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Conan The RPG: Impressions + Ideas & GM Support


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Creamsteak said:
Has Mongoose compiled some somewhat complete errata for these books yet? I'm confused about a lot of little things...

Here's what they said today:

"Mass Combat i'll try and do at home this weekend so you can have it up next week. Scrolls of Skelos is at the printers and (I believe) on track for its March Release. I'll aim to also have the errata and FAQ out for you next week as well."

The official Mongoose Conan RPG forum is the best place to stay up to date:
http://www.mongoosepublishing.com/phpBB2/viewforum.php?f=8&sid=43184fdfca9df586404ed8dd0da4ab1b
 
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Started rounding up and compiling resources (with links) for any GM needing more info than the Conan RPG provides. Details on every single area ever mentioned in any Conan tale: REH, pastiche, movie or comic (including Red Sonja)! Plus, you'll find extensive details on the nations (economy, customs, society, armed forces, movers and shakers, cities, adventure sites, geography, flora and fauna, history, law, religion, etc.), including almost all the nations not covered at all in the Conan RPG: Antillia, Kambuja, Kosala, Kusan, Meru, Pathenia, Mu, Zothique (aka Mayapan). I think those will be covered (more or less) in the upcoming Hyborian Gazetteer, THE ROAD OF KINGS, but until then, here are the details some of you are probably dying for.

You can keep Conan's world vague, as Howard did, but if you want the kind of detail I like in a campaign setting---where the players constantly ask questions the RPG doesn't answer---I've got what you need, and am working on developing more. :cool:

I am trying to put together not only a list of helpful links, but also to organize some kind of GM's Adventure Design Guide, as running Hyborian Age adventures is different enough from running standard D&D that I think everyone could benefit from such a project. I welcome any contributions!

GM'S GUIDE TO CREATING HYBORIAN AGE ADVENTURES FOR CONAN RPG:
http://www.mongoosepublishing.com/phpBB2/viewtopic.php?t=1331
 

Iron_Chef said:
I am trying to put together not only a list of helpful links, but also to organize some kind of GM's Adventure Design Guide, as running Hyborian Age adventures is different enough from running standard D&D that I think everyone could benefit from such a project. I welcome any contributions!

GM'S GUIDE TO CREATING HYBORIAN AGE ADVENTURES FOR CONAN RPG:
http://www.mongoosepublishing.com/phpBB2/viewtopic.php?t=1331

Here's an example of the kind of quick adventure help I'm talking about for my guide. Please post any similar quick GM's helpers you come up with!

Here's an example of the kind of quick adventure help I'm talking about. Please post any similar quick GM's helpers you come up with!

HYBORIAN AGE ADVENTURE SEEDS #1

ZAMORA:

BORDER CROSSING GONE BAD

The party attempts to cross the border into Zamora and encounters a royal fort.

READ ALOUD TEXT IN BOLD
As you ride for the Zamoran border, a crude fort appears on the horizon with low walls of mud-fired brick. From its single, stumpy tower, the royal colors of Zamora flap listlessly in the lazy breeze.

The party are spotted, the brass horn sounded, and a file of twenty mounted Zamorian troops issue forth to greet them.

Zamorian Customs Inspector: Noble 2 (max ranks in Appraise, Search and Sense Motive and Skill Focus in Sense Motive).
Zamorian Sergeant (Veteran): Soldier 3.
Zamorian Troopers (17 Veterans): Soldier 2.

READ ALOUD TEXT IN BOLD
A file of riders issue forth from the the gate of the fort, the morning light shining off helmet and armor and spear-point. One rider bears a royal banner, its long pole resting in a socket on his stirrup. Foremost among them ride a pair of officers in cuirasses of bright steel, colorful plumes nodding from the crests of their gilded helmets. As you approach, the horsemen behind the officers move from file to line formation, spreading out to block the roadway. They halt, and the officers hold up admonitory hands, signifying that you should do likewise.

"Whence come you and what is your business?" asks the leader as the other officer reaches into a satchel tied to his saddle and removes scrolls and writing materials to record your answers.

"State your name and race."


