Showing posts with label Amazing Adventure Adventures Rpg. Show all posts
Showing posts with label Amazing Adventure Adventures Rpg. Show all posts

Tuesday, September 15, 2026

OSR Adventure Fodder - d100 random encounter table designed for a high-octane 1930s pulp adventure, optimized for Amazing Adventures (using SIEGE Engine / d20 OSR math)

 Here is a d100 random encounter table designed for a high-octane 1930s pulp adventure, optimized for Amazing Adventures (using SIEGE Engine / d20 OSR math) while drawing on the tropes, villains, and modules of the Pulps. This post picks up from OSR Campaign Slab - Amazing Adventures Rpg - Weird War II Campaign



Pulp Adventure Wilderness & Remote Front-Line Encounters (d100)

  • SIEGE Check Base: Primary = CL 12 | Secondary = CL 18.

  • Fate Points: Major threats allow spending 1 Fate Point to double effect or avoid instant death.

d100Encounter / EventMechanics & Features
01–05Rogue Biplane StrafeAn unflagged Curtiss Jenny dives out of the clouds with machine guns blazing. Vehicle HD 4, AC 15, Pilot SIEGE Dexterity check to evade.
06–10Cult of the Obsidian Eye2d6 Cultist Zealots ambush from concealment, wielding poisoned kris daggers. HD 1, AC 12, Poison requires SIEGE Constitution check.
11–15Thundering StampedeA panicked herd of rhinos, dinosaurs, or wild cattle charges through camp. SIEGE Dexterity or Strength check to dodge/divert; failure = 3d6 bludgeoning.
16–20Mercenary Patrol (Thule Syndicate / Red Star)1d6+2 uniformed mercenaries led by a ruthless Squad Leader with a Thompson submachine gun. HD 2 (Leader HD 4), AC 14, Automatic Fire rules apply.
21–25Quicksand / Tar Pit HazardThe lead character steps into treacherous mud or ancient pitch. SIEGE Strength check to break free before sinking in 1d4 rounds.
26–30Mad Scientist’s AutomatonA clanking, 8-foot brass automaton powered by a glowing vacuum tube heart. HD 6, AC 18 (Hardness 5), Vulnerable to electricity or targeting the heart tube.
31–35Rival Archaeologist / Treasure HunterA charismatic rival (e.g., Femme Fatale or Dashing Rogue) offers a temporary truce—or steals a key map fragment while camp sleeps. SIEGE Wisdom (Insight) to catch.
36–40Cryptid Attack (Yeti / Ape-Man)A giant primeval ape hurls boulders from high cliffs before charging into melee. HD 5, AC 14, Hurls boulders (2d8 damage, Range 60 ft).
41–45Ruin Trap: Pressure Plate & PendulumCollapsing ancient ruins trigger a swinging blade or dart volley. SIEGE Dexterity check to avoid; 2d10 damage.
46–50Stranded Airship / Plane WreckA downed cargo plane suspended in the jungle canopy. Contains 1d4 supply crates (Ammo, Rations, Dynamite) guarded by starving predators.
51–55Venomous Swarm (Locusts / Driver Ants)A wall of biting insects sweeps through the area. Requires immediate movement or fire/smoke to disperse; 1d4 damage/round + blindness.
56–60The Mysterious Hermit / MysticAn old monk or exiled scholar who shares a cryptogram leading to a nearby tomb if treated with respect.
61–65Ghost Ship / Derelict Truck ConvoyAbandoned vehicles with strange, frost-covered interior or burnt markings—hints at occult experiments nearby.
66–70Occult Ritual in ProgressA High Priest and 1d4+1 acolytes channeling a dimensional rift. A summoned Lesser Fiend or Shadow Horror emerges in 1d4 turns if unbroken.
71–75Poison Dart Trap NetworkHidden tripwires set by hostile native tribes guarding forbidden borders. SIEGE Intelligence or Wisdom check to spot; 1d6 damage + Sleep Venom.
76–80Armored Half-Track PatrolA heavily armored truck with a mounted machine gun or flamethrower patrolling dirt trails. Vehicle HD 6, AC 17, Mounted Gun 3d6 damage.
81–85Volcanic Fissure / Earth TremorThe ground splits open emitting toxic sulfur gas. SIEGE Constitution check or suffer 1d6 poison damage and choking.
86–90Giant Reptile / MegalaniaA 20-foot monitor lizard or surviving Carnotaurus hunting for meat. HD 7, AC 15, Bite & Grab attack (2d8+4).
91–95Hypnotic Sound / Psychic ResonanceA strange frequency emanating from an ancient monolith. SIEGE Charisma check or become charmed/confused for 1d6 rounds.
96–99The Nemesis ArrivesThe campaign’s recurring Mastermind or Archnemesis appears with 2d4 elite henchmen, demanding an artifact or offering a sinister ultimatum.
100Ancient Kaiju / Awoken Elder EntityThe earth shakes as a massive 50-foot guardian construct or elder beast rouses from slumber. HD 12+, Requires heavy explosives, artillery, or ancient levers to defeat.

