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

Wednesday, October 22, 2014

1d10 Random Encounters With Lovecraftian Horrors From The Outer Darkness Table For The Astonishing Swordsmen And Sorcerers Of Hyperborea Rpg System



On the outer edges of Hyperborea  where the darkness washes against the edge of the world dwell things that should not be that often come to sup upon the marrow of the peoples of world. Here are a small selection of encounters with some of these minor dwellers in the darkness that can be devil your PC's. 




1d10 Encounters With Lovecraftian Horrors From The Outer Darkness Table
  1. A collection ancient and old ghostly souls left over from the Green Death that have fused together in one massive ectoplasmic ball of pulsing undeath horror and nastiness ready to suck the souls from any they come across. There are 1d20 ghosts within this cloud of horror. 
  2. A strange jelly like substance that belongs to some other older order of beings that once fed upon the marrow of Old Earth and now hungers after the life force of humanity. Use the stats for a Shaggoth for this horror. There are 1d8 pieces of raw undigested metal if this thing should be killed. There is a 10% chance of it having a random artifact or piece of gold or silver mixed in with the material. 
  3. The animated collection of animal and human organs turned inside out and melded together with demonic energy from the Outer Darkness. This thing is a giant ball of flesh and ancient memories. These it uses to hunt down its old haunts for new flesh and souls. 
  4. This ancient shadow is on the hunt for a brand new person to possess and take on their form for great evil in the world. The thing is a minor demon with delusions of insanity and dreams of horror that it wishes to share. Use the stats for a minor demon. 
  5. This strange collection of bone and decayed flesh is about the size of a small ox and seeks a sorcerer to serve but it lacks any proper form and seeks to create itself from the dreams and nightmares of others. Once per day it may teleport without error into a new location. The thing is infected with a dangerous form of the Red Death. 
  6. This is a weird collection of technological horror that is on the hunt for souls to fuel its return to the Outer Darkness. It wishes to exchange a minor artifact for a brand new sacrifice. The thing will sing its replies in ancient and forbidden verses. 
  7. A weird pulsing glowing unreal colour from beyond space time seeks out an innocent to cause the ancient soul of a long dead Hyperborean sorcerer to be reborn into a new body. The thing will kill anyone who gets in its way. The same stats as a Colour from Outer Space. 
  8. A weird glowing sword is actually the imprisoned form of a pit fiend. This thing seeks a worthy hand to wield it but in fact is a prince of lies and seeks a sacrifice for its dark obscene master and will lie about its entire history. 
  9. A demonic strange mount with a wounded ancient demonic warrior seeks to pass on its curse to a worthy human so that he or she may fight in its stead at the last battle place. 
  10. A wounded spawn of Cthulhu will land and become a toxic waste hazard of vileness and insanity where its blood spreads along with its soul warping madness that surrounds the thing. Others of its kind are hunting it right now. 

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. 

Tuesday, May 27, 2014

1d30 Random Finds From The Outer Darkness For The Astonishing Swordsmen and Sorcerers of Hyperborea Rpg System

File:Roman - Head of a Satyr - Walters 23129.jpg
Like the surface of the sea was the mirror of Tuzun Thune; hard as the sea in the sun's slanting beams, in the darkness of the stars, where no eye can pierce her deeps; vast and mystic as the sea when the sun smites her in such way that the watcher's breath is caught at the glimpse of tremendous abysses. So was the mirror in which Kull gazed.
Robert Howard 
Across the edges of Hyperborea near the very beaches where the abysses of the Outer Darkness wash against reality. There are fools and morons who comb the ruins for treasures beyond compare. Below are a list of some of these priceless items and for some the price is far worse.

