or Survival check (using Strength or Dexterity). Failure results in 2d6 damage to Stamina/Lifeblood from a fall or crushing rocks, mimicking the system's simulationist lethality.
5Atlantean Border Patrol (3-6 Warriors)A fierce hunting party from a rival Atlantean clan. They are hostile to outsiders and demand a toll or challenge the party's strongest warrior to single combat. Stats: Melee (Axe/Spear)-1, Leather Armor (Protects 2), Carrying crude bronze or flint weapons.
6The Corpse-Tree (Grim Discovery)The party finds the hanged bodies of Valusian scouts or Pictish spies left by a local tribe. Searching the area requires an Investigation check (using Education or Intellect). Success yields a functional map of the local coast or 2d6 iron coins—a rare commodity in barbaric Atlantis.
7Scavengers of the Peak (1-3 Giant Vultures)Giant, prehistoric carrion birds circle above, waiting for the party to weaken, or swoop down if the characters are already injured. They strike quickly and retreat if heavily wounded. Attacks: Talons (Melee-1, 1d6+1 damage).
8Pictish Raider Band (2-5 Raiders)Savage Picts from across the sea, heavily tattooed and moving silently through the brush. They favor guerrilla warfare, traps, and ambushes. They use short bows (Ranged-1, 1d6 damage) tipped with paralytic poison (requires a Difficult (-2) Endurance check to resist paralysis).
9The Alchemical Pit (Unstable Vapor)The party stumbles into a volcanic fissure venting ancient, heavy green gases from the hollow earth. Entering the cloud requires an immediate Endurance check. Failure causes 1 point of temporary Endurance damage per round from asphyxiation and induces vivid, maddening hallucinations.
10Exiled Lemurian SorcererA robed outcast hiding from Valusian law. They are highly paranoid and carrying a corrupted artifact. If threatened, they will resort to Channeling a destructive Grey or Black magic spell in a single round, accepting a point of Corruption and a skill penalty to blast the party into submission.
11The Black Stone MonolithA cyclopean, pre-human pillar carved with screaming faces. Spending an hour studying the runes requires an Intellect + Sorcery check. Success: The character learns a new Arcane spell. Failure: The character triggers an Arcane Mishap, suffering a minor mutation or temporary madness.
12Spawn of the Elder Dark (Chthonic Horror)A terrifying mass of tentacles and alien flesh bubbles up from an ancient cave system. This monster is immune to mundane morale and terrifying to behold. Defeating it requires tactical coordination and heavy weaponry; a direct confrontation will easily turn deadly for unarmored or reckless characters.

System Integration Notes

  • Reaction Rolls: When encountering intelligent groups (like Tribesmen or Picts), the Referee should roll 2d6 to determine initial attitudes. Barbarians are notoriously volatile; a low roll indicates an immediate charge, while a high roll might offer a tense parley.

  • Deadliness: Because combat in Sword of Cepheus 2E can kill a character in two or three unparried blows, players should be encouraged to use Stealth or Tactics to avoid head-on fights with apex predators or large raiding parties.

Thursday, July 16, 2026

A d100 Kull era Atlantian Artifacts table for Castles & Crusades rpg Campaign Set in Kull's Thurian Age

Castles & Crusades Players Handbook 

Here is a d100 Atlantean Artifacts table tailored for a
Castles & Crusades campaign set in Robert E. Howard’s pre-cataclysmic Thurian Age (the era of Kull of Atlantis). This blog post picks right up D100 Kull Era Atlantean Relics and Monster Encounter Tables For A Sword & Sorcery Sword of Cepheus 2nd edition Part II



In this primordial era, Atlantis is not yet a sunken utopia; it is a rugged, sea-beaten continent inhabited by savage, tribal barbarians. Magic is rare, dark, and deeply tied to elder horrors, Serpent Men, and alien alchemy. These artifacts reflect that gritty, "Sword & Sorcery" tone, utilizing Castles & Crusades mechanics (Attribute Checks, Prime Attributes, and saving throws).

