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Conan The RPG: Impressions + Ideas & GM Support
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<blockquote data-quote="Iron_Chef" data-source="post: 1412665" data-attributes="member: 4530"><p>Been almost two weeks since my last GM Guide post, so here's something I whipped up last night. Enjoy! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f60e.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":cool:" title="Cool :cool:" data-smilie="6"data-shortname=":cool:" /> </p><p></p><p><span style="font-size: 15px"><strong>HYBORIAN AGE WILDERNESS ENCOUNTER TABLES</strong></span></p><p></p><p><strong>Initial Status of Any Encounter</strong></p><p>Refer to the NPC Reaction Table in Conan The RPG </p><p>(p.92), modified by PC actions, to determine the </p><p>initial attitude of NPCs encountered. Subsequent </p><p>motives may then be deduced from the NPCs' </p><p>general attitude toward the player characters.</p><p></p><p><strong>Wilderness Encounters</strong></p><p>Roll 1d12, add +2 if the encounter occurs at night.</p><p></p><p><strong>DESERT</strong></p><p>1 Waterhole (20% chance of an Oasis)</p><p>2 Sandstorm</p><p>3 Caravan</p><p>4 Nomads</p><p>5 Skeleton</p><p>6 Snake, Giant</p><p>7 Hyena Pack</p><p>8 Survivor</p><p>9 Camel</p><p>10 Sorcerer</p><p>11 Ruins</p><p>12+ Monster or Special</p><p></p><p><strong>FORESTS</strong></p><p>1 Poachers</p><p>2 Borderers</p><p>3 Fire</p><p>4 Bear</p><p>5 Deserters</p><p>6 Ruins</p><p>7 Bandits</p><p>8 Wild Game</p><p>9 Edible Plants</p><p>10 Wolves</p><p>11 Boar</p><p>12+ Monster or Special</p><p></p><p><strong>HILLS</strong></p><p>1 Hillmen</p><p>2 Waterhole</p><p>3 Heavy Rains & Wind</p><p>4 Deserters</p><p>5 Bandits</p><p>6 Ruins</p><p>7 Hillmen</p><p>8 Bear</p><p>9 Noble Army</p><p>10 Wolves</p><p>11 Hillmen</p><p>12+ Wolves</p><p></p><p><strong>JUNGLE</strong></p><p>1 Barbarians</p><p>2 Waterhole</p><p>3 Snake, Viper</p><p>4 Skeleton</p><p>5 Great Cat</p><p>6 Heavy Rains & Wind</p><p>7 Wild Game</p><p>8 Edible Plants</p><p>9 Barbarian War Band</p><p>10 Ruins</p><p>11 Sorcerer</p><p>12+ Monster or Special (Lotus)</p><p></p><p><strong>MOUNTAINS</strong></p><p>1 Barbarians</p><p>2 Waterhole</p><p>3 Snowstorm</p><p>4 Rock Slide</p><p>5 Heavy Rains & Wind</p><p>6 Bandits</p><p>7 Rock Slide</p><p>8 Bandits</p><p>9 Barbarian War Band</p><p>10 Barbarian War Band</p><p>11 Eagle, Giant</p><p>12+ Monster or Special</p><p></p><p><strong>PLAINS</strong></p><p>1 Noble Army</p><p>2 Mule Train</p><p>3 Free Company</p><p>4 Village</p><p>5 Festival</p><p>6 Noble Army</p><p>7 Bandits</p><p>8 Travelers</p><p>9 Fire</p><p>10 Angry Mob</p><p>11 Bandits</p><p>12+ Slavers</p><p></p><p><strong>ROADS</strong></p><p>1 Angry Mob</p><p>2 Caravan</p><p>3 Caravan</p><p>4 Mule Train</p><p>5 Travelers</p><p>6 Refugees or Pilgrims</p><p>7 Free Company</p><p>8 Noble Army</p><p>9 Slavers</p><p>10 Bandits</p><p>11 Assassins</p><p>12+ Special</p><p></p><p><strong>STEPPES</strong></p><p>1 Waterhole</p><p>2 Nomads</p><p>3 Caravan</p><p>4 Dust Storm</p><p>5 Wild Game</p><p>6 Nomad War Band</p><p>7 Nomad War Band</p><p>8 Edible Plants</p><p>9 Wild Horses</p><p>10 Ruins</p><p>11 Sorcerer</p><p>12+ Special</p><p></p><p><strong>SWAMPS</strong></p><p>1 Waterhole</p><p>2 Snake, Giant (Large Viper)</p><p>3 Snake, Giant (Large Viper)</p><p>4 Edible Plants</p><p>5 