1d30 Random Finds From The Outer Darkness table 
  1. A fragment of black foul sorcery whose reflected surface is the crystallized souls of the nameless damned of some lost world. Picking this thing up causes the owner to be plagued by 1d20 spectres who will tear him apart. Yet necromancers will pay 200 gold pieces for these rare items. 
  2. A noble woman's mother of pearl comb, it shines in the moonlight and holds the reflections and memories of its owner. Those who use it may experience alien vistas of places that once were when Hyperborea was young. 
  3. A solid stone piece of ivory carved from the tooth of an unknown god. This inlaid treasure stores 1d8 stories of forbidden sorcery and foul deeds. The thing will whisper its secrets to its owner in the night allowing him to cast 4th level necromancer spells. The owner's alignment will shift toward's lawful evil as the thing's influence continues. 
  4. A copper plate containing a treasure map to another world, there is a 30% chance a demon will know when this item has been found and will seek out the owner to rend him limb from limb. The thing is cursed. 
  5. A statue of a god made from crystallized demon dung and hung with a wire cord. The thing will slowly change position on the cord. There is a 10% chance that the thing will whisper one invaluable secret of a dead sorcerer to the owner. Every new moon the thing will open yawning vistas of the Outer Darkness to the owner in their dreams. 
  6. A glazing glass made of meteor metal and polished by the skin of the damned under red horror filled skies. The thing will show visions of unknown hells. It is worth 70 gold pieces to certain cults of demon worshiping cults but they may try to kill the owner. 
  7. A staff made from the solid thigh bone of a demon of greater chance. The thing will allow the owner to see in the darkness of the night and move among the shadows of worlds. There is a 70% chance of the owner getting stuck. The thing is worth 400 gold to the right sorcerers in certain cities of the damned. 
  8. A Rod of the Jackal god - This is a well known item in certain ancient lands of Hyperborea, it allows one to speak with the dead at the stroke of mid night. The thing is prized by certain wizard ghouls who will kill the owner to get this relic. Worth 200 gold pieces to the right collector. 
  9. A Crooked Metal Book of  The Old Priests - This book contains secret spells of the damned wrought under dead stars that allow a sorcerer to know mind of certain cursed gods. There are five sixth level spells and there is always a summon demon spell worked into the book. This allows one to summon a demon without any preparation. The demon will be very angry however and may try to drag the magician off to some nameless hell. Worth 200 gold pieces to the write sorcerer. 
  10. Box of the Soul - The many hybrid box contains 1d30 souls of the damned who will serve the sorcerer for one year and a day. After which he must join them in the box. The box is worth 50 gold pieces and is a cursed item. 
  11. A worked onyx statue of a broken god - A statue from the sacking of the Hyperborean capital that has a bit of the ancient god's essence still within it. The thing allows one to re roll one missed roll per game but there is a price. The user's charisma begins to suffer as the destruction wrought on the statue happens to the user as well. -2 Charisma points each time the statue is used. Worth 100 gold pieces 
  12. A single ivory statue of a lost and forgotten family god, this small figure allows one to commune with the ghosts of lost and ancient peoples. They will show the user visions of the afterworlds and near by treasures. The user must pray to this item's god however for these favors to continue. Every new moon the user must fulfill one small adventure in the name of this lost god. Worth 60 gold pieces. 
  13. A single copper plate that contains a special map of the gateways to other places and times. There is a 60% chance of the user being ripped apart by ancient ghouls who guard such places. Those so rendered down by these horrors are taken as trophies and placed on ancient altars. There are sorcerers who pay 50 gold pieces and up for such items. 
  14. A large piece of Jade made into a sounding stone for the depths between the worlds. This thing when used will show a path between the places of the Outer Darkness and our world. There is a 40% chance of attracting a demon's attention that lurks at the corners of reality. This piece of purest jade is worth 200 gold pieces but certain cults will kill to possess it. 
  15. A small child like stone head corroded beyond anything has been created in exacting detail. The head will come to life if held for more then 1d4 rounds and recite ancient prophecies and litanies. There is a 20% chance that these words of forbidden ancient wisdom will have direct relevance to the PC.  These stones are collected by modern religious cults who pay 300 gold pieces each. They are believed to be the souls of saints cursed into stone in ancient times. 
  16. A piece of demon metal that flows in the user's hands from ancient times. This thing will turn into a +2 sword of slaying but there is a 20% chance that the item is cursed and will seek the blood of its owner. Many think these items are not worth the risk as they will devour the souls of their owners. Worth 100 gold pieces and they are a cursed item. 
  17. A chest of the mirrored ones, this chest is covered in ancient Hyperborean glyph like writing and contains the soul of ancient demon from beyond the edge of the world. The thing will seek the true love of the owner to suck upon their life and essence. In exchange it will teach the owner the secrets of necromancy. These cursed items were used by certain necromancy cults to teach their children.  They are worth 200 gold pieces each and can teach the first three levels of necromancy. 
  18. A blood stained glass - This item of red cut crystal glass has been bathed in the ichor of demons and planar monsters it allows one to breach the gulf of worlds and teleport to such places with easy. The thing will want three pints of blood per journey and it must be the owner's. The thing is easily worth 200 gold pieces but a malevolent intelligence known as the tempter controls these glasses. 
  19. A scroll of the cursed names of the devils of the dead worlds, this item allows one to summon the ghosts and souls of  the small demons. They will answer three small  questions per day, there is a 10% chance that they will lie as well. And a 2% chance of making a curse of mischief on the owner as well. Worth 60 gold pieces these items were once common. 
  20. A small scion of Cthulhu - This small statue allows one to call the dreams of the drowned and mad of Cthulhu to allow one to have the insight of the insane. This allows one to add +2 intelligence each time this thing is put by the bed of the user. There is a 20% chance per use of attracting the dreaming aspect of the Great Old One as well who will devour the mind of the user leaving only a drooling husk behind. Worth 100 gold to the right buyer. 
  21.  The Ichor of Lesser Strangler - This small vial of Outer God blood allows one to send a spell of choking at their victims. The target must make a save vs wands or wrapped in energy black tendrils of the foulest type which do 1d8 points of damage. Worth 40 gold piece and these items are quite common among certain groups of sorcerers. 
  22. Black Onyx Knuckle Dusters - These items are carved from the rib cages of certain races of low ranking demons. They allow one to strike undead and monsters that can not be normally harmed. There is a 30% chance per use that they may shatter. If used more then three times in a two week period. These times will merge with the flesh of the user. Worth 60 gold pieces to certain mad sects of magicians. 
  23.  A Cursed Flute Of The Deadly God - This flute is made from the arm bone of a damned wizard and has been carved by the talons of a demon. The flute will kill any being who hears its tune of the damned when the music stops. The soul of the target is forfeit to the Deadly God. The target must save vs. death or have their soul eaten after the song ends within one hour. The song will act as a charm spell upon the target. 
  24. The Iron Key - This iron key has been made from the iron of the weapons of angels and forged in the heat of the burning hells upon an extinct sun. The key allows on to find the artifacts of ancient Hyperborean royalty when used as a pendulum. The key will pull toward such treasures, user should beware that many such treasures were guarded by terrible monsters and some minor gods. The key allows one past the complex locks the Hyperboreans. These keys are very rare and worth 200 gold pieces. 
  25. The Folding Maps Of Nibbous - This is a series of maps made on the ancient papyrus of the magician Nibbous, These maps are doorways to the domains of Nimbous, mini planes where the sorcerers hid many ancient and dangerous artifacts. These things were often guarded by demons from the Outer Darkness. These maps would open doors and doorways to such places. They are often found in special metal scroll tubes. They are easily worth 200 gold pieces to the right wizard or mage. 
  26. The An 'Guru Demon's Hand - These clawed hands often contain rare and valuable treasures within their palms. They are easily worth 200 gold or more but they are often cursed with wishes as each finger opens to reveal the rare treasures. Worth 600 gold piece if found. 
  27. Mask of The White Warriors - These masks are often found near other treasures and then only rarely. They have been made from the carved skulls of demons and each one allows one to use infravision, see the invisible, and gaze into the souls of mortal men once per day. They are worth 100 gold pieces each. These items are sought by the Cult of the White Warriors who will bargain for their return to the cult. These masks often have a telepathy ability as well. 
  28. Crown of the Yellow King - These weirdly wrought crowns of wire, piping, and ancient bone allows one to hear the thoughts and dreams of certain ancient dead kings. The crown will also allow one to cast a charm spell once per day. The user must be a man committed to the Outer God's cause. Failing to surrender your soil to the King In Yellow causes a major curse of damnation to invoke on the user. 
  29. The user may once per day call upon the wisdom of these ancient wizards and kings to cast 3 second level spells per day. The crowns are priceless to some cults. 
  30. The Ring Of Hyperborea - This ring of iron allows one to rip the soul from the body of a target who must save vs death. The user will absorb the soul of such a creature and extend their lives by 1d100 years per soul. The user's alignment changes to chaotic evil should this item be used and he is now a servant of the Outer Darkness. 



