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

Water Bob

Adventurer
-- INCIDENT IN ARGOS --



At the beginning of Robert E. Howard's Conan story, Queen of the Black Coast, the mighty barbarian is seen on horseback, racing down to the wharf of Messantia with guardsmen hot on his trail. Depending on where you read, you'll find different tales--backstories to Howard's short story--depicting the details of Conan's previous time in Argos and the reason for his flight from the guards. One of the best interpretations of this backstory I have just read in issue 57 of Marvel's Conan The Barbarian comic (reprinted and digitally remastered in Dark Horse's The Chronicles of Conan Vol. 8 - Brothers of the Blade And Other Stories.)

Roy Thomas is at the top of his game here. The issue grabs you at the beginning and doesn't let go. The action is so cinematic--I saw it all play out, in real time, in my head--delivered through the art by Mike Ploog.

A couple of interesting details:



Messantia Town Guard.

Messantia town guard wears a tabard over their armor that is checkered, black and orange, at the shoulders to the breast, at which point it becomes a solid, muted tan color. Emblazoned on the chest is a design/symbol/sigil that looks to be akin to a Christian Cross, but with a wide trunk and capped off at the top so that it looks like a double letter "T". Interesting: From looking on the net, the colors of the original (the tabard) were changed when the book was remastered for the collection.

The guards wear simple conical steel caps with cloth or leather covering at the ears and the back of the neck (to keep the sun off the back of the neck?). Some, but not all, of the guards have a Shemite style wide cloth band around the brim of their helm. It seems the higher ranks have these. And some wear tebennas (capes), although it is clear that the lowest ranking guards do not wear them.

Armor, worn under the tabard, is probably either leather or chain, depending on the individual guard's station, position, or rank. Some carry polearms. There is an exciting couple of frames where a guard swings his pollaxe at Conan, who has his hands chained together. The barbarian swings his arms up, spreading his hands, taking the blow on the chain--which splits the staff of the polearm. Conan then slams his hands, again using the chain, up against he guard's head, knocking off the guardsman's helm and knocking him out. Retrieving the keys from the man's waist, Conan fumbles with freeing himself as the crowd of civilians scream and run past him. His hands free, gripping the chain, he swings it through the air so that is wraps around an approaching guard's neck, like a whip, taking that one out. Conan is the MAN!

The guards wear wide leather belts, and all have some style of sword hanging in its sheath over a hip. Legs are covered by grey-green dyed billowy wool breeches, and on the feet are worn shin-high leather boots that have large flaps that fold over like those favored by seamen. But, footwear seams to be chosen by the individual, because other similar boots are seen in the story. Lowly guardsman, sergeant, or captain, all seem to be sleeveless by tabard and armor. Some wear armbands or wrist bracers.

Note that the High Constable of Messantia is seen (from the chest up) when Conan steals his horse. Although his helm is similar, his dress looks to be much different than the guards.





The King's Coin.

At one point in the story, Conan is captured and knocked unconscious. A strange, robed figure pays to have him placed as a slave crewer on a ship. It is guards, not pirates, endeavoring in this enterprise, and, in a twist, the robed figure turns out to be one of Messantia's Judges--the same judge that holds court with Conan at the end of the tale (although Conan never makes the connection--Roy Thomas brilliant reveals this information to the reader only by highlighting a ring worn on the judge's finger).

The guardsmen are paid five dinaros for the kidnapping. I'm not sure if this translates to five silver pieces or what the coins are worth.





Sorcery!

During the tale, Conan meets an old woman with one eye. She gave one of her eyes willingly, long ago, to a Zamorian sorcerer in return for the Sight--the ability to see the future. Conan sees his future in the bowl of water the old hag has placed in front of him. He sees himself master of a ship (Queen of the Black Coast). He sees himself crowned, sitting on a throne (The Hour of the Dragon). He sees himself crucified (A Witch Shall Be Born). All stories that are in Conan's future.

Neat!





At the end of the story, Conan is a fugitive, riding the High Constable's horse, down to the docks, in hopes of finding a ship and leaving Argos swiftly...which is where Queen of the Black Coast begins!







