• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

Conan The RPG: Impressions + Ideas & GM Support

HYBORIAN AGE ADVENTURE SEEDS #2

FEATHERS FLY AT THE RED EAGLE


The party are strangers in town and inquire of a street vendor where they might find lodging and a meal. This encounter is suitable for anywhere outside Zamora (or modified for use inside Zamora by removing reference to Arpad's cheek brand or changing its country of origin). ;)

READ ALOUD TEXT IN BOLD
"I think men such as you will served best at the Red Eagle," the vendor says pointing toward a low stone building with one side painted with the huge, crude image of a splay-winged bird, its beak cruelly hooked. "It is the favored hangout for rogues and thieves. There are few men of any other sort in this town, but the hardest cases go to the Red Eagle."

The PCs go toward the inn.

READ ALOUD TEXT IN BOLD
"As you draw nearer to the building, the gathering darkness reveals lights glowing in many of its small windows. There is sufficient twilight left to see that it has ben covered with an improvised roof of thatch. A well and several ater troughs stand before the building, and a number of horses, mules, asses and camels drink there or stand chewing their cud or nudging one another in lethargic boredom."

The PCs enter the inn.

READ ALOUD TEXT IN BOLD
"You duck beneath the low lintel of heavy timbers and enter, descending four steps until you stand in the Red Eagle's main room. Candles and slall totches provide adequate illumination, revealing that the furnishings are of the most varied sort. There are some long tables with benches, smaller round or square tables surrounded by chairs, and low, drum-like tables for those who prefer to sit upon the straw-covered floor.

At one end of the room is a bar made of a heavy stone slab laid atop massive blocks. Behind it stands a man only slightly less massive, with tree-trunk arms and legs and a belly that strains the limits of his leather apron. His shaven pate is tattooed with brightly coloerd flowers, and an unswept mustache frames a broken nose gleaming with jeweled studs. Behind him, kegs, wineskins and clay pots are arranged on shelves amid flagons, clay cups and leather jacks.

The place is crowded, with men seated around every table. Dice rattle in cups, and the counters of a half-score games of chance change hands along with the wagers. To one side, men cast daggers at a crude woden target. The drinkers seated just beneath the target ignore the weapons whizzing over their heads.

Most of the men pause in their activities to study you, and then, satisfied, return to their pursuits. At least one, however, seems offended by you. As you pass his long table, the man leans out and makes an insulting show of studying you, his nose wrinkling in obvious distaste.

"By the eight hairy legs of Zath! What will you be allowing in next, barkeep? The goats and the asses?" He sneers loudly, making his ugly face even uglier. His scrubby beard fails to hide the mark of the thief branded upon one cheek by a Zamorian executioner.

"So long as this stranger has money to pay, Arpad, your dislike of my new guest matters not to me. But if you will fight, you must abide by the rules of my house and take your grudge outside. There will be no killing in the Red Eagle this night!" says the man in the leather apron, picking up a massive cudgel and rapping its iron-banded business end upon the bar for emphasis.


Here allow the PCs to react how they wish. To avoid a fight, the PC must successfully use his Intimidate skill to make Arpad back down. If the Intimidate check is unsuccessful, Arpad rises to his feet and demands to fight the PC one on one. Indulio, the barkeep, will force the pair outside, saying "I've no objection to men killing each other, but they must do it outside." Most of the inn will file out, form a circle around the two duelists, and place wagers on the outcome.

If it looks like Arpad will lose the fight, his two friends join in to even the odds. If Arpad is killed before they can enter the fight, they charge in to avenge him.

Arpad: Zamorian Thief, 1-2 levels higher than the PC he challenges.
Arpad's 2 cronies: Zamorian Thieves, same level as the challenged PC.

If the Intimidate check is successful...

READ LOUD TEXT IN BOLD
"Arpad backs down grudgingly. You notice the Zamorian dog flashing you dark looks that intimate he will likely seek his revenge later, after he has drunk enough to become truly ill-tempered. His villainous looking companions are clearly chafing him for his unmanly avoidance of a fight he had picked, and their raucous chiding clearly grates on the man's nerves."

