D&D General GM's Closet for the CONAN RPG

Water Bob

Adventurer
CONVERTING D20 CREATURES TO CONAN



Click on the link.

This is a document, created when Mongoose's Conan d20 RPG was a fresh, new shiny item on the game store's shelves, will help GMs convert creatures from the various OGL tomes for use in a game set during the Hyborian Age. Note that Berin Kinsman wrote this document for the first edition of the Conan RPG (but it can be useful for second edition Conan RPG users, too).
 

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Water Bob

Adventurer
Working Together


Don't under estimate the strength of numbers. Let's say a high level, armored, Aquilonian Soldier is single handedly taking on three Picts. The Picts have poor, primitive weapons, and all three are 1st level Barbarian Picts. Try as they might, their weapons cannot penetrate the Soldier's armored defense.

If the Picts just keep whacking at the Soldier, the Aquilonian will make short work of them easily enough. So, the Picts need new tactics. They've got to work together.

In this situation, I can think of a few ways for the Picts to take advantage of their superior numbers and take down the Soldier. Take a look at some of the Group Tactics suggestions on page 397 of the core rulebook.

Aid Another - If two of the Picts use Aid Another, benefiting the best Finesse fighter of the three, then that Pict will gain +4 to his attack throws against the Aquilonian.

Surround The Enemy - Keep tactical positions around the Soldier so that the Picts benefit from the Flanking and Multiple Opponents rules. These bonuses can also help with Finesse attacks. Since the Multiple Opponent attack bonus increases with each additional attacker, make sure that the best Finesse fighter among the Picts attacks last--so that he gains the biggest attack bonus. The Delay action can be used to coordinate attacks.

Grapple - If one Pict Grapples the Aquilonian, then the Soldier loses the ability to Dodge the other two. In addition, the three Picts could work together to pull down and pin the Aquilonian, then use the Helpless Defender rule from page 198.

See the other ideas on page 397.
 

Water Bob

Adventurer
Restrictive Armor

- Optional Rule -




Conan tends to favor combat unencumbered, where he is light on his feet, able to side-step a thrust and quickly follow up with a counter move. Thick types of armor tend to impede Conan's actions, though the mighty barbarian has learned the value of armor. In the story Beyond The Black River, Balthus asks Conan how he escaped a hoard of howling Picts. The Cimmerian replies, "'If more borderers would wear harness there'd be fewer skulls hanging on the altar-huts."

But, in the story Black Colossus, Conan is presented with full plate armor.


Yasmela disappeared again through the curtains and clapped her hands for her slaves.

At her command they brought harness to replace Conan's chain-mail – gorget, sollerets, cuirass, pauldrons, jambes, cuisses and sallet. When Yasmela again drew the curtains, a Conan in burnished steel stood before his audience. Clad in the platearmor, vizor lifted and dark face shadowed by the black plumes that nodded above his helmet, there was a grim impressiveness about him that even Thespides grudgingly noted. A jest died suddenly on Amalric's lips.

"By Mitra," said he slowly, "I never expected to see you cased in coat-armor, but you do not put it to shame. By my fingerbones, Conan, I have seen kings who wore their harness less regally than you!"


But, before the battle with Natohk's army, Conan swings off his horse and...


There Conan halted, swinging off his horse. He had discarded the plate-armor for the more familiar chain-mail.


There is little in the Conan RPG to represent this preference mechanically. This optional rule will bring that Conan flavor to your game.





- CRITICAL FUMBLE -

On page 169 of the 2E Conan rules, it is stated that a natural one rolled on an attack throw is an automatic miss. This Critical Fumble rule adds to the Automatic Miss rule by also indicating that a natural one on the attack throw may also be a Critical Fumble.

The GUSTUD rule is discussed earlier in this thread, and here, with this optional rule, the GUSTUD rule is slightly modified.

When a Critical Fumble is thrown, the attacker has opened himself up to a particular type of free attack by his enemy. This only applies to melee. The Restrictive Armor rule is not incurred by thrown weapon or missile weapon combat.

Critical Fumbles are akin to Critical Threats. Armor dictates a Critical Fumble number in the same way that weapons dictate Critical Threat ranges. Critical Fumbles can be scored on a natural roll of one, two, or three (or more), depending on the amount of restrictive armor worn.

Characters wearing no armor are not subject to Critical Fumbles. A natural one thrown on the attack die is regarded as an automatic miss, per the rule on page 169. As a character wears more restrictive armor, the character will gain higher Critical Fumble numbers, making it easier and easier for him to stumble and give his enemy a free attack.

