Tuesday 17 January 2023

D100 Strange Arcane Coins

This is a 2nd century BC silver tetradrachm from the central Carpathian region in Eastern Europe, imitating the coins of Philip II of Macedon with more celtic horseman reverse.

Sadly this took several years to finish

D12 Coin Size
1 1 gram 5mm - eighth bit
2 2 gram 10mm - quart penny
3 5 gram 20mm - halfpenny
4 8 gram 25mm - standard penny
5 10 gram 30mm - tuppence
6 20 gram 40mm - guilder
7 30 gram 50mm - crown
8 40 gram 60mm - sovereign
9 50 gram bar - Small Bar
10 360 gram bar - Trade Bar
11 500 gram 100mm bar - Imperial Bar 
12 3000 gram 30cm bar -

D12 Coin Shape
1 Round thin stamped edges
2 Round ridged edge
3 Round slightly concave
4 Round slightly convex
Round slight oblong
6 Round with hole in the middle
7 Triangle
8 Square
9 Hexagon
10 Octagon
11 Crescent
12 Bar

D20 Coin Designs
1 Ruler d4 1=crown 2=head 3=on throne 4=standing armed
 Arms and Armour, often a helmet or crossed weapons  
3 Famous city or it's emblem
4 Agriculture crop, beast or tool like amphorae, bushel of wheat, ox head, sickle
5 Tree or herb or wreath or cornicopia
Soldiers in battle gear with weapons frequently on horse
7 A heraldic beast or monster sacred to a clan or place
8 Historic scene d4 1=battle 2=corination 3=victory 4=centenery event
9 Robed, semi-naked historic person, d4 1=soldier 2=philosopher 3=royalty 4=holy person
10 Pile of treasure often overflowing chest or urn
11 Holy symbol of a religion or cult, the image of the god or one of its forms or tools
12 Minor nature divinity or famous natural wonder
13 Occult symbols of magic or runes used by magicians
14 Heraldic device 1=monster 2=beast 3=symbol 4=pattern
15 Vehichle d4 1=ship 2=chariot 3=wagon and beast 4=riding beast
16 Hero d4 1=riding a beast 2=fighting monster 3=executing enemy 4=wrestling a beast
17 Monuments d41=fort 2=palace 3=tomb 4=temple
18 Star or constellation or astrological sign
19 Image of demon or a devil or evil god, face or body
20 Image of a god and some of their symbols or mythology

D12 Coin Age
1 Recent in shiny condition 
2 A few years old slightly worn - from kingdoms all over the world in circulation
3 A ruler ago when parents young - empire civil war since then
4 From grandparent's time - emperor Lutipold secures the seven kingdoms finally
5 A hundred years ago - succession wars end, new emperor starts the 3rd empire
6 300 years ago Shadelport issues its own currency and dictionary of the trade tongue
7 500 years ago the second empire
8 1000 years ago the first empire
9 3000 years ago Ancient Exilon, a great age of magic and ruined monuments 
10 5000 years ago the monster empire and the age of eternal night
11 10000 years ago the dawn age, first copper coins
12 Predawn era of the old ones who formed from moisture and darkness in the void

D12 Coin Origin
1-6 From within the continent of he empire and its colonies and SHadelport
7 From the mysterious west, a land of decadent civilisations and barbaric wilderness
8 From the warring kingdoms of the east, former colonies surrounded by barbaric peoples
9 From the wild frozen northern lands and the hidden plateau
10 From the great desert wastes of the south, mostly ruins, deserts and volcanic wastes
11 From the one on the many unknown foreign lands or islands 
12 From a non or pre-human civilisation and 

I use an exchange of 1 gold = 36sp =360cp so you can live off a cp per day if ppor, silver a day if the middle class or clergy and a gp a day at least for proper noble. Silver is the main currency and was instituted in the age of darkness by the global monster kings for an aeon. The people of the Underland still use it as they are remnants. Copper was a dawntime's first metal used for tools and weapons made by dwarves and traded with other species freely. Gold is the choice metal of the third empire after the monster kings.  

