Tuesday, May 19, 2026

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!