Any Critical Fumble attack is made as an Immediate Action as defined on page 181 and does not count against an opponent's number of attacks for the combat round.





- GUSTUD -
When a Critical Fumble is thrown, one of six randomly chosen outcomes can happen. This is the GUSTUD rule. "GUSTUD" is an acronym for the six possible types of Critical Fumble attacks.

Attacks of Opportunity: Normally, with most of the attacks described below, the character is given an Attack of Opportunity first before his opponent is allowed to attempt the attack. With Critical Fumbles, characters do not benefit from the usual appropriate AoOs (as is the case with the optional Weapon Breakage rule described on page 174). Thus, if a character rolls a natural one, giving his opponent a free grapple attempt against the character, the character does not get the usual Attack of Opportunity before the grapple attack is made.

1. Grapple - The character opens himself up to a grapple attempt by his enemy.

2. Unarmed Attack - The character opens himself up to a punch or a kick by his opponent. The normal Unarmed Attack rules aplly. Any damage delivered will be non-lethal unless a -4 attack penalty is used.

3. Sunder - The character defends himself in such a way that his opponent gains a sunder attack against him. If the character is usuing a shield, then the Sunder attempt must be against the shield. Otherwise, the Sunder attempt is made against the weapon the character is using.

4. Trip - The character moves in such a way that his opponent can easily trip him. If the opponent is not using a weapon capable of trip attacks, then the trip is made using an Unarmed Attack, as described on page 212.

5. Unarmed Attack - The same as described in result #2 above.

6. Disarm - The character's opponent is given a free attempt to disarm the character using the rules on page 206.





- A GOOD IDEA? -

It is not always in the best interests of an opponent to take advantage of the free attack offered by the Critical Fumble rule. An opponent may not find it advantageous to change the nature of a fight by attempting a grapple with a strong character while losing the potential damage delivered by his weapon (only light weapons can be used while grappling, and thus a broadsword, doing 1d10 damage, is reduced to the 1d4 damage of its pommel while the wielder is striking with it during a grapple situation). If the opponent's trip attempt fails, then the character is given a chance to trip the opponent in turn, per the rule on page 212. When opponent's disarm attempts fail, the character can try, in turn, to disarm his opponent.

Rolling a Critical Fumble does not automatically indicated a hindrance to the character. Opponent's Unarmed Attacks fail to hit. Sunder attempts fail to damage the targeted item. And, sometimes, a Critical Fumble can become a benefit to the character, as when an opponent's trip or disarm attempts fail, and the character is successful in turning those attacks around, instead tripping or disarming the opponent.





- CRITICAL FUMBLE NUMBER -

A Critical Fumble number is created for a character in a like manner to the character's Critical Threat Range. Where the threat range is determined by the weapon the character uses, the fumble number is determined by the restrictiveness of his armor.

Restrictiveness is determined by the total Armor Check Penalty (including any helm) suffered by the character. Where the Armor Check Penalty applies to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Slight of Hand, and Tumble tests (and where double the penalty is applied to Swimming checks, while helmet-only penalties are applied to Spot and Listen checks), a third of the total Armor Check Penalty creates the character's Critical Fumble number (drop any fractions).

For example, Cimmerians are sometimes seen wearing a helm, loin cloth, boots, and shield. This result in no restrictiveness at all. The Cimmerian's total ACP is 0 for the steel cap plus 2 for the targe. Divide by 3 and drop fractions results in zero restrictiveness. If the Cimmerian rolls a natural one on an attack, then it is an automatic miss only. The Critical Fumble Rule does not apply.

But, if that same Cimmerian adds a Leather Jerkin, then his total ACP becomes 3 (Steel Cap is 0, Targe is 2, Leather Jerkin is 1), meaning the character now has a Critical Fumble number of one. Whenever the character rolls a natural one, the attack is an automatic miss, and the Cimmerian moved in such a way that he opened himself up to one of the GUSTUD attacks (determined randomly) by his opponent.

If the Cimmerian encounters a Vanir warrior wearing a scale corselet and great horned helm, using targe and axe, the Vanir's Critical Fumble number is 2 (+4 Scale Corselet, +2 Great Helm, +2 Targe = 8. 8/3 = 2). If the Vanir throws a natural one or natural two on his attack, then the Cimmerian will gain a free GUSTUD attack upon him.