D12 Famous Ancient Treasure Coins
1 Elfin copper piece from the dawn age before most retreated to fairyland 
2 Dwarf iron pieces worth double a copper from before the dawn age to outdo the elves
3 Goblin lead coins worth half a copper and used by orcs and trolls and ogres
4 SIlver piece of the monster empire or half-value piece shaped like a crescent 
5 Silver piece of the mysterious west, hexagonal with a round hole and some on strings
6 Silver pieces of eastern guilds and wizard states with a city on one side and bankers face on the reverse
7 Copper pieces of the fiery southern wastes with fiery monsters and ruler face on the reverse
8 Cowrie shell used in many pre-metal lands in various colours, some on strings
9 Beads of amber, coral, jade or glass used across the world by all peoples, often in strings 
10 Gold coins of the first or second empire  with the monarch on one side crown reverse
11 SIlver coin of ancient kingdoms of Exilon with city god on one side and monarch on reverse
12 silver coin of the frozen north with monsters on one side and monarch on the other often with higher lead content

D12 Getting Rid of a Coin
1 Dragon breath while beaten with a magic hammer
2 Throw in an erupting volcano
3 Take it to Nidhog the underworld dragon who will guard it till doomsday
4 A god or demigod or titan can crush it or might just take it
5 Hurl it into the sun (hitch a ride on the chariot of the sun in story)
6 Any noble planar being from elemental, demon, devil, angel can crush it
7 The great berserk guardian hound of the underworld can destroy it with a bite
8 Many great lords of the ocean have vast treasures guarded by dragons and may look after it
9 The Tarrasque stomach acid can dissolve the coin harmlessly and is delicious
10 Various divine forges on planes or in homes of smithing gods can destroy them
11 Throw it into one of the hidden bottomless pits
12 Leave it deep in a deathtrap dungeon where it will never be found

12 Petty Magic Coin Properties
1 +1 on one saving throw type
2 +1 all saving throws
3 +1 to hit
4 +1 to damage
5 +1 hit and damage
6 +1 on one attribute
7 +1 Mov
8 +1 AC
9 +1 HP
10 fascinate 1HD creature with eyesight for wielders Lv in rounds per day
11 coin can turn invisible while being touched by wielders will 
12 coin has petty magic effect: 1=candlelight at will 2=ignite fire by touch 3=cuts cloth, leather or rope better than knife 4=always returns to purse in 24 hours as long as you live (if you die and return you must reclaim it)

12 Petty Magic Coin Curses
1 -1 hit and damage
2 -1 all saving throws
 -1 on one attribute 
4 -1 Mov manifests as
5 -1 AC manifests as aching bones
6 -1 HP manifests as a pox
7 Infertility 1in4 remove all desire also, the church made lots
8 -1 reaction rolls manifest as bad smells, syphilis sores, etc
9 -1 Initiative
10 -4 morale and fear saves
11 +1 on the likelihood of encounter checks 
12 lose 1% of other coins' value per day kept on your person

d10 Coin Types
01 Petty curses
02 Demihuman
03 Beast cults
04 Faerie 
05 Goblinoid
06 Haunted
07 Wicked 
08 Benevolent
09 Monsterous 
10 Cosmic