D100 Atlantean Artifacts Table

d100ArtifactBrief Description & C&C Mechanics
01–05Tiger-Valley War ClubA heavy stone-headed club bound in mammoth sinew. It functions as a +2 war club. Once per day, the wielder can unleash a roar requiring all enemies within 30 ft. to pass a Charisma save or be shaken (-2 to hit and AC) for 1d6 rounds.
06–10The Obsidian Mirror of Tuzun ThuneA polished black volcanic glass mirror. A spellcaster looking into it can cast Scrying at will, but must make a Wisdom save (CL 6) each time or lose 1 point of Wisdom permanently as their soul is slowly drawn into the mirror's infinite depth.
11–15Scale of the First SerpentA large, iridescent green scale used as a buckler (+1 AC). It grants the user complete immunity to all natural and magical poisons. If a Serpent Man looks at the shield, they must make a Charisma save or be forced into their true, non-humanoid snake form.
16–20Sea-Mountain HarpoonA barbed +1 spear carved from the rib of a prehistoric leviathan. When thrown, it automatically returns to the wielder’s hand. On a critical hit against a creature with the aquatic subtype, it deals triple damage.
21–25Alchemical Fire-Beads of LemuriaA pouch of 1d6+1 cold, metallic red glass beads. When thrown (range 30 ft.), they burst. Treat as Fireball (5d6 fire damage, Dexterity save for half) but the fire burns underwater.
26–30Mask of the Great ApeA dried gorilla leather mask. When worn, the user gains +4 to Strength and Constitution but drops their Intelligence to 3. They gain a climb speed of 30 ft. and can fight for 1d4 rounds after reaching 0 hit points before dying.
31–35The Iron Collar of the Galley-SlaveA rusted iron collar. When locked around a humanoid's neck, they are completely immune to exhaustion, sleep, and fear, but cannot disobey any direct verbal command from the key-holder.
36–40Vial of Black Lotus ElixirA single dose of shimmering black liquid. Drinking it grants the user the ability to cast Contact Other Plane to speak with the Great Old Ones. The user must make a Constitution save or permanently lose 1d4 points of Wisdom from the maddening revelations.
41–45The Golden Skull of RotathA solid gold human skull inscribed with ancient Lemurian runes. It acts as a spell focus; any necromancy spell cast while holding it is cast at +2 Caster Level. It whispers secrets of the pre-human world to its holder during sleep.
42–50The Jade Tooth of ValusiaA thumb-sized chunk of carved green jade. When pressed against a poison or curse, it absorbs it completely, turning pitch black. It can absorb up to 3 curses or lethal poisons before shattering.
51–55Horn of the Tiger-BeastA curved horn that can be blown once per day. It summons 1d4 saber-toothed tigers that obey the blower's mental commands for 1 hour or until slain, after which they dissolve into sea foam.
56–60Ring of the Red ShadowA copper band set with a raw ruby. Once per day, the wearer can step into a shadow and emerge from any other shadow within 100 feet (as Dimension Door).
61–65Slayer’s Flint DaggerA serrated knife made of gray flint. It acts as a +1 dagger but ignores all forms of magical damage reduction or physical armor bonuses from spells (like Shield or Mage Armor). It cuts purely through the physical body.
66–70The Tabard of the Topaz ThroneA heavy silk vestment dyed the brilliant yellow of Valusia's royal color. The wearer gains a +3 bonus to all Charisma attribute checks and saving throws. However, they suffer a -2 penalty to Wisdom checks due to a lingering, arrogant paranoia.
71–75The Whispering ShellA giant spiral conch. Listening to it allows the user to understand any spoken language for 1 hour. There is a 5% chance the shell instead fills the user's mind with the deafening, maddening sounds of the roaring Pre-Cataclysmic ocean (stunned for 1d4 rounds).
76–80Blood-Stone of GrondarA dark red gem that must be pressed into an open wound to activate. It immediately heals 3d8+3 hit points. However, the user must immediately make a Constitution save or contract a wasting blood sickness that prevents natural healing until cured by magic.
81–85The Pictish Tracker’s FetishA bundle of dried bones, feathers, and dried wolf eyes. When held, it grants the user the Ranger's Track ability (or a +5 bonus if the user is already a Ranger/Tracker).
86–90The Silver Key of KameliaA delicately crafted key made of pure, un-tarnished starlight-silver. It can unlock any non-magical lock instantly. If used on a magically sealed door, it triggers a Dexterity check (CL of the seal) to bypass without setting off traps.
91–95Crown of the First BarbarianA simple band of hammered bronze and dire-wolf fangs. The wearer is entirely immune to mind-affecting magic, charms, and illusions. They rely entirely on raw, unyielding instinct.
96–00The Great Greatsword of Valusian KingsA massive, two-handed sword of stellar iron. It functions as a +3 greatsword. On a successful hit, it deals an extra 1d6 points of cold damage. Once per week, the wielder can cleave the air to tear open a temporary rift to the void, banishing one extraplanar creature hit by the blade (Charisma save to resist).