Spies</p><p>6 Wild Game</p><p>7 Bandits</p><p>8 Bandits</p><p>9 Hermit</p><p>10 Ruins</p><p>11 Sorcerer</p><p>12+ Monster or Special (Lotus)</p><p></p><p><strong>TUNDRA</strong></p><p>1 Barbarians</p><p>2 Heavy Rains & Wind</p><p>3 Snowstorm</p><p>4 Wild Game</p><p>5 Elk</p><p>6 Deer</p><p>7 Edible Plants</p><p>8 Barbarian War Band</p><p>9 Bandits</p><p>10 Wolves</p><p>11 Wolves</p><p>12+ Monster or Special</p><p></p><p><strong>UNDERGROUND</strong></p><p>1 Waterhole</p><p>2 Skeleton</p><p>3 Bear</p><p>4 Badger</p><p>5 Edible Plants</p><p>6 Snake. Giant</p><p>7 Spider, Giant</p><p>8 Cave-In</p><p>9 Cave-In</p><p>10 Spider, Giant</p><p>11 Sorcerer</p><p>12+ Monster or Special</p><p></p><p><strong>Definitions of Encounters</strong></p><p><strong>Angry Mob:</strong> 1d10x10 armed peasants who 1) blame</p><p>foreigners for their troubles; 2) are revolting against</p><p>new higher taxes; 3) are searching for one or more</p><p>criminals to lynch (possibly mistaking the PCs for the</p><p>criminals); or 4) searching for a missing child. Roll for</p><p>crowd reaction. </p><p><strong>Assassins:</strong> 1d10 innocuously disguised thieves</p><p>attempt to befriend the PCs and accompany them on</p><p>their journey. At an opportune moment, which could</p><p>be several days later, the assassins attempt to sneak</p><p>attack the PCs, murder them, steal their possessions,</p><p>and then vanish into the night. There is a 10% chance</p><p>the assassin leader is level 1d3+3 and wanted by a</p><p>nearby ruler with a bounty on his head (1d4x100 sp).</p><p><strong>Badger: </strong>There is a 20% chance of finding 1d4+1</p><p>badgers.</p><p><strong>Bandits: </strong>1d3x10 thieves attempt to ambush and sneak</p><p>attack the characters or extract payment for passage</p><p>through their area. The bandits are armed with hunting</p><p>bows or light crossbows; all have Point Blank Shot,</p><p>Rapid Shot, and Precise Shot. There is a 10% chance</p><p>the bandit leader is level 1d3+3 and wanted by a</p><p>nearby ruler with a bounty on his head (1d4x100 sp).</p><p><strong>Barbarian War Band: </strong>1d10x100 barbarians are out</p><p>1) carrying out a blood feud on a neighboring clan or</p><p>tribe, 2) ambushing all trespassers, 3) extorting bribes</p><p>from those wishing to cross their territory. If not</p><p>immediately hostile, roll for NPC reaction.</p><p><strong>Barbarians:</strong> 1d10 barbarians are out 1) carrying out a</p><p>blood feud on a neighboring clan or tribe, 2) hunting</p><p>wild game, 3) are non-combatant women and children </p><p>gathering roots, nuts or berries. Roll for NPC reaction.</p><p><strong>Bear:</strong> There is a 20% chance there are two bears.</p><p><strong>Boar: </strong>A wild boar charges the PCs.</p><p><strong>Borderers:</strong> 1d10 borderers are 1) tracking wild game,</p><p>2) tracking fleeing bandits, 3) tracking rampaging</p><p>barbarians, 4) returning home from a successful day</p><p>hunting. Roll for NPC reaction. </p><p><strong>Camel:</strong> A herd of 5d6 wild riding camels is seen.</p><p><strong>Caravan:</strong> A party of 1d10 merchants or nobles</p><p>carrying 1d10x1000 gl in rare goods, guarded by</p><p>1d10x10 troops (roll only once for all three values).</p><p><strong>Cave-In:</strong> Listen check DC 15 to get an advance</p><p>warning 1d4 rounds before the ceiling caves in.