Arpad's desire to assuage his wounded reputation will become overwhelming within an hour of the incident, if the PC is still present. If the PC is absent, Arpad will wait until the next time he sees him again, and this time, he will not be intimidated.

The PCs order for food and drink, and Indulio the barkeep takes the opportunity to come sit with them and inquire of their travels and of any news they might have. He will pay in room and board for news he can resell to other adventurers, local criminals, or other interested parties.

READ ALOUD TEXT IN BOLD
"Your meal is brought to one of the low tables and set before you by a slave girl with an iron ring encircling her neck. She sets a a platter of smoking beef ribs upon the table. A second slave brings cheese, fruit and a stack of flat, tough loaves."

OPTIONS TO EXPAND THE ENCOUNTER:
This is a good time to introduce new NPCs you may want to hire or join the PCs, who will be impressed with the PCs ability to kill Arpad. The Red Eagle makes a good "home base" while staying in the town; Indulio is friendly (but brooks no nonsense or trouble-making) and a good host. He knows much of the local gossip, but charges fairly for it (or deducts it from the PCs room and board if they are getting it free). Fights between disgruntled or boastful patrons occur outside nightly, and the PCs can make a few silvers from wagering rightly upon the outcome. Enemies of the PCs can seek them out in their rooms there, as well, for a midnight assassinations. Or perhaps a lovely femme fatale (see my class for game mechanics) sets her sights on one of the PCs as a likely champion, dupe, or thrall.

This encounter adapted from John Maddox Roberts' CONAN AND THE AMAZON, where the Red Eagle is located in the thief-town of Leng along the Brythunian border near Zamora.

_________________
IRON_CHEF
d20 House Rules whipped up like fine cuisine. Bork! Bork! Bork!
 
Last edited:

log in or register to remove this ad

HYBORIAN AGE ADVENTURE SEED #3

ROLL OF THE DICE


The PCs are interested in a bit of fun, looking for information, or in need of drink, food or lodging. They enter the Wyvern, a gathering place for local scum. You can place this encounter in any large city or town.

READ ALOUD TEXT IN BOLD
"All conversation ceases as you enter the Wyvern. Scarred, branded, and tattooed faces turn toward the landing where you stand. The one-eyed, slit-nosed and earless watch with close interest. After a moment sizing you up, the men turn away from you and conversation resumes.

This looks like an ill-advised place in which to turn your back. If you wish a table where you may keep your back to the wall and your eye on the rest of the patrons, there are vacant seats at a rear corner table. The three men sitting there are look no more verminous than the rest, and appear to be dicing in good spirits."


If the PCs approach the table, the men pause their gaming to look up warily. The rule in such places is that one must politely ask to join a party first, and not just sit down, else they invite a swift death for their presumption of companionship, no matter how villainous or disreputable. If the PCs ask if they mind if they join them, the men smile and indicate that they should take a seat.

READ ALOUD TEXT IN BOLD
"A man with a black spider tattooed on his brow and one with a copper nose strapped over a gaping hole where once there had been a nose of flesh and cartilage look at you, then look to a third man. This third man is even more colorfully mutilated than the others. One of his legs protrudes stiffly, its knee mangled beyond use. One armends in a wrist stump that is neatly patched and cauterized. You judge it to have been lopped off for theft in some land where that punishment is favored. The man is also wry-necked, his head canted at a permanent angle so that his right ear almost touches his shoulder.

"Join us," he says in a surprisingly deep, rich voice. "We are honored to have a new face at our table." He rattles dice in a cup and grins crookedly, revealing blackened teeth. "The game is Shemitish Suicide. The wager is two silvers. Are you in?"