When the Nemedian knights take the field, they are in full plate armor, visor down, using lance and large shield. These knights, as encumbered as they are, have Critical Fumble numbers of 4 (+6 Plate, +2 Visor Down, +4 Large Shield). They are so encumbered that, each attack, they have a 20% chance of giving their opponent a GUSTUD free attack against them (but, the GUSTUD attack is likely to do little damage because the DR rating for these nights is DR 12 plus the +4 Parry AC they get from the shield!).





- CONAN'S PREFERENCE -

Yes, it's quite a bit of text I wrote to explain this optional rule. But, I endeavored to be complete. Once you read it and understand it, though, you'll see that the rule is as easy to implement in a game as the usual Critical Threat rule that you use every time an attack throw is made.

Plus, the rule gives characters something to think about when choosing armor. Like Conan, character will balance the protection armor brings them to the disadvantage of the GUSTUD rule, which simulates a penalty to restrive movement on the battlefield.
 

Water Bob

Adventurer
Locking Weapons and the Optional Rule




So, on page 209 of the 2E Core Rulebook, you'll see a special rule about locking weapons. Whenever a character's attack roll exactly equals his opponent's Parry AC, the attack is not successful (as it normally would be). Instead, the two characters are considered to have locked weapons. Both characters makes opposed grapple checks. The winner may choose (doesn't have to) to knock the loser back five feet. If the winner's check is 10 or more points higher than his opponent, then the loser is knocked back five feet and is also knocked prone!


That's a pretty cut and dry rule.


This makes Parrying a bit more effective (than Dodging), since an attack that would normally hit is not considered a hit, but the hit is traded for the opposed grapple check.


Where it gets a bit confusing is on page 174, under the optional Weapon Breakage rule. There, it says when a character's attack throw is exactly equal to his opponent's Parry AC, the attack is not considered a successful hit against the character's enemy. But, the attack is considered a successful Sunder attack against the character's weapon. Damage that would normally be placed upon the opponent is transferred to the opponent's weapon.


How do you reconcile these two rules?


I spoke about this earlier in the thread, but after several combats, I've simplified things. This is how I do it.






WHENEVER ATTACK = PARRY AC


1. If defender is using a shield, use the optional rule from page 174. The attack becomes a successful Sunder attack against the character's shield.


2. If the defender is not using a shield, then he is parrying with his weapon. Here, two things happen. First, use the optional rule from page 174 and consider that attack a successful Sunder attempt against the defender's weapon. If the weapon withstands the sunder blow and is still intact, then proceed to use the rule from page 209 and roll the opposed grapple checks.


In short: Attack = Parry AC means a sunder against opponent's shield. If the defender does not have a shield, then assume a sunder against the opponent's weapon and then lock weapons if the defender's weapon did not break.
 

Water Bob

Adventurer
DAMAGING ARMOR & DAMAGE CHARACTERS






I'm adding nothing new here--just making a clarification from several different parts of the book. First, look at page 179. Any single attack that does 20 points or more damage, before armor is taken into account, will also damage the defender's armor. Roll 1d4 and reduce the Damage Resistance rating of the defender's armor by that amount. If the armor is reduced to DR 0 or less, then the armor is completely destroyed.


From page 157, we are directed to always apply damage to armor first before applying any damage to the defender's helmet. The helmet is always last to receive damage unless the GM's description of the combat dictates something different.


Page 179 provides us with an optional rule. If armor absorbs all of the damage from a blow, then apply one point of non-lethal damage on the defender to account for the bumps, bruises, and minor concussions that the defender did take.


The Massive Damage rule on page 189 is the main reason I wrote this post. With armor, above, 20 points of damage from a single blow leads to automatic damage on the defender's armor (as well as the hit points of damage applied to the character). This happens any time 20+ points of damage are scored from a single blow, regardless of damage reduction from armor.


The Massive Damage rule considers armor. Any single blow that scores 20+ points of damage after reduction from armor indicates that the Massive Damage rule should be enforced. The character must make a Fortitude Saving Throw at DC 10 + half damage.


It's important to distinguish that armor is damaged from a 20+ blow before armor is considered, and the Massive Damage rule is used when 20+ points of damage is scored from a single hit after armor is considered.
 

Water Bob

Adventurer
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Water Bob

Adventurer
Restrictive Armor

- Optional Rule -

In the post above, I suggest a new way to use the GUSTUD rule so that the game provides a mechanical preference for lighter armors as Conan is seen to prefer in the stories. Instead of using the Armor Check Penalty, divided by three, to find the GUSTUD number, a more simple way is change the GUSTUD number is to set it by armor type.


