Saturday, May 16, 2026

D100 Victorian Underground and Underdark encounters For the Belle Époque, Red Rpg By The Red Room & Troll Lord Games Victorious Role Playing Game

 Here is a custom d100 Encounter Table designed for the subterranean depths beneath a Victorious campaign. It bridges the gap between the historical, soot-stained Victorian Underground (sewers, tube tunnels, catacombs) and the cosmic horror, primeval dangers of the deep Underdark (caverns, forgotten civilizations, and hollow-earth fringes).



Use this table when your heroes descend into the shadows beneath London, Paris, or the hollowed-out depths of the island of Ricca.


d100 Subterranean Encounter Table

01–20: The Municipal Shadows (Sewers, Cellars, & Tube Tunnels)

  • 01–02: A pack of 2d6 Gutter-Ghouls fighting over a discarded brass pocket watch.

  • 03–04: A gas lamp flickers out, revealing a localized pockets of Choke-Damp gas. A Constitution SIEGE Check (CC 13) is required to avoid suffocation.

  • 05–06: A secret meeting of the London Tosser’s Guild—scavengers who know the secret paths but intensely distrust surface-dwellers.

  • 07–08: A rogue, steam-powered Automated Mail-Cart barreling down an abandoned pneumatic tube track at breakneck speed.

  • 09–10: An illegal Underground Bare-Knuckle Boxing Match attended by corrupt aristocrats and low-life street gangs.

  • 11–12: A brick wall gives way, exposing an unmapped Plague Pit from 1665; the air here is thick with a miasma that induces hallucinatory terrors.

  • 13–14: The Mudlark King—a delusional, mutated hermit covered in river-sludge who demands a "toll" of shiny trinkets or copper coins to pass.

  • 15–16: A massive, pulsing knot of Flesh-Eating Brick-Mould covering a gateway. It reacts violently to the heat of open lanterns.

  • 17–18: 1d4 Penny Dreadful Cultists painting blasphemous, cosmic symbols on the brickwork with phosphorescent slime.

  • 19–20: A burst water main floods the tunnel with freezing Thames water, forcing a Dexterity SIEGE Check to avoid being swept into a lower cistern.

21–40: The Industrial Abyss (Foundries, Vaults, & Smuggling Routes)

  • 21–22: A massive, iron-reinforced vault door belonging to the Bank of England, vibrating with the sound of clockwork defenses on the other side.

  • 23–24: 1d6 Riccan Zealots smuggling heavy crates of experimental black-powder weapons through a forgotten cellar network.

  • 25–26: A malfunctioning Pneumatic Drill-Platform left running by a deceased engineering crew; it is dangerously close to breaching a gas main.

  • 27–28: An illegal Opium Den built into an abandoned railway arch, populated by sleeping patrons whose dreams are being harvested by a minor entity.

  • 29–30: A sudden, deafening rumble as a Metropolitan Line Passenger Train roars past just inches away through a thin brick partition.

  • 31–32: 1d3 Clockwork Scrappers—primitive, autonomous mechanical spiders designed to clear debris, now hunting for scrap metal (and heroes' gear).

  • 33–34: A hidden laboratory belonging to a Mad Vivisectionist, filled with jars of glowing, chem-preserved organs that still twitch.

  • 35–36: A soot-stained Chime-Boy (child laborer) who claims he was separated from his chimney-sweeping crew three days ago by "the whispering walls."

  • 37–38: A massive pool of bubbling, boiling Industrial Effluent from a surface chemical plant. The fumes act as a mild paralytic poison.

  • 39–40: A forgotten Chartist Weapons Cache from 1848, containing rusty rifles, radical pamphlets, and a highly unstable crate of early nitroglycerin.

41–60: The Borderlands (Deep Catacombs & Basalt Fissures)

  • 41–42: A natural fault line where the brickwork ends and jagged, volcanic basalt begins. The smell of brimstone is thick.

  • 43–44: A colossal, calcified Prehistoric Fossil embedded in the limestone wall that appears to have human-like tool marks cut into its skull.

  • 45–46: 1d4 Subterranean Morlocks tracking the heroes from the high ledges, waiting to drop heavy stalactites on their heads.

