Creating a d100 table for barbarian hordes requires a mix of environmental flavor, unique cultural hooks, and immediate mechanical threats suitable for the Castles & Crusades Siege Engine system. This picks right up from Two D100 Random Sword & Sorcery Underdark & Underground Encounters Table For Castles & Crusades Campaigns
Below is a breakdown of 100 barbarian groups, categorized by their terrain and combat style, to populate the wilder corners of your world.
The North & Tundra (01-25)
Focus: Survival, heavy armor, and primal ferocity.
| d100 | Horde Name | Distinctive Feature |
| 01-05 | The Mammoth-Sons | Ride shaggy mammoths; wear thick plate made of ivory and hide. |
| 06-10 | Frost-Vein Raiders | Pale skin with blue tattoos; they use "ice-glass" weapons (+1 damage, brittle). |
| 11-15 | The Iron-Bear Tribe | Each warrior wears a bear-skull helm; they never retreat once blooded. |
| 16-20 | The Ghost-Walkers | Master hunters who use white fur camoflauge to ambush in blizzards. |
| 21-25 | Whale-Bone Reavers | Coastal raiders in longships made of leviathan ribs; use harpoons. |
The Great Steppes & Plains (26-50)
Focus: High mobility, archery, and vast numbers.
| d100 | Horde Name | Distinctive Feature |
| 26-30 | The Golden Khans | Elite horse archers with silk banners; favor composite bows. |
| 31-35 | The Vulture-Cult | Follow battlefields to scavenge; use curved scimitars coated in filth. |
| 36-40 | Wind-Runners | Fleet-footed infantry who can outrun horses over long distances. |
| 41-45 | The Storm-Heralds | Use drums to mimic thunder; they attack only during heavy rains. |
| 46-50 | The Painted Stallions | Horses are dyed bright colors; known for feigned retreats and traps. |
The Deep Jungles & Swamps (51-75)
Focus: Stealth, poison, and ritual magic.
| d100 | Horde Name | Distinctive Feature |
| 51-55 | The Viper-Fangs | Use blowguns with paralyzing venom; wear snake-skin loincloths. |
| 56-60 | Jaguar-Claw Braves | Expert climbers who leap from the canopy; use obsidian-edged clubs. |
| 61-65 | The Mud-Dwellers | Submerge in swamps to ambush; use heavy iron nets to drown foes. |
| 66-70 | The Bone-Chanters | Led by Witch-Doctors; they animate the skeletons of fallen enemies. |
| 71-75 | The Insect-Lords | Wield shields made of giant beetle husks; use pheromones to signal. |
The Deserts & Wastes (76-00)
Focus: Endurance, cruelty, and ancient traditions.
| d100 | Horde Name | Distinctive Feature |
| 76-80 | The Sun-Scorched | Zealots who brand their skin; immune to heat-based exhaustion. |
| 81-85 | The Dust-Wraiths | Move silently in sandstorms; use curved "khopesh" blades. |
| 86-90 | Salt-Flat Slavers | Travel in camel-caravans; use long-reaching spiked chains. |
| 91-95 | The Red-Rock Reavers | Canyon dwellers; experts at dropping boulders and using slings. |
| 96-00 | The Obsidian Guard | Fanatics guarding ancient ruins; wear heavy black stone armor. |
Siege Engine Integration (Quick Mechanics)
To give these hordes a Castles & Crusades feel, apply these simple modifiers to their leaders or champions:
Primal Fury: Once per day, the horde leader can fly into a rage, gaining a +2 to hit and damage but suffering a -2 to AC for 1d6+Level rounds.
Horde Tactics: When three or more members of the same horde attack a single target, they receive a +1 bonus to hit for every two attackers (max +4).
CL (Challenge Level) Adjustments:
Green Recruits: CL 1
Veteran Raiders: CL 3
War-Chiefs: CL 6+ (typically possessing 16-18 Strength and 1d4+1 attacks per round).
Pro Tip: For a "Weird Fantasy" twist, roll twice. A Mammoth-Son horde (01) that are also Bone-Chanters (66) means you are facing undead giants riding skeletal mammoths.
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