D100 Strange Arcane Coins 
01 Coin of Janus - if flipped save or alignment is reversed and do best to always touch the coin and will flip it d6 times a day, some instead sexual characteristics but many don't see this version as cursed and use at parties for the thrill, favoured by the theatrical two-faced god of chaos
02 Coin of the Pauper - if put in a pile of coins the pile shrinks a d6% per day as the coin eats other coins
03 Goldenbug - poison bug disguised as a coin, if scared it bites the enemy who must save or die painfully over d6 rounds then your heart explodes. Bite ignores armour except for magic plusses. Sometimes they form groups to breed (some breeds look more like gems or pearls and will form chains)
04 Coin of Courage - immune to fear which seems good but requires a save for retreating or flee
05 Hell Penny - while in coins save or owner become greedier and more desperate to gain wealth and will break alignment to kill or steal to gain more shiny coins and trinkets. Will not lose their hell penny they keep for good luck and is their precious
06 Blighter's Coin - +1 to saving throws and as a hidden effect all stored and preserved food in 3m for more than an hour goes bad. The coin feels lucky and good to hold
07 King Drooper's Coin - +1 to AC and as a hidden side effect makes the wearer impotent and unable to reproduce or enjoy sex but the church made most of them and call them a blessing
08 Thieves Coin - +1 HP while carried but it calls out to bandits and thieves doubling the odds of meeting such varlets while travelling or in town
09 Ghost Coin - +1 save vs paralysis or fear, see invisible non-corporeal spirits and undead but doubles the chance of meeting undead in any infested areas or funerary locations
10 Deadman Coin - heals one hp if you reach zero once per day and secret property if taken to sea the ship will face a terrible storm requiring the captain, crew and navigator to make heroic efforts to survive and not get lost
11 Coin of King Thranvill - copper coin with unicorn and a rainbow one side and an elf king on the other side. Thranvill who instead of taking his people back to faerie land in the exodus from the world took his whole kingdom and hid it in the secret hill. A few mortals have received such a coin that lets you see secret faerie gateways, leylines and constellation alignments. If the unworthy wielder misuses it or hurts elves all kinds of faerie assassins will be sent to return the relic and kill its wielder 
12 Coin of Thrunvar - gold coin with dwarf one side and dragon on the other. A dwarf wizard who made these for his brothers who all became dragons. One hour under a full moon wielder may become a dragon, each use must save or permanently become obsessed with hoarding treasure and keeping it in your sight. While sitting on treasure wearer won't age and after a year they permanently become an evil scheming dragon. He hated his greedy brothers
13 Coin of Glorion - a gnome hero who massacred guildsmen who were exploiting his forest, a tree on one side and a gnome in a pointy hat on the other made from of copper. Who takes the coin must save each time they kill a tree or dig a hole or take d4 damage even if you order someone else to do it. Every tree you plant or mine hole you fill you heal 1hp
14 Coin of Lillybutter - a pretty halfling trickster who grifted it from a god, the coin gives +1 on AC and all saving throws and once per day allows you to reroll any one dice. If you hurt a halfling it becomes a -4 all saves and to hit cursed object
15 Coin of Globlorgiob - a dark elf prince who made whole homestead into undead and all their livestock. By placing the coin on a dead humanoids tongue will raise it as a zombie up to 6HD of zombies per day. The zombies will serve an evil person or any elf or druid otherwise the zombies attack and eat who created them with the coin 
16 Coin of Queen Fanthazrael - who wields this coin can get advice from the spirit of the long-dead elf queen (called the witch queen by humans). Besides her incredible often first-hand knowledge of mythic times, she may offer to help the wielder in a tight moment, if accepted she attempts to possess them and change their body to her pleasure and seek to restore her ancient cruel empire 
17 Coin of Umberdwell - a gnome long lost city overtaken by evil chaos derro. This coin is one of several made by the merchants guild and if placed in a pile will increase the pile by 1% on the same date every year when the city was founded. Some say chests of such coins remain in the city  
18 Coin of Queen Urbrick - a dwarf queen and a builder of subterranean cities and highways. The wielder can sense any such dwarf underground highway entrance and the direction of the route. If more than one can tell which is more direct and safer. The wielder is compelled to sacrifice 1% of your gold to her years as a tithe
19 Coin of Calabriad - an elven city made these for their agents, each coin may be used to speak to and see other coin wielders. They can also sense where the next nearest coin bearer is within a mile
