Pages

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

Saturday, February 14, 2015

The Pay What You Want OSR Resource - Five Swords From Harbinger Games For Your Old School Campaigns


Five Swords From Harbinger Games is one of those supplements that fills a niche as a DM that you wish you have thought to have written. Its a damn useful little product with five magical blades. The title includes their history, powers, bits and pieces, all of the useful bits about the weapons and its all done up in a nice concise and well organized package from Harbinger Games. These are not power or munchkin blades, they have a specific set of powers and magical qualities but not enough to unbalance your old school campaigns


Grab It Right
HERE

Five Swords has a ton of uses from adding in several NPC magical blades and their history to creating brand new artifacts in the form of swords to add just that extra little bit of shine to that treasure hoard.
According to the Drivethrurpg blurb: 

  Five Swords is exactly what it sounds like - writeups of five enchanted swords suitable for use making a treasure hoard more sought after, or to make a villain more feared!.
  Five Swords has writeups for the holy sword Whitestaff, the thief's sword Stardust, and killer's sword Orphanmaker, plus two more.


On the surface this title does exactly what it says on the title but more then that the Five swords adds that little extra edge of magical sword goodness to an adventure but don't make these swords that easy to aquire during game play. Place these swords within dragon hoard, as part of collections belonging to vile villains or give these swords to NPC's who need a magic sword with an impressive set of minor and useful powers. And that's one of the things that separates this from other OSR products. These swords are actually damn useful for game play. They should be the cherry on top of any hoard's gathering of gold, gems, and silver pieces.
Because of the way that 'Five Swords' is written there is a ton of room to modify these items to your heart's content and allowing you as a DM to make and customize these swords as your own. There is a sense that these are magic swords that are meant to see use by your PC's.
That brings up the question of balance,Five Swords definitely has its collective eyes as a product to providing you with set of swords that can easily be modified to fit your needs as a DM. 
The items are very accurately described and are completely plug and play allowing a DM freedom to drop these swords right into an Advance Labryth Lord campaign, OSRIC, AD&D 1st Edition, or even an Astonishing Swordsmen and Sorcerers of Hyperborea campaign. The fact is that only one of these swords should appear within a campaign. Seriously these are swords that should only show up once every two years or so of game play. They're well balanced and written items with plenty of DYI editing room so you can sneak these swords right into the middle of your carefully aligned campaign with a ton adventure hooks built right into each item. 
All in all I think that this a download with your time and your attention as a DM. Go and gran this one today! 

Wednesday, February 11, 2015

Brand New Magical 1d10 Crowns Of The Serpent Men Table For The Astonishing Swordsmen and Sorcerers Of Hyperborea Rpg System


They are the ten legendary crowns of the serpent men of Old Earth, the artifacts of the ancient priest kings and they are treasures beyond compare with powers that scrap the bounds of sanity. And they have been lost since the time of the Green Death, but there are rumors of their appearance from time to time. Things borne down from the time of legends and myth capable of turning the destinies of nations and whole peoples.They have been wrought with metal, blood, and the insanity of history itself. 
They're powers and abilities have been speculated and dreaded until now. 

Peru Chavin crown with deity figures DMA 2005-35-McD.jpg

Brand New Magical 1d10 Crowns Of The Serpent Men Table

  1. Andug the blood devourer is a crown of weirdly wrought bronze like material interlaced with human and humanoid bones. This small and seemingly delicate crown is capable of dominating the mind of lesser beings as word of power effect three times per day and commanding up to 1d100 beings with a 30 mile range of the user. The owner may cast a charm spells at least once ever three  hours and their presence is addictive to those under the effects of the crown. The owner of the crown will crave human flesh at the beginning of the week. They will also have a poisonous bite as a serpents and magically grow fangs.
    The crown must be bathed in human blood once every three days and the owner may transform into a giant constrictor once per week. 
  2. Gbarglagotu is the crown of the demonic snake lord and it an affair of gold, lapis, cut crystal, and weird wire that looks like human nerve endings the colour of blood. The owner is able to use a power word of stunning once per day, and rebuke undead as if they were a 4th level evil cleric. The owner may summon 1d10 demonic serpents once every three days and command them. They may also raise and summon a zombie to command of a strange serpent like aspect. The thing will obey the owner but may turn on them if the crown is removed. They will try to snap the owner's neck and destroy them. 
  3. Ldethur the crown of birds and poisonous serpents, this crown is a combination of ancient dinosaur bones and serpent bones wrapped in fine gold wire. The owner is able to communicate with birds and other serpent like creatures. The owner of the crown can command a group of serpents or birds once per day. Crown may also sing and whistle to itself when not in use.It is said that its songs contain clues to the vaults of the serpent men filled with the treasures of a thousand bygone ages. 
  4. Nglrurchme This crown contains the occult secrets of an upstart king who got a hold of this fine crown of gold and black silver from its serpent king master, it contains the essences of thirteen demons of horror. The crown is able to summon the demon Ithmorglkazgwe who will serve as the owner's concubine or assassin. With the understanding that it may slay the owner if it get's in the way of the demon collecting the souls of whom it slays or wants. The owner may take on the knowledge or aspect of the demon and all that it entails. The owner also has access to the memories and knowledge of a ten level wizard. 
  5. Urglinarglkat is a vain and very dangerous crown that will try to possess the own with its own tainted soul and seek to sway the owner with offers of treasures and lies. The crown has none of these to offer but the ability to lie convincingly and to lend +3 strength to all battles it does in cold murder. 
  6. Urgothiar the evil twin of Urglinarglkat which possesses the knowledge and skills of an ancient serpent man cult assassin/wizard of seventh level. This gold and pearl crown is able to focus and direct the mind of its owner and capable of causing the owner to shape shift into a cobra's form. The crown will try to possess the owner but will allow him to seemingly to remain in control. The personality of the crown is paranoid and devilish. 
  7. The Crown of No Name, this crown possesses no personality of any type but has the ability to shield its owner from all mental powers or mind affecting magic when worn but there is a side effect. The owner will feel drained and their soul will be drawn off a bit at a time when worn. The soul of the victim will fade over 1d40 days as the crown draws it off into the Abyss. 
  8. Baugorurotuthi the thrice damned, this crown has been created from an ancient serpent man king's finger bones. The crown allows one to peer into the Outer Darkness and understand the language of demons. The owner may summon a demon once per day. The crown may also allow one to create a single serpent of essence once per day to do the bidding of the owner. The serpent is a cunning assassin and the owner can see through its eyes. The crown may cause mutation as the taint of the thing runs through the owner. 
  9. Lagogormeth the secret teller, this crown is able to identify and use many of the super science items found within the underworld of Hyperborea. The owner can unravel the workings of twisted bits and pieces of super science around them and they can peer through the darkness  surrounding them the vale of the Outer Darkness. Once per day they may summon the cold cloying mists of the Outer Darkness causing 1d8 points of damage as the cold and weird energies ravages the victim's bodies. 
  10. Ulatugrc the insanity creator, this crown of gold and weird alloys allows one to peer into the mind's of its victims and induce bouts of temporary insanity. With its more powerful effects it can weave hallucinations insane enough to drive a man mad. The crown can also open doors to the realms of insanity and depravity. A very dangerous artifact that is capable of filtering through some of the insane revelations of the Great Old Ones. 