  • 47–48: A beautiful, glowing forest of Phosphorescent Fungi that hums with a low psychic frequency, soothing all who enter into a deep, lethal sleep.

  • 49–50: A sudden Tectonic Shift or minor earthquake that blocks the path behind the heroes with tons of jagged rubble.

  • 51–52: A subterranean river of rust-red water. Swimming or wading through it requires a Strength SIEGE Check due to the heavy undercurrent.

  • 53–54: A nomadic enclave of Blind Troglodytes who trade rare, deep-earth gems for surface salt and textile fabrics.

  • 55–56: An ancient Roman Mithraeum (temple) perfectly preserved deep underground, its bull-slaying altar stained with suspiciously fresh blood.

  • 57–58: A cavern ceiling completely covered in thousands of Vampiric Leech-Bats that are easily disturbed by bright light or loud noises.

  • 59–60: A massive, yawning chasm spanned only by a rotting, rope-and-plank bridge dating back to the Middle Ages.

61–80: The Deep Underdark (The Realm of Alien Horrors & Forgotten Gods)

  • 61–62: A scouting party of 1d3 Deep-Ones ascending from an abyssal lake, seeking surface captives for sacrifices.

  • 63–64: A localized anomaly where Gravity Flips or distorts, causing loose gravel—and unwary heroes—to fall upward toward the ceiling.

  • 65–66: A crystalline cavern filled with Echo-Quartz that mirrors and magnifies the heroes' private thoughts, broadcasting them as deafening whispers.

  • 67–68: The Obsidian Pillar—a monolithic spire of black glass that radiates an intense psychic static, dampening all magical or psychic Super Powers by 2 Ranks.

  • 69–70: A predatory Chthonian Worm chewing its way through the rock, leaving behind a tunnel lined with valuable but highly toxic ore.

  • 71–72: A ruined outpost of an Elder Race, constructed from non-Euclidean angles that hurt the eyes to look at directly (Intelligence SIEGE Check or temporary sanity loss).

  • 73–74: A lingering cloud of Void-Dust that eats away at leather, cloth, and organic matter, destroying standard clothing and backpacks in 1d4 rounds.

  • 75–76: 1d4 Faceless Stalkers—amorphous shapechangers that mimic the appearance of the heroes' surface allies to lure them into traps.

  • 77–78: A subterranean sea of cold, black oil. Something massive and multi-tentacled ripples just beneath the surface.

  • 79–80: An ancient, entombed Gargantuan Skeleton that faintly glows with a sickly green radiation, causing sickness to those who linger near it.

81–100: The Claws of the Tyrant (Riccan Territory & Grand Plots)

  • 81–82: A massive, vibrating steel conduit carrying Geothermal Power from the deep crust up to The Claw’s secret surface facilities.

  • 83–84: 1d4 Mind-Controlled Royal Marines patrolling a deep tunnel, their eyes glassy and vacant as they obey telepathic commands.

  • 85–86: The sudden appearance of a Giant Boring Vehicle grinding through the rock walls ahead, dropping off a strike team of 2d6 fanatical minions.

  • 87–88: A localized broadcasting node for the Hypnotic Hum. All heroes must make a Wisdom SIEGE Check (CC 15) or suffer a temporary -2 penalty to all attributes due to splitting headaches.

  • 89–90: A testing ground for a Shrinking Ray Trap; a pressure plate triggers a beam that threatens to reduce a hero to 6 inches tall for 1d6 hours.

  • 91–92: A chamber containing a Born-Again Machine prototype, sparking with wild, dangerous electrical arcs as it attempts to reanimate a dead horror.

  • 93–94: A massive underground penal colony where hundreds of enslaved surface-dwellers are forced to mine Lunar Glass under the whips of overseers.

  • 95–96: A direct telepathic projection of The Claw himself, appearing as a spectral, 20-foot-tall green head to mock the heroes or offer them a terms of surrender.

  • 97–98: A cavern containing a massive Doomsday Engine designed to cause a volcanic eruption directly beneath a major surface capital. It is 1d10 minutes away from activation.

  • 99–100: The True Abyss. The tunnel opens directly into the hollow interior of the world, revealing a pitch-black inner sea beneath a dying, subterranean sun.

