'Barbarism is the natural state of mankind,' the borderer said, still staring somberly at the Cimmerian. 'Civilization is unnatural. It is a whim of circumstance. And barbarism must always ultimately triumph.'

-Robert E. Howard
Beyond The Black River

Corrupt Cliffs

Corrupt Cliffs
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Showing posts with label 2d20. Show all posts
Showing posts with label 2d20. Show all posts

Wednesday, February 13, 2019

Conan 2d20 Character Sheet that is a form fillable pdf.

A little while ago I built a character sheet that was cleaner and listed the skills alphabetically. I have now added form fillable fields to the .PDF file. It has a few auto calculate fields, so if you notice anything weird, please let me know.

It has been suggested that some people may want to use this as a strictly pencil and paper sheet, so I have included the non-fillable version as well, which should be better for printing. 

2d20 Skill Character Sheet - Form Fillable

2d20 Skill Character Sheet - Non-Fillable


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Monday, February 11, 2019

Conan 2d20: Magic in the Hyborian Age

I will start this by saying that I haven't played D&D in many years, but as it is probably the most played game out there I will be bringing it up as a comparison to how magic works in most RPGs vs how magic works in Conan 2d20.

In D&D you get a long list of spells you can choose from and from that list you can choose what you want to cast for a given day. For an example we have a first level wizard with an INT of 17 (+3). The wizard has 6 spells in her spell book. At level one, she will be able to create a spell list for the day that contains 4 spells from her book. She may then cast any of those 4 spells twice, since a level 1 wizard only has two level one spell slots.

The spells you get to cast have any number of effects: Lightning bolts, fireballs, magic missiles, shields, summoning monsters, etc. They are the stuff of high fantasy, flashy displays of mystical energy.

The magic in Conan is much more subdued and although there is certainly spells that can be used offensively, we aren't going to be throwing magical fireballs at each other. Where D&D gives you a large number of spells to choose from, Conan gives you a smaller number of spells, probably a single spell when you start. I tend to think of these as spell blocks though because although they have a single name, they each have ways to build on the effects. In D&D terms you might not have magic missile and lightning bolt as two spells, they might simply be called, "Magic Bolt". D&D would need a way to channel more energy into the spell, maybe expending 2 spell slots to increase the effect of the bolt from a mere zap to a full fledged lightning bolt.

In the movies we see magic akin to what we might find in the Hyborian Age in the first Conan The Barbarian movie as well as the magic wielded by Merlin in the similarly aged "Excalibur". The magic in these films is very real, and yet often quite subtle. You again aren't seeming glowing hands and the like.

One of the other major differences is the loss of resolve, ie mental hit points, from spell casting in Conan. You could cause yourself to go insane if you cast too many spells without any rest. It lends a much darker and more sinister air to the forces you try and wield in the Hyborian Age.

With all that I am simply trying to set out the ground work for magic in 2d20 for those who are new to it. It is different. That doesn't make it bad. Today we are going to cover the basic ideas behind how casting works mechanically and how it can work for the narrative. There are a few other concerns around a character with knowledge in Sorcery, but that is for another time.

Call Your Dragon to Weave a Mist.....

The simplest form of spell casting in 2d20 looks like this and is known as Casting for Effect.
  1. Resolve - Check and make sure you have enough resolve to cast the spell.
  2. Minor action - Focus action (skipping this causes complications on a 19 or 20).
  3. Standard action - Skill test against sorcery.
  4. Complications - Any failed rolls result in a complication. Rolling a complication causes 2 complications.
  5. Momentum - On a successful test send and additional momentum you have on stronger effects.
  6. Resolve - Reduce your resolve
The second form of casting is known as Testing for Consequences or sometimes called Casting for Consequence. This is not at alternate rule, but it is up to the GM to allow it on a case by case basis. Basically the idea is that the spell always goes off and you are just testing to check for it's negative effects, think of it as Casting to Determine Complications.
  1. Resolve - Check and make sure you have enough resolve to cast the spell.
  2. Difficulty - Determine the difficulty of the spell. Most start with a base of D1, and each momentum spend you add, adds a level of difficulty.
  3. Minor action - Focus action (skipping this causes complications on a 19 or 20).
  4. Standard action - Skill text against your spells difficulty.
  5. Complications - Each difference between the number of successes you roll vs the difficulty of the spell causes a complication. ie if you roll 3 successes on a D5 spell, you gain 2 complications.
  6. Complications - It is POSSIBLE that a failed skill test here still causes a complication as well. There is nothing specifically that says it doesn't.
  7. Complications - Rolling a 20 causes a complication.
  8. Momentum - Spend momentum as normal.
  9. Resolve - Reduce your resolve.

