Tuesday, September 15, 2026

OSR Adventure Fodder - d100 random encounter table designed for a high-octane 1930s pulp adventure, optimized for Amazing Adventures (using SIEGE Engine / d20 OSR math)

 Here is a d100 random encounter table designed for a high-octane 1930s pulp adventure, optimized for Amazing Adventures (using SIEGE Engine / d20 OSR math) while drawing on the tropes, villains, and modules of the Pulps. This post picks up from OSR Campaign Slab - Amazing Adventures Rpg - Weird War II Campaign



Pulp Adventure Wilderness & Remote Front-Line Encounters (d100)

  • SIEGE Check Base: Primary = CL 12 | Secondary = CL 18.

  • Fate Points: Major threats allow spending 1 Fate Point to double effect or avoid instant death.

d100Encounter / EventMechanics & Features
01–05Rogue Biplane StrafeAn unflagged Curtiss Jenny dives out of the clouds with machine guns blazing. Vehicle HD 4, AC 15, Pilot SIEGE Dexterity check to evade.
06–10Cult of the Obsidian Eye2d6 Cultist Zealots ambush from concealment, wielding poisoned kris daggers. HD 1, AC 12, Poison requires SIEGE Constitution check.
11–15Thundering StampedeA panicked herd of rhinos, dinosaurs, or wild cattle charges through camp. SIEGE Dexterity or Strength check to dodge/divert; failure = 3d6 bludgeoning.
16–20Mercenary Patrol (Thule Syndicate / Red Star)1d6+2 uniformed mercenaries led by a ruthless Squad Leader with a Thompson submachine gun. HD 2 (Leader HD 4), AC 14, Automatic Fire rules apply.
21–25Quicksand / Tar Pit HazardThe lead character steps into treacherous mud or ancient pitch. SIEGE Strength check to break free before sinking in 1d4 rounds.
26–30Mad Scientist’s AutomatonA clanking, 8-foot brass automaton powered by a glowing vacuum tube heart. HD 6, AC 18 (Hardness 5), Vulnerable to electricity or targeting the heart tube.
31–35Rival Archaeologist / Treasure HunterA charismatic rival (e.g., Femme Fatale or Dashing Rogue) offers a temporary truce—or steals a key map fragment while camp sleeps. SIEGE Wisdom (Insight) to catch.
36–40Cryptid Attack (Yeti / Ape-Man)A giant primeval ape hurls boulders from high cliffs before charging into melee. HD 5, AC 14, Hurls boulders (2d8 damage, Range 60 ft).
41–45Ruin Trap: Pressure Plate & PendulumCollapsing ancient ruins trigger a swinging blade or dart volley. SIEGE Dexterity check to avoid; 2d10 damage.
46–50Stranded Airship / Plane WreckA downed cargo plane suspended in the jungle canopy. Contains 1d4 supply crates (Ammo, Rations, Dynamite) guarded by starving predators.
51–55Venomous Swarm (Locusts / Driver Ants)A wall of biting insects sweeps through the area. Requires immediate movement or fire/smoke to disperse; 1d4 damage/round + blindness.
56–60The Mysterious Hermit / MysticAn old monk or exiled scholar who shares a cryptogram leading to a nearby tomb if treated with respect.
61–65Ghost Ship / Derelict Truck ConvoyAbandoned vehicles with strange, frost-covered interior or burnt markings—hints at occult experiments nearby.
66–70Occult Ritual in ProgressA High Priest and 1d4+1 acolytes channeling a dimensional rift. A summoned Lesser Fiend or Shadow Horror emerges in 1d4 turns if unbroken.
71–75Poison Dart Trap NetworkHidden tripwires set by hostile native tribes guarding forbidden borders. SIEGE Intelligence or Wisdom check to spot; 1d6 damage + Sleep Venom.
76–80Armored Half-Track PatrolA heavily armored truck with a mounted machine gun or flamethrower patrolling dirt trails. Vehicle HD 6, AC 17, Mounted Gun 3d6 damage.
81–85Volcanic Fissure / Earth TremorThe ground splits open emitting toxic sulfur gas. SIEGE Constitution check or suffer 1d6 poison damage and choking.
86–90Giant Reptile / MegalaniaA 20-foot monitor lizard or surviving Carnotaurus hunting for meat. HD 7, AC 15, Bite & Grab attack (2d8+4).
91–95Hypnotic Sound / Psychic ResonanceA strange frequency emanating from an ancient monolith. SIEGE Charisma check or become charmed/confused for 1d6 rounds.
96–99The Nemesis ArrivesThe campaign’s recurring Mastermind or Archnemesis appears with 2d4 elite henchmen, demanding an artifact or offering a sinister ultimatum.
100Ancient Kaiju / Awoken Elder EntityThe earth shakes as a massive 50-foot guardian construct or elder beast rouses from slumber. HD 12+, Requires heavy explosives, artillery, or ancient levers to defeat.

