Thursday, August 20, 2015

1d6 Random Lovecraftian Artifacts & Relics Table For Your Old School Campaigns

Within the confines of our own small universe there are occasionally artifacts and relics which find their way in from elsewhere. Things of incredibly dangerous aspect that come to define themselves into the lives of adventurers as they rip away the sanity and protections that we take for granted. Deep within the deserts and wastelands of Accursed Atlantis these things can turn up to tear apart limb, sanity, and even lives with their very presence. Here then are six relics in honor of HP Lovecraft's birthday to bedevil, bewitch, and take apart your adventurers.

I have seen beyond the bounds of infinity and drawn down daemons from the stars. . . . I have harnessed the shadows that stride from world to world to sow death and madness. . . .
HP Lovecraft From 'Beyond' 1920 


1d6 Random Lovecraftian Artifacts & Relics Table
  1. An ancient dagger from the era of the Black Pharaoh, the blade is stained with some dark ichor that continues to drip when it is unsheathed. There are sigils on the blade that seem to whirl and dance in certain reflections of light. The ichor will give birth to 1d8 horrors of a pseudo life like nature and attack as a swarm devouring anything in its path. These things will change shape as they move suggesting awful aspects of temporary life. The dagger is +2 and anyone hit by it must save vs poison or feel the horrid partial life crawling under their skin. 
  2. A cylinder that contains a Mi Go brain from pre history, the traveler is convinced he is still intact but when connected to the apparatus of the Mi to hear and speak, it is apparent that he is unhinged and quite insane. But the being within maintains his status as a seven level wizard specializing in the Outer Worlds. There is 10% chance of him knowing anything relating to those Outer Realms of insanity. 
  3. A jar of material from a shaggoth sealed within a cut crystal glass like material. The stuff sloshes around and temporarily changes shape as it moves. The stuff is radioactive with strange cosmic rays from another place and time. There is a 10% chance of being around this stuff could cause a serious mutation hazard. Save vs death or develop a sanity threatening mutation. The material will try to attack the person who opens the jar. 
  4. A mechanism created by Nyarlathotep allows the owner to travel across space and time but the hounds of Tindalos will track the owner down and rip their souls apart 
  5. A chest containing a preserved Deep One head and +1 dagger called Tel'thru'ra; the head is that of a sorcerer and will on the new moon animate, come to life and try to take over those who are in charge of the animating process. The dagger can rend space and time allowing the creatures of the Outer Darkness to enter into the local space time within a  10 foot radius around the owner.  These will most often be least spawn of the Outer Gods or demonic scum banished to lesser spaces between dimensions.
  6. This is a cask of Cthulhu and the dreams of the ancient god priest reside within. There are 1d4 spells for those who pledge fidelity to Cthulhu and only destruction awaits those who open the cask & don't have the right answers for the god thing. It communicates telepathically with its supplicants. There is a 10% chance that a star spawn will hunt and seek out the character owning this piece with the full intent of destroying the poor fool and rending his soul into 53 pieces.  








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