Can You Summon Demons, Wizard?

Let us take a little bit of a deeper look at the ideas presented in the book. Specifically we will start with the following passage:

From the depths of dusty tomes and the tutelage of patrons human and otherwise, the sorcerer collects incantations and recipes for spells, magical creations whose effects are immensely powerful, their histories older than the cities of men. These spells are broad strokes, guidelines by which unnatural forces can impose their will upon the natural world. The combination of spell effects and sorcerous talents comingle to form more complex results and more powerful intrusions of the Outer Dark into the world of humankind. The nature of magic in the Hyborian Age is not strictly codified, and requires the gamemaster to adjudicate on a narrative as well as mechanical basis.
-Conan 2d20, Core Book Page 173

It is fairly easy to look at the spells and mechanically cast based on what is listed. That is always an easy thing, but in my books it is a less fun way to play. These games are all about the narrative. Have a player simply cast and then pick from a list leaves a lot on the floor. Instead think of these spell blocks as a toolkit. I strongly encourage you and your players to at least have an idea of the desired effect of the spell, even if it isn't fully realized on the actual skill test. I have a couple of examples below of sorcery in use. Our examples will center around Adara, a Cimmerian shaman.

Adara looks out across the blood soaked sward, the smoking ruins of the fort and dead from both sides litter the ground around her. Her people did not start this war, the constant incursion of the southern kingdoms north to take more land, and finally in an attempt to subjugate her people started this. Finally her tribe had enough, and so her and her people drew steel and assaulted their positions.

GM: You see a large warrior cutting down your people left and right, clearly a Knight and a fearsome opponent, what do you do.
Player: Adara casts Form of a Beast. Uhhh, I roll 4 successes so that lets me succeed and spend 3 momentum. I choose Nature's Brawn, Animal Resilience and Roughen this beasts hide and I transform into a bear.
GM: Ok, Adara takes the form of her totem animal, the bear.
VS.
GM: You see a large warrior cutting down your people left and right, clearly a Knight and a fearsome opponent, what do you do.
Player: Adara summons the energies of the forest creatures, feeling the power of her totem animal flow into her she attempts to take on not just the form of the beast, but also it's strength and savagery! I roll 2 successes, and assume the form of my totem animal. Unfortunately this only gives me one point of momentum so I use that to assume the strength of the bear! GM: Ok, Adara takes the form of her totem animal, the bear.

Mechanically similar, but in my books the second one is more fun and more interesting, even though she was less successful with that test. Certainly the rules say you cast and then can use that momentum however you want, and I am not saying you should pick exactly what you want to have happen from the menu and try and cast it, but instead have an idea of the kinds of things you COULD have happen or WANT to have happen and weave that into the description of what your character is doing.

Even if you go the first route and don't have a clear idea what you are trying to accomplish with the spell, once you have chosen those effects I would strongly encourage you to work those effects into the description of what your character is doing. The spells are a GOLD MINE for narrative ideas and cool effects.

I can't encourage your enough to use these spell blocks as a toolkit to build excellent narrative effects around the magic we find in the Hyborian Age!

Finally some of the core book can be confusing, and should you need it we do have a Sorcery FAQ put together from the days of the Google+ group.

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Friday, February 8, 2019

Friday's Forgotten Fiends: The Boar of Nergal

Welcome back to another installment of Friday's Forgotten Fiends! Custom monsters for your RPG table feature stat blocks for Conan 2d20 and Dungeons and Dragons 5e as well as paper 28mm miniatures and VTT tokens!