</p><p>Balance check DC 10 to be able to move when the</p><p>cave-in starts, Reflex save DC 15 to avoid cave-in.</p><p>Cave-in renders victims prone, helpless and</p><p>suffocating in addition to 4d10 damage.</p><p><strong>Deer:</strong> A herd of 4d6 deer are encountered.</p><p><strong>Deserters:</strong> 2d10 hungry, half-crazed soldiers who</p><p>have deserted from the army. Roll for NPC reactions.</p><p><strong>Dust Storm:</strong> Vision and movement reduced to 50%.</p><p>Missile weapons are -4 to hit and all range increments</p><p>are reduced to 50%. Tracking becomes impossible.</p><p><strong>Eagles, Giant:</strong> 1d3 of these beasts swoop to attack.</p><p><strong>Edible Plants: </strong>One or more indigenous edible plants,</p><p>roots, fruit trees or berry bushes are nearby; Spot (DC</p><p>15) to locate. </p><p><strong>Elk:</strong> A herd of 4d6 Elk are encountered.</p><p>Festival: A religious festival beseeching a god for 1)</p><p>peace, 2) prosperity, 3) health, 4) happiness with a</p><p>10% chance that it involves human sacrifice.</p><p><strong>Fire: </strong>75% chance the PCs only see a fire, 25% they</p><p>are actually caught in it.</p><p><strong>Free Company:</strong> 1d6x10 mercenary soldiers who are</p><p>1) Journeying to next job (hiring), 2) In service to a</p><p>nearby ruler (hiring), 3) In between jobs (not hiring),</p><p>4) Fleeing a job gone bad (not hiring). Roll for NPC</p><p>reaction.</p><p><strong>Great Cat:</strong> 1d2 great cats are discovered. These are</p><p>panthers or sabretooth tigers in the Pictish Wilderness,</p><p>leopards or lions in Kush, or tigers in Vendhya and</p><p>Khitai. For lions and tigers, use stats for a sabretooth</p><p>tiger, but remove puncture, tooth breaking, and reduce</p><p>bite damage to 2d6+3, AP 8.</p><p><strong>Heavy Rains & Wind:</strong> Movement and vision cut in</p><p>half. All rivers unfordable. Missile weapons are -4 to</p><p>hit and all range increments are cut in half. Tracking</p><p>becomes impossible.</p><p><strong>Hermit:</strong> A lone eccentric suspicious of strangers.</p><p>There is a 50% chance the hermit is a retired borderer</p><p>(level 1d6+1). There is a 20% chance the hermit is</p><p>actually a witch (Scholar level 1d4+1).</p><p><strong>Hillmen: </strong>1d4+1x10 hillmen are out 1) carrying out a</p><p>blood feud on a neighboring clan or tribe, 2)</p><p>ambushing all trespassers, 3) extorting bribes from</p><p>those wishing to use their pass. Roll for NPC reaction</p><p>if not immediately hostile.</p><p><strong>Hyena Pack:</strong> 1d4x10 hyenas shadow the party and</p><p>attack if they outnumber them 3 to 1.</p><p><strong>Monster or Special: </strong>GM’s choice (lotus plants, traps,</p><p>etc.), or one or more monsters appropriate to the area</p><p>are encountered, such as a Bodiless Slimer, a Black</p><p>Fiend, a Child of the Dark, an Elemental, 5d4 Ghouls,</p><p>a Ghost Snake (Pictish Wilderness only), a Ghost, a</p><p>Grey Ape, a Man-Ape, 2d10 Risen Dead, 1d2</p><p>Sabretooth Tigers, a Smoke Serpent, a Son of Set or</p><p>Greater Son of Set, a Spawn of Dagoth hill, an</p><p>Uncanny Steed, a Vampire, or 1d4+1 Were-Beasts. </p><p><strong>Mule Train:</strong> From 3d10 mules carrying from</p><p>1d10x1,000 GL worth of goods (gems, precious</p><p>metals, raw ore, swords) guarded by 5d10 soldiers.