Running Encounters in Amazing Adventures

  • Initiative: Simple d6 roll per side (High roll goes first).

  • Cinematic Action Checks: Allow players to use Fate Points or attempt creative SIEGE attribute checks (e.g., swinging on vines using Dexterity, shooting fuel tanks using Intelligence) to resolve combat through pulp spectacle rather than slow attrition.

Wednesday, September 9, 2026

OSR Campaign Slab - Amazing Adventures Rpg - Weird War II Campaign

One of the OSR campaigns that I've been tossing around is a Weird War II Amazing Adventures campaign setting. 

Amazing Adventures is having  Codex Monstorum Kickstarter style campaign & to get ahead of the curve I decided to kick up a Weird War II campaign. Here's what I've got so far in my notes and such. 

 Troll Lord Games’ Amazing Adventures (built on the SIEGE Engine) is ideal for a Weird War II campaign, blending gritty 1940s military action with occult horror, superscience, and dieselpunk elements.

Campaign Overview: Operation: Götterdämmerung

  • Tone: Gritty survival horror meets high-pulp action (Wolfenstein meets Where Eagles Dare).

  • Core Conflict: As the axis forces face conventional collapse, their clandestine occult wing—the Ahnenerbe—and their military science division—the Waffen-SS Wunderwaffe Directorate—unearth ancient horrors and alien technology to rewrite the war's outcome.

  • Player Character Roles: An elite joint-allied unit (OSS agents, British SOE operatives, resistance fighters, defector scientists, and occult investigators) tasked with sabotage, asset retrieval, and neutralizing paranormal threats.

Key Campaign Mechanics (SIEGE Engine Adjustments)

  • Sanity / Stress System: Exposure to eldritch horrors or resurrected legions requires a Wisdom Check (Challenge Base 12/18). Failure incurs temporary insanity, phobias, or cumulative Willpower penalties.

  • Guns & Steel: Firearms follow standard Amazing Adventures modern weapon rules, but Wunderwaffe weapons (Vril-blast rifles, tesla cannons) add dynamic energy damage types and hazard risks on critical fails.

Timeline of Events (1939–1946)

YearEvent NameCampaign Lore & Mission Hooks
1939The Thule ExcavationsThe Ahnenerbe begins massive archaeological digs in Antarctica, Tibet, and Norway, recovering hyperborean artifacts, precursor metals, and black-earth rituals.
1940The Black Sun RisesHeinrich Himmler consecrates Wewelsburg Castle as an occult nexus. Axis occultists summon the first batch of bound entities to serve as night-guards and infiltrators.
1941Operation: NecromancerDuring the invasion of the USSR, specialized SS units use dark rituals to reanimate fallen soldiers on the Eastern Front, creating the first Nacht-Grenadiers (undead shock troops).
1942The Vril BreakthroughNazi scientists successfully harness Vril energy from precursor artifacts, powering jet prototypes, early walker-tanks (Panzer-Mechs), and directed-energy weaponry.
1943The Oslo IncidentCampaign Mission 1: Allied intelligence learns of a heavy-water facility in Norway that isn't making atomic weapons, but opening a rift to a dark dimension. PCs infiltrate to sabotage the gate.
1944D-Day & The Blood MoonNormandy landing forces encounter not just pillboxes, but chemical-beast hybrids and mechanized exosuits. Allies establish the Special Occult Taskforce (SOT-8).
1945The Berlin EclipseAs Soviet and Allied forces close in on Berlin, Hitler retreats to an underground bunker complex housing an ancient subterranean temple. The Nazi leadership attempts a ritual to pull Berlin out of linear time.
1946The Weird War (Alternate Continuity)Berlin is encased in an impenetrable black barrier. The war drags on as Allied forces battle mutant-plagued battlefields, V2 rockets bearing occult payloads, and rogue warlords wielding alien technology.

Major Factions

  • The Special Occult Taskforce (SOT-8): The PCs' sponsor organization, combining OSS field agents, British decipherers, and esoteric scholars.

  • The SS-Ahnenerbe & Order of the Black Sun: The primary antagonists, led by high-ranking occultists seeking divine ascension and demonic bargains.

  • The Iron Legion (Eisen-Legion): Mechanized infantry units utilizing Vril-powered armor and cybernetic augmentations.

  • The Underground Resistance: European partisans who have adapted to fighting both conventional occupiers and unnatural monstrosities.

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