The shepherd lounged under a large tree. The air was warm and clear and the sun shone down bright across the meadow lands. A small flock of sheep munched happily on the green grass emitting only the occasional bleating. Arvad was happy with things, predators had been few and far between and his flock grew fat providing wool and food for his family and money for his pockets.

In an instant everything had changed, the throng of sheep broken and running in all directions as a Boar or Nergal stalked into their midst killing what would surely be more than its fat belly could eat. It seemed to be killing for sport as much as anything, a keen intelligence in its eyes as it turned and spotted Arvad. With a low growl it stalked towards the small man, sitting shocked beneath the tree.

In a smooth action Arvad took up his spear and slid to his feet slowly as the monster continued its slow methodical approach. Leveling the spear, the shepherd planted the spear at his feet as he waited for the infernal creature to come for him. The beast continued its slow approach and as it did its true size began to show itself, easily as tall as a man at the shoulders, gleaming red eyes and yellowed teeth and tusks glistened in the sun, now stained with the blood of his sheep. With a slight pause the massive head is lowered and in a flash nearly one thousand pounds of predator charged towards him. Arvad could do nothing but grip the spear tighter, aim its point, close his eyes and pray to Mitra.......

The giant pig like creatures are some long forgotten remnant of a time best left forgotten, when giant beasts ruled over the lands. They generally favor the northern plains of Shem where the pastoral lands meet the low foothills of the Mountains of Khoraja. Although these creatures are generally solitary they live in small loose knit herd-like communities, coming across one means more are almost certainly nearby. Named for the dark god of death, Nergal, these creatures, although resembling boars are actually fierce predators. It is not uncommon to see them hunt the largest game.

This beast is based on the real life animal known as the "HELL PIG", but I didn't want to simply call it that, I wanted something more... Hyborian. So I went out onto the Internet and looked up gods, I found a nice list on Xoth.net. I did perhaps make a small error in ONLY using that site as it uses all sources for the Hyborian Age, not just REH. There is nothing wrong with that, but I would prefer to use REH as a first source and pastiches as a second source.

Do not worry though, as I found a story fragment on the Internet this morning, The Hand of Nergal, which makes me cheer a little in that the name I have chosen is both fairly fitting and REH.

Don't forget to scroll all the way to the end to see a new feature I am looking to add to these to supplement the stat blocks and VTT tokens!

Alright as Matt from Rogues in the House loves to say....

"ENOUGH TALK!"

Conan 2d20

D&D 5e

VTT Tokens

Paper Minis!

And finally paper minis!


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Friday, February 1, 2019

Friday's Forgotten Fiends: Child of Nethuns.

Welcome back to another installment of Friday's Forgotten Fiends! Custom monsters for your RPG table feature stat blocks for Conan 2d20 and Dungeons and Dragons 5e as well VTT tokens!

The torch light revealed the large vaulted chamber as it slowly slid across the ancient stone. The chamber was buried deep in the mountains, part of an ancient fortress, or so the stories went. The trio of explorers, Dagen, Epas and Volmastes, entered through a small doorway set in the western wall, searching for gold and jewels. Light danced along the walls of this room amplified by the large natural pool of water that sat at its center. Slowly as the torchlight was cast across the room small objects near the pool became visible. Volmastes approached the pool and stooped to investigate and found small candles and bits of parchments. The water rippled as if by wind or a bubble being released far below. The torch, brought forward by the other two, did nothing to illuminate the depths of the inky pool.

Suddenly the trio was flung back from the pool as....SOMETHING...erupted from the depths. A mass of tentacles, large and small, studded with claws writhed in the air, pausing momentarily before striking at the awe stricken party. Living ropes of flesh and talons raked at the three adventurers, slicing and grabbing them, one slid around Volmastes and pulled him, struggling, towards the pool. Dagen drawing steel and striking with the skill of a Master of Iado, felt her blade sink in and through the large tentacle, freeing her friend. The remains of the tentacle fell heavily to the cold stone floor, dark ichor leaking everywhere. Epas turned towards Dagen in time to see what was left of the vanquished tentacle erupt into smaller versions of itself, it struck and slashed and wrapped around her with the fierce speed and strength of a jungle cat....

