Tuesday, May 19, 2026

Further Meditations on The B2 Keep On The Borderland Adventure Module By Gary Gygax & ACKS II Rpg

 



Gary Gygax’s 1979 module B2: The Keep on the Borderlands is the foundational text of the sandbox campaign. Ostensibly written as an introductory adventure for the D&D Basic Set, it functions under the hood as a masterclass in dynamic world-building, spatial economics, and emergent play. This is going to pick right up from OSR Commentary - Adapting AX2: Secrets of the Nethercity For ACKS II rpg & Barrows & Borderlands Rpg



When peeled back from its nostalgic veneer, B2 reveals a sophisticated, highly volatile ecosystem built on factional tension, economic vulnerability, and a stark, unromantic view of the frontier.

1. The Geometry of Isolation: The Keep's Spatial Design

The Keep itself is not just a safe zone; it is a pressurized container of Law perched precariously on the lip of Chaos. Its architectural layout dictates the social dynamics of the campaign.

  • The Outer Bailey (The Buffer Zone): This is where commerce, transience, and vulnerability live. The tavern, the inn, and the stables form a economic engine designed to extract coin from travelers and mercenaries. It is deliberately exposed; if the outer wall falls, the outer bailey is sacrificed.

  • The Inner Bailey (The High-Trust Engine): Separated by a secondary massive gatehouse, the inner bailey houses the Keep’s actual power structure—the Castellan, the guard garrison, and the chapel. This physical segregation tells low-level PCs exactly where they stand: they are tools of the state, kept in the courtyard until they prove their utility.

The Structural Flaw: The Keep is a logistical nightmare if cut off. It relies entirely on a single, vulnerable trade road to the civilized lowlands. A clever Game Master realizes that the human factions here are just as desperate for stability as the monsters in the caves are for territory.

2. The Caves of Chaos as a Fractured Megadungeon

The Caves of Chaos are frequently misread as a "monster zoo"—a random assortment of humanoids crammed into a single ravine. In practice, they represent a highly sophisticated, multi-tiered tribal ecosystem.

The ravine acts as a literal corporate ladder of absolute savagery, arranged vertically and deeply divided by evolutionary and cultural hatreds.

                  [ The Dark Chapel ] (The True Threat)
                           ^
                           |
            [ Minotaur ] <---> [ Gnolls ]
                 ^                 ^
                 |                 |
     [ Orcs: Tribe A ] <=======> [ Orcs: Tribe B ]
            ^                              ^
            |                              |
     [ Goblins ] <-------------------> [ Hobgoblins ]
            ^
            |
     [ Kobolds ] (The Bottom Feeders)

The Geopolitical Fault Lines

  • The Grudge Match: The two rival Orc tribes (Tribe A and Tribe B) hate each other with a fury that rivals their hatred for the humans. If PCs clear one side, they actively grant a regional monopoly to the other.

  • The Underclass Wars: The Kobolds at the bottom of the ravine are food and slave labor for the Goblins and Hobgoblins. They are structurally incapable of winning a prolonged war, making them prime candidates for PC exploitation, bribery, or asymmetrical warfare.

  • The Hidden Hegemony: At the apex sits the Shrine of Evil Chaos. The cultists are not merely cave dwellers; they are the ideological puppet masters using religious terror and wealth distribution to prevent the humanoids from tearing each other apart before they can overwhelm the Keep.

3. The Undercurrent of Borderland Economics

Gold and silver drive B2 more than any grand narrative of good versus evil. The module operates on a strict zero-sum economy that forces players into grey moral choices.

FactionPrimary Economic EngineVulnerability
The KeepTrade taxes, mercenary exploitation, state supply linesTotal reliance on external grain/goods shipments
The HumanoidsRaiding trade caravans, internecine tributeAbsolute lack of agriculture or sustainable production
The CultistsPlunder, ideological funding from external dark powersExposed supply lines if the ravine is blockaded

The Realities of Gygaxian GP

Because early editions tie character advancement (XP) directly to recovered treasure, the game mechanics force PCs to act as state-sanctioned looters. Every gold piece stripped from a goblin chief’s chest is capital removed from the local wilderness economy and injected into the Keep’s merchant lane.