THE GAME:
Shemitish Suicide is played with four dice, each side marked with icons of blue stars on three sides, red daggers on the fourth and fifth, and a golden eagle on the sixth. The object is to roll as many golden eagles as possible. Each player gets one throw per game. A roll of four eagles is a perfect throw and is traditionally called "The Goddess" or "Ishtar's Claws." A roll of four daggers is the worst throw, and is called a "Shemitish Suicide." The game was developed in the Shemite city-state of Eruk (known as "The Eagle") many years ago and has gained in popularity until it is a fairly common sight throughout Shem and surrounding countries.

HOW TO PLAY: Either have each participant roll 1d20 and add their Charisma modifier to the result, with the highest roll winning (a 20+ is considered a "Goddess" throw, and anything less than a 6 is considered a "Shemitish Suicide"). Alternately, you can have each player roll 4d6. 1-2 counts as a dagger, 3-5 as a star, and 6 as an eagle.

WINNING: At this table, an opening bet of two silvers can win you six plus two per additional player. The men give the PCs first toss. They expect the PCs to play more than one hand, and will become angry if the PCs win and refuse to allow them a chance to win back their losings. This can escalate into a fight if the GM wishes. All three men are experienced thieves and cut-throats and will attempt to flank PCs for sneak attacks. Their levels are whatever you feel may be appropriate, but probably between 3rd and 5th.

One of the men introduces himself and his two friends, neither of whom seems overly interested in engaging in conversation not directly related to the game.

READ ALOUD TEXT IN BOLD
"That is Spider," says the wry-necked man, managing an angled nod toward the tattooed Zamorian, "and that is Copper-Nose," indicating the other, a Hyborian---Kothic---by the look of him. "I am called Falx the Lucky, formerly of Shem."

If the players inquire as to how someone so badly mutilated could be termed "lucky," Falx replies:

READ ALOUD TEXT IN BOLD
Falx grins and taps his twisted neck. "Had you been hanged and lived to tell of it, you would count yourself lucky, too."

If things go congenially, these three can also be hired as bravos to carry out dark deeds for the PCs (or their enemies) at a rate of 20-40 sp per man per night (half upfront). They have no code of honor but will attempt to perform their assignment to the best of their ability and report back; however, if badly wounded, they flee before superior foes and abscond with their downpayment without bothering to report back.

These three men know a fair bit of local gossip and rumor, but are close-mouthed unless several rounds of drinks (or a bottle) are bought to loosen their tongues. They do not part with important information for less than is considered fair market value, and the PCs will need to make successful Bluff or Diplomacy checks. The men do not respond to Intimidation except with violence. Spending a night drinking and dicing with them costs the PCs 1d4 x 10 sp and 4 + 1d4 hours of their time (depending on their luck) but adds a +3 bonus to Gather Information checks.

The three are in need of a name for their band, and will ask the PCs their advice, offering them a free mug of ale if they come up with the best name that the three can mutually agree upon. Copper-Nose favors the "Copper Heads." Spider suggests "The Spiders." Falx supports the "The Lucky Men." Have the PCs make a name suggestion and roll a Diplomacy check against each man. The highest roll is agreed-upon as the name the three will adopt for their band. If the PCs are villainous looking enough, and pass a Diplomacy check, the three will offer them a position in their fledgling band. From there, the group can be hired for some nefarious task of the GM's design---kidnapping, slaving, assassination, theft---leading to more adventures. The three will gleefully betray each other or the PCs if the right opportunity to "cash in and check out" comes along, but otherwise make agreeable companions in villainy.

This encounter adapted from CONAN THE ROGUE by John Maddox Roberts. Embellishments to the dice game and opportunities to expand the encounter beyond gambling are my creation.
_________________
IRON_CHEF
d20 House Rules whipped up like fine cuisine. Bork! Bork! Bork!
 


Iron_Chef said:
More adventure seeds being added to my thread here (scroll down):

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

HYBORIAN AGE ADVENTURE SEED #4

SOME ENCHANTED EVENING...


