Conan-izing Standard D&D Adventures
I'm better at editing than I am creating, and I can be inspired by the oddest things. When I started my campaign set in Cimmeria, focussing on a clan of Cimmerian Barbarians, I spotted a low-cost copy of a 3.5 D&D scenario called Scourge of the Howling Horde. Here's how I set about "Conan-izing" the adventure.
First off, I look at the adventure as a suggestion, not something that is cut in stone. It is meant to be change, twisted, and warped, especially since I'm using it as a starting point for a game with a different flavor. It is a base from which I will grow the actual encounters.
I like low level D&D modules because there are less fantasy elements that I have to throw away. No matter what level of Conan game I'm converting for, the low level D&D module is easier to convert than any higher level fair. Scourge is an introductory adventure meant for new 3.5 D&D GMs and 1st level characters.
From the start, I liked the opening encounter with the attack on the overturned cart. Instead of a halfling merchant with elven guards, these became on old woman and orphan Cimmerian children returning to the homestead from the big village festival of summer. The attacking goblin raiders became 1st level Barbarians from a rival clan--a clan that shares a blood fued with the PC's clan. I also cut down the number of enemies from 3 to 2 to accommodate my two (at the time) 1st level Barbarian PCs. I didn't want to kill them on their first big combat encounter.
Then, I let my imagination take over. It didn't work out as it played out, but I had hopes of turning one of the Grath (the attacking Cimmerian clan--the bad guys) into a recurring nemesis. Too bad for him, my PCs made sure that he did not escape from the incident.
As the PCs approached the massacre of the children and their care taker (In true Conan gritty style, I had one of the kid's decapitated head swinging from the upturned wagon's wheel, the child's hair used to tie it to a spoke. And, the old woman was staked out on the ground with primitive javelins used to staple her hands to the ground.), two of the attackers were still among the dead and dying, doing their wretched deeds.
I was inspired by a pic on pg. 61 of Hyboria's Fiercest. I thought it would be exciting to have a chase take place among the branches of these fantastically large trees, with these limbs that actually grow into the limbs of the tree next to it, makeing a criss-crossed network of limbs, high off the ground. A Cimmerian, I deemed, could move for miles up in the branches of a copse of these types of trees. Though not as big, things like this actually exist on Earth today, so I didn't think it to fantastic for the Hyborian Age, and, in fact, thought it an excellent setting to remind my players that they were gaming in Earth's prehistorical past. I liked the "adventure" and pulpy "Sword & Sorcery" feel of it. Thus, Cimmerian Thicket Trees were born, and the scene at the wagon led to a heroic jump from a cliff into these amazing, branch-locked trees.
Next, I pulled out my trusty Beastiary of the Hyborian Age and chose a new monster for my PCs to encounter. I was intrigued by the Chakan and decided, in true Hyborian Age style, that they were the result of Cimmerians who never clawed their way back up from beastiality after the cataclysm. They were proto-Cimmerians, and the PC's villagers somehow knew this concept. They used the Chakans a boogey men to scare children at night, but the clan council respected the Chakan lands as that clan's territory. Though there was no contact with them, the PC's clan treated the Chakans as just another hostile clan. The Chakan territory became the Blood River Basin, a forbidden area near the PCs clanholme.
And, just to add some more pulpy Swords & Sorcery atmosphere to the area, I created a mystery where time is not constant for every person's point of view. During the chase among the branches of the thicket trees, on of the PCs fell off, to the ground. The other PC went to the central trunk and climbed down to the ground. But, it took him three days to follow the limb out to where his clansman had fallen. It was strange. He walked normally, but his senses told him he moved very little. Actually, from his perspective, the limb of the tree was unimaginably long--3 days he walked to find its end!
By that time, a Chalkan tribe had captured the fallen PC, who, in turn, traded the PC to the bad guys. I had the Chalkans display a mix of animal-like and cave-man-ish actions, keeping them in line with the many non-developed beasts that Conan has encountered (such as Thak, the ape-man). I had the bad guys trading with them. And, it wasn't until later that the PCs realized that the Chalkans seemed to be unaffected by the sorcerous time bending that occurs in thier lands. Maybe, it was speculated, the time bending has retarded the Chalkan's evolution into modern humans.
