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Showing posts with label Magic items. Show all posts
Showing posts with label Magic items. 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

Wednesday, January 21, 2015

Soul Forged Armor For The Basic Fantasy Role Playing or Your Old School Campaigns


 Grab It For Free Right
HERE
There are times when a DM needs something a bit more well special then the usual 'magic sword' that we get in OD&D and basic.I stumbled across this particular take on the magic sword the other night.
According to the PDF : 
Soul Forged Armor is armor that has been infused with the soul of a warrior or paladin. It is usually created for a specific purpose. That purpose can be good, or evil. It can be specific (eg. A Soul Forged Lich Slayer would be created for the express purpose of slaying Liches), or it can be more general (Soul Forged Armor of Chaotic Good). It can be forged for a specific group within a game world. Often, an order of Holy Warriors will choose one of their greatest, and have his soul forged into armor so that he can be called upon in time of dire need.
This idea is simply the bare bones of a very cool idea that can easily be fleshed out in a game such as Lamentations of the Flame Princess or Astonishing Swordsmen and Sorcerers of Hyperborea as a type of lost magical artifact that while powerful cares with it an air of the sinister and more then slightly weird.
Its really only two page pdf with some interesting and very respectable high ideas that adds a bit more flare to the idea of the magic sword which is already steeped in real world myth and legend.
Its always the little touches such as these that bring home the classic tropes of old school sword and sorcery. With a bit of conversion this article can serve as a nice set of old school mythological guidelines to create an other aspect of the dark fantastic for your old school D&D game. Not too shabby a free download at all that infused with a sword and sorcery classic piece of gaming meta mythology.
1 4 Рукоятки скифских мечей. IV в. до н.э. Курган Чертомлык (Никопольский район).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.  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. 

Saturday, January 25, 2014

1d10 Random Table of Broken and Cursed Weapons For The Astonishing Swordsmen and Sorcerers of Hyperborea Rpg

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1d10 Random Table of  Broken and Cursed Weapons
  1. Threau - Only the hilt of this broken sword remains and while it still counts as a +1 dagger. The blade laments its days of war, blood, and thunder. The spirit of the blade has been twisted by its time rusting, useless, and waiting for a new owner. The blade's spirit is insane and will cut the first person to pick it up grievously and deeply for an additional +2 points of damage. It still remembers where many of its previous owner's plunder and loot is buried however. 
  2. Frewu The Cutter - This blade belonged to a master thief and his spirit still resides in the blade. The master sneak and taker of treasures has been locked within the iron molecules for so long he will wish the most trivial things when some one picks up this corroded instrument. His skill and guile will still be sharp but his ghost hovers around the blade. It waits for some fool to pick it up and wield it. He may possess them slowly grabbing ahold of their soul and spirit. His Chaotic evil infecting them over 1d6 days or even months. They will lust for coin, jewel, and flesh as he did. 
  3. The Serrtiuri  - This broken and corroded instrument is a far cry from the long sword it once was but the many kills of this weapon still reside within its its Atlantian steel. The blade will turn the fool who picks it up into a berserk and they shall be a creature of darkness. The blade will make the user perform a rite of  bridging of spirit. The evil of this blade will transfer into a new vessel  and the owner will be bound to this blade for eternity another victim of its evil. 
  4. Yrrutru - This iron mace is still solid but its owner has long turned to dust. The owner will hear the insane echoes of its clerical master within their head. His years of  being bound to this hunk of iron having twisted his mind into a far less forgive monster. Those who use the thing will be turned into a wight as the darkness and negative energy course through the fool who uses this relic after 1d10 months. +2 mace when cleaned up but cursed with foulness. 
  5. That Which Has No Name - This war hammer was once owned by a minor demon of an ancient linage and it still drips with his dark drool. Anyone handling the thing must save vs poison or be effected by a will stealing poison. Their mind will echo with the battles of the past and they will carry out ancient acts of evil and mayhem to any around them. Eventually the fool who owns this war hammer will turn into a proto demon and become scaled, dark, and monstrous. He will flee from the sight of his fellow man and go off with his brother demons. 
  6. Puntreru The Wandering Quill - This broken reed is actually all that remains of the skilled assassin Puntreru. He traveled in the guise of a monk, poet, and artist. The quill was enchanted to drip with horrid poisonous ink and bile. The stuff still moves under the broken remains of this item. Anyone handling it must save vs death or become infected with his evil and his soul numbing poison. They will die horribly as they relive when the ancient gods came for the fool's soul. They're memories and knowledge still infect this instrument as well. Perhaps it might be worth something to the right wizard. 
  7. The Tongue of Azathoth - This black bell of iron may be found by a large lake where it was cast. The lightning bolt clapper still rests within it. Across its surface there are worked ancient and terrible images of the demon sultan. The thing will never rust but will ring  with a dirge like sound when an evil or black souled fiend of terrible aspect picks it up. They in turn will become the vessel and instrument of the demon sultan upon this plane. They will wander across the face of the Earth seeking out those who worship and push forward the insanity of Azahoth. Once per day the Chosen may call down a lightning strike as per the spell.  Those 'Chosen of Azathoth' become debased creatures of instinct, pain, and lust. Gain and addition 1d6 hit points and 1d8 mutations, the bell will become their most prized possession and not even death can separate then from it. 
  8. Dagger of  Thluhu - This ancient piece of meteor iron is fashioned into a single dagger. The thing is worked with startling etched characters that seem to move and dance as one looks at it. The dagger will cut the first person that picks it up and they will be infected with the madness of the good. The user will gain some of the abilities of a Deep One. But grow weaker during daylight at night they will assume the aspect of a Deep One and carry out the agenda of building a cult to the lost Atlantian aspect of Cthulhu. After using this +1 dagger eventually a Star Spawn will carry them off to an unknown reward with their tentacled master. 
  9. Hand Maiden's Tear - This weirdly worked piece of never rusting iron was once a throwing dagger of strange aspect but all of its points are broken and gone. Its power are not a tenth of what they once were. The owner will be sent strange and disturbing dreams of some nameless cold hell where a demon god is imprisoned.
    Once per full moon the owner of this dagger may summon a type one demon of female aspect. The thing will serve and teach the owner miracles of its demon god but owner must betray a loved one in order to gain the gifts of this horror god.
     Eventually the demon maiden will demand the flesh, and soul of the owner and turn them into a free willed ju ju zombie. The fool will then act as the agent of the demon god upon this plane and hunt for the souls as well as the skin of others. 
  10. The Bullets of Garco - There are hundreds of bead like shot that once belonged to this demon weapon master. He betrayed his demonic master and for his trouble was turned into demonic living sling stone ammunition. These sling stones will do 1d8 points of damage but for each point of damage they cause a year or season of life from the user must taken. They will slay that which can not be slain by mortal weapons and eventually blood equal to the number of bullets used must be given to the name of Garco. Over use of these bullets will result in a blood curse upon the line of the user of these weapons. 