These creatures are never seen fully. Only their appendages that erupt from a body of water to attack and rend the flesh of adventurers. These creatures are often the result of dark magic and pacts between sorcerers and the forgotten gods of the deep, with especially strong links to the worship of Dagon.

They attacked from a fixed body of water, able to move freely within that water and look like a black/red group of triangular shaped tentacles with talons or teeth lining the underside. Smaller tentacles are sound with a similar claw at each end used to penetrate hard prey.

Although the beast is associated with Dagon, I chose to name it a child of Nethuns, a personal bastardization of the god, "Neptune". Players may get it with some thought if you even reveal the name, but it won't be an obvious reveal as to the origins and what the beast represents.

As always below you will find stats for 2d20 and D&D5e for both major and minor tentacles of this horrific beast.

Conan 2d20


D&D 5e

VTT TOKENS!



NOW WITH PAPERMINIS!


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Wednesday, January 30, 2019

Adventure Wednesday: The d6 Outpost

On the far reaches of the kingdom sits a small fort. Its only purpose is to guard the border and warn of approaching threats from the west. The land is desolate and the soldiers stationed here rely on supplies from the nearest city, some two days hard ride away. This place is isolated and those unlucky enough to be here spend day after day looking out at nothing......

Welcome to Adventure Wednesday! Last week we started Story Seed Tuesday. I decided I should move this to Wednesdays so I could have my efforts to create weekly content more spread out across the week. This is our first Wednesday installment and I already though I would do something a little different. If you like this idea, I will see about including some roll tables with future adventure ideas. As we go forward the blog will end up with a good store house of adventure roll tables to go along with the monsters of Friday's Forgotten Fiends!

Stories about an isolated outpost or ship are common place and work equally well for sci-fi and fantasy. Players can either be stationed there when things start to go wrong, or they could be responding to word of something bad, perhaps the last supply train never returned?

Today I am going to provide a few roll tables that will allow you as the GM to generate a quick plot you can use to build an adventure around. The tables are setting agnostic and should work as well for D&D 5e as they do for The upcoming Expanse RPG by Green Ronin Games.

Step 1: Roll for the outpost type.
1d6 Roll
Result
Goods, Cost Modifier
Number of goods
1
2
3
4
5
6
Guardpost
Gateway
Place of Study
Isolated Community
Trade Outpost
Religious Order
-2, +20%, 3
0, +10%, 2
+2, +10%, 2
0, +20%, 1
0, +10%, 4
0, +20%, 2

Step 2: Make a number of rolls equal to the "Number of Goods" rolled in Step 1. Modify these rolls by the "Goods Modifier".
1d6 Roll +
Goods Modifier
Result
1
2
3
4
5
6
Weapons
Armor
Food
Lodging
Basic Goods
Lore about the Area

Step 3: Determine the environment the outpost exists in. Make sure to note if this is a fantasy or a sci-fi outpost.
1d6 Roll
Location
1
2
3
4
5
6
Edge of Kingdom/Deep Space
Rocky Area/Asteroids
Coast Line/Gas Giant
Forests/Rocky Moon
Deserts/Lagrange Station
Mountains/Class M Planet

Step 4: Determine a basic plot
1d6 Roll
Location
1
2
3
4
5
6
Attacked by Enemy Faction (Military, pirates, etc)
Attacked by Natural Enemy (Wild animals, alien organisms)
Natural Catastrophic Event (Earthquakes, asteroid strikes)
Plague (Disease outbreak, Zombies, Mutations)
Betrayal (Higher up at outpost has sold it out)
Outpost has been taken over in secret (Enemies unknown to the players now control the outpost)

Step 5: How are the players involved?
1d6 Roll
Location
1
2
3
4
5
6
Relief Effort
Stationed at Outpost
Sent to Investigate
Escort to or From Outpost
Evacuation of Outpost
Rescue Mission
Infiltration


Now that we have a few fun tables to roll on, let's generate a few story ideas!
Setting
Type
Goods
Location
What is happening?
How are the characters involved?
Fantasy
Trade Outpost
+20% cost
Weapons, Armor, Lodging, Basic Goods
Edge of the Kingdom
Natural catastrophic event.
Sent to Investigate the cause of the event
Sci-Fi
Religious Order
+0% cost
Basic Goods, Lore about the Area
Asteroid Base
Attacked by a natural enemy
Evacuation
Fantasy
Religious Order
+0% cost
Weapons, Food
Mountains
Attacked by an enemy faction
Members of the order, or hire as guards
Sci-fi
Gateway
+10% cost
Lodging, Lore about Area
Lagrange station
Attacked by an enemy faction
Rescue Mission

There you have it. Four super quick story idea seeds and a set of table to generate a lot more all revolving around an isolated outpost.