Long story short, and a few game sessions later, the one PC had rescued the other, and the two were afoot in search of the bad guys' lair.
Here, I returned to the D&D module. I figured that Cimmeria had a lot of caves and crevices. And, I also thought that most of these would lack worked stone. So, I put the two together, making another mystery for my PC's. Who worked the stone of this cavern in ancient times?
The cave, in the adventure, is described as "The Howling Cave". It turns out that the wind blows through the corridors making this unearthly howl. I thought that was cool, so I kept it.
But, I threw out most of the fantastical elements and creatures featured in the adventure. The goblins and bugbear all became Grath warriors. I threw out the Dire Weasle but kept the guard dog. The Giant Spider I kept thinking that, if the PCs were captured, they'd be stripped of down to their loin cloths and thrown into its lair. This seemed very "Conan" to me, thinking of the giant snake in the '82 movie and the spider featured in The Tower of the Elephant. The Lesser Gray Ooze and the Shrieker, I threw out, but the Hobgloblin Wizard became a Hyperborean dabbler while the elite hobgloblins became Hyperborean soldiers. This added a new twist for the players--where did these foreigners come from? Why are they here?
The black dragon became a semi-major part of the plot. I turned the thing into a demon, more man-like with reptillian features including a snake's head. Instead of squirting acid, this thing would spit out gobs of thick, sticky mucus that would slowly start to disolve anything it landed upon. The demon is intelligent and sorcerous, and it ended up conjuring a thick, red mist that contained these man-sized whirlwinds. These small tornadoes would have arcs of electricity running through them, and when they attacked, they would simply charge their targets, running through and past their prey. This would disolve the whirlwind (only to be reformed at a different point in the red mist) but damage the target with electrical energy as it passed. They were impossible to fight, but a smart PC could take out all of the mist by destroying (probably with fire) the mist's source--the dead Hyperborean dabbler that the demon had killed in order to use his body for the dark component needed for this spell.
The demon could also raise the slain in the traditional Hyperborean style, so as the PCs would kill their foes, they'd eventually see the same foes, still suffering from their previous fatal wounds, shambling towards the PCs, controlled by the demon.
This led to a Hollywood style escape from the cavern, through the red mist, dodging the slow moving whirlwinds (though some could fire lightning bolts at the PCs), the cavern crumbling and falling down around them, with a group of those that they had already killed scrambling after them.
From here on out, the adventure was totally taken out of my imagination based on the situation as it had played out. I never did use the encounter with the shaman or the town of Barrow's Edge (though I did use many of the character names provided in the adventure). Maybe I'll find a use for that stuff later in the campaign.
The last part of the adventure developed into an overland chase into a new area I created called the Cracked Lands. It's an extremely rough section of the Eiglophian foothills with lots of rocks, uneven ground, and skree. On top of this, I brought in Cimmeria's dangerous weather and had a storm hit the PCs worthy of a Gulf Coast hurricane.
The PCs evaded the demon in the storm and survived a flash flood. They fought Cimmerian Mantids (Beastiary pg. 46) and made their way through the Cracked Lands until they found the Diamondrun River, which would lead them north and home.
Along this path, they encountered a long lost friend--an NPC that I had planted into the story at the beginning, citing that he had left the group some 10 years before, struck with wanderlust. I wanted an NPC like this in the village--someone that could dazzle them with tales of adventures in the civilized lands.
After a final, climatic encounter with the demon and his Risen Dead (Beastiary pg. 88), I ended up with the PCs returning to the village some two weeks later, with the NPC that I wanted in the village, and the PCs hailed as heroes.
The demon, after the defeat of his Risen Dead (the PC came across what they thought was a battlefield but ended up seeing the bodies rise from the river and shore), flew off into the horizon--and I can happily use the demon, now, as a recurring bad guy.
And, all of this sprang from the base of an introductory D&D adventure.