Wednesday, January 22, 2014

1d10 Random Bits And Pieces of Potent Magic Artifacts Table For The Astonishing Swordsmen and Sorcerers of Hyperborea Rpg System

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1d10 Random Bits And Pieces of Potent Magic Artifacts Table
  1. This bronze like metal child's toy echoes with the haunting laughter of its ancient owner. The thing will summon a ghost when moonlight hits it. She will want a favor in order to unlock its magical power and potential. 
  2. A jeweled bracelet with bits missing except for one perfect pearl eye of the serpent that grants true sight to its owner. But the monsters of the world will be drawn to its owner unless he or she finds the cursed owner who has been wandering across the face of Hyperborea for thousands of years. The bracelet might help. 
  3. A small golden medallion part of a greater design. This small piece  shines with an inner light spell. The there is a bit of a demon's dream that still touches it. Once in a while an evil stray thought comes through. The horror is drawing closer to the medallion. 
  4. A small draw string leather bag of silver buttons with an Atlantian light design on them. They were once part of a royal cloak. Each one may fire off a 'magic missile' spell as part of a display. There is an air of tragedy that hangs about them. From time to time they almost seem to weep. 
  5. A bit of music from Leng, this music bit of music on velium like material will play through the owner's mind but only a part. They will be cursed to find the rest of the music which is actually part of a summoning rite in the form of a 'Grand Opera'. The entire opera will drive the owner of the music insane. They will perform the entire piece themselves and be torn to pieces and their soul consumed by the Outer Gods. 
  6. A piece of river glass which is actually a semi precious stone that belongs in the crown of an arch lich. The crown still sits on the abomination's head but this simple stone will float in the air and point to the crown. The user will dreams of the lich who wishes his crown complete. The owner will be promised through telepathy fabulous treasures if only they complete a series of small tasks for the evil thing. 
  7. A stone eye ball part of the statue of a god in Atlantis. The thing even now searches for his eye. This little bauble grants infravision and occasional prophecies. It also grants visions or nightmares of the god owner of the thing. The user will be under a minor curse to seek out the owner. 
  8. This small piece of amber contains the essence of several people's souls  trapped within. The owner will be haunted by the babbling cacophony of these souls but also have access to their intellect and wisdom. There is a 30% chance that they may know some vital scrap of information about the land you are currently in. They also have dark and perverse secrets that occasionally bubble to the surface. These secrets may spill from your lips and shock or insult those around you. There are rumors of men being led to incredible treasures by these types of spirit traps. What item was this piece originally from. 
  9. A bag of one hundred perfectly smooth ball baring like spheres. These are actually information spheres of the Great Race of Yith. They might reward or destroy those who return them. 
  10. A half a coin belonging  to the Deep Ones. This coin if made whole will summon both Father Dagon and Monther Hydra who will want to eat the summoner. The coin can not control the Great Old Ones. The spell has been etched off of this half of the coin. Even now a vile wizard is searching for your half of the coin and will soon be upon you demanding it.