File:Xiuhcoatl British Museum.jpg

Tuesday, January 13, 2015

1d10 Magical Chalice Table For The Astonishing Swordsmen and Sorcerers of Hyperborea rpg System and Your Old School Systems

There are treasures of ancient workmanship and strange aspect which are the focus of adoration for dread rites and forbidden magics. They are the source of extraordinary power and the focus for dangerous cults, many have been left behind after the power of their gods fades and yet legends and myths grow around them creating the central focus for adventures.
Heroes, rogues, and adventurers seek their power, wizards lust for mystic might, and indeed empires are forged from the center of their droughts. 

File:Ardagh chalice.jpg
Photo by Kglavin
1d10 Random Magical Chalice Table 

  1. Alkandut - From Old Earth, this chalice has been known as king maker, the widow cup, and by many names from throughout time. The chalice magically reads the heart and soul of its drinker after wine is poured into its cup. The user gains 1d4 points to attributes and +2 to wisdom. The cup may once a month grant a cure light wounds spell and it has a 30% chance of sealing a dimensional breech. The cup will do 3d6 points of damage per round to those not of lawful good alignment who handle it. An ancient elemental spirit of fertility dwells within its metal confines. 
  2. Angorugu - The Cup of The Stars, this chalice is the focus for several astrological gods and grants its user the ablity to see beyond and open the doors between planes. The chalice may grant this if spring water from a lower valley spring is poured within it. It may open or seal  a dimensional door once per day. Used more then once a day and the power of the chalice will rip the user apart as the cup's spirit takes offense and 4d6 points of damage pours into the fool. 
  3. Bakaulo- The Blood Cup, this chalice magically fills with the blood of a lesser saint Bakaulo who quested for this chalice back in the days of Old Earth. The chalice grants its owner the ability to heal land and people of wounds of the soul allowing a barren land to yield 1d4 seasonal harvests and healthy infant mortality rates. It may also grant a vision every 1d6 weeks. 
  4. Cagitua- The Emperor's Bane, this chalice has a long and bloody history of royal linage until it found its way to its current holding place. The chalice allows one to hear the thoughts and wishes of the people he rules. It also grants one a vision from beyond, a communion with the ruler's god once per month. There is a blemish upon the cup, for those who use it have a 2% chance of attracting fate and for someone close to the owner to betray and try to murder the owner of the cup for possession of it. And so it goes 
  5. Laulan -The Hunter's Moon, this cup allows its owner to assume the guise and shape of a hunter or animal of prey once per moon after blood of the kill is poured into it. The owner of this cup will have incredible insight into the nature and mind of animals as well as the powers that watch over them. The owner must dedicate every third hunt to the spirits of the cup or bad luck is sure to follow. The owner will find 1d6 extra kills per month from the cup's influence and other tribes of hunters will look to the owner for wisdom and insight. 
  6. Drotundu - This chalice was the center of worship for a group of knights from Old Earth who sought a refuge for their wives and families. The chalice's spirit  is able to provide insights, guidance, and wisdom in the form of dreams and illusions every new moon but the owner of the chalice must engage in prayer and rites of the chalice every day. They must forgo marriage and procreation for the rest of their lives. The spirit demands fidelity in its owners for the good of the familial lines and once every 1d8 years calls these families together to observe the travels it has made. The cup is now lost. 
  7. Fangoru - The cup of ancient kings, this cup has passed from ruler to ruler across the centuries and all of their spirits reside within. Those who drink from this cup may experience their wisdom, memories, and lives within the visions the chalice grants. The chalice will also grant 1d10 extra years of life to the owner and insure that the owner is fertile and gains an heir. But there are those who whisper that it is the chalice's children who rule in the stead of the owner and a blood curse follows in its wake. 
  8. Otundur -This chalice once belonged to a cult of the moon goddess Otundur but it was stolen by a necrotic cult who twisted its spirit and now serves dark forces. The cup will grant undeath to those who taste of its dark icor as the cup magically fills each new moon. The thing may create one vampire or 1d20 zombies under the command of the spirit's cup. The rites of this chalice are far too awful to writ down here. Once per new moon, the chalice may summon a minor demon of low aspect who will demand a blood sacrifice and serve the owner of the cup. Those who handle the cup will be tainted by it. And will become of low undeath aspect after death. 
  9. Hagodrimanguna - This cup will change and liquid poured into it to pure spring water. The cup of prophecy as it is known has yet to have its powers unlocked and waits its rightful owner. It has been known in the past to heal, grant wishes, and destroy armies with its might. But for now it sleeps in legend and has been lost to the mists of time. 
  10. The Vangorca - This cup belongs to a long tradition of blood sacrifice and war, the cup of warriors demands the blood of the vanquished. It grants its owner a temporary increase of 1d6 points for stats but lasts as long as the battle. Once over the cup will offer new visions of conquest and war but the spirit of the cup always demands this,eternally. The cup may create 1d8 berserk from ordinary men by causing them to be possessed by the dark warrior guardian spirits who serve the cup. There is a legacy of blood and thunder associated with this cup.  

Friday, January 9, 2015

1d10 Weird & Minor Ancient Amulets Table For Astonishing Swordsmen And Sorcerers of Hyperborea or Your Old School Swords and Sorcery Campaigns

File:Fíbula anular del primer tesoro de Arrabalde (2).JPG
Photo by Outisnn
Something glints in the darkness of  the torchlight, a gold or bronze piece hidden for hundreds of years comes into the light. Ancient treasures worth a small fortune tempt adventurers to risk all for the reward of some incredible treasure. Here then are a small list of 1d10 minor bits of magic which can make men and women green with envy or even murder.