</p><p><strong>Noble Army:</strong> From 3d100 troops who may or may not</p><p>work for the lord whose land they are on, and who</p><p>want to know the PCs' affiliation. If the PCs are</p><p>working for an enemy lord, the NPC reaction is</p><p>unfriendly at best, but probably hostile.</p><p><strong>Nomads: </strong>1d4+1x10 nomads are 1) carrying out a</p><p>blood feud on a neighboring clan or tribe, 2)</p><p>ambushing all trespassers, 3) extorting bribes from</p><p>those wishing to cross their land. Roll for NPC</p><p>reaction if not immediately hostile. </p><p><strong>Nomad War Band:</strong> 1d10x100 nomads on the warpath</p><p>for either civilized folk or a rival tribe. If not</p><p>immediately hostile, roll for NPC reaction.</p><p><strong>Poachers:</strong> 1d10 desperate men who assume the PCs</p><p>are looking for them. Roll for NPC reactions. All</p><p>diplomacy checks suffer a -4 penalty.</p><p><strong>Refugees or Pilgrims:</strong> 1d10x10 refugees or religious</p><p>pilgrims pass by. Roll for NPC reactions.</p><p><strong>Rock Slide: </strong>Listen check (DC 10) to notice 1 round</p><p>before it hits. Those still in the area must make a</p><p>Reflex save (DC 15) and are pushed off the cliff to</p><p>whatever doom waits below if they fail. If there is no</p><p>cliff, they are instead buried, as by a Cave-In.</p><p><strong>Ruins:</strong> One or more ruins are discovered: 1) tower, 2)</p><p>house, 3) village, 4) city, 5) burial ground, 6) fortress.</p><p>The ruins may be home to subhuman savages, bandits,</p><p>cultists, a hermit, sorcerer or monsters. Wizard tower</p><p>or city ruins often draw sorcerers seeking magical lore</p><p>and artifacts from ages past.</p><p><strong>Sandstorm:</strong> Vision and movement reduced to 25%.</p><p>Missile weapons are -4 to hit and all range increments</p><p>are reduced to 25%. Tracking becomes impossible.</p><p><strong>Skeleton:</strong> A long-dead body is stumbled upon. There</p><p>is a 20% chance that it has 1) some useful equipment,</p><p>2) a treasure map and/or journal, 3) a weapon, 4) a</p><p>warning about a nearby danger.</p><p><strong>Slavers:</strong> A slaver and 1d2x10 soldiers. There are</p><p>1d4x10 slaves held in wagons or walking in a coffle.</p><p>The slaver may wish to sell slaves to the PCs or</p><p>acquire the PCs as slaves. Roll for NPC reactions.</p><p><strong>Snake, Giant:</strong> A single snake is encountered, either 1)</p><p>a tiny viper, 2) a small viper, 3) a medium viper, or 4)</p><p>a large viper. In swamps, the snake is always a large</p><p>viper. In Kush, Stygia, and Vendhya, the snake will be</p><p>a cobra (see p.311). There is a 10% chance in the</p><p>Pictish Wilderness that the snake will be a Ghost</p><p>Snake. In Stygia, there is a 10% chance that the snake</p><p>is a Son Of Set and a 5% chance that it is a Greater</p><p>Son of Set. </p><p><strong>Snowstorm:</strong> Vision and movement reduced to 25%.</p><p>Missile weapons are -4 to hit and all range increments</p><p>are reduced to 25%. Tracking becomes impossible.</p><p>Everyone exposed to the weather takes 1d6 cold</p><p>damage per hour.</p><p><strong>Sorcerer:</strong> A sorcerer (Scholar level 1d4+ 5) and</p><p>1d2x10 henchmen (level 2 soldiers) are here seeking</p><p>1) Rare plants (such as drugs, lotus, or poison), 2)</p><p>Forbidden lore or treasure, 3) Sacrificial victims for a</p><p>power ritual or demon-god, or 4) to seek out a rival or</p><p>take service with nearby ruler. Roll for NPC reaction.