How to Introduce these Artifacts in Castles & Crusades

  • No "Identify" Spell: In a Kull-era campaign, players shouldn't simply cast Identify to learn these attributes. They must translate dead languages, consult ancient Pictish shamans, or experiment—often at great risk.

  • The Price of Magic: These items are powerful but primitive. Many carry curses, psychological burdens, or draw the attention of ancient entities like the Serpent Men or Thulsa Doom. Use the Castle Keeper (CK) active-threat mechanics to make players weigh the benefits of using them.

Saturday, July 11, 2026

D100 Kull Era Atlantean Relics and Monster Encounter Tables For A Sword & Sorcery Sword of Cepheus 2nd edition Part II

 



D100 Primeval Monster & Hazard Encounters

The wilderness of the Kull era is untamed, featuring prehistoric beasts, dying elder races, and cosmic horrors that predate humanity.

d100EncounterDescription & Threat Profile
01–15The Serpent Man InfiltratorA single assassin disguised as a trusted ally or local noble. Tactics: It waits for a moment of vulnerability to strike with a poisoned dagger (3d6 damage + Lethal Poison). It will attempt to flee using illusion magic if discovered.
16–30Pack of Ghost-Swamp Hyenas (3d6)Emaciated, pale-furred beasts that hunt in the mist-shrouded lowlands. Tactics: They use pack tactics to flank characters (DM+1 to attack when outnumbering a target). Their eerie, mocking laughter forces a SOC/Sanity check to avoid being Shaken for the first round of combat.
31–45Prehistoric Dire ApeA massive, silver-backed behemoth standing 4 meters tall. Tactics: Aggressive and territorial. It uses brawling attacks (3d6+2 damage) and will attempt to grab a character to fling them into terrain or crush them. It has an Armor rating of 3.
46–60The Living Slime of CommoriaAn amorphous, translucent grey mass sliding along dungeon floors or ancient ruins. Tactics: Completely immune to piercing and slashing weapons. It attacks by engulfing targets, dealing 2d6 acid damage per round to armor and flesh alike. Vulnerable only to fire and sorcery.
61–75Valusian Blood-Bat SwarmA cloud of leather-winged, red-eyed pests filling a corridor or jungle canopy. Tactics: They attack as a single entity, targeting all characters in an area. They deal low damage (1d6) but cause continuous bleeding (1 damage/round) until a First Aid check is made.
76–85The Shadow of the Elder DarkAn incorporeal horror summoned by ancient, forgotten rituals. Tactics: It cannot be harmed by mundane weapons. It attacks a character's mind and soul rather than their physical body, forcing an INT check each round. Failure inflicts 1d6 points of permanent Sanity damage.
86–95Ancient Atlantean AutomatonA towering guardian made of bronze and stone, still functioning after millennia. Tactics: Armed with a massive stone blade (4d6 damage) and boasting an Armor rating of 6. It moves slowly but relentlessly, pursuing its designated targets until destroyed.
96–00The Thing from the StarsA cosmic aberration that has slipped through a tear in reality. Tactics: Its sheer presence forces a Sanity check (DM-3) for all who look upon it. It attacks with writhing tentacles (3d6 damage, 4 attacks per round) and can warp space to teleport short distances.