1d10 Weird & Minor Ancient Amulets Table 
  1. A  aurichalcum amulet sacred to the ancient tiger diet Hmu protector of children and mothers. The amulet allows its wearer to have low light vision twice per day and eyes of the eagle as per the spell.The wearer can blink once a day and instinctively knows the where about of small children in their charge. 
  2. The Amulet of Ru, this amulet is twisted throughout with weird and strange alloyed wire fashioned into the web of a spider. Ru is an ancient spider god, a protector of hearth and home. Once per day the owner may spider climb, has the ability cast a web spell once a week, and may use a shocking grasp every new moon. The amulets were used by body guards of certain rich and royal families. 
  3. Amulet of Hadrin - This amulet has been made from an ancient old Earth coin from the time of Hadrin. This amulet commemorates the Sons of Hadrin who safely escaped one of Old Earth's deluges, once per new moon the owner may call upon the spirit of the Emperor to impart some ancient bit of wisdom or grant a dream of prophecy of some important event. The activation of the amulet requires a wisdom roll for the dream of prophecy to occur.
  4. Amulet of the Beetle god - This amulet has been created from the ancient shell of a giant assassin beetle shell. The thing allows the owner to peer into the nether reaches of the insect's dream realms allowing the owner to access ancient power. 
    The owner may twice per week use a flesh to stone like power as per the spell. The owner may also have the sense of taste of the insect things allowing an acute sense of touch and taste. The amulet will also grant infravision. But these powers come with a price. The owner will smell as fresh churned beetle rolling in human dung each time a power is used.  -5 on all Charisma based rolled. 
  5. Amulet of The Web - This amulet has been made from a strand of web of the ancient spider goddess who spins her web between the planes of existence. No web spell or spider bite will affect the user. Praying to the goddess of the web will instantly teleport the owner into the  presence of the goddess who will eat and dine upon the soul of the owner. 
  6. Amulet of Ancient Wasting - This amulet allows the owner to sleep for a thousand years as if it was only a day. The owner will think its another amulet and the effect is almost instant only by using pearl of healing or the kiss of a true love can the owner awaken. 
  7. Amulet of the Cursed - This amulet allows the owner to capture a curse within the Orichalcum designed cage of the amulet. After twelve such curses the cage of the amulet turns to gold and the amulet must be cast into the sea. Failure to do so releases all of the curses upon the owner all at once. The amulet may also cast a cure light wounds once per week but they must also wash the amulet after this use in a sacred pool. 
  8. Amulet of Cthulhu - This amulet allows the owner to detect the presence of the tentacled god and his minions. The owner may  drive back the followers of the god once per week but there is a 20% each time that this ability is used of the amulet breaking. 
  9. Amulet of Saturn - This amulet has been created in the winds of ancient Saturn and is forged from aurichalcum from the ancient wind tossed temple structure of the mad ones. The amulet allows the owner to pull the thoughts from entities of the Outer Darkness once per week. The owner may create a sign of insanity and despair once per month. There are those who hunt these amulets to destroy them citing their connection to an ancient cult of assassins and murderers who killed with the rising of Saturn basking in the madness of the planet. 
  10. Amulet of the Ancient Mother - This amulet is dedicated to the ancient mother goddess of mankind and it allows the wearer to know if a child will be healthy and in good health for its lifetime. The amulet wearer can detect the fertility of male or female friends and relatives and the best places to plant crops. Every twelve months the amulet must be bathed in the blood of a specially slaughtered ox or cow. 


Thursday, January 8, 2015

1d10 Minor Hoards Table for The Astonishing Swordsmen and Sorcerers of Hyperborea Rpg And Your Old School Sword and Sorcery Campaigns

There are ancient and time worn crypts where forgotten treasures and halls of antiques lay far underground. Here then is a quick list of random hoards of more then mere gold coins in the long forgotten dark and queer underground worlds where the dead and desperate departed have left forgotten loot and strange legacies in the dark. 



1d10 Minor Hoards Table 
  1. 1d20X100 Ancient bronze and gold covered prehistoric feline skulls of a dangerous & predatory cat thing. The eyes of these items glow with an inner fox fire of rime and fungus in the dark. 
  2. 300 pounds of ivory taken from the most aggressive and dangerous mammoths of some long forgotten valley. The ivory is marked with weird and wild symbols of lost barbarian tribes. 
  3.  100 ancient spears made from long forgotten fossilized woods. The spears bronze and iron heads are marked with weird and strange symbols on the heads. 
  4. 600 iron ingots of a rare and pure type, these are prized by weapon smiths and sword makers. 
  5. 100 tightly packed jars of rare Earth soils,elements, and powders from far off and mysterious lands. The jars are sealed with a black wax and marked with protective wards against evil spirits. 
  6. 300 pounds of semi precious stones sealed in cut crystal jars each marked with ancient symbols 
  7. 600 skulls of some ancient race of giants heads adorned with copper crowns and iron scepters. The crown glow in the darkness. 
  8. A pile of ancient gold axes now fused by age and time. These were never meant for human hands. The gold is a mix of bronze and gold. 
  9. A gigantic pile of 10000 copper buttons each with a Yellow Sign on them, the signs seem to swim and ungulate in the torch light. 
  10. 600 yellow and red gold bells that will sound if even lightly touched. These things were used in ancient forbidden rites to summon long dead and dreaming demons.



Thursday, November 20, 2014

Brand New 1d10 Random Minor Treasures Table For Astonishing Swordsmen and Sorcerers of Hyperborea


There are a number of artifacts that have been uncovered at the edges of Hyperborea that speak of the level of sophistication of magical workings of Atlantis and lost Hyperborean kingdoms. Many of these items have ancient curses, magical workings, and incredible powers that tell of the heights that the ancient Hyperboreans reached in their workings.
These items often carry with them strange side effects and weird curses that echo through the ages. The Green Death  often left these items in odd places and with very little to speak of their original functions but their magical power remains.
File:Lorbeerkranz Zypern rem.jpg
1d10 Random Minor Treasures Table 
  1. Magical crown of fey gold and  silver wire with incredibly detailed leaves & branches. The piece enables the owner infravision up 250' feet. The piece is etched with unknown runes and grants the owner visions of celestial bodies within the Outer Darkness. Worth 300 gold pieces. 
  2. Solid Gold harp that plays seven ancient & unknown songs. The thing summons 1d8  demonic mites and Outer Darkness minor spawn. These little horrors will attack the owner of the harp. Worth 200 gold pieces but this cursed item will bound itself to the owner. 
  3. A  jade demonic head's statue that will summon a succubus when held under the third moon's light. The demonic being will try to seduce the owner and murder him as a sacrifice to her Outer Darkness masters. The head will grant its owner a demonic boon should the owner survive the machinations of the succubus. 
  4. A pewter  goblet encrusted with semi precious stones that will fill with one of the prime elemental elements within a round. The goblet will enable its owner to commune with an elemental prince once a week. It will burn its owner for 2d6 points of damage if mishandled. Worth 200 gold pieces 
  5. A large diamond filled with a strange smoky alien Lovecraftian essence that will suck dry the soul of its owner after allowing its owner to use 1d6 minor cantrips and 1st level wizard spells before the new moon. Worth 1600  gold pieces. 
  6. Green Glass prism which glows with 1d6 alien landscapes and occasionally shows a vision of a possible future. The thing is actually the prison for a minor alien elemental demon. Worth 200 gold piece to the right collector. The owner's eyes glow green when using the prism, there may also be 1d6 other minor powers of this object. 
  7. Fine quality telescope like instrument with cut diamond lenses, this strange instruments will show limited visions of the surface of Saturn and its moons. Worth 1300 gold pieces to the right wizard or collector. 
  8. A strange chess set like game that has random unknown 1d20 Lovecraftian god pieces and a metal playing board. The whole arrangement will show these figures and a stylized Hyperborean landscape when arranged. The pieces will move of their own accord depending upon the trepidations of the entities represented upon Hyperborea. The owner can determine the machinations of these horrors by their movements ten days ahead of these events. The horrors may be aware of the owner though if this item is used to often. Worth 2000 gold pieces to the right cult or 400 gold pieces normally. 
  9. An enchanted dinosaur bone flute that in the hands of a bard allows the storyteller to dream in the minds of the ancient reptile lords of Hyperborea. The bard may be lost within these ancient king's minds for 1d10 days and may magically take on a sinister reptilian aspect. Otherwise this is an ordinary if somewhat large finely made bone flute worked over with incredibly intricate carvings. The piece is worth an easy 500 gold pieces and a 1000 to the right Eastern Hyperborean bardic guild. There may be and additional 1d4 minor powers of this instrument. 
  10. Large chunk of raw meteorite diamond from the heart of a cursed star that allows the owner to access the negative energies of the Outer Darkness and have 1d4 minor necrotic powers. There is a 50% chance of an Ancient Earth lich king trying to possess the owner. Worth an easy 200 gold pieces or more. Evil aligned NPC's will try to kill the owner for possession of this item. They will not know why but the compulsion will be very strong. 