File:Rudder of a Roman Boat (RG Museum Koeln, Germany).JPG

Sunday, March 23, 2014

Slicing Deeper Into the Free Random Sword & Sorcery Adventure Generator For Astonishing Swordsmen and Sorcerers of Hyperborea

Grab it Right Over
Here
Frequently when a DM is running other games players will want to know what they've got up their sleeve and sometimes they haven't got a thing! Or their still in the planning stages or they've only got fifteen to twenty five minutes before they're players are to arrive at their playing venue. What can you do to generate an OSR sword and sorcery adventure for your old school retroclone game?
Pray to Crom? Simply grab this free Random Sword and Sorcery Generator and get cracking! 
According to the Blurb : 
Random Sword & Sorcery Adventure Generator is a resource created by Ben Ball. This 8-page PDF document provides the referee with an easy means to generating quick, exciting adventure material in a sword-and-sorcery milieu such as HYPERBOREA.

Because of the set up of the generator, many possibilities exist for the DM to incorporate what's needed on the fly. I suggest doing so for adventures before play and not during. It's a well put together generator for a retroclone sword and sorcery style game.
Recently I've been using this generator in several of my AS&SH campaigns the results have been quite good for continuing the action for prolonged campaign play. The generator providing a prolonged story

line randomly which kept the sword and sorcery game buzzing smoothly.
 The deeper adventure details are something that the DM will have to work out but for broad strokes this generator works quite well to entrench players in the world of Hyperborea. 
The generator can also be used to work out interesting background for NPC's or hirelings who work with the party. Often I've used this tactic to work out 'payment' between PC's and the supposed cannon fodder they've used in AS&SH. 
This tactic gives an NPC a background similar  to a Howard or Lovecraftian character whose secrets are just waiting to plunge the PC's into the middle of a weird adventure. All in all this is one generator that I seem to always return to. 

Friday, February 14, 2014

1d10 Random Star Crossed Lovers Encounter Table For The Astonishing Swordsmen and Sorcerers of Hyperborea Rpg System