This encounter can take place in any upscale tavern or inn in any large city, but I have set it in Zamora. To use it elsewhere, simply swap out the Zamorian references.

READ ALOUD TEXT IN BOLD
"At once, you see a likely prospect to sate your wenching lust this eve. A young beauty of no more than twenty winters, with brass-dyed hair and gilded brass breastplates. Her round eyes of twinkling brown set in pale flesh tell of her Hyborian ancestry mixed with conquered races. A necklace of rubies---garnets, more likely---hangs between her breasts. She sits alone, the pink tip of her tongue wetting her lips, and smiling seductively at your approach."

The PC and the girl, who gives her name as Kiliya (Hyborian femme fatale 3), flirts outrageously, feigning the utmost enthusiasm and interest for the PCs's stories, as she tries to get him to buy her more wine. She allows him to place his hand on her thigh, which sweats deliciously under his hand. She knows men, having been made a woman at fourteen and plucked from the streets by a fat merchant of eight and forty. Her fortunes have slipped a bit since his death and she was cast out by his wife. Her current lover, Kagul, an officer of the City Watch was younger, with better prospects than most his age, and his virility still on him. She wrestles with whether or not to dump him for the PC if he looks to be more virile and with better prospects. She is waiting for her lover now, and seeks to pass the time pleasantly with some "harmless" flirting and free wine.

Just when the PC thinks he is going to get her to go share a room with him, she says:

READ ALOUD TEXT IN BOLD
"Every night, some men of the City Watch come here. I think we shouldn't be here when they do---"

At this point, some men of the City Watch appear, including her lover, Kagul, their leader (Zamorian soldier 3).

READ ALOUD TEXT IN BOLD
"You see Kiliya's gaze flash toward the door, where a half-dozen City Watchmen have appeared at the bar. The corseleted, helmeted leader has a fancy dragon-headed hilt rising above his sword sheath and swaggering black moustachioes beneath his long nose. Tall, lean, lithe, not ugly though blade-marked upon one cheek, the watchman sees you, seems to recognize the girl, and approaches angrily in his gold-purfled blue tunic.

"Ho there, dog!" he snarls in challenge, "That is my woman, and where is your hand? If you would depart with both hands, put them in sight and explain yourself."

The man's hand rests on his dragon-hilt meaningfully and he studies you with the experience of a practiced swordsman, looking for weakness."


Kiliya pits the two against each other, but quickly sides with Kagul if he is injured and screams for Kagul to kill the PC! More watchmen will tramp in 5 rounds after the fight starts. Regardless of the outcome, Kiliya will have nothing more to do with the PC. If Kagul is killed, the PC is arrested for murder. If Kagul is merely knocked out, a retired general named Stahir sitting in the crowd comes to the PC's aid, calling off the Watch and placing the blame on the young hothead Kagul, who he promises will be punished for provoking the fight.

This encounter can end with the PC fleeing for his life, making new friends or employers, or anything else the GM can dream up.


This encounter adapted from CONAN AND THE SORCERER by Andrew Offutt, which takes place at the Shadiz Inn in Arenjun, Zamora.

_________________
IRON_CHEF
d20 House Rules whipped up like fine cuisine. Bork! Bork! Bork
 

There are at least one or two of these colorful encounters in every Conan pastiche that are not dependent on the main plot and thus easily adapted to Conan RPG use. I'll be adding more later. What do you guys think of these adventure seeds? They can be simple side-treks or the start of something more... ;)

_________________
IRON_CHEF
d20 House Rules whipped up like fine cuisine. Bork! Bork! Bork[/QUOTE]
 
Last edited:

HYBORIAN AGE ADVENTURE SEED #5

JOINING THE FREE COMPANIONS


This encounter can be used anytime the PCs try to join a mercenary company (also known as a Free Company). Mercenaries are often referred to as Free Companions or Freelances.