Saturday, October 25, 2014

1d10 Random Ancient Antiquities From The Low Lands Table For The Astonishing Swordsmen And Sorcerers Of Hyperborea Rpg System


After the Green Death swept the lands of the lower valleys of Hyperborea clean with a swath of plague, death, and pestilence only recently have ancient artifacts and useful items been uncovered by the winds and the rains that rage across the valleys.
Some of these ancient pieces of wonder and forbidden knowledge still retain their magic and blessings of the old times. Below are a selection of these items for the edification and torment of your PC's. 







1d10 Random Ancient Antiquities From The Low Lands Table

  1. A silver torc man's bracelet that is writ with the curses and blessings of the gods of battle. The torc allows one to see with the eyes of an eagle once per day and to call down a battle rage when engaged in combat with enemies. The torc also allows one a +1 in battle as the ancient gods hunger for blood and thunder. The engravings belong to a Hyperborean general's household long extinct. 
  2. A Box of Disposal - This box with rounded corners has within itself a zone of nothingness that will tear apart anything placed within its confines. It will do 1d4 points of damage per round to anything placed within its confines. The box will explode for 2d8 points of damage if tampered with or handled roughly. Anyone within a 50 foot zone of this thing must make a Dex check or be sucked into a deadly region of the Outer Darkness. 
  3. A mummified falcon with coffin, this was once a necromancer's familiar and the perverted thing knows many secrets of ancient horror. It will fly off and escape at the nearest opportunity when it reanimates. It will play at being a dumb animal but in actuality is possessed by a minor demon of malevolence and horror. 
  4. A set of nine pieces of silver cutlery engraved with scenes from the ancient Hyperborean world. They seem to animate when looked at with a side long glance. 
  5. The gold and silver wedding clasp of some long forgotten household that a lonely ghost still follows but it knows not why. The thing is worth a 100 gold pieces at best. 
  6. A small boot knife engraved with fire glyphs and fine etchings. A small piece of jade decorates the hilt. A clan blade to a long dead clan perhaps or perhaps not. 
  7. A small silver and gold child's crown engraved with a spell of protection and a minor one of healing. The crown is wreathed by an air of sadness. 
  8. 6 Alien and demonic humanoid  looking game pieces made of lead and silver that are very nicely detailed that glow green and red in the moon light. 
  9. A small box of silver and gold wreathed with incredibly intricate wire work that contains a silvery powder. The thing has an air of magic and sorcery about it. Worth 20 gold pieces to the right collector. 
  10. A small golden cask of incredible workmanship that seems almost alive from which comes a series of knocking sounds! 

Thursday, October 16, 2014

1d10 Random Ancient Lost Treasures Table For Your Old School Sword and Sorcery Campaigns Or The Astonishing Swordsmen and Sorcerers Of Hyperborea Rpg System



There are ancient items which frequently surface within the more remote areas of Ancient Earth and Hyperborea. These items have often times survived catastrophic events and passed into the realm of local myth and legend. Some have passed down through the ages only to have been lost in the last sweeping cycle of the Green Death plague. Other artifacts have come from ancient and lost epochs of forgotten history, these can sometimes have troubled or down right dangerous legacies attached with them. Below are a small selection of the 'treasures' which have been rumored to be uncovered by adventurers over the last couple of  centuries. 


1d10 Random Ancient Lost Treasures Table
  1. An ancient Atlantian mirror with a special silver backing. The mirror has an ancient sky demon bound within its confines that will show the depths of the Outer Darkness, the inner workings of a person's soul and fondest desires, and the elemental planes as well. Upon command the mirror may capture within its confines a minor air element to do the bidding of the owner of the mirror. The demon however is a flippant and very dangerous creature often twisting the mirror's visage into sanity shattering location images. 
  2. A set of eight silver etched steel knives which will cut the soul of a mortal into the individual pieces of shadow and light allowing a wizard to examine and heal the more fundamental damages that one has suffered at the hands of certain soul eating and swallowing demons and undead. These knives are etched with Lumerian instructions for their use upon their blades. The knives can also burn with an unholy fire for 1d4 points of damage per day. They will burn the types of creatures they were created to deal with. 
  3. A small coffin shaped box containing an ancient Lumerian mechanism that can trap and hold a minor demon. The thing will be forced to tell the truth about eight matters of magic and sorcery after which the mechanism will exile the little horror back to the Outer Darkness. Over the centuries these mechanisms attract more dangerous demons to the small bits of soul bait that these things use. There is a 20% chance of an incubus or similar demon is locked within this thing when found. It will be very angry and pissed off. It will either want to be bought off or attack with full fury. 
  4. A small crystal that holds thirty three perfectly preserved 2nd level clerical or magical spells within them. These things were often used by wizards of forgotten ages to record spell books, and commentary on day to day matters in ancient tongues. There is a 20% chance of some ancient secret or tid bit of forgotten or forbidden lore being recorded within these crystals. Often these crystals will be lost in with 1d100 pieces of random gold coinage and may be by passed completely. 
  5. An ancient book made from some alien metal, this book details certain esoteric ancient formula related to engineering feats not seen my centuries. These treatises will contain 1d20 random spells that will relate to engineering and warfare. These books will also have plans for some of the more esoteric pieces of Atlantian high technology. 
  6. This ancient staff is actually a communications device used for contacting forbidden ancient demonic entities of the Outer Darkness. These things will be starved for telepathic contact but this does not make these things any less dangerous. While they will communicate with the staff's owner and there a 20% chance of something trying to possess the PC owner once per week. These staff's contain a single demonic crystal that will try to corrupt a PC. 
  7. A cursed demon slaying sword that is able to heal the sick once per day but is actually an ancient weapon belonging to a demon of lust and depravity. The owner will hear and detect any nearby demonic creatures but he can never shut them out from his or her's mind. The sword is also a +2 weapon but may turn on its own as well. 
  8. A copper coloured torc that enables the user to use telepathy once per day as the spell and enables the owner to see into the Otherworld as well upon command. The torc allows one to protect mind and body against any intrusions. The thing glows in the presence of hyena men as well. 
  9. A small stature of some lost or ancient god that enables the owner to cross worlds once per day. The thing is actually a demon and seeks the owner to claim their souls. The piece also allows the owner to rebuke any undead that they come across. 
  10. A statue of Cthhlu that allows one to know the location of any minor Lovecraftian monsters and allows one to know their various tongues or dialects. This thing once belonged to a ghoul cult and as a result the owner will begin to take on the minor characteristics of a lesser ghoul. Charisma and intelligence will be at -1 but the owner will know the language and dark tongue of the undead. 