The pics below are not the remastered versions:

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Water Bob

Adventurer
-- CONAN'S EARLY MARVEL TRAVELS --



Look up thread a bit, and you'll find a map detailing Conan's voyages with Belit aboard the Tigress on the Great Western Ocean, as depicted in the early Marvel comics. Here, below, you will find a similar map to Conan's early adventures, staring with issue #1, through two years of the series, to issue #24.

Some consider the Marvel adventures to play out in, more or less, real time. For example, when Conan begins his adventures with Belit in issue #58, she becomes a companion for 30+ issues (3 years of real time, with the book coming out once a month). Most Conan fans agree that Conan sailed with Belit for about that length of time--two to three years, which takes place between Chapter One and Chapter Two of Howard's story, Queen of the Black Coast.

Using that logic, the path that Conan took on the map below took him about two years to travel.



Marvel%2BTreasury%2BEdition%2B%2B-%2BConan%2B%25234%2B-%2BPage%2B38.jpg




1. The starting point for Marvel's series, in issue #1, where Conan is first encountered battling in a valley of Vanaheim.

2. In snowy Asgard, in the lair of the Beastmen.

3. Conan escapes the Beastmen, fleeing through Hyperborea, where, at the border, he encounters men at war, and the Grim Grey God!

4. The Tower of the Elephant! In Zamora's City of Thieves.

5. A small, nameless village on the road to Shadizar, haunted by witch. Seven drakis will buy a nice sword.

6. Shadizar!

7. The connection between #6 and #7 on the map is the Road of Kings! Point #7 is Numalia, where the events of The God In The Bowl take place.

8. Conan finds a dead city. The tale is extrapolated from one of Howard's unfinished Conan stories.

9. This area of Corintha seems to be sparsely settled, savage, and full of lost places, people, and creatures, given Conan's recent adventures. At point #9, Conan encounters a man from a long, forgotten, winged race, living in a tower or emerald.

10 - 11. A Corinthian City-State, where Rogues In The House takes place.

12. Zahmahn, a City-State of Corinthia, where Conan becomes the boy-toy of Queen Fatima.

13. Yezud, the City of the Spider God.

14. The Tower of Zukala, in the wilderness of northern Koth. Conan encounters Elric of Melnibone!

15. The Lost City of Yagala, displaced from Elric's realm. Sorcery be here!

16. This is missing as issue #16 was a reprint.

17 - 18. The Vilayet Sea. Conan encounters a version of Fafhrd and the Gray Mouser, though, here, they are called Fafnir and Blackrat. Fafnir is a red-haired Vanirman. Bal-Sagoth is an island, deep in the Vilayet, populated by an ancient people.

19. - 24. The walled Hykanian city-state of Makkalet. Thus begins one of my favorite Marvel story-lines: The War of Tarim. In this multi-issue story, you will learn much of Tarim, the god of these parts, and of Prince Yezdigerd, son of King Yildz and future King of Turan. The battle of Makkalet is AMAZING!

21. Pah-Dishah. A Hyrkanian city-state. It is here that Conan first meets Red Sonja!
 

Water Bob

Adventurer
-- MORE OF CONAN's MARVEL WANDERINGS --


This map seems to have some editing problems, especially if you read the text on the upper right hand side. This is why I didn't spend the time to annotate this one (I've actually read all of these issues recently! Check out my post above titled Incident in Argos.). Still, what is contained on the map can be useful to a Conan gamemaster or those interested in such things.



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Water Bob

Adventurer
-- HESTERM --



Hesterm is a city in the Great Eastern Desert near Samara. It was built upon the ruins of a forgotten city from a age gone by. Near it is the Temple of the Elder Queen, which has stood longer than any recorded memory.

Hesterm is the site for the barbarian's adventure,CONAN AND THE JEWELS OF HESTERM.

Interesting Note: In this tale, Conan wears the wheel pendant around his neck and uses the broadsword seen in the 1982 movie, Conan The Barbarian.

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Water Bob

Adventurer
-- REPUTATION RULES --



I always love to find inspiration for the game's rules in Howard's writings. Here, I refer to the Reputation rules found on pages 82-85 of the Second Edition Core Rulebook. With those rules in mind, read Howard's story Jewels of Gwahlur (originally titled The Servants of Bit-Yakin) and consider this passage:

Conan the Cimmerian, late of the Baracha Isles, of the Black Coast, and of many other climes where life ran wild, had come to the kingdom of Keshan following the lure of a fabled treasure that outshone the hoard of the Turanian kings.