Running Encounters in Amazing Adventures

  • Initiative: Simple d6 roll per side (High roll goes first).

  • Cinematic Action Checks: Allow players to use Fate Points or attempt creative SIEGE attribute checks (e.g., swinging on vines using Dexterity, shooting fuel tanks using Intelligence) to resolve combat through pulp spectacle rather than slow attrition.

Monday, September 14, 2026

A Deeper Look into Combining Dave Hargrave’s gonzo, over-the-top Arduin Grimoires with the rigorous, simulationist campaign structures of Alexander Macris’s Adventurer Conqueror King System II (ACKS II)

 




Combining Dave Hargrave’s gonzo, over-the-top
Arduin Grimoires with the rigorous, simulationist campaign structures of Alexander Macris’s Adventurer Conqueror King System II (ACKS II) turns chaotic high-fantasy into a highly functional campaign world.


System Synergies & Design Mechanics

Integrating these two Old School Renaissance (OSR) titans requires blending ACKS II's macro-level mechanics with Arduin's micro-level combat lethality and techno-magical strangeness:

  • Domain Mechanics vs. Technomagic: ACKS II provides strict rules for population investment, land clearing, trade routes, and stronghold revenue. Arduin injects technological oddities (e.g., power cells, glass-steel weapons, phantasmal engines). In an ACKS II framework, Arduin artifacts can be treated as Domain Special Resources that grant bonus revenue, reduce stronghold upkeep, or act as siege engines.

  • Mortal Wounds & Arduin Criticals: ACKS II uses a structured Mortal Wounds table to determine character fate upon reaching 0 HP. You can seamlessly map Arduin’s iconic Critical Hit & Fumble Charts directly into ACKS II's combat flow: natural 20s force an immediate roll on the Arduin Critical Hit table, overriding standard weapon damage while keeping ACKS II's cleave and combat maneuver rules intact.

  • Class & Race Integration: Standard ACKS II relies on strict race-as-class templates (e.g., Elven Spellsword). Arduin’s unique races—like the insectoid Phraint, reptilian Saurig, or heavy Amazonian Skynauts—can easily be built using ACKS II's Custom Class Creation Engine by assigning hit die steps, fighting value, and special racial proficiencies.

Detailed Monster Conversion: The Phraint Soldier

To demonstrate direct system conversion, here is a complete stat block for Arduin’s iconic mantis-like warrior built directly into ACKS II mechanics.

  • Armor Class: 5 (Exoskeleton + Agility, equivalent to ACKS II Scale)

  • Hit Dice: $3d8+3$ ($16 \text{ hp}$)

  • Attacks: 2 × Leaping Claws ($1d6$) or 1 × Arduin Glass-Steel Longsword ($1d8+2$)

  • Save: Fighter 3

  • Morale: +2

  • Alignment: Neutral

  • Movement: 120' (40') / Leaping 180' (60')

  • ACKS II Fighting Tier: Tier 2 (Cleaves up to 3 times per round against $1\text{-HD}$ foes)

  • Special Traits (Arduin/ACKS II Combined):

    • Spring Jump: Can leap up to 60 feet into combat, ignoring frontline positioning to directly engage backline spellcasters. Grants +2 to Hit on the turn it leaps.

    • Chitinous Resilience: Immune to non-magical sleep, hold, and mind-affecting effects.

    • Glass-Steel Equipment: Weapons ignore 1 point of enemy Armor Class and never break on critical fumble rolls.