This creates an inevitable cycle: looting causes tribal desperation, desperation causes increased raids on the trade roads, and increased raids force the Castellan to fund more desperate expeditions into the ravine.

4. The Hidden Catalyst: The Wilderness

The wilderness hexes between the Keep and the Caves are not empty transit space; they are a ticking clock.

  • The Mad Hermit: A textbook example of borderland madness. He represents the fate of those who reject both the rigid martial law of the Keep and the tribal collectivism of the Caves.

  • The Lizardmen: Positioned in the southern fens, they are a neutral wildcard. They do not care about the geopolitical war between the Castellan and the Cultists, but their territorial integrity controls access to the riverways.

5. Turning the Key: Running B2 with Modern Intent

To elevate B2 from a classic crawl into a dynamic, shifting campaign, a Game Master needs to treat the module as a loaded spring. The moment the PCs arrive, the balance of power should begin to crack.

  • Weaponize the Factions: Let the humanoids negotiate. A dying goblin chief should gladly offer the PCs a map of the Hobgoblin complex in exchange for his tribe’s survival.

  • Track the Logistical Fallout: If the players kill the Kobolds, who moves into their caves? The Orcs? Or does the gelatinous cube wander out of the depths because its food supply has dried up?

  • The Keep is Not Safe: The cult has agents inside the walls. The lonely, isolated mercenaries in the Outer Bailey are prime targets for subversion, bribery, and religious radicalization.



To bridge the foundational sandbox of B2: The Keep on the Borderlands with the granular, socio-economic engine of Adventurer Conqueror King System II (ACKS II) is to transform a classic introductory dungeon crawl into a highly volatile, politically charged borderland simulation.

Where early editions of D&D treat the wealth and manpower of the Keep as static background flavor, ACKS II mechanics demand that every coin looted, every mercenary hired, and every goblin tribe displaced ripples directly through the local market economy and domain stability.

1. The Keep as a Class VI Market (The Borderland Frontier)

In ACKS II, settlements are categorized by Market Classes, which dictate the availability of goods, the maximum value of items that can be sold, and the weekly pool of mercenary talent.

The Keep functions as a Class VI Market (a tiny frontier settlement or fortified outpost).

[ Civilized Lowlands ] ===(Trade Income: High)===> 
[ The Keep: Class VI Market ] ===(Target)===> 
[ The Caves of Chaos ]
                                                            |
                                                   
[ Frontier Garrison ]
                                               
(High Upkeep / Low Tax Base)

The Economic Squeeze

  • The Monthly Supply Limit: A Class VI market has a limited monthly supply of standard equipment and a very low threshold for purchasing monster treasure. If the PCs return from the Caves of Chaos with a hoard worth $3,000\text{ gp}$, they cannot simply liquidate it at the local provisioner. The local merchants lack the liquidity. The PCs must either pay a hefty premium to ship the loot to a larger city downriver, barter directly with the Castellan for land/favors, or accidentally crash the local frontier economy by causing hyperinflation.

  • Mercenary Scarcity: The Outer Bailey tavern is not an infinite well of meat-shields. In ACKS II, a Class VI market might only generate $1\text{d}4$ Light Infantry or Bowmen candidates per month. If the players treat their retainers as disposable trap-detectors in the ravine, they will rapidly find themselves entirely alone; word spreads that expeditions with the PCs are a death sentence, drying up the local labor pool.

2. The Caves of Chaos as a Fragmented Beastman Domain

Instead of seeing the Caves as a random assortment of monster lairs, ACKS II views the ravine through the lens of Beastman Tribes and Domains. The Caves represent an active, competitive ecosystem of overlapping tribal territories fighting for the same limited resources.