Tuesday, September 30, 2014

1d10 Random Minor Treasures From The Hoard Of The Vampire Kings Table For The Astonishing Swordsmen and Sorcerers Of Hyperborea Rpg System

'Know ye now that in ancient times when the Green Death came down from the North, the ancient kings of undeath and splendor watched in horror as their subjects turned to dust before their very eyes. They secreted themselves away under the Earth and slumber still. Their power and magic await the coming of the moons of Hyperborea when the stars are right again and demon winds howl for the blood of the cosmos. Beware oh man their coming by tooth, fang, and claw. For what was theirs shall be again & your blood shall be their life.'
- From The  Chronicles of Qalos The Wanderer -



1d10 Random Minor Treasures From The Hoard Of The Vampire Kings Table 

  1. An ancient jade and silver sacrificial  knife enchanted to glow with the strength of the blood of the victim. The edge is shod with silver and enchanted razor sharp. There are Atlantian demon bats worked into the artwork on the handle. Those handling this blade will taste copper like metallic bits upon their tongue. +1 knife 
  2. A strange blood red jewel about the size of a human fist that beats with its own internal fire. There is a strange bat demon trapped within its confines, the hell thing can't escape but will teach and as well as sanity shattering spells to the owner. It will whisper them in dreams and nightmares. 
  3. This weird sword is edged with swirling ruins and glyphs of ancient Old Earth. It sings its ancient owners history even as it draws blood from its victims. A +1 sword of sharpness known as Blood Teller. It seeks its original vampiric lord to once again be held in its maker's claws. It tells tales of violence and ancient forbidden gods in whispered dreams. 
  4. This cup is made from the skull and helm of an ancient Roman general of Old Earth. When filled with fresh blood it will create a restorative 'cure light wounds' potion within. But the stuff reeks of old battles and decayed flesh even as it cures. 
  5. A convex lens made from the eye of some long forgotten demonic creature that has been slain by the ancient kings. This thing will show scenes of old glories and ancient battles of far away planes. The thing will want to lodge itself within the skull of the living and is cursed with the powers of the undead.  Once per day the eye may summon a giant bat for the owner to ride. They will be turned into a minor mindless undead zombie within 1d8 months of owning the eye.
  6. A copper plate etched with the ruins and glyphs of kings long forgotten by Hyperborea. This plate enables one to commune with the powers of the Abyss especially Orcus himself. Once per day the owner may summon 1d8 insect headed ghouls who will serve the owner. But there is a demand of blood which the plate will accept and devour with a wet, red sound. The plate must have its sacrifice or demons will come to take the fool away to the Abyss. 
  7. This ancient silver and gold rod has the most ancient writings across its surface of the Kings of the Night. The owner may summon a pack of demonic hounds once per week but must master them lest they try to tear him apart. A charisma roll is needed to bring these horrors to heel each time these savage curs are summoned. 
  8.  This is the book of ten thousand damned, it contains on copper the contents for ten thousand souls. It is an ancient demonic contract. The thing can be used to summon 1d30 vampiric specters from beyond the Outer Darkness to make prophetic songs of love and damnation. The owner may cast a mass charm on an audience when this item is within his hands but he must pay in a price of blood and warfare. 
  9. A solid metal dagger of pitted meteor metal forged from a single piece of a star of the damned. This knife may be used to summon a shade of the ancient kings of the Outer Darkness whose appetites will consume a single soul once per new moon. Their ancient rites will enter into the owner's mind when he first picks up this dagger and a single drop of blood falls on the blade. 
  10. A carved soap stone doll of a child, this thing is actually a spawn of the old gods in disguise. It will attach itself to one it chooses and make obscene spells known to the owner so that its brothers and sisters might be let loose from beyond the vale of time and space. 


Friday, September 19, 2014

1d10 Minor Treasures Of The Ancient Barbarian Kings Table For Your Old School Campaigns





From down below the barrows and the tombs ancient warriors and kings come a plethora of minor treasures that show up in hoards and as the spoils of war across the planes. Who were these ancients now long turned to dust in the far past? Who can say but their legacy and magics are still potent.
1d10  Random Minor Treasures Of
The Ancient  Barbarian Kings Table
  1. The Golden Torc Of Beth Mortha - This torc protects against the curses and arrows of misfortune and danger. The torc will will vibrate when danger approaches within 200 yards of the wearer. The magic of the torc gives the user insight into the unseen world and once per day grants the wearer a vision of the world beyond. The user may see invisible things and beings around him. This ability is fickle and its magic may appear at the DM's discretion.
  2. The Gold Feather Of Shea - This metal feather once belonged to a long forgotten warrior priest. It grants its user the ability of +1 damage to any ordinary arrow, the magic of the feather runs through the flesh of the user. They will develop sensitive ears and be attuned to the wind's direction. Once per new moon the feather can act as a compass for the user and point the direct of the best game. 
  3. The Medallion Of Clan Ferro - This clan symbol of some long forgotten and extinct clan of warriors grants +2 to the Charisma of the user. They will have the silver tongue that this clan was renowned for. But the user will crave to know legends and forbidden secrets, the medallion may call upon myths and legends from previous owners when the owner visits an adventure's location. The user may also be compelled to seek out legendary treasures. 
  4. The Golden Leaves Of Autumns Past - These golden leaves once belonged to a curse race of fairies now long gone. These leaves will seemingly move with unseen winds from the Outer World. The user may once per day use these leaves to find doorways & gateways into 'The Otherworld'. A single leaf may be inscribed with an enchantment to open such a doorway. 
  5. The Key Of Loc Shea - This finely wrought green soap stone key will allow the user to open ancient barrows of the Kings Of Loc Shea. The key will grow warm in the hand of the owner when a treasure of the Loc Shea is near by. The key will also grow cold in the user's hand when a curse or trap of the clan is nearby. Within forty a yard radius if such a trap awaits the poor fool is the range that the key has. 
  6. The Egg of The Dain - This ivory and golden egg will turn as black as pitch in the presence of Undead and necromatic magic. The egg will glow with an internal fire and do 1d6 points of damage to any undead that it touches. The user will remain unharmed from its effects. Once per new moon it may cast a Cure Light Wounds spell if the spirit of the item allows it. 
  7. The Golden Dagger Of Wur - This finely wrought ankle dagger allows the user to stab the shadow soul of a victim and cause incredible pain to the target unless a save vs wands is made. The victim will be at -3 on all actions until the dagger is removed from the shadow of the victim. The dagger can also damage ghosts, specters, spooks, and spirits but the blade will glow red hot during such encounters and may burn the own for 1d4 points of damage. 
  8. The Chalice of Sanru - This finely jeweled chalice allows the owner to create a drought of wine from air once per day. This wine will free the imbuer from the effects of any minor mind effecting spells. The chalice may also create a dram of holy water should the 'chant of Sanru' be uttered once per week. No undead or vampire may ever hold this cup for it will burn their flesh if they should try. 
  9. The Talon Of Cnjui - This finely preserved talon from some ancient monster allows the owner to strike at +2 damage any infernal creature. The Cnjui line were crusaders and warriors against such creatures and their souls can not abide such horrors and they may visit the owner in dreams to grant visions of nearby horrors. The talon is shod with a silver tip. 
  10. The Hand Of The Ancient King - This preserved hand allows the owner the ability to find and pass among the ancient barrows and their horrid guardians. The owner will be recognized as one of the royal line and allowed access to the treasures of such barrows.  Once per day the hand can cast fire ball as per the spell. 