I'm better at editing than I am creating, and I can be inspired by the oddest things. When I started my campaign set in Cimmeria, focussing on a clan of Cimmerian Barbarians, I spotted a low-cost copy of a 3.5 D&D scenario called Scourge of the Howling Horde. Here's how I set about "Conan-izing" the adventure.
First off, I look at the adventure as a suggestion, not something that is cut in stone. It is meant to be change, twisted, and warped, especially since I'm using it as a starting point for a game with a different flavor. It is a base from which I will grow the actual encounters.
I like low level D&D modules because there are less fantasy elements that I have to throw away. No matter what level of Conan game I'm converting for, the low level D&D module is easier to convert than any higher level fair. Scourge is an introductory adventure meant for new 3.5 D&D GMs and 1st level characters.
From the start, I liked the opening encounter with the attack on the overturned cart. Instead of a halfling merchant with elven guards, these became on old woman and orphan Cimmerian children returning to the homestead from the big village festival of summer. The attacking goblin raiders became 1st level Barbarians from a rival clan--a clan that shares a blood fued with the PC's clan. I also cut down the number of enemies from 3 to 2 to accommodate my two (at the time) 1st level Barbarian PCs. I didn't want to kill them on their first big combat encounter.

Then, I let my imagination take over. It didn't work out as it played out, but I had hopes of turning one of the Grath (the attacking Cimmerian clan--the bad guys) into a recurring nemesis. Too bad for him, my PCs made sure that he did not escape from the incident.
As the PCs approached the massacre of the children and their care taker (In true Conan gritty style, I had one of the kid's decapitated head swinging from the upturned wagon's wheel, the child's hair used to tie it to a spoke. And, the old woman was staked out on the ground with primitive javelins used to staple her hands to the ground.), two of the attackers were still among the dead and dying, doing their wretched deeds.
I was inspired by a pic on pg. 61 of Hyboria's Fiercest. I thought it would be exciting to have a chase take place among the branches of these fantastically large trees, with these limbs that actually grow into the limbs of the tree next to it, makeing a criss-crossed network of limbs, high off the ground. A Cimmerian, I deemed, could move for miles up in the branches of a copse of these types of trees. Though not as big, things like this actually exist on Earth today, so I didn't think it to fantastic for the Hyborian Age, and, in fact, thought it an excellent setting to remind my players that they were gaming in Earth's prehistorical past. I liked the "adventure" and pulpy "Sword & Sorcery" feel of it. Thus, Cimmerian Thicket Trees were born, and the scene at the wagon led to a heroic jump from a cliff into these amazing, branch-locked trees.
Next, I pulled out my trusty Beastiary of the Hyborian Age and chose a new monster for my PCs to encounter. I was intrigued by the Chakan and decided, in true Hyborian Age style, that they were the result of Cimmerians who never clawed their way back up from beastiality after the cataclysm. They were proto-Cimmerians, and the PC's villagers somehow knew this concept. They used the Chakans a boogey men to scare children at night, but the clan council respected the Chakan lands as that clan's territory. Though there was no contact with them, the PC's clan treated the Chakans as just another hostile clan. The Chakan territory became the Blood River Basin, a forbidden area near the PCs clanholme.
And, just to add some more pulpy Swords & Sorcery atmosphere to the area, I created a mystery where time is not constant for every person's point of view. During the chase among the branches of the thicket trees, on of the PCs fell off, to the ground. The other PC went to the central trunk and climbed down to the ground. But, it took him three days to follow the limb out to where his clansman had fallen. It was strange. He walked normally, but his senses told him he moved very little. Actually, from his perspective, the limb of the tree was unimaginably long--3 days he walked to find its end!
By that time, a Chalkan tribe had captured the fallen PC, who, in turn, traded the PC to the bad guys. I had the Chalkans display a mix of animal-like and cave-man-ish actions, keeping them in line with the many non-developed beasts that Conan has encountered (such as Thak, the ape-man). I had the bad guys trading with them. And, it wasn't until later that the PCs realized that the Chalkans seemed to be unaffected by the sorcerous time bending that occurs in thier lands. Maybe, it was speculated, the time bending has retarded the Chalkan's evolution into modern humans.