The Claw Arch Villain For the Belle Époque, Red Rpg By The Red Room & Troll Lord Games Victorious Role Playing Game Including Minions, Lair Country, and More

 

The Claw is one of the most bizarre, visually striking, and historically significant supervillains of the Golden Age of Comic Books. Created by Jack Cole (who later created Plastic Man), The Claw first appeared in Silver Streak Comics #1 (December 1939) published by Lev Gleason Publications. The blog post picks up right from Using the Belle Apoque, Red Rpg By The Red Room & Troll Lord Games Victorious Role Playing Game



Unlike most villains who served as antagonists in a hero’s book, The Claw was so popular that he initially starred in his own features as a "monster of crime," moving from Silver Streak Comics to become the primary archenemy of the Golden Age hero Daredevil (not to be confused with the Marvel character) in Daredevil Comics.

Because Lev Gleason Publications allowed its copyrights to lapse, The Claw is entirely in the public domain and has been used by modern publishers like Dynamite Entertainment (Project Superpowers) and Image Comics (Savage Dragon).


Concept & Visual Design

Originally conceived during the height of the pre-WWII "Yellow Peril" literary trope, The Claw was initially depicted as a sinister, exaggeratedly monstrous Asian mastermind. However, his design rapidly shifted into the realm of a literal humanoid abomination and kaiju.

  • Physical Features: He has yellow or green skin, long pointed ears, a bat-like or animalistic mouth filled with razor-sharp fangs, and elongated, bony, taloned fingers (his namesake).

  • Attire: He is traditionally drawn wearing long, flowing robes (often red or green) and sandals, giving him an archaic, sorcerous appearance.

  • Modern Depictions: Modern writers and artists usually abandon the archaic racial stereotyping, leaning heavily into his nature as a literal demon, alien, or grotesque Lovecraftian monster to make him a terrifying force of pure sci-fi/fantasy evil.


Power Set & Abilities

The Claw’s powers are vast, terrifyingly inconsistent, and scale up depending on the narrative needs of the Golden Age writers.

  • Size Alteration: His signature power. The Claw can willingly grow to gargantuan proportions, often maintaining a height of 100 feet or more. He can tower over skyscrapers, wade through the Atlantic Ocean, crush tanks with his feet, and swat fighter planes out of the sky. He can also shrink objects or people down to doll-size.

  • Lunar Empowerment: His ill-defined mystical and physical abilities are known to wax and wane with the phases of the moon.

  • Hypnotic Powers & Dream Control: He generates a "hypnotic hum" and fires mental lightning from his fingertips. He can psychically enslave populations, read thoughts, and subject his minions to horrifying, drug-like addictive dreams or agonizing nightmares to maintain absolute obedience.

  • Sorcery & Hellfire: He has been depicted summoning demons, opening portals to the Inferno, and using a mystic "Smoke of Sin" or psychokinesis.

  • Super-Science Genius: In addition to magic, he is a mad scientist. He constructs world-ending superweapons, bioweapons, giant mechs, and a Giant Boring Vehicle that allows him to tunnel through solid rock deep underground to invade nations completely undetected.


Fictional Biography (Golden Age Continuity)

The Overlord of Ricca

The Claw is introduced as the absolute dictator and tyrant of Ricca, a fictional, miserable Pacific island nation of 10,000 inhabitants. To his subjects and the criminal underworld of Eastern Asia, he is known as the "God of Hate." Operating from his massive skull-topped fortress, he uses an underwater railroad and armored mobile aquatic fortresses to hijack allied ships, strip them of resources, and enslave the survivors.

The War Years

During World War II, The Claw routinely launched massive invasions against the United States, once boring beneath the country to attack from within. Recognizing a kindred spirit, he struck a deal with Adolf Hitler and the Axis Powers, agreeing to help them conquer the planet in exchange for "half of Europe." Because of his sheer size and power, it frequently took entire superhero teams or massive military interventions to drive him back. He was seemingly killed off in 1945 (Daredevil Comics #31) via a combination of poison gas and a super-scientific death ray.

The Cosmic Retcon

In a bizarre 1953 sci-fi revival (Boy Comics #89), The Claw was brought back and retconned. Instead of a terrestrial monster, he was revealed to be a cosmic warlord and alien invader from the planet Zylmarx. After fleeing his home planet, he sought to conquer Earth, eradicate the human race, and repopulate the world with his alien armada before being thwarted by a space-faring hero named Rocky X.