Using the ACKS II domain management logic, the Ravine can be mapped out as an unstable web of tribal dynamics:

TribeACKS II Unit TypesPrimary ResourceTerritorial Strategy
KoboldsLight Infantry (Slingers), SkirmishersNumbers & Hidden TunnelsSubservient to the Hobgoblins; focus on ambush and defense.
GoblinsWolf Riders, Light InfantryMobility & Warg BreedingAttempting to secure the Wilderness Road to intercept commerce.
Orcs (Tribe A/B)Heavy Infantry, Medium InfantryMartial Might & RaidingLocked in a blood feud over hunting grounds and tribute.
HobgoblinsPhalanx Infantry, Heavy InfantryDiscipline & Tactical FortificationsFunctions as the military backbone of the ravine, policing lower tribes.
The CultCultists, Dark Pluralists, Anti-ClericsDivine Favor & Unholy RelicsThe shadow government extracting tribute to fund a chaotic node.

The Chieftain's Balance Sheet

In ACKS II, monster chieftains must pay their troops and feed their populations just like human rulers. The humanoids in the Caves are starving; the frontier is over-populated.

  • If the PCs cut off the Goblins’ access to the trade road, the Goblin Chief faces a resource crisis. To prevent a mutiny, he must either launch a desperate, suicidal assault on the Keep’s supply lines or invade the neighboring Orc territory to seize their grain stores.

  • The players can actively use Subversion and Bribery (ACKS II Criminal Syndicate rules) to fund one faction, turning a dungeon crawl into a proxy war.

3. The Castellan’s Dilemma: Garrison Costs vs. Revenue

The Castellan is not just an NPC who gives out quests; he is a Domain Ruler operating on a razor-thin financial margin.

The Keep maintains a formidable garrison: dozens of heavy footmen, crossbowmen, and cavalry. In ACKS II, the monthly upkeep for a professional military force of this size vastly outstrips the tax revenue generated by the tiny civilian population in the Outer Bailey.

+-------------------------------------------------------+
|  THE CASTELLAN'S MONTHLY LEDGER                       |
+-------------------------------------------------------+
|  REVENUE:                                             |
|    - Outer Bailey Market Taxes:              +150 gp  |
|    - Royal Borderland Subsidy:             +1,200 gp  |
+-------------------------------------------------------+
|  EXPENSES:                                            |
|    - Garrison Wages & Rations:             -1,800 gp  |
|    - Wall Fortification Maintenance:         -250 gp  |
+-------------------------------------------------------+
|  NET MONTHLY DEFICIT:                        -700 gp  |
+-------------------------------------------------------+

The Strategic Consequence

The Castellan is hemorrhaging money. The royal court in the civilized interior will only subsidize this outpost for so long before deciding the borderland is a lost cause.

  • The PC as an Investment: This financial pressure is exactly why the Castellan tolerates rowdy, heavily armed adventurers operating out of his tavern. He needs the PCs to clear the caves because his official garrison cannot leave the walls without risking the Keep falling to an immediate siege.

  • The Taxman Cometh: Once the PCs start clearing sections of the Caves, the Castellan will assert legal claim over the recovered territory under crown law. He will demand a tithing or treasure tax (typically 10% to 20%) on all bullion brought through the Keep's gates to balance his ledger, creating a natural point of friction between the party and the law.

4. The Campaign Endgame: Securing the Borderlands

The ultimate synergy between B2 and ACKS II emerges when the party survives to mid-levels ($4\text{th}–6\text{th}$ level) and shifts from mere delvers to domain rulers. The module naturally transitions from a dungeon crawl into a Borderland Clearing Simulation.

[ Level 1-3: Tactical Crawl ] ---> [ Level 4-5: Factional Sabotage ] --->
 [ Level 6+: Domain Construction ]
  - Loot for XP                      - Fund Tribal Wars                     - Clear Hexes
  - Hire Local Retainers             - Intercept Cultist Supply Lines        - Build Borderland Strongholds

From Ravine to Barony

Under ACKS II rules, to claim a domain, the wilderness hexes must be systematically "cleared" of monsters.