Keshan was a barbaric kingdom lying in the eastern hinterlands of Kush where the broad grasslands merge with the forests that roll up from the south. The people were a mixed race, a dusky nobility ruling a population that was largely pure Negro. The rulers—princes and high priests—claimed descent from a white race which, in a mythical age, had ruled a kingdom whose capital city was Alkmeenon. Conflicting legends sought to explain the reason for that race's eventual downfall, and the abandonment of the city by the survivors. Equally nebulous were the tales of the Teeth of Gwahlur, the treasure of Alkmeenon. But these misty legends had been enough to bring Conan to Keshan, over vast distances of plain, riverlaced jungle, and mountains.

He had found Keshan, which in itself was considered mythical by many northern and western nations, and he had heard enough to confirm the rumors of the treasure that men called the Teeth of Gwahlur. But its hiding place he could not learn, and he was confronted with the necessity of explaining his presence in Keshan. Unattached strangers were not welcome there.

But he was not nonplussed. With cool assurance he made his offer to the stately, plumed, suspicious grandees of the barbarically magnificent court. He was a professional fighting man. In search of employment (he said) he had come to Keshan. For a price he would train the armies of Keshan and lead them against Punt, their hereditary enemy, whose recent successes in the field had aroused the fury of Keshan's irascible king.

The proposition was not so audacious as it might seem. Conan's fame had preceded him, even into distant Keshan; his exploits as a chief of the black corsairs, those wolves of the southern coasts, had made his name known, admired and feared throughout the black kingdoms. He did not refuse tests devised by the dusky lords. Skirmishes along the borders were incessant, affording the Cimmerian plenty of opportunities to demonstrate his ability at hand-to-hand fighting. His reckless ferocity impressed the lords of Keshan, already aware of his reputation as a leader of men, and the prospects seemed favorable. All Conan secretly desired was employment to give him legitimate excuse for remaining in Keshan long enough to locate the hiding place of the Teeth of Gwahlur.

-- Robert E. Howard, Jewels of Gwahlur. Clicky, clicky.


Conan's plan, among the lords of Keshan, is to rely on his reputation of the previous years as the scourge of the Black Coast in order to pull off this theft.

In game terms, he relied on the mechanics of the Reputation system provided in the Conan RPG.





"I am Conan, a Cimmerian."


"I've heard of you." Fresh interest quickened Balthus' gaze.


-- Robert E. Howard, Beyond The Black River. Clicky, clicky.
 
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Water Bob

Adventurer
-- TERROR OF THE UNKNOWN --


See page 376 of the Second Edition Conan Rulebook. In the scene below, from 1982's Conan The Barbarian, we see the rule implemented. Valeria and Subotai, both seasoned fighters who have probably seen a lot, make the save. But the wizard, he doesn't fare as well. Akiro fails the save.

Check out the scene. Akiro fails his save at about the 1:01 mark.

Conan Resurrection
 

Water Bob

Adventurer
-- DEMORALIZE OTHER --


This is a combat option of the Intimidate skill. Note that it requires a standard action when used. Look at the following link, which shows the palace room battle, in Thulsa Doom's mountain, from the 1982 movie, Conan The Barbarian. Pay attention at 0:50.

Palace Room Battle

We cut into the combat after it has started in this clip. Initiative has already been thrown. Here, though, more combatants enter the field.

Note that Conan could rush to the newcomers to engage in melee, or he could charge, or do some other maneuver. But, what he does is take the time to swing his sword around professionally and flex his muscles. Then he holds his arm out toward Rexor before he engages him in melee. Conan is taking his Standard Action to use Demoralize Other. Plus, the black woad he wears gives him a +2 bonus when attempting Demoralize Other.

Whether Rexor makes his save, it cannot be told in the clip. Does it look like Rexor is fighting with a -2 penalty modifier?