No Armor = No Critical Fumble Number.


Light Armor = CFN 1


Medium Armor = CFN 2


Heavy Armor = CFN 3








This is easier to apply to a game, but note that this option is not the same as I suggest in the original post. With the first suggestion, a character can actually wear some armor (up to ACP -3) and still not have a CFN. This gives the character some room for some sparse protection, especially if using the partial armor rules in the Barbaric supplements.


Also, with the original suggestion, CFNs higher than 3 are possible, if a character is heavily armored with high ACP of -12 or more.
 

Water Bob

Adventurer
- ARMORED SLEEVE -






This is described in the Argos And Zingara hardback, in the gladiator section (see page 15). They are primarily used to parry blows, providing a +1 bonus to Parry AC as well as +1 Damage Reduction.


Alternatively, the Barbaric third party supplements provide partial armor rules.


Conan_20.jpg
 
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Water Bob

Adventurer
Geographic Index of S&P Conan Articles


Signs & Portents is the house gaming magazine of Mongoose Publishing, the company that published the Conan Roleplaying Game. Most issues of S&P are available free for download at the Mongoose web site. See the sticky topic in the Other Games forum on that site for an index of articles.






AQUILONIA


What's In A Name? (Aquilonian Names)


Gambling (Hyborian gambling games and rules useable anywhere)


Noble Followers (useable with any nobles of any land)


Alternative Borderer Combat Styles (Aquilonian Arbalester; Gunderland Pike Fighter)


Hyborian Age Monsters (Ankou; Korrigan)










ARGOS


Bitter Oranges (back and forth across Argos/Zingaran border)


Hunting The Falcon (Messantia and surrounding area)


The Dagger (Argossean dagger)


Healers and Gladiators (new classes: Healer, Gladiator)


Gladiators of Messantia (look at gladitorial combat)


Alternative Borderer Combat Styles (Argossean Ghoul Hunter)










BLACK KINGDOMS


Alternative Borderer Combat Styles (Northern Tribesman Spear Fighter; Southern Black Kingdom Bare Handed Fighter)


Wildlife & Monsters in Atlaia


Pygmies of the Hyborian Age (new races: Mzatu, Mbesi, B'Akkah)










BORDER KINGDOM


Cimmerian Moons (into Border Kingdom and possibly beyond)


Hyborian Age Monsters (Leanan Sidhe; Mulo)










BRYTHUNIA


Hyborian Age Monsters (Baobhan Sith; Bitang; Liderc; Foldi Ordog; Pricolici; Rusalka; Strigoi Mort)


Man's Best Friend (in depth on dogs and training, useable anywhere)










CIMMERIA


Cimmerian Moons (into Border Kingdom and possibly beyond)


The Dagger (Cimmerian dirk)


A Field Guide to Creatures of the Hyborian Age (Grey Man-Apes)


Ten Reasons to Leave Cimmeria


Hyborian Age Monsters (Baobhan Sith; Leanan Sidhe)










CORINTHIA


Gambling (Corinthian Flop)


Hyborian Age Monsters (Bitang; Callicantzaros; Vrykolaka)










DARFAR


Alternative Borderer Combat Styles (Defari Meat Hunter)










EASTERN DESERT


Hyborian Age Monsters (Al Basti)










HYRKANIA


The Dagger (Hyrkanian dagger)


A Field Guide to Creatures of the Hyborian Age (Grey Man-Apes)


Monsters of Legend (Ur, First Among Apes, jungles of the east)


Mount Yimsha (Himelian Mountains)


Hyborian Age Monsters (Erestuny)


Manly Games & Festivals (Hyrkanian style)


Body & Spirit (Hyrkanian medicine and religion)


The People of the Felt Walls (focus on: Hyrkanian Steppe Nomads)










HYPERBOREA


The Dagger (Hyperborean dagger)


A Field Guide to Creatures of the Hyborian Age (Grey Man-Apes)


Dead Eyes (Graaskal Mountains and beyond)


The Saami (new race)


Alternative Borderer Combat Styles (Saami Lassoer)


Hyborian Age Monsters (Gjenganger)










IRANISTAN


A Field Guide to Creatures of the Hyborian Age (Grey Man-Apes)


Sons of Anshan (new race: Iranistani)










KHAURAN


Hyborian Age Monsters (Okostnik)


Wine of the Gods (Kyros to Korshemish)