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1d10 Random Star Crossed Lovers Encounter Table
 For The Astonishing Swordsmen and Sorcerers of Hyperborea
  1. A warrior on the run from a pack of  1d8 Amazons warriors 2nd level wish to kill him if they should catch him. Why is unknown? But a princess 3rd level fighter from the same tribe wants to save him from her sisters. She needs help. 
  2. Two barbarians move to bring together a pair of lovers whose tribes are at war. The fact is that these two marriage could heal the rift between them. 
  3. A wizard is selling love charms for a local marriage arranger. But he's on the  run from a succubus from whom he's stolen the secret to make these. 
  4. A ruined prince has had his heart shattered by the death of his sweet heart. She's been killed by a rival of her prince. But her ghost is haunting him to the point of insanity. He needs the help of a group of adventurers to free himself from this curse. 
  5. A cursed magical crown holds the soul of an ancient queen. It has recently surfaced upon the shores of a local river. It now is looking for a new body inhabit. She is a 5th level wizard and wishes to reestablish her kingdom. She will seek out a cave of artifacts nearby. 
  6. A pair of adventurers seeks help on a local mission. They were once lovers but have run afoul of a local Lamia who seeks to spread her influence. 
  7. An Atlantian demi lich seeks to raise his princess from the dead. He needs the help of adventurers to uncover her tomb. He promises to split the loot from her tomb but can he be trusted. 
  8. A pair of kids are on the run from their tribe of barbarians. They wish to hire adventurers to get them across the border and escape the wrath of their fathers. There is also a pair of undead after these bastions of innocence as well. The kids are unaware of their predicament. 
  9. An estranged son seeks to revenge himself upon the family of his former betrothed family by seeking out an artifact. He's looking to hire a party to help find this treasure. 
  10. This princess is on the run from her former lover. She has become aware of her position as a key cosmic lynch pin for the local demonic Lovecraftian god. Her lover is seeking to hire adventurers to help find her. 

Tuesday, February 11, 2014

1d10 After The Raid Of The Serpent Men Random Encounter Table For Astonishing Swordsmen and Sorcerers of Hyperborea




1d10 After The Raid Of The Serpent Men Random Encounter Table
  1. A small child comes from out of the destruction covered in a fine network of tattoos and weird serpent men glyphes. What do they mean and why do her eyes seem to prick and dance with firelight? 
  2. 1d8 sub human stunted and dwarfed humanoids pick and root around the bodies. They appear to be looking for some one or some thing. They haveleather d instruments or tools. There is a 20% chance of some technological artifact among them. They  will scatter at the first sign of trouble. 
  3. A group of degenerate serpent men humanoid hybrid warriors 2nd level fighters armed with flint spears, clubs, and small shields works among the dead carrying off bodies for their masters. They have a small bag filled with kidneys,eyes, and other body parts. 
  4. A full serpent man wizard moves across the scene looking for an ancient artifact. 70% chance of having a technological treasure. 4th level wizard and capable of great evil. 
  5. A group of undead ju ju zombie hybrids moves among the remains here feeding on the dead and performing horrid rites to their ancient gods. There is 20% chance of some horror descending from the stars this night to their ministrations. They look for the stars to be right. 
  6. A lone pack of subhuman survivors stumbles from the darkness. They're sanity has been blasted beyond all endurance and their minds hum with demonic possession. One demon inhabits all of them after coming down from the stars. The thing has a hidden agenda and is moving out into the world. 
  7. An ancient alien has been awoken from a long slumber the thing is armed with an technological blaster that does 1d6 points of damage to anything in a forty yard range. It wishes to contact its descendants here on Hyperborea. It has a near by saucer but needs certain humanoid brain parts for its computers. Yours might do. 
  8. An ancient Hound of Tindalos has been awakened from its long slumber by the serpent men and now stalks the countryside. An ancient tablet may send it back to its frozen nether hells of time and space. 
  9. 1d8 constructs of the Great Race have awakened and begun to carry out their last orders and collecting the locals for experimentation. A serpent man has taken charge of this ancient installation and oversees the project. Nearby a shaggoth powers the place. 
  10. The Serpent men have awakened a Star Spawn of Cthulhu and the thing is breaking free of its ancient crypt. Are the stars right? 

Saturday, February 1, 2014

1d10 Random Minor Things Blown In On The Borea Winds Table For The Astonishing Swordsmen and Sorcerers of Hyperborea rpg System


Occasionally the inter-dimensional winds can blow all sorts of minor items on to the lands of  Hyperborea and some of these things can be quite weird, valuable, and with very strange effects on those that find them. 
1d10 Random Minor Things Blown In On The Borea Winds Table
  1. A rain of rings from strange an alien lands. Many of these rings are of metals and type unknown upon the shores of Hyperborea. There is a 10% chance of some minor magical ability. Many of the rings are not made for human fingers or are of strange design never meant for human beings.  There is a 2% chance of a ring being cursed and its owner being poly morphed into another type of being alien to the world. 
  2. The area where you are is covered in blood red crystals. They will evaporate in three rounds but some will stay. There are strange objects embedded in them such as dog or cat eyes. Some of these are still alive and look out onto the world blinking as well as looking around. Some of these have a strong 'true seeing' ability but those who used them may be subject to a slight shift in personality and become more sullen and an air of sadness radiates from them. 
  3. The area is bombarded  with weird strands of golden metal beads on chains. These beads and chains are of some strangely wrought brass. Any demon or being with demonic magical blood in their veins that touches them will be compelled to tell the truth or be subject to intense physical discomfort. They will be on -2 on all rolls while these objects touch their flesh. No animal will go near these objects and will howl as well as cause problems when they are brought near them. 
  4. Strangely wrought containers, bottles, and jettison falls from the sky all around. These things smell of burnt flesh and weird perfumes come from them. Planet life grows weird and misshaped when these containers are left in the area. Many types of molds, slimes, and jellies will grow seemly over night when this stuff is around.
  5. Sheets of thin translucent metal is found all around with the edges slightly burn. They are covered in hieroglyphs of an alien language. There is 3% chance of a strange spell written on them. Parties of lizardmen are seeking these objects but do not know why they do so. Only that it is very important. 
  6. Weird pools of rain water is scattered around the area. These multi colored pools are slick with strange rainbow patterns. In the center of each puddle is a single gold coin of some unknown denomination and mint. Each of these coins bares an elder sign and looks very,very, old. Birds are scared of these objects and the coins always seem slightly out of focus when you look at them. There is a minor magical level around them. 
  7. The area is covered in foam and in the center of this foam a strange humanoid baby grows. The thing looks organic but bits of it are machine like and weird. The thing communicates by hissing and telepathic communication. The rest simply evaporate in the noon soon. These things wish knowledge and are capable of storing anything they see. Many hold the secrets to vast dungeons and resources. After 1d4 days these things will evaporate never to return. 
  8. A single golden torc with the power to heal any wound, torc will act as a cure light wounds spell once every new moon. The torc was dropped by an ancient god who now seeks it back. He shall grant one boon and the torc must be returned to him. 
  9. The clawed tendrilled arm of some hideous monster. The arm is still alive and very murderous. It will do 1d4 points of damage to whomever it can reach. The thing has an aura of sheer evil about it. There is a demon who seeks his arm back. 
  10. The charded remains of some ancient Atlantian sky craft falls from the sky. There is still a magical power source still active. The thing will pollute the 5 mile countryside in weird radiations and act as would a 'Colour out of Space'. There are wizards who would pay handsomely for such a find and others who curse this thing from the sky. The thing is cursed and anyone who finds it will become caught up in its spell for good or bad. 