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Monday, January 28, 2019

Conan 2d20: Narrative Combat Spends

One of the great parts of Conan and 2d20 is succeeding by measure. The ability to not just succeed but succeed WELL is a narrative gold mine! The base rules have a table of momentum spends for action scenes on pg. 118. A more experienced player with the system will probably be able to look at that table and come up with narrative descriptions for each action and use them to craft a description of their attack. But what about that player with less experience, or one that is shy and has trouble coming up with those things? Below that table is a line that states, "These are in addition to the normal uses of momentum and any others that the players or game master create for themselves."

Like many things in 2d20 they have left it open for us as the players to build upon what they have already done, and so we come to what this article is about: Descriptive combat spends, things like spinning sword slashes, kicks to the chest, shoulder checks and the list goes on and on. So pull up a chair, watch some sword & sorcery movies and read some sword & sorcery books, and lets make up some cool moves for your players to plug into their combat encounters.

We will start with the idea of how we might build some of these from the listed momentum spends and finish off with some ideas that I have come up with that I though would add a lot of narrative depth to your combat encounters.

First up we chain 2 momentum spends together and provide a basic description of what that might actually look like. It should give you a good idea of how you can generate some cool combat narration from the provided list

Chained Momentum Spends
Description
Penetration+Penetration
2m+2m
The sword slashes wildly at the beast before it's keen point is turned and stabbed easily through it's hide.
The razor edge of the sword cuts at the Vanir warrior, finding a weak point in his chain armor
Disarm+Swift Action
2m+2m
Conal deftly kicks the shield from the guards hands before his blade slashes at him.
Called shot+Damage
2m+2m
Sven swings his mighty axes catching the hyperborean square in his unprotected neck, blood gushes from the grievous wound.

Lets take this one step further with some of Howard's own words.....

Chained Momentum Spends
Description
Break Guard+Swift Action
2m+2m
But his return spring was like that of a starving wolf. He was inside the lashing arms and driving his sword deep in the monster's belly....
-REH, Beyond the Black River.
called shot+Penetration
2m+2m
A tall corsair, bounding over the rail, was met in midair by the Cimmerian's great sword, which sheared him cleanly through the torso, so that his body fell one way and his legs another.
--REH, Queen of the Black Coast.
Penetration + Damage
2m+2m
In the interim one of his comrades lifted a broadsword with both hands and hewed through the king's left shoulder-plate, wounding the shoulder beneath. In an instant Conan's cuirass was full of blood.
--REH, Phoenix on the Sword.


Going back to that table on page 118 and our basic momentum spends, we can get an idea of the approximate power of a momentum spend. Items like Disarm and Break Guard cost about 2 points of momentum. We also see my favorite spend, "Penetration". With it we are essentially putting the weapon trait "Piercing" on weapons that do not have it. This should give us a lot of fodder to move forward. Maybe we can add grapple or knockdown to the list? Vicious? Maybe!

I would have no problem adding the following to the table.

Knockdown
2
Gain the knockdown quality on your attack.
Stun
2
Gain the Stun quality on your attack

Some qualities are represented by talents, so we need to make them more expensive for people to use them, or the talents are pointless. For exampple, Killing Strike grants an additional wound for 2 momentum and Blood on Steel provides Vicious 1 for 1 momentum.

Intense
4
If you caused a wound, you may cause another wound.
Does not stack with Killing Strike.
Vicious X
2 R
Each 2M adds 1 point of vicious.
Does not stack with Blood on Steel.
Grapple
2
Gain the grapple quality on your melee attack
Grapple is counted as unarmed


And finally I present a table taking all of these ideas into account. This table builds on what we have in the core rules, adding basic narration seeds to a few basic spends. In addition to these we have used the idea of how chained spends might look together and mixed in our new ideas to come up more creative ways to spend your momentum. I hope you enjoy this idea and it helps bring loads of colorful combat to your table.

