Monday, May 18, 2026

Random D100 Post Apocalyptic Barbarian and Sword & Sorcery Raiders table for the Siege Engine Rpg by troll Lord

 Here is a random D100 table designed for a post-apocalyptic setting using the SIEGE Engine by Troll Lord Games. This blog entry picks right up from d100 Random Sword & Sorcery Barbarian Hordes For Castles & Crusades rpg Campaign

To keep this perfectly tailored to the system, each entry includes essential mechanical anchors: Hit Dice (HD), Armor Class (AC), Primary Attributes (Primes) for saving throws/SIEGE checks, primary weapons, and their specific Combat Abilities or Special Hazards.



How to Use the Primes in Combat:

When characters target these raiders with spells, hazards, or special maneuvers, the listed Primes determine the raider's Challenge Base (12 if it's a Prime, 18 if it's a Secondary).

The D100 Post-Apocalyptic Barbarians & Raiders Table

d100Raider/Barbarian ProfileHD & ACPrimesPrimary WeaponsSpecial SIEGE Engine Ability / Combat Hazard
01-04

Rust-Choked Scrapper


Desperate scavengers clad in sharp, oxidized scrap metal sheet armor.

1d8


(AC 14)

STR, CONRust-pitted machete (1d6 + Tetanus)Tetanus: Failing a CON save vs. the Scrapper's HD allows infection, reducing DEX by 1 point per day until cured.
05-08

Chrome-Jaw Zealot


Cyber-worshipping raiders who huff aerosolized fuel before charging into battle.

2d12


(AC 12)

STR, DEXHeavy iron pipe wrench (1d8+2)Fuel Rush: Imparts a +2 to hit but a -2 to AC. They add their full HD to any STR checks to break down doors or barriers.
09-12

Road-Wraith Outrider


Sleek, leather-clad highwaymen who ambush travelers from modified dirt bikes.

2d6


(AC 15)

DEX, WISSawn-off scrap-shotgun (2d4 close range)Mobile Cover: While mounted, any ranged attacks against them require a DEX-based SIEGE check to hit cleanly; otherwise, the bike takes the hit.
13-16

Ash-Walker Stalker


Silent hunters from the irradiated gray wastes wearing thick filter masks.

3d6


(AC 13)

DEX, INTPneumatic dart rifle (1d4 + Poison)Rad-Veil: They add their level (+3) to all DEX (Hide/Move Silent) checks. A target hit by a dart must pass a CON save or suffer radiation sickness (-2 to all physical Primes).
17-20

Glow-Barbarian Berserker


Massive warriors mutated by nuclear run-off, carrying crude glowing stone axes.

4d10


(AC 14)

STR, CONRad-石 Axe (2d6 + Rads)Irradiating Presence: Standing within 5ft of a Berserker requires a CON saving throw every round or the character takes 1d4 points of non-lethal stamina drain.
21-24

Chem-Witch Slaver


Cruel tacticians who utilize combat drugs to bend captives and subordinates to their will.

3d4


(AC 11)

INT, CHASpiked shock-whip (1d4 + stun)Neuro-Stun: Being struck by the whip requires a WIS save to avoid being dazed for 1 round, losing the character's next action.
25-28

Diesel-Baron Enforcer


Heavy infantry guarding the fuel reserves of prominent warlords. Clad in welded boiler plates.

5d10


(AC 18)

STR, CONHeavy rivet-gun (1d10) or Sledgehammer (1d10+3)Immovable Bastion: Knock-down or trip attacks automatically fail unless the attacker passes an opposed STR check with a Challenge Level equal to the Enforcer's HD (5).
29-32

Sump-Rat Skirmisher


Subterranean ambushers who navigate ruined sewer networks and metro tunnels.

1d6


(AC 13)

DEX, WISSpiked crossbow (1d6) and jagged shanks (1d4)Sump-Blindness: They strike from total darkness with no penalties. Targets must pass a WIS (Listen) check to pinpoint them before attacking.
33-36

The Plastic-Fleshed


Barbarians who melt ancient synthetic polymer sheets directly onto their skin as permanent armor.

3d8


(AC 16)

CON, CHAHeavy rebar club (1d8+1)Polymer Seal: Immune to acid and chemical-based attacks. However, fire attacks deal double damage and melt the armor, forcing a CON save against blinding fumes.
37-40

Lead-Head Cannibal


Degenerate raiders driven mad by consuming contaminated livestock and lead-laced water.

2d8


(AC 12)

STR, CONJagged bone cleaver (1d6+2)Frenzied Bite: If a Cannibal successfully grapples a target (STR check), they deal an automatic 1d4 bite damage per round until broken.
41-44

Iron-Scribe Reclaimer


Fanatical tech-raiders seeking to purge the world of "unworthy" technology users.

4d6


(AC 15)

INT, WISRepurposed laser-torch (1d8 fire)Tech-Disruption: They can jury-rig a pulse device. Once per encounter, they can force all electronic gear within 20ft to shut down unless a WIS save is passed by the holder.
45-48

Guzzler Pyromaniac


Unstable raiders strapped with jars of volatile, refined petroleum.