The pre-cataclysmic world of King Kull’s Atlantis is a brutal, sun-drenched, and blood-soaked era where civilization is a thin veneer over primeval chaos. In Sword of Cepheus 2nd Edition, these elements focus heavily on lethal physical stakes, ancient sorcery, and high-risk exploration. This blog post picks right up from D100 Kull Era Atlantean Relics and Monster Encounter Tables For A Sword & Sorcery Sword of Cepheus 2nd edition

Here are the custom d100 tables for Atlantean relics and monster encounters, tailored to the gritty, career-based mechanics of Cepheus.

D100 Atlantean Relics & Sorcerous Artifacts

These relics represent the peak of pre-cataclysmic forging and forbidden alchemy. In Sword of Cepheus, many of these carry hefty costs to a character's Sanity or physical attributes.

d100RelicMechanics & Effects (Sword of Cepheus 2E)
01–10Valusian Serpent GlassA heavy, obsidian-framed mirror. When a humanoid passes in front of it, the glass reflects their true form. Effect: Instantly reveals shape-shifted Serpent Men, bypassing any illusion or magical disguise. Seeing the true horror requires a SOC Check (DM-2) to avoid a temporary 1-point loss in Social Standing due to sheer shock.
11–20Heart of the Moon GemA flawless, milky-white sapphire that pulses with a cold light. Effect: Can be crushed as a minor action. It instantly restores 2d6 points across wounded physical characteristics (STR/DEX/END). However, the user’s eyes turn solid white for 24 hours, giving a DM-2 to all visual Recon checks in daylight.
21–30Lemurian Brass LotusA mechanical, pocket-sized brass flower. When wound, it emits a faint, hypnotic chime. Effect: Targets within 5 meters must make an END check (DM-1) or fall into a deep stupor for 1d6 rounds. It draws heavily on the user's life force, dealing 1 point of temporary STR damage per use.
31–40Obsidian Shamshir of GrondA heavy, dark-glass blade that never dulls. It functions as a Broadsword (3d6 damage) but uses the wielder's raw hatred to strike. Effect: Grants DM+2 to Melee (Blades) checks against sorcerers and supernatural beasts. On a natural combat roll of 2, the blade chips, dealing 1d6 damage directly to the wielder's END.
41–50Thurian Iron TorcA thick, unadorned neck ring worn by ancient warlords. Effect: Grants the wearer a +2 Armor rating against all physical attacks and makes them completely immune to mundane poisons. However, it cannot be removed unless the wearer enters a state of Near-Death (any characteristic reduced to 0).
51–60Urn of the Silent WindA sealed clay urn etched with pre-human glyphs. Effect: Opening the urn releases a localized, choking vacuum. For 3 rounds, no sound can be made, and no verbal spells can be cast within a 10-meter radius. Characters inside must make an END check each round or suffer 1d6 damage from asphyxiation.
61–70Scroll of the Seven Sunken CitiesA tattered, water-resistant vellum map. Effect: Grants a permanent DM+2 to all Navigation and Survival checks when exploring ruins or wilderness. Reading the scroll requires an INT check (DM-2); failure results in a permanent 1-point loss of Sanity as the reader glimpses the true timeline of the world.
71–80Jade Mask of the Ever-LivingA terrifying, stylized green jade mask. Effect: While worn, the user does not age, bleed, or feel pain. They gain +3 to END checks to resist injury. The cost is severe: while wearing the mask, the user cannot heal naturally, and any magical healing applied to them is halved.
81–90Blood-Forged Ring of AtlantisA ring made of an unknown red alloy that bonds to the wearer's skin. Effect: Allows the wearer to cast any sorcerous spell they know without spending Life Force/Mana. Instead, the spell drains 1 point of STR per spell level. The STR recovers at a rate of 1 point per full day of complete rest.
91–00The Skull of CommoriaThe silver-plated skull of an ancient king. Effect: Once per day, the wielder can ask the skull one question about local history, geography, or defensive traps. The skull answers truthfully but demands a sacrifice of blood equivalent to 2d6 damage dealt to a thrall or companion.