20 Coin of King Acorn - a halfling druid king and elf lover made this gold coin with a tree on one side and an acorn the next. Once a day the user outdoor can touch the ground and cause a rapid growth of a 10 year old sapling or a 6 yard wide brambleberry patch or a faerie ring of mushrooms
21 Coin of the Cat Queen - cat spirits often like to spend some time among humans but are wild and dangerous. The cat queen made these coins for people who helped cats deal with some dangerous enemy like a bad spirit or mean human. The wielder can talk to cats and for a night on a full moon may change from a human to a cat and back at will. For a cat spirit changeling, this allows them to change at will without limit instead on per level per day and is considered very desirable
22 Coin of the Fox Spirit - the murderous fox spirits have a fox face one side and a human on the other of copper. Anyone wielder kills in one blow makes no sound and +1 hit & damage unarmed attacks. Once used to kill make a save or develop a taste for bloody murder that increases each time and is a penalty to make saving throws to resist temptation near any easy victims
23 Coin of the Crow King - when you feed carrion to crows they will take a message for you once per day while you hold this coin
24 Stag Kings Coin - copper coin with an elk-headed abhuman on one side and a snake on the other. The wielder can sense any horned herd animals within 1 mile. Abusing this makes the wild huntmaster pursue the wrongdoer and kill them and take their soul to be reborn
25 Lion Coin - gold coin with a lion face one side and a sun on the other. The wielder becomes immune to fear and a berserker who holds this can stop instead of harming allies
26 Frog Kaisers Kroner - a copper coin from far away whenever near water will hear frogs croak
27 Coin of the Fish Lord - gold coin with a fish face with a crown one side and a trident on the other. Who holds the coin will find curious fish people to investigate by night with 1km. They seek to return the coin to their temple. The holder of the coin has the effects of a +1 Protection 
28 Owl Queen's Coin - gives wielder night vision and superior listening skills.Wilder may make odd hooting sounds at night or in sleep and will dream of the Owl Queen's Court
29 Coin of the Horse Goddess - often actually a brass disc that can be attached to leather straps on a horse or pony or ass or donkey and prevent them from tiring or requiring food. The horse will also become smarter and if mistreated by an evil owner will run away to find a worthy owner or the local horse goddess cult 
30 Coin of the Boar - allows the wielder to eat acorns and all kinds of rubbish but also scent like a boar to track or find truffles. After a year welder becomes a wereboar and usually loses the coin somehow 
31 Faerie Coin - seems very shiny and desirable with a faerie king on one side and the faerie queen on the other. Some show both their bright aspect on one side and their dark aspect on the other. The wielder can speak and read elf and faerie and can sense faerie portals and can estimate when the next time the stars are right to open. If the gate requires some other means to open the wielder knows but not exactly what. Sometimes these are given to humans given addictive faerie food or human lovers to tempt them into fairyland 
32 Redcap Coin - lets you sense the presence of those who would do you harm in 30-foot radius and if you eat human flesh daily you can cast grow or shrink once per day
33 Flower Faerie Coin - has a tiny fairie figure flying on one side and lower on the other. This attracts tiny invisible flower faeries who will judge the bearer and will take the coin. Rewards will include a magic item or tiny golden household tools like shears, cauldron, butter churn, etc. Many collect these charms and pay well for them. Those the faeries dislike will be robbed and food poisoned with violent diarrhoea-inducing herbs for a d4 days 
34 Dryad Queens Coin - has a tree on one side and a whispy scarf-clad dancing woman figure. Occasionally the dryad queen would send some mortal lover on a quest and didn't want some other grubby hussy charming her man so she made this coin. Those who carry it are only vulnerable to the charms of the local forest queen or more powerful female earth divinities. The charms of common elves and faeries are ignored
35 Selkie Queens Coin - whoever has this coin can breathe water and has free action just like most aquatic faerie beings do allow them to interact with intelligent fish and various spirit folk of animals, plants and the land. A selkie queen made this so her lover from the surface could visit her. Sometimes the wielder dreams of a beautiful faerie queen under the sea usually without any clues about seals or selkie
36 Hag's Coin - this coin sends the wielder dreams of treasures in deep dark caves. She may send dreams to warn you about dangers to earn users' trust with her occult, planar and historic lore. It also grants +2 saving throws and +1 AC in dark places. She uses these to lure victims to her lair to be her prisoners for life. She will charm them if naughty and dress them and feed them like a demented nanny with her children