2d4


(AC 11)

DEX, CHAFlamethrower lance (1d12 fire, limited use)Volatile Demise: If killed by a piercing or fire attack, they explode. Everyone within 10ft must make a DEX save or take 2d6 fire damage.
49-52

Wire-Hunted Beastmaster


Nomadic barbarians who use barbed-wire harnesses to control mutated fighting beasts.

3d8


(AC 14)

STR, WISSpiked goad (1d6) and 1d3 Pit-HoundsPack Tactics: For every Pit-Hound engaging the same target as the Beastmaster, the Beastmaster gains a +1 bonus to hit (up to +3).
53-56

Tar-Skinned Marauder


Raiders from the asphalt flats who coat their bodies in boiling tar to form a horrific second skin.

3d10


(AC 15)

STR, CONSerrated broad-blade (2d4)Sticky Defense: Anyone striking the Marauder with a melee weapon must pass a STR check or find their weapon stuck fast in the tar armor.
57-60

Mutant Warlord


A towering, multi-limbed behemoth ruling over a disparate patchwork clan of raiders.

7d12


(AC 17)

STR, CON, CHADual-wielded scrap car doors (2d8)Combat Dominance: Can make two primary attacks per round. Opponents must pass a CHA (Fear) save when the Warlord charges or suffer a -2 to hit.
61-64

Spoke-Rider Lancer


Cavalry units mounted on armored, mutant draft horses or heavy road-quads.

3d6


(AC 14)

DEX, STRMechanized charging spear (1d10 + triple damage on a successful charge)Trample: If the lancer moves at least 30ft before an attack, the target must pass a DEX save or be knocked prone and trampled for 1d8 damage.
65-68

Glass-Desert Nomad


Wind-beaten raiders who use cloaks made of fused green glass scales to blend into radioactive deserts.

2d6


(AC 13)

DEX, WISComposite bone bow (1d6) or glass poniard (1d4)Mirage Camouflage: In desert or ruins, they require an active WIS (Spot) check at a -4 penalty to notice before they initiate a surprise round.
69-72

Screamer Cultist


Barbarians who have surgically modified their vocal cords to emit devastating ultrasonic frequencies.

2d6


(AC 12)

DEX, CHASpiked knuckle-dusters (1d4)Sonic Shriek: Once per combat, can emit a cone of sound. Targets must pass a CON save or be deafened and suffer a -2 penalty to AC for 1d4 rounds.
73-76

Scrap-Plate Gladiator


Elite fighters who have survived the thunder-domes of the waste cities.

5d8


(AC 16)

STR, DEXFlail made of engine blocks (1d10+2)Weapon Specialization: They receive a +2 bonus to damage rolls with their flail and can attempt a disarm maneuver as a free action on a natural roll of 18-20.
77-80

Null-Zone Shaman


Tribal mystics who worship the dead zones where electronics and radiation completely cancel out.

4d4


(AC 12)

INT, WISStaff capped with a pre-war vacuum tube (1d6)Dampening Aura: High-tech relics and energy weapons fail to function within a 30ft radius of the Shaman unless a WIS check is made by the user each turn.
81-84

Rust-Bolt Sniper


Patient, cold-blooded marksmen who camp out in ruined high-rises and freeway overpasses.

2d4


(AC 12)

DEX, INTHigh-caliber hunting rifle (1d12)Deadly Aim: If the sniper takes a full round to aim without moving or taking damage, their next attack roll adds +4 to hit and bypasses non-heavy armor.
85-88

Bone-Stitcher Chirurgeon


The combat medics of the raider hordes, patched together with leather aprons and bone needles.

3d6


(AC 13)

INT, WISBone saw (1d6) and chemical syringesCombat Stimulants: Can administer a shot to an ally within 5ft, instantly restoring 1d8 hit points and granting a temporary +1 to all STR checks for 3 rounds.
89-92

Salt-Flats Skiffer


Raiders who operate land-sails and wind-skiffs across the vast, dried-out ocean beds.

2d6


(AC 14)

DEX, WISHarpoon gun (1d8 + pull)Harpoon Drag: On a successful ranged hit, the target must succeed on a STR check or be pulled 10ft toward the skiff or knocked prone.
93-96

The Iron Mask Vanguard


Shock troopers whose faces are permanently sealed inside heavy steel welding masks.

4d8


(AC 17)

STR, CONTwo-handed heavy iron cleaver (2d6)Blind Fury: Immune to gaze attacks, blinding flashes, and psychological effects, but suffer a permanent -2 penalty to WIS (Perception) checks involving sight.
97-00

Doomsday Prophet


Mad messiahs leading a fanatical horde, convinced the world hasn't ended enough yet.

6d6


(AC 14)

WIS, CHASpiked scepter (1d8) and ancient holy textsFanatical Devotion: All allied raiders within 30ft of the Prophet gain a +2 bonus to morale and saving throws against fear or mind-altering effects.