Modern Public Domain Repurposing

Because of his open-source nature, modern comic creators frequently use him when they need an ultimate, unrepentant "big bad."

  • Dynamite Entertainment (Project Superpowers): He appears as an otherworldly entity who was secretly the dark force behind Hitler's rise to power. In the modern era, a global terrorist network operating under his name threatens the world, leaving heroes to wonder if the monster survived.

  • Image Comics (Savage Dragon): Writer Erik Larsen brought the original Golden Age version back using a "Born Again Machine." Leaning into his monster design, he serves as a massive, city-crushing villain who recruits other independent supervillains into his personal syndicate for world domination.

  • Adapting a massive Golden Age kaiju-supervillain like The Claw into Troll Lord Games’ Victorious system fits perfectly into the system's "Victorian/Edwardian Superhero" framework. Because Victorious uses the Siege Engine (similar to Castles & Crusades), characters are defined by Attributes, Prime Attributes, and specific Super Powers bought with Rank points.

    Below is a complete, ready-to-run high-level villain sheet and mechanical breakdown for The Claw, optimized for a grand-tier, world-ending threat in a Victorious campaign.


    The Claw (Gargantuan Overlord of Ricca)

    Alignment: Evil

    Attributes:

    • Strength (STR): 24 (+4) [Prime]

    • Dexterity (DEX): 12 (+0)

    • Constitution (CON): 22 (+4) [Prime]

    • Intelligence (INT): 19 (+3)

    • Wisdom (WIS): 15 (+1)

    • Charisma (CHA): 18 (+3) [Prime]

    Hit Points: 165

    Armor Class: 22 (10 + 8 Natural Armor + 4 Size/Mystic Deflection)

    Level/Hit Dice: 15 (Super-powered Overlord)

    Siege Check Primes: Strength, Constitution, Charisma


    Super Powers (Victorious Mechanical Breakdown)

    To build his Golden Age comic book abilities using the Victorious power suites, he is built as a multi-threat Mastermind.

    1. Size Alteration (Gargantuan Growth) — Rank V

    The Claw can grow from human size up to a towering 100 feet tall.

    • System Mechanics: When active, this grants him a massive temporary boost to STR (+8) and CON (+6), adding temporary Hit Points (+60 HP) and allowing him to deal structural scale damage (crushing buildings, stepping on vehicles).

    • Drawback: His Armor Class drops by -4 against ranged artillery or long-range attacks due to being an inescapable target, though his massive health pool and natural armor compensate.

    2. Mesmerism & Psychic Static (Mind Control) — Rank IV

    The Claw emits a low, vibrating "hypnotic hum" that subjugates weaker wills.

    • System Mechanics: He can target an individual or an entire group of normal humans (mob rules). Targets must make a Wisdom SIEGE Check against a Challenge Class (CC) equal to The Claw's Level + Charisma Modifier (CC 18). Failure means they are completely mesmerized, following his telepathic commands or falling into an agonizing, nightmare-filled stupor.

    3. Sorcery & Infernal Hellfire (Energy Blast / Magic) — Rank III

    Fired as jagged, green-yellow mental lightning or summoned mystic smoke from his talons.

    • System Mechanics: Ranged attack, 60 ft. radius. Deals 3d10 damage (half psychic, half energy). Targets hit must make a Constitution SIEGE Check or be paralyzed with intense, racking pain for 1d4 rounds.

    4. Genius Intellect & Inventions (Gadgetry) — Rank III

    Despite his monstrous appearance, he is a master of "weird science."

    • System Mechanics: Allows him access to plot-level Super-Science inventions without needing permanent Power points. His favorite devices include his Giant Boring Vehicle (subterranean transport that bypasses city defenses) and Shrinking Rays used to minimize captive heroes or military units into glass jars.


    Combat & Tactics in Victorious

    • The Giant Approach: The Claw rarely fights fair. He begins an encounter at human size to orchestrate a plot, trap the heroes, or use his Mesmerism to turn the local London Constabulary against them. If cornered or challenged by high-tier heroes, he uses an action to instantly grow to Rank V Size Alteration, immediately forcing a Morale/Fear Check on any nearby allies or civilians.