37 Mermaids Coin - has a picture of a mermaid on one side and an outline of an island on another. The finder will have dreams of beautiful mermaids in a ruined city paradise. The coin will aid more intelligent people with dreams to guide them to the land of mermaids. It may advise dolts to pass the coin on to get drunk on a whim. The mermaids use this because they like the brains of smart victims. A high level is a good but not too high level they resist. These mermaids absorb their memories and have many surprising weapon skills and craft skills they use to make art. They can all become human like various spirit folk but prefer relaxing as mermaids. Mermen stay away from this place but would feel obligated to punish any air-gulping land folk who harm them 
38 Banshee Coin - has a hideous face on one side and a spirit ward sign on the other. Those who wield it gain +d3 on a random attribute as long as kept on them. They will also feel compelled to keep the coin safe from enemies and thieves. Once a month the banshee spirit will kill someone within a mile of the wielder. Her invisible spirit hides in the ring by day
39 Coin of the Beast - has a boar-like hideous face on one side and a beautiful androgynous face on the other. Wielding the coin increases CHA+1 but each full moon becomes a devil swine and doesn't remember anything of the adventures and trouble of the monster. After a year the personalities become one and the wielder is a monster who will pass on the coin to a worthy beast
40 Spriggan's Coin - this coin was a gift to a hero for aiding the spriggan king. These hopping grasshopper-legged faerie grant the wielder +10 range leaping and once a day can leap +30. If you die holding the coin you may be reborn as a spriggan if deemed worthy otherwise reborn as a goblin 
41 Shroomer Coin - wielders body spreads spores of giant rapidly growing and magical and useful fungus. Some types are bad but have been used. One side has a wise old goblin face and the other a mushroom. In a month any regular room will be encrusted in edible and other fungus. Holy to all goblins 
42 Traders Coin - on a full moon can open a normal door or hole into a portal to a goblin market. Goblins might come out while you are in the borders of goblin land
43 Poisoners Coin - protected wielder from plant, fungus and natural animal poison (but not choking or damage). Once a day squeeze coin for a drop of poison into food or drink. The victim must save or will be turned into a goblin the next dawn. Goblin kings through ages desire this
44 Bugbear Coin - holding it grants +1 STR and the wielder delights in surprising people. At end of each month save or become a bugbear. Goblins think this is a great gift and opportunity and goblin rulers covet these for their special forces and bodyguards
45 Hobgoblin Coin - wielder gains +1 CON and imagines various sleights as nasty insults.  At end of each month save or become a hobgoblin. Goblins think this is a great gift and opportunity and goblin rulers covet these for their elite soldiers and guards
46 Kobold Kings Coin - place this coin in a large bag or sack and once a day creates a kobold who is a bit dazed and cooperative for a day. If treated well or trained can be loyal minions. Kobolds want these but all goblinoids want them too
47 Coin of the Norkers - a crude copper mushroom chit but whoever wields it can make an extra bite or headbutt unarmed attack each round. Also, any object can be improvised as a club with no penalties to hit. Each month used save or lose a point of INT but gain an extra HP 
48 Coin of the Gremlin - wielder gets +1 all saves and slightly better +5% odds in gambling. But each day a gremlin appears in the baggage or pockets of the wielder. Some may stay and even be friendly to the wielder but will perform mean jokes and pranks and many will leave. It is a gift of the chaos jester 
49 Coin of the Nilbog - eating this coin turns a goblin into a Nilbog. Criminal, mad or jesters are chosen usually. Goblin holy folk will have dreams if the coin is within a mile of them. If a human eats one they will be sucked into their own stomach and then into the borderlands of the shadowlands, the goblin realm and the nightmare realms but naked and covered in blood with their equipment left behind unless jewellery on the body
50 Coin of the Thoul - eating this coin turns a goblin into a thoul without the messy breeding programs usually required. This is an honour for bodyguards and idiot children of a goblin ruler. A human who eats this must make a save once a day or a troll will burst from their stomach. Save or die, success loses half HP. If they die they arise as a ghoul who is extra angry as the food they eat falls out their stomach hole
51 Lucky Penny - the wielder of this common silver coin gets +1 saving throw if good or -1 if evil. Also will occasionally meet penny a ghost girl who died defending the coin from her drunken dad. It may not be clear she is a ghost immediately. She might cry or become a poltergeist if people are mean