Wednesday, July 1, 2026

D100 Kull Era Atlantean Relics and Monster Encounter Tables For A Sword & Sorcery Sword of Cepheus 2nd edition

 The Pre-Cataclysmic age of King Kull is a brutal world of crumbling obsidian towers, ancient serpent cults, and blood-soaked bronze. For a Sword of Cepheus (2nd Edition) campaign, navigating the untamed wilderness of Atlantis or the decaying cities of Valusia requires a unique blend of weird science-fantasy and raw grit.



d100 Prehistoric & Sword & Sorcery Monster Encounters

These encounters emphasize the theme of a younger, wilder earth where humanity is not yet the undisputed master. Statistics can be quickly generated using the baseline Sword of Cepheus creature rules.

d100EncounterThreat Level & Tactical Notes
01–05The Serpent-Man InfiltratorA disguised Serpent Man assassin wearing the illusions of a trusted human ally or merchant. Attacks from ambush using a poisoned dagger (2d6 + paralytic venom). If cornered, it sheds its human guise, forcing a Willpower check to avoid fear.
06–10Pictish Raiding Party2d6+2 Pictish warriors armed with flint-headed spears (2d6) and shortbows. They use the terrain perfectly (DM+2 to Stealth) and favor hit-and-run ambushes, aiming to capture prisoners for sacrifice rather than engage in open warfare.
11–15Sabertooth Stalker (Smilodon)A solitary apex predator tracking the party from the downwind side. Characteristics: STR 14, DEX 11, END 12. Attacks: Massive Fangs (3d6 damage, ignores 2 points of Armor on an Effect of 6+). Extremely fast and stealthy in high grass.
16–20The Bleeding TreesA grove of carnivorous, semi-sentient flora. The vines lash out at anyone passing beneath them (Melee (Unarmed) skill 2, 1d6 crushing damage + grapple). The sap is a thick, crimson narcotic resin prized by sorcerers.
21–25Ghost-Wolves of the Ice Waste1d6 massive, pale wolves that hunt silently. Their fur naturally mimics the environment. They attack as a coordinated pack, attempting to knock targets prone (Athletics vs. Strength to avoid being tripped) before going for the throat.
26–30Valusian Ghoul Pack2d6 degenerate, subterranean humanoids feasting on a fresh battlefield or burial mound. Their claws carry corpse-disease; any damage taken requires an Endure check to avoid contracting a debilitating fever (-1 to all physical attributes until cured).
31–35The Obsidian GolemAn ancient, automated guardian left behind in an Atlantean vault. Armor 8, immune to piercing and slashing weapons unless they are made of Atlantean steel or magic. It attacks with heavy stone fists (4d6 blunt damage) but moves incredibly slowly.
36–40Swarm of the Crimson LocustsA cloud of flesh-eating insects that strips a landscape bare in minutes. The party must find immediate shelter (tents are shredded; caves or stone ruins are safe) or take 1d6 damage per round from thousands of tiny, razor-sharp bites.