Sunday, August 24, 2014

1d10 Minor Treasures of Ancient Sorcerers Table For The Astonishing Swordsmen and Sorcerers Of Hyperborea Rpg


1d10 Random Minor Treasures of Ancient Sorcerers Table
  1. Dagger of mother of pearl handle made from the collected tears of a thousand innocents. The dagger causes despair and melancholy in those it cuts. The dagger can also be used to cut away bits and pieces of the human soul. The dagger drips tears every 1d4 rounds and must be looked after. 
  2. A bag of twelve gold coins of some foreign currency that can be used as passage to the lands of dead. The coins actually belong to a minor demon who has taken them from the fillings of a fallen god. The coins allow one passage to the exact soul that user wants to find. The demon is content to allow them to keep them in circulation. It keeps his name within the realms of the living. The coins are kept in a pouch made from the skin of a king. 
  3. A key used in festival that may unlock the desires of the forbidden. The key will conform to a lock after it is rubbed across the mechanism. This key once belonged to rather unsavory wizard who is still looking for it. 
  4. The jeweled eye of a demon of the Outer Darkness that grants the sight of ages. The user may know how to use and see how to use a forgotten treasure of Atlantis, Mu, or Lemuria. The eye must be implanted within the user's  socket however and their own eye sacrificed to the demon before it can be used. Its other powers are nebulous at best. 
  5. A jar containing the pickled heart of an innocent that beats in time to the Outer Darkness and lets a mage know the best time to sacrifice a supplicant to make the stars right temporarily. 
  6. A stone tablet that contains the sliced remains of an serpent man's soul. The thing is still alive after a fashion and suffering. It will answer any sorcerer's questions put to it to the best of its ability. Its an ancient old thing of devious and evil aspect however. It will seek to corrupt those it contacts. 
  7. A mysterious silver mechanism whose function is unknown and whose configuration changes every 1d4 rounds. A noisy little thing of magic and forbidden sciences that twists this way and that way. 
  8. The lock of a succubus's hair and some nail clippings in an envelop of velum sealed with wax and a rune of old times. 
  9. A claw of some ancient Lovecraftian beast shod in gold and silver as a drinking horn. The thing glows with colours from beyond the ken of mankind. Its function unknown. 
  10. A page from a proto Necronomicon with weird and strange diagrams that twist and whirl as you look at them. There is hidden writing on the thing that shows in moonlight. Translation unknown.  


Thursday, July 3, 2014

1d10 Weird Random Minor Treasure Table For Your Old School Sword and Sorcery Campaigns


File:Iranian - Scabbard Tip - Walters 711199.jpg

There are weird treasures that are unearthed across the face of Hyperborea, strange finds that make their way to bazaars, markets, and shops across the whole of the world. Many of them are from before the Green Death plague that swept across the world. All of them carry with them strange and odd patterns of magic or worse. Here are a quick selection of such items for your adventurers to find.

1d10 Weird Random Minor Treasure Table 
  1. A silver torc that contains the soul of a great Celtic chieftain, he will bestow upon a fighter a + 1 to all damage rolls but in the midst of heavy combat, he may try to possess the owner. Worth 200 gold pieces because of the incredible workmanship of the piece. 
  2. A golden dagger that carries with it, a strange curse for anyone using the weapon. The owner's flesh becomes a part of the spirit world enabling the owner to wound spirits and ghosts but eventually, the owner will become a specter of evil aspect himself. A pack of the previous owners of this weapon will welcome him into their ranks in the realms of the dead. Worth 150 because over the centuries the heavy toll of use has damaged the weapon. The dagger carries the name Wither Sharp in High Hyperborean tongue on the blade. 
  3. A single well preserved eye of an unknown type of giant makes up the center jewel of this bronze and gold ring. The ring allows the owner to spy upon any magical rites or rituals happening within a four mile radius of the ring. The owner may hurl a minor 2d6 damage lightning bolt three times per day from within the fragments of the giant's soul at a target within fifty yards. Each time this is done however the owner's skin turns a pale shade of blue for 1d8 days. If done more then three times per day there is a 30% chance of this mutation becoming permanent . There is also a chance of the owner being possessed by the soul of giant king whose eye this ring was made from.
  4. This metal cube contains the third eye of a wizard preserved and locked with a jeweled matrix. This device enables the owner to stare deeply into a target's soul and three times per day know a great truth about the target unless a save vs spell is made. The device may also allow the owner to freeze the target in place for 1d8 days in a stasis time lock. The device once belonged to a cult of assassins who wish it back and will hunt down the owner to get this device back once its been found. 
  5. An iron crown which once belonged to a great king has within it the soul of his lord chamberlain who can advise the target on matters of state. The chamberlain is of an evil aspect and will begin to steer the owner toward building a small empire based upon evil and brutality. The owner will become a minor chaotically evil warlord over time. The crown also acts as a mass charm spell once a week. This minor artifact once had a great name but it has long since rusted away. 
  6. A small rod that contains a bound fire elemental was once the heart and soul of a great forge and furnace. Three times per day this rod may cast a fire ball spell, or a flame strike. The elemental is a minor noble among its kind and is waiting for a worthy owner to pass along its ancient knowledge of the riddle of steel and the metal workings of the gods.  If the rod's owner is not worthy the road will erupt into a gout of pure elemental flame for 3d6 points of damage per round and consume the soul of the owner. 
  7. This small black ring contains the power of a dead star within its iron confines and once per day open a door to the realm of the dead. The secret to shutting it has been lost, 1d8 souls of damned will emerge to torment and harry the owner. A demon will come to collect the souls and unless the owner can convince the dead otherwise; it will kill the owner for allowing the gates of Hell to be breached. Only certain spellbooks of the damned contain the secret for closing the door. 
  8. This staff belonged to a star gazer and court astrologist who once charged the heavens of Hyperborea. Those holding the staff will know the position of every star within the sky. The owner's consciousness will expand within 1d8 months and they fade into the fabric of eternity unless they make a save vs staves and rods once a week after staff's trial period. Those who do will become astrologists of an almost divine aspect, able to cast charts for royalty.
    The staff contains an onyx map of the heavens in miniature. The staff is worth 1000 gold pieces. It once had a great name but it has been lost to eternity. 
  9. This tablet of soap stone contains seventeen passages of the names of the dead kings of Hyperborea from the ancient past. These names may be used to banish certain types of demons from Hell and the Outer Darkness. The tablet though contains a curse of damnation and insanity. 
  10. This minor astrolabe contains the jeweled planets of the Great Old Ones and their demons. Once per stellar alignment if their true name is known a wizard may call one down. Those names have been lost to the decay of the ages making this a 500 gold piece curiosity of the damned but nothing more. 