One possible adventure set-up involves Prince Ivor of Koth seeking to usurp King Strabonus with the backing of Turan. Ivor is popular, and has Turanian gold to field three thousand mercenaries, becoming a thorn in the king's side in the outlying provinces of Koth. Ivor promises land and commissions to those who help him topple the tyrant. He has many different, rival bands of mercenaries working for him. Most of these number around 100 troops.

READ ALOUD TEXT IN BOLD
"You come between two rows of tents, to see before you a square-based, pyramid-topped pavilion where hangs the banner of a gold axe on a black field. Three ruffians loiter in front of the canopied entry to the tent---hard-looking men all, half-naked in the afternoon sun, and each with a weapon ready to hand. Sullen-eyed, they watch your approach."

If the PCs inquire as to if the leader is inside, one of the men answers rudely:

READ ALOUD TEXT IN BOLD
"No, he is not. Hundolph is away. I am Stengar, commanding in his place." He tosses a severe look at his companions, then faces you again. "What would you have with our captain? State your business."

The PCs state they are looking to hire on as mercenaries. Stengar and his fellows eye them critically, and, as an audience of their fellows slowly gathers, put forward the belief that the PCs are not worthy of joining Hundolph's band.

READ ALOUD TEXT IN BOLD
"We have a good reputation here; to put it another way, we of Hundolph's are the best. A posting with Hundolph's troop is so highly prized, even by footloose ruffians such as you---because, out of all those who seek to join our band, we accept only half." Stengar folds his arms across his chest and gazes around at his companions with a self-satisfied air, as if he has explained something. Finally, he turns to you and repeats himself: "One half, and one half only---the survivors!"

Stengar throws up an arm and beckons to someone outside your field of vision. "Come forth! Here is your match!"

You wheel to the sound of thuding footsteps and a low, inarticulate yell as the crowd of onlookers raises a lusty cheer and wagers are made.


At this point, a number of would-be mercenaries (soldiers equal in number to the PCs wishing to join) attacks them in earnest. One, a Kothian ex-woodcutter named Lallo, wields a greatsword (power attack, weapon focus) and challenges the party's toughest appearing warrior.

Hundolph, a graying Brythunian mercenary captain (late of the internal wars between city-states of Corinthia), steps in to stop the fight after a number of rounds (preferably before anyone is killed) and fines all his men five coppers for the unauthorized fight. If the PCs acquitted themselves in battle well, they are hired on the spot---earning the enmity of Lieutenant Stengar and his two companions, sergeants in the Company.


Adapted from "Conan The Renegade" by Leonard Carpenter, which details the struggle for power between the rebellious Kothian prince and his king.

_________________
IRON_CHEF
d20 House Rules whipped up like fine cuisine. Bork! Bork! Bork
 

Iron_Chef,

I just wanted to say this is a great thread, and lots of interesting stuff about the Conan RPG. Off hand do you know whether certain elements (like their armour/dodge/parry rules) are Open Content or not? I'd love to borrow something like them for a game I'm working on!

Cheers
 

Plane Sailing said:
Iron_Chef,

I just wanted to say this is a great thread, and lots of interesting stuff about the Conan RPG. Off hand do you know whether certain elements (like their armour/dodge/parry rules) are Open Content or not? I'd love to borrow something like them for a game I'm working on!

Cheers

From the Conan RPG: "With the exception of the character creation rules detailing the mechanics of assigning dice roll results to abilities and the advancement of character levels, all game mechanics and statistics (including the statistics of all feats, skills, classes, creatures, spells and the combat chapter) are declared as open content." :cool:

All Conan specific names and references are the property of CPI.
 


Signs & Portents #6 has exclusive Conan content: The evil Acheronians as a new playable race, plus complete chariot combat rules (chariots are still used extensively in Stygia, and also were used in long-dead Acheron--both the four horse Acheronian and two horse Stygian chariots are covered in the article). Issue #7 will have GMing advice for running 1-2 player games in keeping with most of Conan's career as a lone wolf.
 
Last edited:

Into the Woods

Remove ads

Top