Tuesday, January 21, 2014

Slicing Deeper Into The Free Download of Issue One Of Underworld Lore From Gorgon Milk and Co.


Get It Right Over
HERE 

Gorgon and crew did a fantastic job of breaking down some great D30 tables, weird fungus, undead options and more all in 25 pages of tomb rattling fun!
 Much of this material focuses on dungeon dwelling denizens and the diseases which infect them. I've been re examining the material for adapting it to a number of different settings including sword and sorcery. Many of the tables and articles are perfect for a long abandon city, urban environments, and adding just a bit more weirdness to some of the more prosaic dungeon encounters.
Basically I've been looking into the after effects of 'The Green Death' in AS&SH And many of the pathogens that seem to come down the pike in many of the swords and sorcery settings that I've been using lately.
I've also applied much of this material to more modern settings with some pretty interesting results. Horror gaming often seems to hang on surprise. The problem is that role players always seem to have 'been there gotten the tee shirt' and don't comeback for more. With games like Call of Cthulhu (which is awesome by the way). The pressure is on to do something different. That's where magazines like 'Underworld Lore' help fill the gap. If you've got 20 minutes before your players arrive and need something special. Here you go.
The weirdness factor alone is sure to stir more then a bit of interest among some of my more shall we say 'jaded' players.
 All in all the issues of 'Underworld Lore' that I've seen have been very well thought out, expertly edited, and get straight to the point of Old School Gaming. The run of these magazines has been perfect for throwing a few curve balls at even the most experienced players and always seems to make them come back for more.
 Did I mention that the issue is free and does all of this in twenty four pages?  

Monday, January 20, 2014

1d10 Unholy Sacrificial Knives For Astonishing Swordsmen and Sorcerers of Hyperborea


The blades had been worked from the 'holy place'. The rock and stone worked with skill and dedication to their bloody and demanding god. The priests began to chant and the long process of creating the sacred tools had begun.
It would take them twelve cycles of the little moon to complete their task but the power of their ancient and unholy gods sustained them. Each one would be imbued with a different talent for the taking of the flesh, blood, and spirit from the sacrifice.
Each one would be worked by fire, skill, and a bit of their own blood as well as their spirit. They would live on through their tools. The jungle witnessed their workings as it had countless times as the moons crossed the skies of Hyperborea.
 There are other blades made by a thousand cultures. 
Here are some examples.