    • Weakness (The Lunar Cycle): GMs should track the moon phases. During a New Moon, all of The Claw's Super Power Ranks drop by 1 (e.g., Size Alteration becomes Rank IV, Sorcery becomes Rank II). During a Full Moon, his SIEGE Check DCs increase by +2, making him exceptionally lethal.


    Adventure Hook for Victorious

    "The Terror from the Thames"

    Rumors spread through the foggy streets of London of an underground earthquake that doesn't stop, slowly ripping a path toward the Bank of England. A massive, metallic drill-nosed sub-vessel bursts from beneath the city streets, and stepping out from it is a 100-foot-tall, sharp-fanged, green-skinned tyrant wearing archaic silken robes.

    He announces himself as the Overlord of Ricca, demands the surrender of the British Empire, and uses his hypnotic hum to turn the local populace into a mindless, screaming army to build his new empire in the heart of the West. The heroes must find a way to stall him until the moon phase shifts, or construct a counter-frequency device to shatter his psychic control before the city is leveled.

     To integrate Ricca into the Victorian/Edwardian world of Victorious, it shouldn't just be a generic comic book island. Instead, it works best as a dark, oppressive mirror to the British Empire—a remote, unmapped Pacific fiefdom where Gothic horror meets pre-industrial slave driving and weird Super-Science.

    Hidden behind permanent, unnatural weather patterns in the South Pacific, Ricca is a sovereign nightmare ruled with an iron fist by The Claw. Here is the detailed breakdown of the island nation for a Victorious campaign.


    Geography & Atmosphere

    • The Visuals: Ricca is a jagged, volcanic island dominated by black basalt cliffs, sulfurous vents, and dense, choking jungle. The sky above the island is perpetually overcast, choked by ash from the active volcanic peaks and the heavy, black smoke of The Claw’s subterranean foundries.

    • The Crimson Waters: The island gets its name from the surrounding coral reefs and unique aquatic algae that tint the coastal waters a deep, rust-red color—giving the appearance that the island is bleeding into the Pacific.

    • The Skull Fortress: Built directly into the caldera of the island's largest extinct volcano is The Claw’s seat of power. The fortress facade is carved into the likeness of a colossal, horned humanoid skull. Inside, it features a dizzying mix of ancient stone dungeons, dark sorcerous altars, and state-of-the-art Victorian laboratories powered by volcanic geothermal energy.


    Society & Culture: "The God of Hate"

    • The Population: Ricca has a native population of roughly 10,000 inhabitants, supplemented by thousands of enslaved sailors, military men, and colonial citizens kidnapped from hijacked vessels across the Pacific.

    • The Cult of Personality: The Claw is not merely a dictator; he is worshipped as a living deity—the "God of Hate." Through his Mesmerism (Rank IV), he has psychically broken the populace. They do not merely obey him out of fear; their minds have been warped to love their bondage.

    • The Night Terrors: Because of The Claw's ability to broadcast nightmares, the entire society suffers from chronic, collective sleep deprivation. At night, a low psychic "hum" vibrates through the island, keeping the population in a state of suggestible, exhausted compliance.


    Economy & Infrastructure (Weird Science)

    Ricca has no standard currency or foreign trade; it operates entirely on plunder and forced labor.

    • The Subterranean Foundries: Deep beneath the volcanic rock, thousands of slaves work giant bellows and smelting furnaces. They forge iron plating, heavy artillery, and components for The Claw's experimental war machines.

    • The Iron Reef Railway: The Claw’s most impressive engineering feat is a massive, underwater track system that runs from the island’s hidden dry docks out past the treacherous red coral reefs. Armored, submersible train-craft can travel along these tracks to ambush unsuspecting merchant ships or British naval vessels, dragging them down into the depths to be salvaged.


    Sandbox Locations on Ricca

    1. The Smuggler’s Maw

    The only natural harbor not directly guarded by heavy artillery. It is a treacherous sea cave accessible only at low tide. A desperate underground resistance—composed of escaped slaves and mutinous pirates who have managed to resist The Claw’s psychic hum—hides here, praying for rescue by extraordinary heroes.