KHITAI


The Dagger (Khitan tarrant)


A Field Guide to Creatures of the Hyborian Age (Grey Man-Apes)


The Bloodling (creature useable elsewhere)


The Martial Disciple (new class useable in other areas)


Monsters of Legend (Ku-ir Shah, The Dream Tiger)


Alternative Borderer Combat Styles (Khitan Staff Fighter)










KOTH


The Dagger (Kothic dagger)


The Scarlet Citadel (Khorshemish)


Hyborian Age Monsters (Obour; Okostnik; Ustrel; Vrykolaka)


Wine of the Gods (Kyros to Korshemish)










KUSH


The Dagger (Aphaki dagger)


Xuthal (in depth look)


Alternative Borderer Combat Styles (Kushite Spear Fighter)


Wildlife & Monsters in Atlaia (wildlife in Kush)










NEMEDIA


The Pits Where Mad Things Drum (Darkwood)


Of Chariots and Acheronians (new race: Acheronian)


The Vault of Thedipides (Numalia)


Hyborian Age Monsters (Nemedian Vampire; Nachzehrer)


Horror in Numalia (Numalia)










NORDHEIM


A Field Guide to Creatures of the Hyborian Age (Grey Man-Apes)


Gambling (Asgardian Gambit)


The Saami (new race)


The Temple of Tears (Aesir village of Ansuz and surroundings)


Monsters of Legend (Helbjorn, The Ice Bear)


Alternative Borderer Combat Styles (Nordheimr War Sword Wielder; Saami Lassoer)


Hyborian Age Monsters (Draugr; Leanan Sidhe; Gast; Gjenganger)










PICT WILDERNESS


Piercing Magic (sorcery type useable in many areas)


The Dagger (Pictish copper dagger)


Monsters of Legend (The Ghost of Pict-Land)










SHEM


The Dagger (Shemite dagger)


Gambling (Seven Shemite Nights)


The Staff of Ibis (Shem to Stygia)


Wine of the Gods (Kyros to Korshemish)










STYGIA


The Houses of Set (anywhere where there's a temple to Set)


The Dagger (Stygian Charioteer dagger)


Of Chariots and Acheronians (Chariot Rules; Stygian and Acheronian chariots plus new race: Acheronian)


The Palace of Cetriss (Dragon's Spine)


Stygian Spells (useable anywhere)


The Ark of Delight (travels coast)


The Staff of Ibis (Shem to Stygia)


Hyborian Age Monsters (Balaur useable anywhere)










TURAN


To Save A Kingdom (Samara; Misty Mountains; Vendhya; Khawarizm)


Aghrapur (in depth look)


Mount Yimsha (Himelian Mountains)


Alternative Borderer Combat Styles (Turanian Calvary Man)


Hyborian Age Monsters (Al Basti; Chesme)










VENDHYA


The Dagger (Vendhyan dagger)


A Field Guide to Creatures of the Hyborian Age (Grey Man-Apes)


New Armour (thief focussed armor, such as the Vendhyan Sash)


To Save A Kingdom (Samara; Misty Mountains; Vendhya; Khawarizm)


Mount Yimsha (Himelian Mountains)










VILAYET SEA


Gambling (Islander Bones)


Hyborian Age Monsters (Al Basti)










WESTERN OCEAN


The Dagger (Barachan Dagger)


Barachan Isles (Tortage and surroundings)


Gambling (Islander Bones)


Ghost of the Deep (Zingaran ship, adventure at sea, and shipwrecked on island)


The Ark of Delight (travels coast)


Alternative Borderer Combat Styles (Southern Islander Swimmer)










ZAMORA


The Dagger (Lower Zamorian dagger; Noble Zamorian dagger)


The Underhanded Side of Sorcery (new sorcery styles useable elsewhere)


A Field Guide to Creatures of the Hyborian Age (Zamorian Black Man-Apes)


New Armour (thief focussed armor, such as the Zamorian Shadow Robe)


Sneak Attack! (new sneak attack styles)


Scenarios for Shadizar (adventure ideas)


The Book of the Elephant (desert to Shadizar)










ZINGARA


Bitter Oranges (back and forth across Argos/Zingaran border)


The Dagger (Zingaran Boatman dagger)


Gambling (Zingaran Aces)


Ghost of the Deep (Zingaran ship, adventure at sea, and shipwrecked on island)


Alternative Borderer Combat Styles (Zingaran Ghoul Hunter; Zingaran Serpent Hunter)
 
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