</p><p><strong>Spider, Giant: </strong>A giant spider ambushes the PCs.</p><p>There is a 50% chance that 1d4+1 giant spiders are</p><p>present. </p><p><strong>Spies: </strong>1d6 thieves begin shadowing the PCs. They</p><p>may be assassins, bandits or bounty hunters hired by a</p><p>rival or enemy to keep tabs on the PCs or ambush</p><p>them as soon as they achieve some specific goal. </p><p><strong>Survivor:</strong> A lone raving madman, the sole survivor of</p><p>a doomed expedition, accosts the PCs. If given food</p><p>and water, he may or may not come to his senses.</p><p>There is a cumulative 10% chance each day of</p><p>permanently regaining his lucidity.</p><p><strong>Travelers:</strong> 1d4x10 Commoners on their way to a</p><p>nearby village, market or city. Roll for NPC reactions.</p><p><strong>Waterhole:</strong> Clean, drinkable water. Wild animals and</p><p>natives flock to these places, making them dangerous.</p><p><strong>Wild Game:</strong> A lone deer, lizard, rabbit or other</p><p>non-dangerous but edible creature is nearby (Spot DC</p><p>15 to notice).</p><p><strong>Wild Horses:</strong> A herd of 5d6 wild riding horses.</p><p><strong>Wolves:</strong> 2d8 hungry wolves shadow the party and</p><p>attack if they outnumber them 3 to 1.[/b]</p><p></p><p></p><p><em>GM'S GUIDE TO CREATING HYBORIAN AGE ADVENTURES FOR CONAN RPG:</em></p><p><a href="http://www.mongoosepublishing.com/p...opic.php?t=1331" target="_blank">http://www.mongoosepublishing.com/p...opic.php?t=1331</a></p></blockquote><p></p>
[QUOTE="Iron_Chef, post: 1412665, member: 4530"] Been almost two weeks since my last GM Guide post, so here's something I whipped up last night. Enjoy! :cool: [size=4][b]HYBORIAN AGE WILDERNESS ENCOUNTER TABLES[/b][/size] [b]Initial Status of Any Encounter[/b] Refer to the NPC Reaction Table in Conan The RPG (p.92), modified by PC actions, to determine the initial attitude of NPCs encountered. Subsequent motives may then be deduced from the NPCs' general attitude toward the player characters. [b]Wilderness Encounters[/b] Roll 1d12, add +2 if the encounter occurs at night. [b]DESERT[/b] 1 Waterhole (20% chance of an Oasis) 2 Sandstorm 3 Caravan 4 Nomads 5 Skeleton 6 Snake, Giant 7 Hyena Pack 8 Survivor 9 Camel 10 Sorcerer 11 Ruins 12+ Monster or Special [b]FORESTS[/b] 1 Poachers 2 Borderers 3 Fire 4 Bear 5 Deserters 6 Ruins 7 Bandits 8 Wild Game 9 Edible Plants 10 Wolves 11 Boar 12+ Monster or Special [b]HILLS[/b] 1 Hillmen 2 Waterhole 3 Heavy Rains & Wind 4 Deserters 5 Bandits 6 Ruins 7 Hillmen 8 Bear 9 Noble Army 10 Wolves 11 Hillmen 12+ Wolves [b]JUNGLE[/b] 1 Barbarians 2 Waterhole 3 Snake, Viper 4 Skeleton 5 Great Cat 6 Heavy Rains & Wind 7 Wild Game 8 Edible Plants 9 Barbarian War Band 10 Ruins 11 Sorcerer 12+ Monster or Special (Lotus) [b]MOUNTAINS[/b] 1 Barbarians 2 Waterhole 3 Snowstorm 4 Rock Slide 5 Heavy Rains & Wind 6 Bandits 7 Rock Slide 8 Bandits 9 Barbarian War Band 10 Barbarian War Band 11 Eagle, Giant 12+ Monster or Special [b]PLAINS[/b] 1 Noble Army 2 Mule Train 3 Free Company 4 Village 5 Festival 6 Noble Army 7 Bandits 8 Travelers 9 Fire 10 Angry Mob 11 Bandits 12+ Slavers [b]ROADS[/b] 1 Angry Mob 2 Caravan 3 Caravan 4 Mule Train 5 Travelers 6 Refugees or Pilgrims 7 Free Company 8 Noble Army 9 Slavers 10 Bandits 