Wednesday, February 26, 2014

Review and Commentary On "&" Magazine's Free OSR Download - Mundane Magica For Your Old School Sword and Sorcery Campaigns


 Grab It Right Over
HERE

Most Sword and Sorcery games such as Astonishing Swordsmen and Sorcerers of Hyperborea are actually post apocalyptic fantasy games.They take place from when the times when the Oceans drank Atlantis and the sons of so and so wandered the Earth or some such. Magic is usually a dying art or at least half of the knowledge of such places is dead, dying, or simply plain lost.  The fact is that any society capable of creating rods, staves, and other powerful magic items is bound to have other less Earth shattering treasures around. Treasures and artifacts that are not capable of altering the reality of your campaign. This is where this supplement comes into play. And these are incredibly useful for a sword and sorcery campaign.
According to the intro : 
Any magical society capable of creating magical
weapons, armor, potions, rings, rods or staves or
wands, and the wide array of miscellaneous magic
items will also have members of the enchanting
profession who are more interested in the gold from
the nobility or even the silvers and coppers from the
less affluent. Those folks aren't always interested in
combat, they’re more often interested in making
their lives easier. And there are members of the
enchanting community who see the difference
between working for the king or church or a famous
hero and working for nobles, guilders, and
tradesmen and women as preferable towards the
latter. So we present another full table, like the one
in Dragon 73, of these types of items. We also
complete the article from that issue by adding a
table with names and values in XP and GP.

Another thing worth noting is the fact that many of these treasures are made for AD&D first edition but are easily compatible with ninety percent of the retroclones on the market. The DM will have to alter where needed. Many of these items are well thought out but I thought there might have been a bit too much put onto weaponry and armor. But for a S&S campaign that's not always a bad thing.
As the back page says: 

With game master ingenuity and translation,
this adventure is also compatible with the original
Dungeons & Dragons TM, including the Holmes, Moldvay/Cook, Mentzer/BECMI/RC, and
open gaming license versions of these games.
This is a free suppliment and clocks in at around thirty six pages. The book is divided into specific categories and by God some of these are damn useful in any fantasy campaign including a science fantasy one with a bit of work.
None of these items are going to make or break a campaign but they will make your players thing if used by NPC's and there is a feel of a by gone age about the material. The authors are an ingenious bunch and there are a wide variety of items that we see here. None are from any cheestastic movies but there are some that I think could be useful for a tribe of backwater barbarians that might spring a surprise or two on a group of players. If the players are a bit too familiar with the usual AD&D DM's Guide or the AS&SH referee's guide then this is a solid and nice book to pull from with a bit of tweaking under the hood.
 From the book 'Stone cat' is a good example of the sort of lay out for magic items we see.

Stone Cat

This item looks like

a life sized very
lifelike carving of a
cat. If the cat is
sitting on the floor
or a surface (but not
in a container) and
an ordinary small rodent comes within 30' of the
stone cat the cat will turn to flesh and animate. The
stone cat can pounce the entire 30', if no suitable
path exists the cat will close at 5'/round (even if this
means going the other way to get there) until it can
pounce. The cat gets a +10 to all checks needed to
pursue its target. Upon a successful hit the target
will be swallowed whole, the stone cat will regain
1hp and it will return to its original position and
turn back to stone. The cat will likewise return to its
original place if the target gets outside the 30' range
(as measured from its original place.)
Note: If this sculpture, in either form, is placed in a
box with a randomly releasing poison gas dispenser
in the box, two identical versions of this item will be
found when the box is opened. One is a functional
item, while the other one is inert and has no magic,
and therefore will not turn into a living cat unless
further enchantments are placed on it to provide
this ability, though at a -90% chance of the copy
accepting any magic.
There is lots of fluff here but nothing that will stump the DM wanting to convert these magic items to their favorite system. All in all this is a pretty solid book for a free download and with a bit of work these items can really make a game or adventure stick out in the minds of the players.
 So the next time you need an artifact,weird bit of dungeon dressing, or need to pad out the treasure for your group of bad ass sword and sorcery PC's turn to this one.
I give it a three or four out of five!  Grab this one while you can. 

Monday, February 24, 2014

1d30 Damned Treasures of Sharath For The Astonishing Swordsmen and Sorcerers of Hyperborea Rpg System