    2. The Great Boring Pit

    A massive, spiraling quarry in the center of the island. This is where The Claw tests his Giant Boring Vehicles. The earth here is hollowed out for miles, leading to a network of unnatural tunnels that theoretically stretch beneath the tectonic plates of the Pacific Ocean.

    3. The Altar of the Waning Moon

    A megalithic stone circle situated on the highest cliffside of the island. This is where The Claw conducts his mystical rituals to offset his weakness during the New Moon. It is guarded by his fanatical elite priesthood and a pack of monstrous, mutated guard beasts.


    Ricca Encounters & Hazards (Victorious Mechanics)

    • The Sulfurous Haze (Environmental Hazard): Characters exploring the interior of the island must make a Constitution SIEGE Check (CC 12) every hour. Failure results in 1 point of temporary Constitution damage due to the toxic, ash-laden air. This damage can only be recovered after 24 hours of breathing clean air.

    • Riccan Zealots (Typical Minion):

      • HD 1d8, AC 12, HP 5, Attk: Cutlass or Lever-Action Rifle (1d8).

      • Special: Due to their psychic conditioning, they are entirely immune to psychological intimidation or fear-based powers. They fight to the death with fanatical fervor.


    Campaign Integration Hooks

    • The Missing Dreadnought: The Royal Navy reports that the HMS Indomitable, a state-of-the-art ironclad battleship, vanished without a trace near the Solomon Islands. The heroes are commissioned by the British Admiralty to investigate the last known coordinates, leading them straight into the crimson, shrouded waters of Ricca.

    • The Somnambulist Epidemic: High-society citizens across London begin waking up at night, marching in a trance toward the docks, and attempting to board ships heading east. Investigators track the psychic frequency causing this mass sleepwalking to a strange, black volcanic rock sample brought back by a Pacific expedition—a sending stone tuned directly to the Skull Fortress of Ricca.

Thursday, May 14, 2026

d100 Random Sword & Sorcery Barbarian Hordes For Castles & Crusades rpg Campaign

 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.

d100Horde NameDistinctive Feature
01-05The Mammoth-SonsRide shaggy mammoths; wear thick plate made of ivory and hide.
06-10Frost-Vein RaidersPale skin with blue tattoos; they use "ice-glass" weapons (+1 damage, brittle).
11-15The Iron-Bear TribeEach warrior wears a bear-skull helm; they never retreat once blooded.
16-20The Ghost-WalkersMaster hunters who use white fur camoflauge to ambush in blizzards.
21-25Whale-Bone ReaversCoastal raiders in longships made of leviathan ribs; use harpoons.

The Great Steppes & Plains (26-50)

Focus: High mobility, archery, and vast numbers.

d100Horde NameDistinctive Feature
26-30The Golden KhansElite horse archers with silk banners; favor composite bows.
31-35The Vulture-CultFollow battlefields to scavenge; use curved scimitars coated in filth.
36-40Wind-RunnersFleet-footed infantry who can outrun horses over long distances.
41-45The Storm-HeraldsUse drums to mimic thunder; they attack only during heavy rains.
46-50The Painted StallionsHorses are dyed bright colors; known for feigned retreats and traps.

The Deep Jungles & Swamps (51-75)

Focus: Stealth, poison, and ritual magic.

d100Horde NameDistinctive Feature
51-55The Viper-FangsUse blowguns with paralyzing venom; wear snake-skin loincloths.
56-60Jaguar-Claw BravesExpert climbers who leap from the canopy; use obsidian-edged clubs.
61-65The Mud-DwellersSubmerge in swamps to ambush; use heavy iron nets to drown foes.
66-70The Bone-ChantersLed by Witch-Doctors; they animate the skeletons of fallen enemies.
71-75The Insect-LordsWield shields made of giant beetle husks; use pheromones to signal.

The Deserts & Wastes (76-00)

Focus: Endurance, cruelty, and ancient traditions.

d100Horde NameDistinctive Feature
76-80The Sun-ScorchedZealots who brand their skin; immune to heat-based exhaustion.
81-85The Dust-WraithsMove silently in sandstorms; use curved "khopesh" blades.
86-90Salt-Flat SlaversTravel in camel-caravans; use long-reaching spiked chains.
91-95The Red-Rock ReaversCanyon dwellers; experts at dropping boulders and using slings.
96-00The Obsidian GuardFanatics 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.