11 Assassins 12+ Special [b]STEPPES[/b] 1 Waterhole 2 Nomads 3 Caravan 4 Dust Storm 5 Wild Game 6 Nomad War Band 7 Nomad War Band 8 Edible Plants 9 Wild Horses 10 Ruins 11 Sorcerer 12+ Special [b]SWAMPS[/b] 1 Waterhole 2 Snake, Giant (Large Viper) 3 Snake, Giant (Large Viper) 4 Edible Plants 5 Spies 6 Wild Game 7 Bandits 8 Bandits 9 Hermit 10 Ruins 11 Sorcerer 12+ Monster or Special (Lotus) [b]TUNDRA[/b] 1 Barbarians 2 Heavy Rains & Wind 3 Snowstorm 4 Wild Game 5 Elk 6 Deer 7 Edible Plants 8 Barbarian War Band 9 Bandits 10 Wolves 11 Wolves 12+ Monster or Special [b]UNDERGROUND[/b] 1 Waterhole 2 Skeleton 3 Bear 4 Badger 5 Edible Plants 6 Snake. Giant 7 Spider, Giant 8 Cave-In 9 Cave-In 10 Spider, Giant 11 Sorcerer 12+ Monster or Special [b]Definitions of Encounters[/b] [b]Angry Mob:[/b] 1d10x10 armed peasants who 1) blame foreigners for their troubles; 2) are revolting against new higher taxes; 3) are searching for one or more criminals to lynch (possibly mistaking the PCs for the criminals); or 4) searching for a missing child. Roll for crowd reaction. [b]Assassins:[/b] 1d10 innocuously disguised thieves attempt to befriend the PCs and accompany them on their journey. At an opportune moment, which could be several days later, the assassins attempt to sneak attack the PCs, murder them, steal their possessions, and then vanish into the night. There is a 10% chance the assassin leader is level 1d3+3 and wanted by a nearby ruler with a bounty on his head (1d4x100 sp). [b]Badger: [/b]There is a 20% chance of finding 1d4+1 badgers. [b]Bandits: [/b]1d3x10 thieves attempt to ambush and sneak attack the characters or extract payment for passage through their area. The bandits are armed with hunting bows or light crossbows; all have Point Blank Shot, Rapid Shot, and Precise Shot. There is a 10% chance the bandit leader is level 1d3+3 and wanted by a nearby ruler with a bounty on his head (1d4x100 sp). [b]Barbarian War Band: [/b]1d10x100 barbarians are out 1) carrying out a blood feud on a neighboring clan or tribe, 2) ambushing all trespassers, 3) extorting bribes from those wishing to cross their territory. If not immediately hostile, roll for NPC reaction. [b]Barbarians:[/b] 1d10 barbarians are out 1) carrying out a blood feud on a neighboring clan or tribe, 2) hunting wild game, 3) are non-combatant women and children gathering roots, nuts or berries. Roll for NPC reaction. [b]Bear:[/b] There is a 20% chance there are two bears. [b]Boar: [/b]A wild boar charges the PCs. [b]Borderers:[/b] 1d10 borderers are 1) tracking wild game, 2) tracking fleeing bandits, 3) tracking rampaging barbarians, 4) returning home from a successful day hunting. Roll for NPC reaction. [b]Camel:[/b] A herd of 5d6 wild riding camels is seen. [b]Caravan:[/b] A party of 1d10 merchants or nobles carrying 1d10x1000 gl in rare goods, guarded by 1d10x10 troops (roll only once for all three values). [b]Cave-In:[/b] Listen check DC 15 to get an advance warning 1d4 rounds before the ceiling caves in. Balance check DC 10 to be able to move when the cave-in starts, Reflex save DC 15 to avoid cave-in. Cave-in renders victims prone, helpless and suffocating in addition to 4d10 damage. [b]Deer:[/b] A herd of 4d6 deer are encountered. [b]Deserters:[/b] 2d10 hungry, half-crazed soldiers who have deserted from the army. Roll for NPC reactions. [b]Dust Storm:[/b] Vision