Thursday, January 30, 2014

1d10 Random Weird & Ancient Tombs and Contents Table For The Astonishing Swordsmen and Sorcerers of Hyperborea Rpg System

File:Ancient Tomb with Obelisks Surrounded by Sepucral Urns LACMA AC1995.54.1.4.jpg
1d10 Random Weird & Ancient Tombs and Contents Table 
  1. This ancient and weathered necropolis stands definitely against the elements for hundreds and hundreds of years now. Upon certain nights of the year the great wrought brass door stands slightly a jar and from within a howling and growling of great beasts can be heard. The tombs occupants have long ago have been sucked into the nameless darkness between stars of damnation. The tomb's doorway opens into the void between the planes and on certain days of the year lean and thirsty demon hounds come for the souls of foolish adventurers. They come to drag back to the depth of those nameless hells anything they can catch. The bones of those they eat and strip of any metals are left behind. Their souls become playthings and sweet meats for these demon hounds. 
  2. This ornate tomb has been reared to a disgraced princess of forgotten MU. Her soul and body lay trapped within the tomb but she has recently been freed by some foolish adventurer and now prowls the night as a vampire. Her sister has become a lamia and now guards the tomb by day feasting on local children. They are contemplating taking over a village and have begun a cult. Every Spring offerings have started to appear. During the fall months both horrors sleep. There is a stone box near the tomb that holds what treasures they have gathered to help pay for a mercenary army in the Summer months. 
  3. This tomb is the home to the ghost of a wizard sealed within by his father lest his son's power allow the monster to escape. A bricked  door covered with inscriptions of binding holds the fiend in place. His ghost howls its anger and frustration but only at the new moon can the ghost haunt the land. It kills anyone it finds around the moors of the area during those times. An unrusting +2 sword has been driven through the entrance above the door. The sword's magic keeps the damned soul from both escape and final reward. The pain of the sword keeps the ghost from reason and intelligence as well. The ghost bides its time trying to watch the world and learn of the changes that time has wrought. Its knowledge is spotty and insane at best. 
  4. This weirdly wrought tomb is a mass of bio sculpted flesh of a demonic monster enchanted never to decay or move. It's undying Yithian occupant sits guarding the entrance to a massive underground mega dungeon Great Race outpost sits and waiting for new tenants who shall never come. The occupant is held in a near death and unliving state by Great Race super science. His abilities are still useable and he is very dangerous. There are thousands of volumes of forbidden knowledge of the race's experiments of time, space, and magic here. They are just waiting and the occupant is getting bored with eternity. 
  5. This tomb is the current headquarters of a cult of necromancers who have gathered hundred of necomatic items of forbidden magic. There is a fully functioning laboratory here as well. There are always 1d8 free willed zombies guarding the place armed with Atlantian radium weapons. The tomb was the burial place of a great king but the cult has moved his corpse and treasure to another location. Ever three months 130 cultists gather here. A lich heads this cult but he is seldom present. There is a 20% chance he will be in attendance when the cult gathers. 
  6. This tomb is the resting place of a Deep One of Royal blood killed, exiled, and entombed on dry land where she may do no harm to own kind. She is buried with a treasure but she still lives on in an undeath state. She is chained within her coffin with enchanted chains. 1d8 Deep One zombies guard her and bring her victims occasionally to feed on tearing bits and pieces for her meals. There is a 40% chance of a major technological artifact entombed here as well for safe keeping by a Deep One wizard of renown. 
  7. This is the tomb of a barbarian king curse by his own people to a living hell upon Earth. His ghost is chained between this life and undeath. The thing wanders the land looking for victims to slay with a great ax. Upon certain nights when the alignment of the stars is right. Death births come to feast on this decaying flesh. They may 20% tell his story and grant a prophecy. Or they may curse the fool who disturbs them in their hellish duties. 
  8. This weird tomb of brass and iron holds the decaying body of a demon within. His body burns upon Earth while his spirit has been sealed inside a stoppered bottle nearby the white hot coffin. All of this was done by a wizard thousands of years ago. Anyone disturbing the bottle will be burnt by cold hell fire for 1d6 points of damage. Upon a pedestal near the coffin is a book which contains all of the demon's prophecies. The book magically inscribes them as the damned soul writhes in agony. There is a 70% chance of a secret or bit of forbidden knowledge that a PC needs is writ within the book. The book will magically return to the tomb if taken. 
  9. This tomb is the resting place of a infamous bandit king who still uses the place as a hide out. His flesh is long decayed but he commands twenty 2nd level fighters who attend him as a saint of Rell. He is a free willed zombie and owns a brass Atlantian energy weapons that does 1d6 points of damage. He has a small personal treasure and is in love with a young nearby noble woman. She has no idea of the horror that has begun to stalk her. Eventually the monster will kill her as he has others throughout the centuries. They're corpses surround his coffin staring into eternity. 
  10. This is the resting place of a Star Spawn of Cthulhu. A tomb has been built over it and within rests a 6th level priest who corpse still serves the horror even in death. There are ancient Atlantian machines that keep the thing in a state of sleep as its energies continue to be used by the local cult to try and contact the thing's master. They gather every autumn for a celebration. The priest's soul haunts the lands surround the tomb. Children in the area have begun to be born with the mark.  Anyone disturbing the ancient machinery will be shocked and burned for 1d8 points of damage. Their soul will be eaten by the Spawn in agony! 