Castle Keeper’s Tip for the SIEGE Engine:

When your players encounter these raiders, remember that any situational environmental factors (e.g., radioactive ash storms, slick oil slicks, or crumbling highway overpasses) should modify the Challenge Level (CL) of the SIEGE checks. Add the Raider's HD directly to the difficulty when characters try to trick, sneak past, or physically overpower them!

Sunday, May 17, 2026

Robert E. Howard's Conan From "The Tower of the Elephant" and "Rogues in the House" AS NPC For Sword of Cepheus 2nd Edition

 In Robert E. Howard’s original stories—specifically "The Tower of the Elephant" and "Rogues in the House"—Conan’s time as a thief in the cities of Zamora and Corinthia features a distinct version of the character. He isn't yet the seasoned general or king; he is a raw, hot-blooded, powerful teenager (around 17–18 years old) navigating the decadent, civilized "Maul" of Arenjun.

He lacks the refined street-smarts of a master rogue, but he completely makes up for it with peerless, cat-like barbarian reflexes, unmatched climbing ability, and an instinctual hatred for magic.

The following build details Conan during his Thieving Phase tailored specifically for the 2d6 OGL mechanics of The Sword of Cepheus (2nd Edition).


Gary Nord 2007 artwork 

Character Profile: Conan of Cimmeria (The Thief)

Age: 18

Species: Human

Career History: Barbarian (1 Term), Thief (1 Term)

Characteristics

AttributeScoreModifierNotes
STR (Strength)11+2Massive, muscular frame; devastating melee damage.
DEX (Dexterity)10+1Cat-like, pantherish speed and climbing ability.
END (Endurance)10+1Hardened by a brutal childhood in Cimmeria.
INT (Intelligence)7+0Shrewd and observant, but unfamiliar with complex civilization.
EDU (Education)4-1Illiterate at this stage; relies entirely on street wisdom.
SOC (Social Status)3-1An outlander and a common rogue living in the slums.
  • Stamina: 21 (END 10 + STR 11)

  • Lifeblood: 10 (Equal to END)


Skills

In Sword of Cepheus 2e, skills are tight and impactful. Conan’s skill list reflects his survival instincts from his homeland layered over his new urban thievery.

  • Athletics-2 (Running, leaping, and scaling sheer walls like the Tower of the Elephant)

  • Combat (Blades)-2 (Wielding broadswords, hunting knives, and cutlasses with lethal force)

  • Stealth-2 (Moving silently in the shadows of the Maul)

  • Survival-1 (Tracking, hunting, and enduring elements)

  • Recon-1 (Danger sense, spotting traps, noticing ambushes)

  • Streetwise-1 (Navigating fences, taverns, and city scum)

  • Carouse-0 (Spending every single piece of stolen silver on wine and women immediately)


Character Traits (2e Selection)

Under the 2nd Edition rules, characters earn Traits to specialize their capabilities. For a 2-term young Conan, the following two traits represent his iconic Howardian strengths:

Cat-like Reflexes

Conan possesses the uncanny agility of a mountain panther.

Benefit: You gain a +1 bonus to all Dexterity checks involving balance, dodging, or leaping. When determining initiative, you may roll twice and take the better result.

Barbaric Will

A fierce, unpolluted mind that actively rejects and resists the unnatural pull of sorcery.

Benefit: You gain a +2 DM to all saving throws or task checks made to resist psychic attacks, sorcerous illusions, or mind-controlling spells.


Equipment & Combat Stats

At this stage in his life, Conan travels light. He despises heavy armor because it restricts the silent, fluid movements he relies on for survival.

  • Armor: Leather Jerkin or Loincloth (Armor 1). Note: He often strips entirely naked or down to a loincloth when executing a major heist to ensure maximum silence.

  • Primary Weapon: Broadsword (Damage: $3d6 + 2$ from STR modifier).

  • Secondary Weapon: Hunting Knife / Dagger (Damage: $1d6 + 2$, easily concealed, can be thrown).

  • Gear: Sturdy hemp rope, grappling hook, a pouch containing a few stolen silver coins (if he hasn't drank them away yet).


Playing "Thief-Phase" Conan in Cepheus 2e

When roleplaying or running this version of Conan as an NPC, keep these core behaviors in mind to stay true to Howard's writing:

  1. The Overconfident Outsider: He openly mocks civilized thieves. In The Tower of the Elephant, he laughs at the "master thieves" of Zamora because they are too afraid to climb a tower. He relies on raw muscle and daring over intricate tools.

  2. The "Spendthrift" Economy: Conan should almost never have money on his character sheet between adventures. He is driven by a cycle of: Get a massive hoard of gold $\rightarrow$ spend it all in a magnificent week of drinking and carousing $\rightarrow$ wake up broke $\rightarrow$ plot a new heist.

  3. Instinctive Magic Hatred: He does not look at a sorcerer and think "what an interesting magical encounter." He looks at a sorcerer with visceral disgust and attempts to put a blade through them before they can finish chanting.