1d10 Unholy Sacrificial Knives
  1. Yruitro - This blade of quartz and flint is wrapped in preserved human intestines and sings as a bird while it goes about its work. The thing is +2 when cutting through the flesh of sacrifices and is as sharp as a surgical instrument. The thing will be greedy having been buried for far too long in the soil. There is a 40% chance of it trying to cut its finder and bleeding them out right there with their own hand. 
  2. Zimru The Greedy One - This blade of midnight black obsidian is always ready. The person wielding it gains a +2 on initiative and it cuts as a +1 dagger. The blade is imbued with the spirit of the priest who wielded it. He no longer remembers the ancient gods he once served only that there must be blood and sacrifice. His crippled and insane ghost hovers around this blade. 
  3. Yunus The Ghost Taker - This blade was made by Norse men and its blade is made of wrought iron and forged from the cold ice of unmelting snow fires. The thing hungers for blood and souls. It is a +2 weapon and turns its wielder into an cannibalistic berserk who rage at each full moon. He shall regenerate as a troll and turn to Chaotic Evil in word & deed. The blade will ever be at his side until he is killed by fire. 
  4. Resuro The Butterfly - This blade was created by fire and lightning at the heart of a volcano dedicated to the butterfly gods of Chaos. The blade gives its bearer immunity to fire and flame. The bearer must seek out the helpless and feeble to slay. The blade is +1 but thirsts for blood for its unholy gods. The wielder will always have murder in their mind and heart, always lurking for the moment to strike. 
  5. Hrtyru The Crow - This blade has been forged from the discarded remains of many nations by Pictish war priests. The thing will seek out the hand of a warrior wronged by civilized man in battle. It will act as a +1 dagger in all respects. But the thing craves the eyes of men. It will make its wielder eat the eyes of his victims and know their memories. These memories will stay with the wielder for 1d4 hours then they will want to repeat the experience. 
  6.  Eirrrush The Wandering Skinner - This skinning blade was forged from the molten heart of a meteor by the hand of a minor god. This skinning knife was passed down through many tribes of the East until finally it was lost to legend. The thing seeks the skins of man and those wielding it must cut the skins of their victims off after battle. The knife grants +2 on strength and dexterity in the form of a rush of orgasmic battle fury before a battle but the rites must be observed afterwards. Failure to do so means a minor curse upon the wielder until he makes amends to the knife's spirit. 
  7. The Iron Scalpel of Jruru The Butcher - This never rusting  scalpel of bone, quartz, and iron  was once an instrument of healing but its owner healed a murderous berserk unknowingly and his spirit passed into the owner. Jruru The Butcher is the name of both the blade and the spirit within. The blade was finally lost in a harbor someplace in the West. The owner was burned at the stake pleading his innocence. There is a type two demon living within this blade. It will have access to all of its usual powers after possessing the wielder after 1d4 days. In all respects this is +2 blade of sharpness otherwise. 
  8. Jachale The Jade Heart Taker - This blade of iron wood was carved from the god tree Jachale and flaked with many pieces of lost jade. The blade is the home of a multitude of ghosts who crave blood for their god. They feel that somehow this will free them from their wooden prison. It never does.
    The blade acts as a +1 dagger but once per day the user may use the pass wall abilities of a ghost. He will have many of the minor abilities of a ghost. These are not without a price however. The user must drink the heart blood of an innocent after three months. Within 1d8 months of using this blade. The wielder must pray to 
    Jachale or join the spirits within the blade itself. 
  9. Xrruruer The Spirit Taker - This blade was forged from the wedding gifts of Xrruruer a princess of a long extinct people. She is cursed to wander across the world in the form of a blade after betraying her family to Cthulhu as a sacrifice.
    Those wielding this blade will be in contact with her spirit and possessed of a longing romantic interest with this unholy thing. She will demand the souls of the wielder's victims. Those slain by this blade will erupt into a mass of horrid tendrils as the victim's soul is sucked into the void to be devoured.
    The blade may harm things not able to be harmed by normal weapons but wielder can not rid themselves either the blade or 
    Xrruruer herself. Her knowledge and power will be passed to the wielder for a time( those are up to the DM). 
  10. The Blade of The Mad Sultan - This blade of iron and quartz has been dedicated to the demon sultan god himself. Those who wield it are themselves forfeit to the mad thing. It acts as +1 dagger but will slay any being. Those who wield it will themselves have their very souls consumed. The thing supposedly has a fate to slay a city. It has not been seen in many centuries. Its legends are lost to Hyperborea 

Thursday, January 16, 2014

1d30 After The Lovecraftain Ritual Is Over Random Find Table For The Astonishing Swordsmen and Sorcerers of Hyperborea Rpg