41–45The Cave Horror (Dire Ape)A massive, four-armed albino ape defending its territory. Characteristics: STR 16, DEX 9, END 15. It can attack two different targets per round with its massive claws (2d6+3) and will attempt to hurl boulders at range.
46–50Possessed Sorcerous Zealots1d4 cultists whose minds have been completely hollowed out by an Elder God. They feel no pain (ignore all penalties from wounds or Stamina loss) and fight with fanatical frenzy using sacrificial daggers or iron-shod clubs.
51–55The Great Mire-CrocA 12-meter prehistoric crocodile lurking just beneath the surface of a swamp or river crossing. It surprises on a 1–4 on a d6. Its bite (4d6) automatically initiates a grapple; on subsequent rounds, it drags the victim underwater to drown.
56–60Deep-Earth Burrowers1d3 chitinous, segmented worms that sense tremors in the rock. They burst from the floor or walls, disrupting positioning. They have a corrosive acid spit (3-meter range, 2d6 acid damage that degrades mundane armor by 1 point per hit).
61–65Shadow-StalkerAn incorporeal entity summoned from the Outer Dark. It is invisible in complete darkness and can only be harmed by magic, fire, or silver/Atlantean weapons. Its touch does not do physical damage; instead, it drains 1d6 points of Willpower per hit.
66–70The Titan Strider (Megatherium)A gargantuan, territorial giant sloth. Generally peaceful unless provoked or if its young are near. If enraged, its sweeps can clear an entire frontline (Characteristics: STR 18, END 18, Armor 3, Claws 3d6+4 damage).
71–75Lizard-Kin Outcasts2d4 primitive, scaled humanoids representing the evolutionary bridge between dinosaurs and Serpent Men. They carry crude bone weapons but use primitive, terrifying war horns that force an Endure check to avoid being unnerved.
76–80The Blood-CloudA sentient, floating crimson mist that hunts by detecting warm blood. It moves at walking speed. Anyone caught inside the cloud must make an Endure check every round or suffer 1d6 internal damage as the mist leeches blood through their pores.
81–85Prehistoric Terror-Bird (Phorusrhacos)1d3 flightless birds with massive, axe-like beaks. They move at incredible speeds (twice human sprint speed). Their primary attack is a leaping strike with their beak (3d6 piercing damage) designed to crush skulls.
86–90The Iron-Scaled WyrmA massive, wingless dragon sleeping atop a pile of ancient plunder. Armor 6, Stamina 60. It breathes a cloud of scalding, superheated steam once every 3 rounds (5d6 damage to all in a 10-meter cone). A legendary-tier threat for seasoned characters.
91–95The Chanting MoundA haunting sonic phenomenon. A stone barrow where the wind vibrates through ancient structures, creating a psychic chant. Characters who get too close must make a Willpower check or be compelled to drop their weapons and walk into the tomb.
96–100Avatar of the Serpent GodA massive, multi-headed giant snake winding through the ruins. It acts as a focal point for ancient sorcery. Each head can strike independently. Killing it requires destroying all heads, but its hoard contains at least 2d4 Atlantean Relics.