and movement reduced to 50%. Missile weapons are -4 to hit and all range increments are reduced to 50%. Tracking becomes impossible. [b]Eagles, Giant:[/b] 1d3 of these beasts swoop to attack. [b]Edible Plants: [/b]One or more indigenous edible plants, roots, fruit trees or berry bushes are nearby; Spot (DC 15) to locate. [b]Elk:[/b] A herd of 4d6 Elk are encountered. Festival: A religious festival beseeching a god for 1) peace, 2) prosperity, 3) health, 4) happiness with a 10% chance that it involves human sacrifice. [b]Fire: [/b]75% chance the PCs only see a fire, 25% they are actually caught in it. [b]Free Company:[/b] 1d6x10 mercenary soldiers who are 1) Journeying to next job (hiring), 2) In service to a nearby ruler (hiring), 3) In between jobs (not hiring), 4) Fleeing a job gone bad (not hiring). Roll for NPC reaction. [b]Great Cat:[/b] 1d2 great cats are discovered. These are panthers or sabretooth tigers in the Pictish Wilderness, leopards or lions in Kush, or tigers in Vendhya and Khitai. For lions and tigers, use stats for a sabretooth tiger, but remove puncture, tooth breaking, and reduce bite damage to 2d6+3, AP 8. [b]Heavy Rains & Wind:[/b] Movement and vision cut in half. All rivers unfordable. Missile weapons are -4 to hit and all range increments are cut in half. Tracking becomes impossible. [b]Hermit:[/b] A lone eccentric suspicious of strangers. There is a 50% chance the hermit is a retired borderer (level 1d6+1). There is a 20% chance the hermit is actually a witch (Scholar level 1d4+1). [b]Hillmen: [/b]1d4+1x10 hillmen are out 1) carrying out a blood feud on a neighboring clan or tribe, 2) ambushing all trespassers, 3) extorting bribes from those wishing to use their pass. Roll for NPC reaction if not immediately hostile. [b]Hyena Pack:[/b] 1d4x10 hyenas shadow the party and attack if they outnumber them 3 to 1. [b]Monster or Special: [/b]GM’s choice (lotus plants, traps, etc.), or one or more monsters appropriate to the area are encountered, such as a Bodiless Slimer, a Black Fiend, a Child of the Dark, an Elemental, 5d4 Ghouls, a Ghost Snake (Pictish Wilderness only), a Ghost, a Grey Ape, a Man-Ape, 2d10 Risen Dead, 1d2 Sabretooth Tigers, a Smoke Serpent, a Son of Set or Greater Son of Set, a Spawn of Dagoth hill, an Uncanny Steed, a Vampire, or 1d4+1 Were-Beasts. [b]Mule Train:[/b] From 3d10 mules carrying from 1d10x1,000 GL worth of goods (gems, precious metals, raw ore, swords) guarded by 5d10 soldiers. [b]Noble Army:[/b] From 3d100 troops who may or may not work for the lord whose land they are on, and who want to know the PCs' affiliation. If the PCs are working for an enemy lord, the NPC reaction is unfriendly at best, but probably hostile. [b]Nomads: [/b]1d4+1x10 nomads are 1) carrying out a blood feud on a neighboring clan or tribe, 2) ambushing all trespassers, 3) extorting bribes from those wishing to cross their land. Roll for NPC reaction if not immediately hostile. [b]Nomad War Band:[/b] 1d10x100 nomads on the warpath for either civilized folk or a rival tribe. If not immediately hostile, roll for NPC reaction. [b]Poachers:[/b] 1d10 desperate men who assume the PCs are looking for them. Roll for NPC reactions. All diplomacy checks suffer a -4 penalty. [b]Refugees or Pilgrims:[/b] 1d10x10 refugees or religious pilgrims pass by. Roll for NPC reactions. [b]Rock Slide: [/b]Listen