52 Misers Coin - this lead chit of a private currency for a landlord holds the soul of a famous mean miser and slave keeper who was strangled over this chit by an exploited worker. Those who holds the chit will get whispers recommending business decisions and endorsing every greedy impulse. Some of the advice is good but half the time it is unethical. Once they have money the wielder will desire to hug their wealth and roll in it like a dragon nad becomes increasingly stingy. After a year the wielder must save or be a new body for the miser but if they resist the gods turn them into a dragon for some reason like a bet
53 Widows Coin - infamous widows coin is desired by assassins and thieves or people desiring revenge. Who holds the coin can cast Invisibility once per day and Dimension Door. The longer used the more the eyes of the wielder grow dark and wet from constant weeping
54 Phantoms Coin - spirit bound in this coin will if asked make you able to pass through walls in ethereal form like a ghost for a d4 rounds. You can bring one person per level of the wielder along if they hold hands or are being ridden. If it ends with someone inside something solid they are teleported to a random location in the world 
55 Philosophers coin - a spirit of this coin can be summoned for a ten-minute turn per day. It is a non-combative spectral minion that cannot attack or be attacked except by exorcism or turning. The ancient philosopher is very wise in the sciences of a thousand years ago and planar lore. They will do their best to aid you with puzzles, offer advice or coach you at board games but won't teach you how to cheat
56 Sorcerors Coin - gains a bonus +1 point of sorcery and spell knowledge when held by a sorcerer. Zero Lv +d4 1st Lv +d3 2nd Lv +1. A wizard may use this to research a wizard version of the spells. Possibly the coin is linked to a spirit and its patron spirit lord 
57 Witch Coin - the wielder can detect Law or Chaos within 30 yards (blocked by 6 inches of wood or brick wall. It is very tempting to witch hunters who think it will aid them. Using the coin allows an ancient witch ghost to visit you in your dreams. If the wielder doesn't resist with a save, the witch uses their body in their sleep to cause mischief as a 5th-level spell caster of some type dedicated to mischief and making witch hunters suffer
58 Hunters Ring - the spirit of this ring longs to hunt and kill monsters and beasts in single combat the riskier the better. The wielder will feel very confident with +3 on their resist fear or morale checks. Able to smell blood within 30 yards which aid in the tracking of wounded prey. Under the light of a full moon, the hunter spirit will use the human as a host to perform a mysterious ritual for the lord of the forest if they fail a save
59 Necromancers Ring - the bearer of this coin is invisible to the undead of 3HD or less. Smarter ones like ghouls may detect or scent someone in the same room. Also if you touch blood while wearing the ring the spirit awakens. The necromancer's spirit will offer to create 1 or 2 HD common undead servants from corpses when any corpses are available. If user agrees to this gift they must same  The first save they will become evil if they fail and seek immortality through necromancy. The undead created will prove obedient but if an 8th undead is created they all rebel and eat their master. They will then form a new body for the ancient necromancer from the chewed-up mess
60 Bone Ring - the wielder can detect skeletons up to 30 yards or through 2 yards of soil or six inches of wood or a brick or stone or metal barrier. The servant of one of the elder dread lords wielded this to recruit undead for the legions of darkness. Grave robbers and necromancers will desire this ring but once kept for a month will direct them with a new sensation about a faraway location. The wielder must save to resist the pull every month or be drawn to a vast underground ruined citadel of the dark templars and a lich
61 Devil's coin - a silver coin of hell that if buried in a graveyard at midnight, the next night an imp will visit you to grant you a wish for your soul. Zero to 4th lv soul the imp will do best to fulfil, 5th to 8th level get a limited wish and 9th+ get a wish
62 Red Coin - a red metal coin warm to the touch that makes the wielder feel warm and immune to natural cold weather or water. If the wielder kills 9 beings with at least human-value souls an Ice Devil appears. If not given command it attacks who summoned it. It will obey for ten minutes and if used to do anything it resents will get a save, a victory means they will attack the summoner  
63 Pomegranate Coin - +1 HP while held, if killed while carrying this your soul appears before the underworld goddess and she takes to coin. She will listen to your story and judge if you are worthy to be returned in one of these ways (pick best or roll) d4 1=with a new reincarnated adult body with memories 2=sent to achieve one mission before returning voluntarily to the goddess 3=she will let you have a year of life where you can find a replacement for your fate in her garden 4=as an undead to avenge yourself against a killer