Skip down to 2:37. Here, we see Valeria use two combat maneuvers. First, she raises her sword then casually slaps her palm with the blade, looking at her new enemies. Like Conan, she is using a Standard Action to attempt to Demoralize her foes before she engages. Also like Conan, Valeria benefits from the black woad, gaining a +2 on her Demoralize attempts. From the looks of these two, I think they both failed their save and are fighting with the -2 penalty.

At 2:50, Valeria rushes to engage the two foes, but instead of moving straight towards them, she uses the Use The Battlefield combat maneuver. She uses the Tumble skill to kick off the wall, coming down on her foes hard, gaining a +2 attack bonus.





This next scene is from the 2011 Conan The Barbarian movie.

The Climax Battle At Skull Cave

Note at 2:38, Conan's attack is exactly equal to Zym's Parry AC. This results in the Lock Weapons combat maneuver. Conan definitely won the maneuver, because Zym is knocked back five feet. You can also tell that Conan rolled very high on his Lock Weapons contest, because Zym is knocked prone--and that requires Conan to roll 10+ over what is needed to beat Zym in the dicing contest.

At 3:30, Conan performs a similar move to that Valeria accomplished above. He uses the Use The Battlefield maneuver and his Tumble skill to kick off the wall, coming down on Zym, gaining a +2 attack bonus.





In this scene from the same movie:

Shairpur Outpost

You'll see Conan take a Standard Action to attempt to Demoralize Zym at 0:08.
 

Water Bob

Adventurer
-- DEMORALIZE --



Demoralizing an opponent is a combat function of the Intimidate skill. As written in the Conan 2E rules, the maneuver is very restrictive. It's an unattractive combat option, yet it is one of those tropes that defines the gritty Hyborian Age.

I suggest these simple changes to the rule to make it a more attractive option for players.



DEMORALIZE

You intimidate to weaken an opponent's resolve in combat.

Action: Standard.

Circumstance: Opponent must be in sight within 30 feet.

Effect: Roll an Intimidate check against opponent's modified level check. The modified level check is resolved as 1d20 + character level or Hit Dice + target's WIS bonus (if any) + target's modifiers on saving throws against fear. Success means opponent is Shaken (-2 attack penalty, -2 ability checks, -2 saving throws).

Shaking it off: The demoralizing effect (shaken) remains until the opponent can shake it off. Opponents can attempt to shake off the effect once per round as a Free Action. Shaking off the effect means the opponent can re-roll his modified level check against the pre-established Intimidate roll.

Try again: An opponent can only suffer one demoralizing effect at time. Multiple successful Demoralize attempts do not increase the penalizing effects. Once an opponent has shaken off the effect once, another Demoralize attempt can be made, but the opponent gains a +5 bonus to his modified level check to shake off the attempt. This bonus grows by +5 for each additional attempt thereafter (i.e. Opponent receives a +5 bonus after one shake off success, a +10 bonus after two shake off successes, a +15 bonus after three shake off successes, and so on). The opponent becomes more firmly resolved to resist the intimidator.
 

Water Bob

Adventurer
-- SECOND EDITION GRAPPLE RULES --



If you look closely, you'll see that the Grapple Rules have been re-written from that in the First and Atlantean Editions (and from standard 3E and 3.5E D&D, for that matter).

Here's a quickie look:





STARTING A GRAPPLE

1. Make an Unarmed Attack. Standard Action. But, on a success, instead of rolling damage, you instead roll a Grapple Attack as a Free Action. On a failure, the grapple is failed, and a standard action is spent. This simulates touching the target but not engaging in full blown grappling yet.

2. If the Unarmed Attack is successful, then the target of the grapple gets an Attack of Opportunity on you before you are able to roll the Free Action Grapple Attack. If the AoO does any damage against you, then the grapple check fails here. But, note that, with armor, the AoO could hit you and do no damage (armor soaked it all up), in which case the grapple attempt proceeds.

3. If the Unarmed Attack was successful, and the Attack of Opportunity did not deliver any damage (or was ignored because of the Improved Grapple Feat), then you get to roll the Free Action Grapple Attack. If successful, you are now considered to be grappling with your foe, and you move into his square as another Free Action. If you fail, you do not move and the grapple attempt ends here.