Here are two unified d100 tables—one for lost Atlantean relics left behind before the oceans swallowed the continent, and one for the prehistoric horrors that stalk the dark corners of the world.

d100 Lost Atlantean Relics

In Sword of Cepheus, these items bridge the gap between magic and highly advanced, forgotten antediluvian technology. Identifying or restoring them usually requires a Knowledge (History) or Science (Archaeology) check.

d100Relic NameDescription & Cepheus 2e Mechanics
01–05The Obsidian HeartA polished sphere of volcanic glass that pulses with an unnatural warmth. When held, it grants DM+2 to all Willpower checks against mental sorcery, but forces a daily Carouse or Endure check to resist developing a cold, ruthless paranoia.
06–10Valusian Viper-StaveA copper staff tipped with a stylized snake head. It contains 10 charges of ancient alchemical gas. Expending a charge releases a 3-meter cone of neurotoxin; targets must make an Endure check or suffer 3d6 damage and be paralyzed for 1d6 rounds.
11–15Chariot-Stone of the SunA heavy, glowing amber crystal once used to power Atlantean sky-vessels. If slotted into a mechanical device or vehicle, it provides limitless clean energy, but emits a low hum that attracts apex predators and monsters within 5 kilometers.
16–20The Mirror of TuA bronze hand-mirror that doesn't reflect the physical world. Instead, looking into it reveals the true form of any shape-shifted creature, illusion, or Serpent Man within 10 meters, bypassing any magical or mundane disguise.
21–25Blood-Forged GreatswordAn oversized blade made of dark, unrusting Atlantean steel. It requires Strength 9+ to wield effectively. It deals 3d6+2 damage and ignores mundane armor, but every time it draws blood, the wielder must check Willpower or enter a berserk rage, attacking the nearest target.
26–30Thurian Chrono-CompassA complex brass dial that maps temporal fractures rather than geography. Utilizing it grants DM+2 to Navigation checks in ancient ruins, and allows the user to peer up to 10 minutes into the immediate past of a room once per day.
31–35Phial of the Black LotusA tightly sealed crystal vial containing a perfectly preserved oil. When vaporized or applied to weapons, it acts as a lethal poison (4d6 damage, Endure check for half). If inhaled raw, it induces prophetic, maddening visions of the coming Cataclysm.
36–40Coronated Helm of the Elder KingsA heavy bronze helmet lined with silver wiring. It grants the wearer Armor 4 to the head and the ability to mentally project their voice to anyone within line of sight, commanding absolute attention (DM+2 to Leadership).
41–45The Screaming ArrowheadsA quiver of 6 flint arrowheads etched with microscopic sonic grooves. When fired, they emit a horrific, deafening shriek. Targets within 5 meters of the impact point must succeed on an Endure check or be stunned and deafened for 1d3 rounds.
46–50The Ring of Lemurian JadeA ring carved from deep green stone that is cold to the touch. It allows the wearer to breathe underwater perfectly and swim at normal walking speed, a relic from the age before Lemuria sank beneath the waves.
51–55Tabula of the Star-GodsA clay tablet inscribed with geometric star maps. A character with Science or Knowledge can use it to predict weather patterns with 100% accuracy for the next week, or locate ancient impact craters containing rare meteoric iron.
56–60Girdle of the BehemothA thick leather belt studded with heavy meteoric iron plates. It increases the wearer's Strength characteristic by +2 (up to a maximum of 15) while worn, but increases their daily food and water requirements threefold.
61–65The Whispering IdolA small, jade pocket-idol of a forgotten, multi-limbed deity. Once per day, the owner can ask the idol a direct question about a dungeon or wilderness layout. The idol answers honestly but vaguely, demanding a drop of blood (1 Stamina point) in return.
66–70Gloves of the Iron GripFine mesh gloves made of an unknown, flexible grey alloy. They allow the wearer to scale vertical stone surfaces perfectly without equipment (Athletics checks always succeed unless conditions are extreme) and add +2 to unarmed strike damage.
71–75The Eye of CommoriomA massive, flawless ruby that acts as a focal point for raw sorcerous energy. If used as a spellcasting focus, it reduces the Stamina cost of casting any sorcery spell by 2 points (minimum 1), but leaks radiation that permanently lowers Endure on a critical failure.
76–80Atlantean Fire-ThrowerA heavy brass cylinder with a pistol grip, connected to a small fuel tank. It functions as a primitive flamethrower. It deals 3d6 fire damage in a 6-meter line, ignoring armor, but has a 1-in-6 chance to explode on an attack roll of natural 2. (5 shots total before requiring rare alchemical oil).
81–85The Shroud of ShadowsA tattered, smoky grey cloak that seems to absorb light. While moving slowly, the wearer receives DM+3 to all Stealth checks. However, mundane animals can smell the "un-light" and will bark, hiss, or panic if the wearer approaches within 10 meters.
82–90The Unending CanteenA metallic flask etched with waves. It psychically condenses moisture from the air, providing enough fresh, pure water for up to three people every day, even in the dead of the Pictish wilderness or a barren desert.
91–95Bone-Flute of the Red SlayersA flute carved from the thigh-bone of an ancient warlord. When played by someone with Art (Music), all undead or primitive beast-men within 20 meters must roll a Willpower check or flee in terror for 2d6 rounds.
96–100The Great Seal of King KullA massive gold signet ring bearing the original crest of Valusia. It grants the bearer DM+3 to Social or Persuasion checks when dealing with civilized human nobility or soldiers, who recognize the sheer historical authority of the ring.