64 Loners Coin - the coin has limited ESP in 30 yards that informs you of any critical thoughts about the wielder especially vile or abusive thoughts of hatred. Many welders suffer paranoia and can't be near people anymore
65 Black Library Coin - wielder of this buries it in a graveyard and the next night an imp will give them a key and the location of a hidden door to the forbidden library of hell to learn wizard spells with no tuition fees just your soul
66 Gluttons Coin - wielder is immune to poison in food and drink but needs to eat for two-person persons
67 Stinkers Coin - the wielder if threatened emits a stinking cloud once per day targeted on themself which they are immune to. The coin smells of sulphur and marsh gas and the wielder is often flatulent as if fed of boiled eggs and cabbage
68 Leviathan Coin - the wielder is immune to drowning and floats like wood but once a month attracts a fierce storm. If killed wearing the coin they awake on a raft in the seas of hell
69 Sewer Lords Coin - the wielder can speak with rats and bats and under a full moon if in a sewer may find a new door not seen before leading to hells sewer
70 Coin of the Damned - gain +2 AC but lose shadow while held, any who dies carrying this coin becomes larvae in hell ended in a pit by imps with pointy sticks and whips
71 Flower Faerie Coin - can produce a bunch of flowers as a bonus action each round (pretty but inedible). Can detect if a faerie ring is a sort that real faeries frequent and while wearing it all faerie folk know your true intent towards them
72 Coin of Divine Zephyz - carry a message to and from a soul of a good person who now resides in paradise. Takes d4 hours and lose the coin
73 Ferryman's Coin - call the ferryman of the dead to a river on a full moon and be transported to the underworld waterways to various realms of the dead one way for a party in return for the coin
74 Healers Coin - any good person using this gets +1 on any healing spells, user glows while in use. An evil person takes 1pt damage round burning damage while they hold it
75 Angelic Coin - wielder can call a fiery angel to bring judgement, will kill non-good persons heal any good, scold chaotic, give unwanted advice on alignment, takes the coin then depart 
76 Holy Coin - touched by a saint and can be used by any good person to cast sugary once per day by flipping It.
77 Archon Coin - wielder can call on an archon from over space to smite chaos and scold beings not committed to the cosmic struggle. If a worthy champion of law accepts the Archon as its patron it will grant gifts for oaths 
78 Goddess Coin - wielder can determine the sex of an unborn child and is always able to wetnurse a baby. Holding the coin protects a mother giving birth from most medical problems and evil child-harming spirits 
Coin of the Shedu - this ancient coin depicts an ancient palace guardian spirit of good and if kept under a good altar the spirit will guard the temple or shine. In the event of thieves or attackers in the sanctum the Shedu will appear to smite the wicked  
80 Coin of Law - wielder is immune to mutations and body shape changes while holding the coin with an arrow of Law on one side. A coin of Chaos exists and if swallowed the coin and gains one major and a d4 minor mutations, has the eight arrow eye of chaos sign on one side
81 Coin of the Orc King - wielder has +2 CHA for orcs and is immune to orc disease and parasites including creatures domesticated by goblins
82 Coin of the Sealords - can be used to find north and improves a ship's luck with storms and reefs
83 Coin of the Dragonlords - wielder can speak with dragons and knows good manners that expect from a good servant humanoid. Showing such a coin to an intelligent dragon is a way of declaring it your master
84 Coin of the Deathlords - wielder is immune to life, level, attribute or age draining. After one year of use save or become undead
85 Coin of Sunken CIty - allows you to contact the local population of evil fish folk and you sense where on the beach they want to meet you at midnight. Can speak with them without language via telepathy with sight range
86 Coin of the Sphynx - can summon a sphynx and if you pass its test or solve its riddle will give you a magic item and if you fail it will try and eat you. The coin fades away as the sphynx fades in
87 Coin of the Lamia - if planted in a ruin with a baby skeleton a lamia is attracted to the site and will rule over other creatures and the ruin
88 Coin of Pazzuzu - this frightening demon protects pregnant women and babies from worse demons. Many will assume from the coin's alignment and appearance that it is an evil relic. The weilder also has +2 to save vs disease and possession
89 Coin of the Warlord - wielder can call upon a mercenary captain who will serve for a month for the coin. They will usually leave but may become a follower. They will be good at rallying troops on the battlefield. Such men are doing it as a penance for failing the war god and this is their second chance. If the gods are angered by the coin user they might kill the captain out of spite