  1. The Purge: The Caves of Chaos cannot simply be left half-empty. If the Cult is destroyed but the Hobgoblins remain, the domain is still considered wild. The players must systematically root out or subjugate every faction.

  2. Vassalizing the Humanoids: An enterprising Lawful or Neutral PC might choose not to exterminate the remaining humanoids, but to force them into vassalage. Using the ACKS II Monstrous Vassals mechanics, a defeated Orc chieftain can swear an oath to a player character, turning the remaining cave complexes into a fortified, subterranean march that guards the PC’s new border territory.

  3. The Shadow War: If the players build a stronghold nearby, they must contend with the Unholy Node generated by the Shrine of Evil Chaos. Until the shrine is desecrated and ritually purified by a high-level cleric, it will continuously attract new chaotic monsters to the region, increasing the local Savage Encounter rate and suppressing civilian migration to the players' new lands.

5. Master Faction Conflict Table for the Borderlands

This d20 table represents the regional friction between the Keep's supply lines, the competitive humanoid tribes, and the machinations of the Cult, processed through ACKS II wilderness movement mechanics.

d20Encounter TypeFactions InvolvedEconomic / Tactical Consequence
1-2Tribal SkirmishOrcs (Tribe A) vs. GoblinsThe Orcs are executing a punitive raid on a goblin foraging party. Left alone, one side is wiped out, shifting the balance of power in the ravine.
3-4Cultist Supply InterdictionThe Cult vs. Keep CaravanHooded acolytes and undead skeletons are ambushing an iron shipment meant for the Keep's blacksmith. Success increases the cost of weapons at the Keep by 20%.
5-6The Desperate LevyKeep Garrison vs. WildernessA squad of Keep footmen is forcibly press-ganging local laborers and travelers into service to replace recent casualties. PCs must negotiate or see their preferred torchbearers drafted.
7-8Tribute CollectionHobgoblins vs. KoboldsA disciplined phalanx of Hobgoblins is extracting food and copper from a terrified pack of Kobolds. If the PCs protect the Kobolds, they earn a fragile, low-trust informant network within the Caves.
9-10The Mad Hermit’s Market DisruptorThe Hermit vs. Local EcosystemThe Mad Hermit has trapped a live monster (e.g., a Owlbear or Gray Ooze) and is attempting to steer it toward the Keep’s trade road to drive away "the civilized insects."
11-12Mercenary DesertionDisgruntled Guards vs. The Law$1\text{d}6$ heavy infantrymen have deserted the Keep due to back-pay issues and are turning to highway robbery. They possess inside knowledge of the Keep’s watch schedules.
13-14The Fens EncroachmentLizardmen vs. Orcs (Tribe B)Lizardmen from the southern swamp have traveled upriver to contest a watering hole used by the Orcs. The area is a chaotic three-way hunting ground.
15-16Underground RailroadCultist Infiltrators vs. The KeepA seemingly mundane merchant wagon leaving the Keep is caught smuggling sacrificial victims or silver out to the Shrine under the cover of night.
17-18The Warg RunGoblin Cavalry vs. Trade CaravanGoblin wolf riders are performing a hit-and-run raid on a luxury trade caravan. Wealthy merchants from the lowlands are trapped; saving them offers a direct line to Class I market financing.
19-20Total Ravine MobilizationThe Cult’s VanguardA unified force of Orcs, Goblins, and Cultists are marching to establish a forward siege camp outside the Keep's valley. The campaign sandbox has escalated to an open war footing.

Review and Use of Amazing Adventure Rpg The Brotherhood Of William St John Adventure and Sourcebook

 The Brotherhood of William St. John is a central organization and meta-campaign setting supplement created by Jason Vey for Troll Lord Games' multi-genre roleplaying game, Amazing Adventures (available in both the original SIEGE Engine and 5th Edition-compatible rulesets).