check (DC 10) to notice 1 round before it hits. Those still in the area must make a Reflex save (DC 15) and are pushed off the cliff to whatever doom waits below if they fail. If there is no cliff, they are instead buried, as by a Cave-In. [b]Ruins:[/b] One or more ruins are discovered: 1) tower, 2) house, 3) village, 4) city, 5) burial ground, 6) fortress. The ruins may be home to subhuman savages, bandits, cultists, a hermit, sorcerer or monsters. Wizard tower or city ruins often draw sorcerers seeking magical lore and artifacts from ages past. [b]Sandstorm:[/b] Vision and movement reduced to 25%. Missile weapons are -4 to hit and all range increments are reduced to 25%. Tracking becomes impossible. [b]Skeleton:[/b] A long-dead body is stumbled upon. There is a 20% chance that it has 1) some useful equipment, 2) a treasure map and/or journal, 3) a weapon, 4) a warning about a nearby danger. [b]Slavers:[/b] A slaver and 1d2x10 soldiers. There are 1d4x10 slaves held in wagons or walking in a coffle. The slaver may wish to sell slaves to the PCs or acquire the PCs as slaves. Roll for NPC reactions. [b]Snake, Giant:[/b] A single snake is encountered, either 1) a tiny viper, 2) a small viper, 3) a medium viper, or 4) a large viper. In swamps, the snake is always a large viper. In Kush, Stygia, and Vendhya, the snake will be a cobra (see p.311). There is a 10% chance in the Pictish Wilderness that the snake will be a Ghost Snake. In Stygia, there is a 10% chance that the snake is a Son Of Set and a 5% chance that it is a Greater Son of Set. [b]Snowstorm:[/b] Vision and movement reduced to 25%. Missile weapons are -4 to hit and all range increments are reduced to 25%. Tracking becomes impossible. Everyone exposed to the weather takes 1d6 cold damage per hour. [b]Sorcerer:[/b] A sorcerer (Scholar level 1d4+ 5) and 1d2x10 henchmen (level 2 soldiers) are here seeking 1) Rare plants (such as drugs, lotus, or poison), 2) Forbidden lore or treasure, 3) Sacrificial victims for a power ritual or demon-god, or 4) to seek out a rival or take service with nearby ruler. Roll for NPC reaction. [b]Spider, Giant: [/b]A giant spider ambushes the PCs. There is a 50% chance that 1d4+1 giant spiders are present. [b]Spies: [/b]1d6 thieves begin shadowing the PCs. They may be assassins, bandits or bounty hunters hired by a rival or enemy to keep tabs on the PCs or ambush them as soon as they achieve some specific goal. [b]Survivor:[/b] A lone raving madman, the sole survivor of a doomed expedition, accosts the PCs. If given food and water, he may or may not come to his senses. There is a cumulative 10% chance each day of permanently regaining his lucidity. [b]Travelers:[/b] 1d4x10 Commoners on their way to a nearby village, market or city. Roll for NPC reactions. [b]Waterhole:[/b] Clean, drinkable water. Wild animals and natives flock to these places, making them dangerous. [b]Wild Game:[/b] A lone deer, lizard, rabbit or other non-dangerous but edible creature is nearby (Spot DC 15 to notice). [b]Wild Horses:[/b] A herd of 5d6 wild riding horses. [b]Wolves:[/b] 2d8 hungry wolves shadow the party and attack if they outnumber them 3 to 1.[/b] [I]GM'S GUIDE TO CREATING HYBORIAN AGE ADVENTURES FOR CONAN RPG:[/I] [url]http://www.mongoosepublishing.com/p...opic.php?t=1331[/url] [/QUOTE]
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