Tuesday, January 28, 2014

1d10 Random Eldritch Statues Table For The Astonishing Swordsmen and Sorcerers of Hyperborea System

File:Ancient statues dating back to 9th century and even earlier....JPG


1d10 Random Eldritch Statue Table

  1. This ancient Atlantian statue is one of the lost gods whose no longer worshiped and now long forgotten.The thing now waits and anyone dwelling near it will feel weak and a bit faint. The thing will do 1d4 points of damage per round as its malice and hate washes over the target. The thing accepts sacrifices from the nearby village of cavemen. The thing will soak up any flesh or blood offered to it. Once every new moon it will give a prophecy to a magically sensitive person. 
  2. This ruined statue is actually a trapped god, one of Old Earth locked, frozen in time and space. This poor soul is quite insane and dangerous. Every new moon the statue will release its soul in the form of a dire wolf and take souls as it will! There is an ancient treasure locked in a stone box at the base of the thing. No local will go near the stone horror. 
  3. This ancient statue of Cthulhu is missing its head and sits by a body of fetid water. The thing now has a mass of stone tendrils in its head's place. It will come to life to take a sacrifice should an accident take place near it. It will level drain any wizards that it happens upon. There are 1d8 minor relics under it. The thing has a hate for all magicians. 
  4. This blood stained  statue of a giant saber toothed  cat  stands and is the center of a cult of cat worshipers. They are a group of 1d10 2nd level thieves who attack any nearby travelers offering up their bodies and treasures to their twisted pagan god. A group of bounty hunters is hunting for them but they vanish every thirty days after they take a group of victims. There is now a missing shipment of minor gold trinkets. 
  5. This ever burning statue is actually the center of an ancient family curse. The thing will burn for eternity and its flame came consume magic items immune to flame. Its history is shrouded in blood and mystery. It constantly hungers for flesh and anyone approaching it will be burned for 1d6 points of magical fire damage. Every new moon it will produce a minor trinket of fire resistance for the price of a minor limb. 
  6. This statue is draped with incredibly intricate tapestries that depict the past, the present and alternative futures of the local area. The thing is actually a living giant undead creature (a giant zombie) that uses the tapestries to locate prey and stalk the living. Many different legends surround the thing. All of them do not account for its movements every three weeks however. A minor cult of followers sacrifices the occasional drunk or adventurer that they can capture. 
  7. This statue of a giant gargoyle is the frozen remains of a monster from a lost dimension. The thing will react if a thief approaches it. The thing can sense the darkness in one's soul. It will react with 1d10 tendrils that do 1d4 points of damage. It will suck the blood, intestines, and fluids of anyone caught by it. There are 1d4 minor scrolls of offering to it. 1d100 coins are scattered about its base. 
  8. This statue is made from hundreds and hundreds of fused metal bones. The thing is actually an ancient Atlantian computer that calculates the alignments of alien stars, every 1d6 months, it will curse anyone present in its company. The thing reacts to relics of the Great Race of Yith by shooting a ray to the owner for 1d4 points of flesh melting damage! 
  9. This ancient statue of Cthulhu sits and sends out millions of nightmares that will drive anyone who sleeps nearby insane unless the appropriate saves are made. The thing tracks the movements of its master through Hyperborea and beyond. 
  10. This statue is made of trillions of fused Atlantian coins, each one for the doomed souls of Atlantis. The thing's coins are cursed, anyone who handles one of these coins will take the place of the doomed. They will possess the bodies of anyone they can and seek out a nearby ancient ancestor worshiping cult of fanatics. These cultists seek to raise ancient Atlantis by any means necessary and seek to add the power of millions of souls across a thousand lifetimes. They will not stop and simply wait for another life time!