90 Coin of the Griffon - wielder can speak to griffons and possibly befriend or recruit them as followers. Once you have a griffon friend it will carry you to a divine mountain where griffons defend the gold of the gods they use to build nests from cyclopses. If you fight the cyclopses you might be able to bargain with them or fight them and many wield javelins of lightning
91 Coin of the Celestials - the currency used by the peoples of the night sky celestial city, while holding it the wielder does not age while on the mortal world. Many will desire this item and local earth spirits will inform the celestial bureaucracy the coin is in mortal hands
92 Coin of the Beyond - lets the holder touching with bare flesh perceive horrendous creatures that live beyond the normal known planes. Watching these horrendous beings can become obsessive and a few wizards tried to visit this other world or release these things into the mortal world. They are in part like deep sea ore microscopic life but much larger and potentially dangerous. The coin has been outside the universe
93 Coin of the Daemon Sultan - touching this pre-human coin causes shocking visions of the eye at the centre of the cosmos. Contact with this star size god and its mental presence may cause madness in the form of dramatic alignment change. Those who resist will drop the coin, those who fail it desire to serve the mad god as the great cosmic cancer and help awaken it in all times and places  
94 Coin of the Primordial Ones - the wearer is able to breathe hostile atmospheres or water-like fluids and survive low or high-pressure conditions. They are also immune to acid and can communicate by touch with all manner of slimes and oozes and jellies but to be fair most are not great thinkers
95 Coin of the Scales - left as calling cards by those who serve the balance. When someone wishes to activate the coin they must throw it in a pool of still water or well and call for aid. The powers of the balance will evaluate your request or importance in the cosmic struggle and possibly send armoured warriors in service of the balance
96 Coin of the Decapod - linked to the fate of this ancient ten-armed land cephalopods that could once cast illusions of dark fantasies to entrap victims but most have lost this ability today and their civilisation. Now they are grumpy loners and more bestial but this coin will inspire them to unite in the old ways and cooperate in restoring their lost power. The holder of the coin can cast a basic illusion three times a day and is used by the coin as a psychic antenna summoning decapods from across the world. Some believe breaking the coin will restore the species lost power which they use to entrap commoners to eat with creepy sexual illusions 
97 Coin of the Monster - the coin holder instantly knows the location of a sleeping kaiju or gargantuan monster. If the creature stirs or awakens the coin holder knows. The coin holder miraculously is never harmed by falling buildings, collapsing dams, hurricane storms or tsunamis made by the monster though they might be inconvenienced for a while
98 Coin of the Dragon Queen - if you are truly evil throwing this into the sea and saying Tiamat's name will cause the wielder to know the location of a Dragon egg for them. There may be dangerous tests but the egg will hatch in a d6 months and requires imprinting on the coin bearer to work. The beast is at least part dragon and it is expected to be cared for and used in a crusade against evil preferably versus enemies of dragons
99 Coin of the Machine God - if planted under a village or city foundations the city will grow remarkably efficiently and settlers will be attracted and work for the community eventually desiring to build a great machine ziggurat dedicated to the machine god and technology. Within a generation, the area will employ superior technology and mechanisation and the people will grow superior.Once the great machine ziggurat is built a great metal statue of the god in precious metals and stones will be required for the god as a new avatar and act directly on the world
100 Coin of Crowns - used as a symbolic token to trade for a kingdom millennium ago whoever holds the coin finds they hear voices from the coin giving them advice the coin thinks will help its goal of reclaiming the kingdom and returning to its original form as a human noble from long ago. A cult and some commoners and bandits in the region have also heard the coin's legend and will aid whoever holds it to liberate the tiny kingdom from a larger one long ago


  1. Awesome. I'm working on a series of delves into an ancient necropolis. This will prove invaluable.

    1. lots of undead grave robbing stuff on this blog for you

  2. This is great! I feel like the first 4 tables alone are decent for use in a Planescape-type setting.

    1. cheers - i see what you mean there
      good for alien currency generation


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