Long story short, and a few game sessions later, the one PC had rescued the other, and the two were afoot in search of the bad guys' lair.
Here, I returned to the D&D module. I figured that Cimmeria had a lot of caves and crevices. And, I also thought that most of these would lack worked stone. So, I put the two together, making another mystery for my PC's. Who worked the stone of this cavern in ancient times?

The cave, in the adventure, is described as "The Howling Cave". It turns out that the wind blows through the corridors making this unearthly howl. I thought that was cool, so I kept it.
But, I threw out most of the fantastical elements and creatures featured in the adventure. The goblins and bugbear all became Grath warriors. I threw out the Dire Weasle but kept the guard dog. The Giant Spider I kept thinking that, if the PCs were captured, they'd be stripped of down to their loin cloths and thrown into its lair. This seemed very "Conan" to me, thinking of the giant snake in the '82 movie and the spider featured in The Tower of the Elephant. The Lesser Gray Ooze and the Shrieker, I threw out, but the Hobgloblin Wizard became a Hyperborean dabbler while the elite hobgloblins became Hyperborean soldiers. This added a new twist for the players--where did these foreigners come from? Why are they here?
The black dragon became a semi-major part of the plot. I turned the thing into a demon, more man-like with reptillian features including a snake's head. Instead of squirting acid, this thing would spit out gobs of thick, sticky mucus that would slowly start to disolve anything it landed upon. The demon is intelligent and sorcerous, and it ended up conjuring a thick, red mist that contained these man-sized whirlwinds. These small tornadoes would have arcs of electricity running through them, and when they attacked, they would simply charge their targets, running through and past their prey. This would disolve the whirlwind (only to be reformed at a different point in the red mist) but damage the target with electrical energy as it passed. They were impossible to fight, but a smart PC could take out all of the mist by destroying (probably with fire) the mist's source--the dead Hyperborean dabbler that the demon had killed in order to use his body for the dark component needed for this spell.
The demon could also raise the slain in the traditional Hyperborean style, so as the PCs would kill their foes, they'd eventually see the same foes, still suffering from their previous fatal wounds, shambling towards the PCs, controlled by the demon.
This led to a Hollywood style escape from the cavern, through the red mist, dodging the slow moving whirlwinds (though some could fire lightning bolts at the PCs), the cavern crumbling and falling down around them, with a group of those that they had already killed scrambling after them.
From here on out, the adventure was totally taken out of my imagination based on the situation as it had played out. I never did use the encounter with the shaman or the town of Barrow's Edge (though I did use many of the character names provided in the adventure). Maybe I'll find a use for that stuff later in the campaign.
The last part of the adventure developed into an overland chase into a new area I created called the Cracked Lands. It's an extremely rough section of the Eiglophian foothills with lots of rocks, uneven ground, and skree. On top of this, I brought in Cimmeria's dangerous weather and had a storm hit the PCs worthy of a Gulf Coast hurricane.
The PCs evaded the demon in the storm and survived a flash flood. They fought Cimmerian Mantids (Beastiary pg. 46) and made their way through the Cracked Lands until they found the Diamondrun River, which would lead them north and home.
Along this path, they encountered a long lost friend--an NPC that I had planted into the story at the beginning, citing that he had left the group some 10 years before, struck with wanderlust. I wanted an NPC like this in the village--someone that could dazzle them with tales of adventures in the civilized lands.
After a final, climatic encounter with the demon and his Risen Dead (Beastiary pg. 88), I ended up with the PCs returning to the village some two weeks later, with the NPC that I wanted in the village, and the PCs hailed as heroes.
The demon, after the defeat of his Risen Dead (the PC came across what they thought was a battlefield but ended up seeing the bodies rise from the river and shore), flew off into the horizon--and I can happily use the demon, now, as a recurring bad guy.
And, all of this sprang from the base of an introductory D&D adventure.