Sunday, January 26, 2014

1d10 Random Items From Among The Ship Wreck Table For The Astonishing Swords Men And Sorcerers of Hyperborea Rpg System


File:Wreck of the American Ship General Grant.jpg

 1d10 Random Encounters From Among The Ship Wreck Table

  1. An ancient Atlantian princess dead, around her neck is a wrought iron key upon a chain. She wears the finery of a by gone era. She has 1d8 pieces of jewelry. Her neck has a strange set of gills. There is ancient dagger piercing her side. A strange tattoo covers her right hand in which she clutches something. 
  2. A trunk of  some kind with astrological symbols hastily painted all over the thing. It floats in the tides but something heavy rattles from within. Something heavy and perhaps alive as there is a sudden movement from within the thing. There is a forty percent chance of some ancient artifact within the thing! 
  3. A small boy of alien origin washes along in the tide. He has copper colored skin with an odd cast to his skin. The rags he wears don't correspond to any known culture upon Hyperborea. At his side is a belt that appears to be a leather style material and at his side is a knife of a steel and copper coloured material. An odd compass is in the handle with directions that are both mysterious and unknown. He is still alive. 
  4. The corpse of some bloated and monstrous fish like thing washes among the waves. There are over a dozen enchanted and broken spears piercing it. There is a forty percent chance that one or more of them may be able to be recovered but the thing's blood is slightly acidic doing 1d4 points to anyone handling the monster's remains. 
  5. A living mermaid swims among the bodies of the corpses of sailors. She eats their flesh while collecting odds and ends from the corpses. The thing is actually a form of Deep One and is a form of royal Deep One an evil Siren Queen. She is a third level wizard and armed with an enchanted short sword. There is a 40% chance of the fiend having a magical treasure upon her person. She may call 1d6 Deep Ones to her at any time. She is evil, quite insane by human standards, and will kill anyone who gets in her way. 
  6. The bound, chained, and trapped form of a humanoid wrapped in a cloak. The thing is a were shark bound in silver edged chains. He has been cursed in a bizarre rite of destruction by priests of Mu. Releasing him will cause the monster to go berserk and attack anyone around him in a blood lust filled attack of fin and fury. 
  7. An ancient trunk of iron wood floats along in the tide. The thing contains the mummified remains of three humanoid undead. They will attack as wights and devour any living thing they come across. The interior of the trunk has been lined with gold leaf and protective spells. The trunk is worth 100 gold pieces to the right wizard. They have four gold pieces sewn into their mouths as part of the creation process. 
  8. A clear vessel of cut crystal floats along on the currents. Inside are a bound and very pissed off shoggoth. The thing will attack the first fool to open the vessel. It will mutilate the corpse of whomever opens the vessel eating the eyes and sex organs  of the victim. It will leave the corpse as a warning to others. 
  9. A giant raft of alien living flesh floats along the tide. A great piece of an Outer God lost to the seas of Hyperborea. This thing has a 60% chance of carrying a plague and it must be burned before it makes land fall. 
  10. The painted corpse of a bride of a funeral rite. This corpse is actually a lich created for an Atlantian rite of burial at sea by burning. This thing has survived and made landfall. This fourth level wizard/priestess is very pissed off at the living and will seek to destroy anyone she comes across. She must be put down for the good of the world. She wishes to cross over into the afterlife but the rites of her homeland keep her anchored to her decayed and withered half life of undeath. Half of her soul has passed on and the other half cleaves to unlife. 10% chance of having minor magical treasures 

Tuesday, December 10, 2013

1d20 Sword and Sorcery Minor Treasures Table For Your Old School Campaigns


A Random Selection of Minor Treasures For Your Old School Sword and Sorcery Campaign
1d20 Sword and Sorcery Minor Treasures Table 

  1. A Silver torc with claw marks cut into the sides of the design. The thing grows warm in the presence of lycanthropes 
  2. A pair of silver dice with an imp of the perverse bound into them. The things twitter and move the dice least the way a player wishes them to go. Tells incredibly dirty jokes when not in use. 
  3. A chalice that turns any liquid poured into it into red wine or sour milk. 
  4. A right jewel encrusted hand of a demon. The thing is surrounded by semi precious stones. 
  5. A heavy iron chain from the realms of the Subtle Dead. The chain will claim any raging beast for 1d4 rounds. 
  6. A sling ball made from the gall stone of a hero of old. Its properties are unknown. 
  7. A wooden coin from the heart of the world tree. It will show the true age and form of any who handle it. It will grow warm in the presence of an honest man. 
  8. A set of skeleton keys which form a hand when connected. Supposedly from a prision in the underworld! 
  9. A mad wizard's pipe that continues to smoke itself and occasionally will release a random 1st level spell or curse some fool who handles it. 
  10. A minor energy cell glowing red from some nameless device. The thing beeps rather omniniously and grows hot as well as cools down every forty minutes. 
  11. A carved tooth from a saber tooth tiger, the tooth allows one to see in darkness.. 
  12. A set of pan pipes that play several dirty ditties which inspire madness and firtility. 
  13. A bag containing the silver and brozened testicles of a hero of old taken by a sect of Amazons who want them back. Adds +2 to Charisma and Wisdom every full moon. 
  14. The ever lit fore finger of a fire giant attached to a wooden handle with a fire proof bag. 
  15. A length of gold chain taken from the throat of a god of music. Its powers and properities are unknown. 
  16. A set of magic stones that came from a hydra. Each one contains the wisdom of a sage upon several forbidden and very dangerous subjects. A god wishes to get these back and is looking for them. Which god is not known. 
  17. A small mallet that once belonged to the degerate serpent men. The thing is cursed and any who handle it will grow more violent and mad with each passing day. The curse may be lifted by the kiss of a virgin but passes a minor taint upon her.
  18. The knuckle bones of dwarven slaves to some unknown giant species. The bones allow one to do the work of seven men each new moon but require the blood the user to be used. Every four full moons the user may create a very minor treasure. 
  19. This weird device allows one to see the winds of sorcery and insanity. The device allows one to find interdimensional gateways but only to minor hells of dead. 
  20. A crown from Atlantis in the form of a serpent. Allows communication with the serpentmen. 