4. You can draw a light weapon using your Move Action, if you want, at this time. But, you must follow the rules in the book (you have to roll for it as your foe is trying to keep weapons out of your hands).





GRAPPLING

Once you are grappling, both you and your foe are considered to be grappling together. You can attempt one of the following actions:

1. Attack Opponent, using an Unarmed Attack, natural weapon, or light weapon. Standard Action.

2. Cast A Spell. Special.

3. Damage Opponent. By crushing his windpipe, choking, battering his head against the wall, or some other similar attack. Full Action.

4. Draw A Light Weapon. Move Action.

5. Escape From Grappling. Full Action. But, if Escape Artist is used, it's a Standard Action.

6. Move. Dragging your foe to the wall in order to bash him against it in the next round. Standard Action.

7. Retrieve Spell Component. Full Action.

8. Pin Opponent. Full Action.

9. Break Another's Pin. Full Action.

10. Use Opponent's Weapon. Standard Action.





ENDING A GRAPPLE

As a Full Action, using your Grapple Attack, or as a Standard Action, using Escape Artist, your foe can break out of the grapple by winning this toss. If successful, then you are moved out of the same square with your grappling foe to one of the immediate surrounding squares.

If your foe wants to continue the grapple at this point, your foe gets an Attack of Opportunity on you at this point unless you have the Improved Grapple Feat.

If the AoO doesn't occur, or if it doesn't deliver any damage, then you can take a Free Action to try and continue the grapple. If successful, move into the target's square and perform any Standard and Move or Full Action from the list above. If the AoO delivers even 1 point of damage, the grapple is over.
 

Water Bob

Adventurer
-- WHISPER RENO, THE INFORMATION BROKER --



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Whisper Reno
1st level Argossean Thief

Sex: Male
Age: 35
Height: 6'1"
Weight: 162 lbs.
Handedness: Right

STR: 11
DEX: 13 (+1)
CON: 11
INT: 17 (+3)
WIS: 15 (+2)
CHA: 15 (+2)

HP: 3
Fate: 4
XP: 0
Speed: 30

Parry: AC 10
Dodge: AC 12

Initiative: +4
Fort: +0
Ref: +4
Will: +2

BAB: +0
Melee: +0
Finesse: +2
Ranged: +2

Code of Honor: None

LANGUAGES: Argossean (native), Shemitish, Zingaran, Stygian, Aquilonian, Kothic, Ophirean, Pictish.

PROFECIENCY FEATS: Simple Weapon Proficiency (All), Martial Weapon Proficiency (Light and One-Handed only), Armor Proficiency (Light).

1st LEVEL FEAT: Skill Focus (Gather Information).

ABILITIES: Sneak Attack (poinard), Trap Disarming.

44 skill points (12 High INT points): 4 - Open Lock, 4 - Move Silently, 4 - Hide, 4 - Appraise, 4 - Decipher Script, 4 - Listen, 4 - Sense Motive, 2 - Knowledge (Local), 4 - Knowledge (Rumors), 4 - Diplomacy, 2 - Gather Information

Hyborian Adaptability: Knowledge (History), Knowledge (Religion)

Hyborian Background Skills: Bluff, Open Lock, Escape Artist, Move Silently

CLASS SKILLS

Strength Skills
+0 Climb
+0 Jump

Dexterity Skills
+5 Balance
+1 Escape Artist
+5 Hide

+5 Move Silently
+5 Open Lock
+1 Slight of Hand

+1 Tumble
+4 Use Rope

Intelligence Skills
+7 Appraise
+3 Craft (Herbal)
+3 Craft (Mundane)

+7 Decipher Script
+3 Disable Device
+3 Forgery

+3 Knowledge (Arcane)
+7 Knowledge (Local/Raeze Region of Argos)
+3 Knowledge (Nobility)

+7 Knowledge (Rumors)
+5 Knowledge (History) - Hyborian Adaptability Skill
+5 Knowledge (Religion) - Hyborian Adaptability Skill

Wisdom Skills
+6 Listen
+6 Profession (Sailor)
+6 Sense Motive

+2 Spot

Charisma Skills
+2 Bluff
+6 Diplomacy
+2 Disguise

+11 Gather Information
+2 Intimidate
+2 Perform



CROSS-CLASS SKILLS

Strength Skills
+0 Swim


Dexterity Skills
+2 Ride

Constitution Skills
+0 Concentration

Intelligence Skills
+3 Craft (Alchemy)
+3 Knowledge (Geography)

Wisdom Skills
+2 Heal
+2 Survival

Charisma Skills
+2 Handle Animal





CLOTHING: See the pic, above.