1d30 Damned Treasures of Sharath Random Finds Table 
  1. A blue Ixian thought globe that contains the dreams and damned fantasiese of a depraved wizard. The globe is worth 200 gold pieces to the right collector. There is a 10% chance of the thing trying to take possession of its new 'owner'.
  2. A bag of dust from the land of dreams that belongs to a demon of the 12th circle. The dust is the dried tears of the damned and is able to send the owner on a vision quest where he or she may talk with the spirits of the pasted but only the most twisted souls who wait outside time and  space. 
  3. A vial of wine belonging to the Fungus From Yuggoth made from the brains of human geniuses and mad men. The wine gives many twisted insights into the minds of the horrors from beyond space and time. 300 gold pieces and the stuff will eat through ordinary glass and must be served in lead crystal glasses. 
  4. A jar of boreas light that will waver and snake around the flesh of any who handle such things. The stuff is not quite colour and not quite light but something resembling the living flesh of certain gods. It will snake its way into the brains of those using it and cause the most murderous thoughts and dreams. It may also whisper 1d8 random spells into the minds of the owner. Worth 300 gold pieces. 
  5. A jar of dirt that is actually the remains of a long forgotten race of fools who were destroyed by the Old Ones and these are their remains. The stuff must be smoked in fish oil to access their reality. 120 gold pieces 
  6. The preserved head of a Deep One priest in a jar that babbles out esoteric pearls of wisdom and once per new moon may cast a special spell of Cthulhu. Worth 200 gold pieces to the right collector. 
  7. A preserved hand of a dimensional shambler and a strangely wrought key to the dreams of madmen. 100 gold pieces. 
  8. A strangely worked piece of gate work that seems to be made of silver and is actually the preserved nightmares of demons given form. Worth 200 gold pieces and burns the believers of the forgotten gods for 1d4 points of damage. 
  9. A finely wrought piece of a machine that still works with strange blinking lights and display that seems to be counting down for some interstellar configuration. Worth 200 gold pieces and it is being sought by priests of the sunken city of Tib. 
  10. A weirdly wrought thigh bone belonging to a human bard but worked through with strange string like pieces of alien flesh. Worth 200 gold pieces and the spell Charm human has been woven into the reality of the instrument. A +1 instrument for seducing humans and stealing their souls. There are three souls within the thing already. 
  11. A strange black pyramid with forty three demonic pacts sealed within the thing. It throbs with demonic life and strange energies. A demon will answer any call put to the thing within 1d4 hours worth 500 gold to the right wizard. 
  12. A skull  with both eye sockets sealed with precious gems and a strange mechanism within it. The machine works and is calculating when Sarnath will rise from the black sands once again. The thing has  tendril guardian monster that looms near it astrally. The guardian counts as a demon type three but with tendrils for arms. 300 gold pieces 
  13. A strangely wrought prism that shines alien light and shows visions from nearby universes. The thing is 'tuned' to Yuggoth and fungus from there will open a door and kidnap the owner if they can. Worth 100 gold to the right collector. The thing will ripple with strange visions and vistas. 
  14. A stone key that opens portals to Yuggoth, Saturn, and many other worlds but only at night under the light of damned stars. The thing is worth 200 gold to the right person or wizard. The thing is cursed however! 
  15. A piece of star stone iron that a sword maker or wizard will pay handsomely for. It may be worked into a +2 sword that can be used for defense against things from the outer darkness. 300 gold to the right buyer. 
  16. A strangely wrought statue of an alien wizard. This thing is actually his soul and it now has been lost for three thousand years. The undead being that is the statue now seeks it between the stars. He counts as a minor lich but once brought together the thing will leave this plane. The statue is also sought by a mad wizard who wishes to use the thing to command the undead horror. Worth 200 gold pieces and what was that sound behind you. 
  17. A piece of glass that is actually candied dream stuff. This glass is shaped as a human heart and throbs with the life of dreams and nightmares. It may grant special insights into spells having to do with love and lust. The thing grants true sleep to those who use it. 200 gold and the thing leaves strange echoes of far off alien worlds in the mind of the owner who will long to visit such places. 
  18. A brick from the far off city of Ib that is still sticky to the touch and slick with the waters of the place. The thing will summon 1d8 ghosts of Ib to the owner of the piece once per new moon. They may try to harm the owner or help him depending on mood. Worth 100 gold pieces and the thing carries a curse of IB within itself. 
  19. A key of iron belonging to a Keeper of Damned Stars, this key will open any door put it as long as their is a map of the heavens within the dwelling place. The key will want to pass over such an item. The key it is said echoes the visions of these maps to its trapped original owner who plans to escape from one of the buried star spheres of Sarnath. 
  20. The eyes of a witness - This is the persevered right eye of a fool who has seen the dreams of the land of Sarnath for themselves. Wizards value such things as they can be used to find scrolls, treasures, and the preserved madness of the nameless region. Demons are said to pluck the eyes of such fools out and pickle them with their breaths under the torturous red sun. 200 gold pieces to the right wizard. 
  21. A ghost in a cut crystal bottle that once belonged to an Ixian necromancer. The thing will serve as a familiar but the wizard must give the ghost his breath to seal the deal. A pact will be made with the head of the ghost's former tribe and the owner's soul must join the fool for all eternity lost within the damned land of Sarnath. The ghost grants visions of lost Ixian lands, artifacts, and greatness once per month. These are actually to drive the fool mad with weird and strange insights into the insane realms of sorcery and depravity. 
  22. The preserved blood of a demon candied by pickling it within the cold flames of Yuggoth. The stuff aids in the summoning of any demon who will demand a taste of it. 200 gold pieces and it acts as a swift and sure poison otherwise. 
  23. A vase of preserved testicles of madmen and foolsused to placate Lamia and other horrors. Worth 50 gold pieces and the vase is cursed with a minor death spell. 
  24. The preserved brain of an insect from Yuggoth which can be used as a minor mechanism to navigate between the planes of otherwhere. The thing is attached to a strange machine with many alien dials and brass displays. 300 gold pieces to the right buyer but the owner will be targeted by the Fungus from Yuggoth. 
  25. The Side arm of Sarnath - This strangely wrought Ixian weapon has elements of both alien bio mechanical organs and preserved inhuman organs in a compact energy weapon configuration. The weapon has elements of preserved tissue, inhuman cut alien crystals and a set of weird blue green metal plates around the firing chamber of the weapon. With a pull from a finger bone like device the weapon charges its strange energy style contents that produce a sickly sweet smelling beam of energy that does 1d6 to 1d8 points of damage. The thing has a range of forty yards and is found with 1d8 charges built into the thing. Even having this weapon has been known to cause insanity and at the very least exceedingly vivid alien nightmares. 
  26. A crystal fragment of Sarnath this cut alien crystal will act as a Crystal ball but the thing shows alien vistas, weird gods, and ill omens to any wizard gazing into it. The thing can also create a ray of living coloured energy once per week that does 1d4 points of damage to anyone within sixteen feet of it. They will be subject to excessive pain as  the weird living light courses through their nervous system overloading and causing miss fires as horrid visions and nightmares of insanity over take their minds. 
  27. The Eye of The Serpent's Past -This alien eye once belonged to one of the numerous demon serpents that swims in the Outer Darkness between the stars. The eye will create strange visions in the minds of anyone it is shown to stunning them with vistas of insanity as their mind is taken from their bodies. They are shown their true place in the universe and for 1d10 rounds they will be stunned as they're souls are locked in doubt and pain about their place in the overall scheme of things. There is a 10% chance of the target's mind attracting the attention of one of the Serpents of the Outer Darkness who will hunt the target in 1d8 days and devour their souls. 
  28. A mass of 10 pounds of alien coins and the fossilized remains of some strange alien humanoid. The thing is frozen in horror and tortured horror. The coins are of alien gold and are slightly sorcerous. Once per week they will call some nameless alien ghost to their owner. The owner must make a wisdom check to control these other worldly horrors who will want to relate their secrets,tales, and destiny. 100 gold pieces to a necromancer. 
  29. A whistle that will call 1d6 ghouls and their night gaunt mounts. The ghouls will want to know the reason for their summoning and it better be a damn good one or they may tear you limb from limb. 200 gold to a wizard or necromancer. 
  30. A statue of  one of the Lesser Gods of Hyperborea now forgotten by modern societies. The thing will appear if the statue is prayed to and demand to be worshiped . Failure to do so will result in the fool being carried off by nightgaunts and flown to Saturn, then left there as a sacrifice to some alien horror. Pledging allegiance to the god then the worshiper will be changed into a follower of the god. Worth 200 gold to a cult of this god!