Friday, January 11, 2013

1d20 Random Encounters Flesh Golems Table For Your Old School Horror Campaign

1d20 Random Encounters Flesh Golems Table
  1. This creature has been created from the bodies of different religious pilgrims and murmurs the praises of many different gods. He or rather it wanders the country side preaching a weird blend of heretical knowledge to those how will listen. There is a 50% chance of the monster knowing a forbidden vile piece of gossip about the gods. It has the abilities of a 2nd level cleric 
  2. This scarecrow like being has been created from the corpse of  a farmer who has lost his land to foreclosure and now seeks bankers blood to fertilize the lands that he now watches over. 
  3. This zombie like creature is actually the charred remains of a high level wizard who was burned up within his own tower. He now seeks those in need of the services of a mage and offers a more psychical approach to the needs of his clients. He has a 60% magic resistance as the energies that animate him are not phased by the reality altering nature of magic. 
  4. The Scorned Woman - A former cleric of a goddess of love animated by the fires that destroyed her temple now seeks those whose love was broken by in justice. She will offer her services as a 2nd level cleric and wreck vengeance upon evil doers. Her goddess still heeds her pleases.
  5. This fighter is made from the bodies of the former members of his tribe who were sewn together by the village wise woman. He wanders the worlds as a mercenary offering his services to the cause of justice. A 4th level fighter who flesh is an odd patch work of rot and rock hard muscle. He carries a +2 sword called The Spirit of Lightning 
  6. The Drowned Fool - A former jester created from the court he once served. This acrobat and jester entertains children and deals murder at night. The magic of vengence courses through him and every night he may release a 1d4 damage lightning strike like bolt of energy. He is very chaotic in the extreme. 
  7. The Post Man - A creature created from the body of a drowned post man who still carries out his route. None of his coworkers have noticed he is dead and decayed. Mostly mindless but every full moon he murders.Again and again. 
  8. The Combination - A gaggle of bodies that has been animated by a lightning strike and now lives in the sewers beneath your local city. He or it hears all and sells the information to the highest bidder. 
  9. The secretary - This shapely rotted corpse has been created from a secretary pool. Now a mob boss that takes out her competition. This creature is ruthless, efficient, lawful, and relies on her great organizational skills. A crack shot with her pearl handle forty five. 
  10. The Magical Cross Word - This creature is a jumble of words, pictures, and ideas made flesh. He mumbles in a see saw cross word like language as he rips his victims apart. Chaotic in the extreme and blamed for 35 murders as a psycho killer of the worst nature. A true mad monster 
  11. The Indian Warrior - A native American warrior animated by the spirit of vengeance that wants the ones responsible for the murder of his trip. 4th level fighter armed with a war club and a bad attitude.  Chaotic and unpredictable. 
  12. The Stranger - Created by a mage from a train wreck. This blank faced monster wanders the world scanning the world around him with a faceless visage  This character is a 4th level psychic with telepathic abilities. Chaotic and very nasty disposition. 
  13. The dead presidents - This creature is the sum of 32 presidents that feels it has the right to rule and murder anyone who stands in the way of its agenda. Chaotic and nuts. 
  14. The Judge - This bastard still rules his court with an iron hand. Literally the hands of his wrought iron. He has secret knowledge of the way that law works.
  15. Between The Facts - This weirdly sewn bunch of bodies doesn't remember anything except he was once a reporter for a major news paper and continues on with the job. 
  16. The Templar  - This suit of armor is the home to a vile creature whose been created from his high school science experiments. The creature has 1800 strength and once nothing more then the bits and pieces of several classes 
  17. This creature resembles a zombie but is actually a roboast flesh golem created from the bodies of those slain in car accident. It now seeks vengeance on drivers of SUVs
  18. The Accursed King - This creature is made from the corpse of a king and his complete court. The vile creature is roaming the land for those who created him 
  19. This creature is actually the sewn together bodies of 340 pygmy like natives who are looking for their former home. The creature will use blow guns, knives and anything it can get its hands on to murder and kill those around it. Loves to use a straight razor on victims 
  20. The monster has been created from the flesh of comic book fans and thinks of as a super hero. Flashy and very strong this creature regenerates as a troll. Will not kill but will maim