The Phraint is Arduin’s iconic insectoid warrior—a tall, sleek, mantis-like humanoid built for blinding speed, vertical leaps, and relentless precision. Using the ACKS II Custom Class Creation Engine, this class combines martial prowess, natural armor, high mobility, and insectoid traits.

Class Build Mechanics (ACKS II Engine)

  • Base Race: Phraint (Custom Demi-Human Base)

  • XP to Level 2: $2,200 \text{ XP}$

  • Hit Dice: $1d8$ per level (up to Level 9, then $+2 \text{ hp}$ per level)

  • Maximum Level: 14

Category Point Allocation

  • Demihuman (Phraint): 1 Category Point

    • Traits: Chitinous Exoskeleton ($AC\ 4$ base, equivalent to scale armor), Spring Leap, Insectoid Mind (immune to Sleep and Charm), Compound Vision ($120\text{'}$ Darkvision, $-2$ chance to be surprised).

  • Fighting: 2 Category Points

    • Combat Progression: Fighter/Martial attack throws ($+1$ to hit every 2 levels).

    • Weapon Skills: Broad access to melee and missile weapons.

    • Cleaves: $1$ Cleave per level up to character level (max $14$).

  • Magic: 0 Category Points (Non-caster)

  • Thievery: 1 Category Point

    • Skills: Acrobatics, Stealth, and Climbing progression.

Phraint Level Advancement Table

LevelExperienceHit DiceAttack ThrowSaveCleaves/RndSpecial Abilities
1$0$$1d8+1$$10+$$14+$$1$Exoskeleton ($AC\ 4$), Spring Leap, Compound Vision, Insectoid Mind
2$2,200$$2d8+2$$9+$$13+$$2$Uncanny Dodge
3$4,400$$3d8+3$$8+$$12+$$3$Martial Proficiency
4$8,800$$4d8+4$$7+$$11+$$4$Precise Strike ($+1$ Damage)
5$17,600$$5d8+5$$6+$$10+$$5$Bound Leap (Double distance)
6$35,200$$6d8+6$$5+$$9+$$6$Chitin Hardening ($AC\ 5$)
7$70,400$$7d8+7$$4+$$8+$$7$Pounce Attack
8$140,800$$8d8+8$$3+$$7+$$8$Martial Proficiency
9$280,000$$9d8+9$$2+$$6+$$9$Hive Commander (Establish Hive-Fortress)
10$400,000$$9d8+11$$1+$$5+$$10$Precise Strike ($+2$ Damage)
11$520,000$$9d8+13$$1+$$4+$$11$Chitin Hardening ($AC\ 6$)
12$640,000$$9d8+15$$1+$$3+$$12$Martial Proficiency
13$760,000$$9d8+17$$1+$$2+$$13$Apex Predator (Immune to Fear)
14$880,000$$9d8+19$$1+$$2+$$14$Master of the Hive

Class Features & Racial Traits

  • Chitinous Exoskeleton: A Phraint's natural armor grants an base $AC\ 4$ at Level 1 (does not stack with worn body armor, but shield modifiers apply). Increases to $AC\ 5$ at Level 6, and $AC\ 6$ at Level 11.

  • Spring Leap: Once per turn, a Phraint can leap up to $60\text{'}$ forward or $30\text{'}$ vertically as part of a movement action. This bypasses frontline terrain and enemies to reach backline targets.

  • Compound Vision: Wide-angle multi-faceted eyes grant $120\text{'}$ Darkvision and a $-2$ bonus to surprise rolls (surprised only on a $1$ on $1d6$).

  • Insectoid Mind: Alien biology renders Phraints completely immune to Sleep, Charm, and non-magical morale effects.

  • Pounce Attack (Level 7): When executing a Spring Leap directly into an attack, the Phraint gains $+2$ to hit and deals double damage on the initial strike.

  • Hive Commander (Domain Level 9): Upon reaching 9th level, a Phraint may clear a hex and construct a subterranean or spire-like Hive-Fortress. Attracts $2d6 \times 10$ Phraint warriors (Level 1–2) and $1d4$ elite Phraint captains (Level 4–5) as a loyal garrison.