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1d30 After The Lovecraftain Ritual Is Over Random Find Table 
  1. 1d10 brass bracelets and flutes all covered in post birth residue. There are three hundred gallons of the liquid scattered about the area.
  2. A large blood splatter over the entire area and human entrails in the trees. There are 1d100 coins of unknown vintages scattered across the area. There is a 10% of these being semi precious metals. 
  3. A three hundred pound gold ankh sits in the middle of a giant pit of slime. The thing glows softly to itself below it is a rough human outline covered in burnt skin and organs. 
  4. A giant glowing crystal dagger far to large for any human hand to wield. The thing sings softly to itself of  madness and desperation. 
  5. The entire area is covered in a single scroll sheet of music rolled up and it weights in excess of five hundred pounds. Sewn into the center of the thing is three different people's skins. Race and type is not of any known peoples. 
  6. A single slime covered rock which is actually a large gall stone of some inhuman creature. The thing is covered in glowing glyph work 
  7. A baseball sized instrument not made for a human mouth covered in a strange arrangement of holes and signs not in any human language. The thing has an air of incredible sadness and loss to it. It sits in the middle of a burnt human outline. 
  8. A single perfectly persevered eye ball sitting inside a bleached skull. The eyeballs still lives. Who knows what horrors it has seen? 
  9. An incredibly intricate spell book in an unknown language bound in the freshly created skin of someone actually five different someones. The thing radiates laws and order. Every page is done in a different style of alien writing. 
  10. A single small statue of a little girl set on an altar. On the other side of the altar is the desiccated corpse of an old woman covered in tattoos depicting eternity and old age. She has been frozen to death. 
  11. A throne seated with the body of a wealth individual whose head has been replaced with a golden statue's head. The body is wearing purple and gold robes. The corpse still shakes with dangerous occult energies. 
  12. This strangely wrought jewelry could not be worn by any human being it is too large and it is made by no human hand. The stuff burns flesh for 1d4 points of damage and has a strange assortment of crystals whose light dances in the darkness of evening. 
  13. A stripped down and skin less corpse with the head of a giant insect lays on the middle of a field of locusts. The insects scatter as one when you approach the naked thing. It will collapse into itself as soon as it is looked upon and blow away accompanied by demonic laughter. 
  14. A strange demonic thing awaits atop a pile of decaying corpses all of which are exact doubles of nearby villagers who are vary much alive. The thing will mock and torment the party with taunts but provide no answers. The pile will disappear but leave behind a pile of slime and offal as soon as morning light hits it. A strange occult sign sits in the middle of pile. 
  15. A priest of some forbidden god has been gutted and strung out across the area his remains cover three miles around but his head and face are perfectly preserved and are mostly still alive but he can not speak at all. His lungs are in a nearby bush. 
  16. A pile of brass and gold sits upon an altar while a nearby drum made from a human skull keeps time with a human heart atop the pile of items. It stops when approached. 
  17. A book sits upon the altar, its pages turning in the wind as if by a human hand. There are illustrations of the party in its pages with weird signs and symbols drawn around each party members heads. As soon as their seen that's when the headaches start. 
  18. A single obsidian knife sits in the center of a pile of slime and offal, it is in the shape of a giant cloven hoof. Within the cloven point is the severed head of some person. Their still alive and mouthing the praises of this forgotten god of damnation. 
  19. A single area is covered with a multitude of fungus of an alien type. The stuff glows to itself in the darkness and seems to have an abundance of humanoid eyes growing from the fungus. 
  20. At the center of a burnt area is a small wooden cabinet. Inside is a perfectly preserved human arm that holds a scroll. There's a 20% chance that this scroll contains a powerful spell or the name of some Outer One. 
  21. The area is infected with the nightmares of demons and horrors from beyond. Reality runs like wax until the first light of dawn touches the area. There is a treasure of gold someplace in middle of this hell from beyond the dreams of men and damnation. 
  22. Reality is broken in this area and 1d10 demons run through the area causing untold horror and mayhem. By morning there is a perfectly human baby sitting upon an altar. Where did it come from and what is its destiny. 
  23. There is an ancient wooden door in the ground and it was not there two days ago. At night knocking can be heard from behind the door as well as demonic twittering and laughter. Then the handle begins to turn. 
  24. A section of timber as if from a cross sits in the middle of the area. The thing is covered and blood as well as bits of bone. It glows as if on fire and bleeds fresh blood every morning. The thing is thought to be cursed but no one knows what that curse might be. It sits seemingly defying all of the elements 
  25.  A corpse of a perfect youth is found at most sixteen summers. Carved into his chest is the mark of the Elder Ones. Its almost as if branded into the skin and it glows at night. Anyone possessed by a demon brought near the thing will have that demon driven out but the fiend will not know why. The thing will never decay or rot but no man knows who this is. 
  26. The flute of some thing from outside time and space sits in the center of a pile of human bones. Anyone removing it is curse to play the thing and will be struck by lightning adding their bones to the pile. 
  27. Giant knife sits in the center of the ground it pierces some great pile of meat and organs. Removing it allows the organs to come to life pumping 1d10 gallons of acidic slime upon anyone in the area. The stuff does 1d4 points of damage and nothing will grow in the area. This event will kill all plant life and animals in a two mile range. 
  28. The entire area is covered in solid stone statues of some unknown peoples. There will be insect headed, animal headed, and strange youths all about the area. They are naked but covered in odd limbs and organs that no sane man has. These things will seemly change places at night but never move from the area as if waiting for something. 
  29.  The place is covered with millions of alien insects which will attack the first person using the name of some lawful god and devour them. The insects will form the basis for a new god never seen in the area before. 
  30.  The area is covered in over ten different corpses all flattened as if by the hand or claw of some giant tendril or octopus like thing. Bits and pieces are missing from the bodies and the entire area smells as if some giant rotted fish oil was spread across the entire affair.