EQUIPMENT: Besides the miscellaneous items that you see on his person, Whisper carries a dagger, at the small of his back at his waist, and a poinard. but, Reno is not a fighting man. He's the type to use his tongue to get him out of scrapes, and that's when he can't rely on paid henchmen.



DESCRIPTION & BACKGROUND: The city of Raeze is dying. Parts of it are still burned out from King Milo's troops fighting with the remnant of Khalar Zym's forces from two years ago. Today, there is talk of plague. Raeze is at a third of its normal population as its citizens are fleeing in droves. There is no city guard. There is no government. The city just consists of those hangers on and those who refuse to leave. Trade is dying as does the city. Only one major merchant remains, Mablo the Lumber merchant, but he's muttering about leaving as well as his business is non-existent as well.

Whisper Reno was a dealer in secrets, making a decent living, when Raeze was a thriving city--the last major city on the caravan route before the border with Shem. But now, instead of fleeing with the rest, starting over in a new town, Reno sees opportunity here. He believes that Raeze will survive and grow to its height again. And when it does, Reno intends to run the town through a network of thieves, rogues, and mercenaries. He believes that he's on the ground floor of the opportunity, and he intends on building and organization and growing trade again. Who knows? He has dreams of becoming the newest Merchant Prince of Argos. He intends, first, on approaching the poor--the beggars--because he has long used them in his network of secrets. And next, although an outsider, he plans on making a deal with the Jaren, the gypsy-like people who inhabit the Shar and the neighboring region.

Suggested Play: It would be interesting, I think, to butt heads with Whisper Reno as he builds his organization. A PC thief, for example, picks the pocket of a citizen in the bazaar, and Whisper catches wind of it. Then, the thief is visited by Reno's thugs and taught a lesson, when the thief was thinking that there was no law in the city--that it would be easy pickings.

When the players see that there is no law in Raeze, they will likely not check their actions. Whisper Reno's men come in the night, unseen, here to teach a lesson that a form of law and government does exist in Raeze, and Whisper Reno is the judge, jury, and executioner.

Whisper's position may remain secret, and the PCs may not know who is behind the thugs who approach them. The PCs are told to just not do it again. I'm sure a "fine" is levied, whether that cost be satisfied in coin, gems, wealth, items, or blood.

The PCs may only know Reno as a man to buy secrets and information. Maybe they've had dealings with him in this manner, but don't realize yet that he is pulling the strings in this abandoned city.

From his pic, he certainly doesn't look like a tough guy. And, that's part of Whisper's brilliance.

Special Note: Reno has taken a recent interest in sorcery, though he tells no one about his fascination. And he hides any activity in the area as best he can. At 2nd level, it is likely that he will put max ranks into Knowledge (Arcana), and when he earns it at 3rd level, he'll get the Dabbler Feat.

This interest came about with his desire to rule Raeze from the bottom up. He thinks this dangerous track will be a tool in his pocket for his endeavors, but the more he learns of the unnatural art, the more he becomes obsessed by it. The future could mean that he cross-classes into the Scholar class, and his obsession may lead him to become a full fledged sorcerer.

Whisper Reno is ideal as a recurring character in a campaign. He grows and expands his interests and abilities as the PCs grow and expand theirs. But, he doesn't have to be a villain. And he doesn't have to be an ally, either. I picture him more as a "grey" ally for the PCs--someone they can't quite trust. But, they may do business with him. He may turn into a foe. Or, he could be a resource as long as there is something in the deal for Reno.

With 3 HP, Reno will absolutely never engage in combat. Here's where the GM must put a lot of "character" into this guy and have him survive on the power of his words only.


Whisper Reno's proper name is Reno Wok-Barstini, though few know it, truth be told. And, Reno himself rarely uses it--only in the company of the better classes.
 
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