Instead of locking players into a single, restrictive world, the Brotherhood acts as a narrative through-line or "connective tissue" that enables Game Masters to link campaigns across completely different genres, eras, and tech levels.

Core Concept & Purpose

The Brotherhood is a global, long-standing adventuring society dedicated to exploration, historical preservation, the accumulation of knowledge, and defending humanity from supernatural, extraterrestrial, and terrestrial forces of evil.

Because Amazing Adventures is designed to handle everything from classic pulp to futuristic sci-fi, the Brotherhood serves a vital meta-role:

  • The Chronological Thread: The group provides a consistent legacy that cuts across centuries. Player characters can belong to the Brotherhood whether the game is set in the gritty 1800s, the pulp-era 1930s, modern times, or a space-faring future where they are known as the Knights of William St. John.

  • The Perfect Patron: It acts as a built-in "quest giver" and resource network for characters of all archetypes—providing funding, safe houses, historical archives, and high-tech or magical gadgets depending on the era.

Structure Across the Eras

The supplement details how the organization changes, adapts, and fights its shadow wars as humanity advances.

1. The Victorian Era (The 1800s)

Originating in the 19th century, the Brotherhood begins as a classic, high-society gentleman’s club of scholars, occultists, and wealthy industrialist explorers. They focus on gathering antiquities, translating forbidden texts, and combating early gothic horrors, mad scientists, and hidden cults.

2. The Pulp Era (1920s–1940s)

The definitive playground for Amazing Adventures. During this time, the Brotherhood operates globally against the backdrop of world wars, chasing down relics, stopping occult rituals, and fighting organizations like the Order of the Black Dragon.

Iconic Era Members: Prominent pre-generated heroes represent this era, including Mackie (a wealthy aviatrix philanthropist and direct descendant of William St. John who leads the team), James "Bucky" Newsome (an ace mechanic), Tennessee O'Malley, and "Savage" Steve McDermott.

3. The Modern Era

Adapting to the information age, the Brotherhood morphs into a slick, shadow-corporate agency or highly secretive NGO. They leverage computer hacking, modern espionage, and special forces tactics alongside traditional occult defenses to mitigate global, existential threats.

4. The Sci-Fi Future (Solar Burn)

Tying directly into the Amazing Adventures science fiction setting (Solar Burn), the group evolves into the Knights of William St. John. Operating out of starfighters and dealing with interstellar threats, they guard cosmic secrets and use advanced tech or psionics to fight alien threats across the galaxy.

Campaign Integration & Tools

The sourcebook is designed as a toolkit rather than a restrictive lore dump. It provides GMs with:

  • Generational Campaigns: Rules and advice for running a legacy campaign, where players control a character in the 1930s and later play that character's grandchild or ideological successor in a modern or sci-fi era.

  • Secret Societies: Profiles, stat blocks, and lore for both the factions allied with the Brotherhood and the ancient evils/conspiracies trying to destroy them.

  • Mysterious Locales: A breakdown of cross-era safe houses, hidden archives, and locations (such as the planar Rings of Brass originating from Troll Lord Games' fantasy world of Aihrde) that characters can explore or use as bases of operation

How to Use It in Your Games

The Modular Approach: You do not have to buy into the entire timeline to use this book. If you are running a standalone 1920s Cthulhu-style game using 5e rules, you can pull the modern-era Brotherhood components to give your players an instant, cohesive reason to work together.

If you do want to lean into its true purpose, it works best as a generational anchor. For example:

  1. Act I: The players play Victorian scholars who discover a cosmic artifact and lock it in a Brotherhood vault.

  2. Act II: The players roll new characters in the 1940s who must protect that same vault from enemy spies.

  3. Act III: The players roll sci-fi characters who discover the artifact has finally awakened on a distant colony planet.

Product Details

  • Publisher: Troll Lord Games

  • System: Amazing Adventures 5e (5e Compatible)

  • Author: Jason Vey

  • Art/Layout: Peter Bradley

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!