Wednesday, January 15, 2014

1d30 Random After Remains Table For Lovecraftian Encounters For The Astonishing Swordsmen and Sorcerers of Hyperborea Rpg

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1d30 Random After Remains Table For Lovecraftian Encounters
  1. Moving one celled glowing protoplasmic life forms scattered all over the ground. Still pulsating with unholy life 1d6 
  2. White green puddles of liquid jelly like substance. Has a slightly acidic smell to it and does 1d4 points of damage to exposed flesh. 
  3. A mangled and slightly burnt humanoid corpse. The thing isn't identifiable as human. 
  4. The ground is covered with intricate burn marks of unknown origin 
  5. The entire area is covered in unholy inhuman eyes belonging to random creatures not of this world. 
  6. Bales of rusty wire and debris belonging to some unknown metal. The stuff turns to dust as soon as touched. 
  7. A rusty sacrificial knife covered in blood, pus, and smelly alien urine. 
  8. A bit of tendril and rime covered organ tissue. About three pounds worth. 
  9. A weird colour lingers in the air and leaves oily residue on the fingers of anyone passing through it. 
  10. A lump of solid gold half melted coins 5 pounds with all fused together. Strangely glows in the dark with an inner pink light. 
  11. The burnt remains of fused chickens, cow, and other less identifiable fleshly organs all fused into a three hundred pound mass of stuff. 
  12. Three humanoid corpses all burnt and flash froze all at the same time fused at the hips. Bits of unidentified alien stuff thrown in as well. 
  13. Fourteen metal rusted three foot long metal triangles all welded together. 
  14. Seventy five melted three hundred pound gears made of brass and other machinery. Etched with acid damage. Burnt leather smell to it. 
  15. A solid mass of three thousand bass skeleton keys all run together like melted waz. Glows green in the darkness. May make humans sick and hair may fall out. 
  16. Six men's corpses all fused together at various points of the limbs. Especially at the tips of the penis. Very dead with massive trauma damage to the heads.  Race unknown. 
  17. The corpse of a single dog with a human skull. Freshly killed add dressed for cooking. 
  18. A strange alien slug creature that pulses in time to a human heart beat. The thing still lives. 
  19. Four million written curses covered in intestine like jelly material. 
  20. The fresh corpse of a sperm whale with strange dorsal fin damage and large chunks of meat removed from the head and underbelly. Something moves under the skin of the beast. 
  21. The twisted remains of a giant like humanoid monster twisted inside out. 20% chance of some alien artifact. 
  22. A weird twisted metal piece of machinery that glows when the darkness comes at night. Mostly at night it glows with an unholy light. People go insane around the thing after three days. 
  23. Forty slabs of virgin wood with the fresh corpses of something spread between each one. They are beginning to rot in the sun. The smell is awful. 
  24. A perfectly preserved skin from a twenty year old male of unknown origin. Just his skin remains. There is a smell like fresh strawberries and cream. The hair looks freshly washed. 
  25. Neatly folded clothing along with the neatly folded skin, organs, and liquid bones of a humanoid. There is a 10% of a cache of artifacts. 
  26. Three neatly dissected corpses of Deep Ones preserved in Amber like stone vessels. There are eighteen vessels containing the delicately sliced remains. 
  27. Eight Giant organs of flesh and tissue eight foot across. The things are pierced through with over a thousand tiny silver bells. They sound in the wind! The flesh glows. 
  28. A twenty foot long elder sign burned into the ground. At its center is a rotted corpse of something. 
  29. The hollowed out remains of some giant sea creature carelessly dropped with its organs filled with silver like stone. The stone glows with inner unholy light and a ghost wails nearby. 
  30. A strange ball of energy like material burns the ground and stains reality. The thing glows during the day or at night as it does 1d6 points of damage to anyone exposed to it.