The junior officer makes a note of each person on his scroll, while the leader perhaps makes an insulting comment about the stranger's race or appearance (if they are not obviously wealthy or nobles).

Inspector: "Have you any goods to declare?"

He is required by law to ask this, even if the party are not obviously merchants carrying trade goods. Trade goods, if present, will be taxed at the rate of 10% of their total assessed value, according to the inspector's Appraise skill check.

"We must see if any of them are on our Apprehend and Detain list," the second officer reminds his leader, who glances at him in irritation.

At this point, several of the troopers begin discussing among themselves that one of you looks passing familiar, and may be wanted by the crown for a hanging offense. Zamora keeps several lists of undesirables and wanted men at each border fort: one is the "kill on sight" list and the other is the "apprehend and detain" list.


The inspector, hearing this talk, orders the PCs to be detained and brought back to the fort for questioning, so that their identities can be verified. There are several options to avoid a fight to the death here:

1. Maintain their innocence, but bribe the inspector and his patrol no less than 10 sp per man, with 20 for the sergeant and 50 for the inspector. They will allow that perhaps the party are not on their list but as they have no way to prove whether they are wanted criminals or not, the party will be pemitted to retreat back the way they came. However, entry to Zamora will be barred to them on pain of death.

2. Hypnotize the inspector with sorcery into believing the PCs have no resemblance to the wanted men in question. The PCs will be allowed to enter Zamora unmolested, and the inspector will even forget to ask for the border fees and taxes.

3. Come quietly. The accused PCs will be stripped of weapons, armor and equipment and locked into cells while awaiting the arrival of a magistrate from Shadizar. They will receive rough treatment from guards. At the GM's discretion, and based on their behavior, non-accused party members may be passed through the border, denied entrance based on the company they keep, or arrested as suspected bandits.

Anyone crossing the border is subject to crossing fees and road taxes. Those permitted entry are issued a numbered bronze border pass stamped with the seal of the crown of Zamora. The pass is issued to the leader of the PC's party, with the warning that it must be presented upon demand to any Zamoran official or guard, and that the person holding the pass is responsible for the conduct of everyone in his party. The pass must be surrendered upon leaving the country.

ZAMORIAN BORDER CROSSING FEES AND TAXES:
Border crossing fee: 2 sp per person.
Border Pass Deposit (refunded upon leaving the country): 10 sp.
Road Tax: 1 sp per person, 5 sp per mount, 10 sp per wagon.
These fees and taxes are only assessed for entry into Zamora; there is no charge to leave the country.


OPTIONS:
If the party flees, they are pursued relentlessly for up to 10 miles. If the party attacks, the Zamorian sergeant sounds his brass horn and more troops come to their aid from the fort, twenty at a time. The fort contains a total of 100 mounted soldiers, including a commander who is a level 5 soldier. The total of 100 includes the 20 who have ridden out to meet the party. Those who attack a Zamoran customs inspector or a Zamoran patrol are to be put to death. Those who commit these murders and escape are added to the national "Kill on sight" list.

If the party is imprisoned, the GM has several options:

1. Let the magistrate come so the party can prove their innocence. The magistrate takes seven to ten days to arrive and the PCs are judged guilty until proven innocent. PCs who are on the "kill on sight" list but maintain they are not the persons so charged and surrender quietly are not killed on sight but held for "official identification" after the magistrate arrives (with witnesses to identify the guilty, if possible). As the accused have no goods, they have little to bargain with...

2. While the party awaits the arrival of the magistrate, the fort is attacked by a superior force and the PCs are either turned loose to help fight the mutual menace as a last desperate measure by the commander, or are rescued by the opposing force. The opposing force may be made of Kezankian or Karpashian hillmen, bandits (perhaps their leader is also imprisoned in the fort), or an evil sorcerer who believes the imprisoned PCs know the location of a valuable magical treasure. The PCs may have to "prove" themselves to their benefactors before being released.

This encounter adapted from CONAN AND THE AMAZON, by John Maddox Roberts.
_________________
IRON_CHEF
d20 House Rules whipped up like fine cuisine. Bork! Bork! Bork!
 
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