Description
Effect
Cost
Shoulder Bash!
Stun
2
Trip and Stab
Knockown+Penetration
+1 Doom to enemies next reaction
5
Kick to the chest
Break Guard+Stun
+1 Doom to enemies next reaction
5
Stab or cut at the joint
Penetration
1R
Recover from glancing blow
Re-roll damage dice
1
Twist blade in the wound
Add Vicious X
2R
Sand in the eyes!
Break Guard
2
Swing through a deadly arc
Secondary Target
2
Pommel strike
+2 damage+Stun
4
Head butt
Stun
2
Cleave the skull
Hit Location+Intense
6
Elbow to the Face
Stun, 1cd
+1 Doom to enemies next reaction
4
Hack and slash
Spend 2m to kill 1 minion.
4
Cleave through armor
Piercing 4
2
Slash/smash/stab
the
head/leg/arm/torso
Choose hit location
2


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Friday, January 25, 2019

Friday's Forgotten Fiends: The Hyperborean Monoceros

Welcome back to another installment of Friday's Forgotten Fiends! Custom monsters for your RPG table feature stat blocks for Conan 2d20 and Dungeons and Dragons 5e as well as VTT tokens!


The "ice age" and it's mega fauna are ripe for inclusion in a setting like the Hyborian Age. They fit so well that they are already common in sword and sorcery and even in the Hyborian Age itself; From mammoths in Conan Exiles and Age of Conan to the saber-tooth tigers written by Howard himself in Beyond the Black River. I am not one to stand back and think, what if.....

This past week Logan of "Rogues In the House" Podcast posted a picture from a facebook group about ice age mega fauna: The Siberian Unicorn. This thing is a great giant rhino the size of a mammoth! How could I not stat it up and bring it to life on the northern planes of Hyperborea or Hyrkania.

Not only am I providing some stats worked up for Conan 2d20, but also for Dungeons and Dragons 5e! So if you have friends who play either, don't forget to point them my way! As always following the stat blocks will be a token for use with your favorite VTT.

His labored breath produced a cloud in front of him. His hands gripped tightly around the wooden shaft and he wondered, not for the first time, why he had come to this frozen hell of Hyperborean tundra. The great beast stood in the ruins of his camp, its cold eyes staring at him, seemingly oblivious to the blood soaked into it's thick coat. The beast snorted, its own white haze billowing from its nostrils. Conal involuntarily took a step back, trying to grip the spear even harder.

Suddenly the great beast lowered it's head and with it, the single monstrous horn protruding from its forehead. The beast's charge shook the earth as it thundered towards the single man. Conal braced himself and, at the last second, avoided the wicked horn, but not the the enormity of the creatures gigantic head, which bashed him aside like a child's doll. With reflexes that only a life long warrior might possesses, he rolled up and struck with the spear. He felt the point resist and then slip deep into the beast just behind the shoulder. With a last mournful cry the great behemoth sunk to the earth motionless.

Conal stood, bloodied and bruised, and scanned the remains of his camp. As he surveyed the destruction his eyes caught movement and as he turned four more of the great shaggy beasts appeared out of the night, the remains of the herd, called by the death cries of one of their own............



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Tuesday, January 22, 2019

Story Seed Tuesday: Suns

Welcome to the first of a new weekly series we are going to try on Starships & Steel, "Story Seed Tuesday".

Whether you play Dungeons and Dragons 5e, Rifts or Traveller I hope you find a story idea in one of these articles.

Starships

Articles like this began to pop-up recently: Sun will Turn Into a Solid Crystal

WOAH. When I first saw these pop-up I was blown away, I'm pretty sure I haven't encountered that in sci-fi, and immediately my mind turned to a small starship on approach to a massive crystal hanging infront of it in the heavens.

  • Did this crystallization cause a civilization to die?
  • Did an advanced species mine the ancient star?
  • Is the crystal integral to the villain's doomsday machine?
  • Is something alive in the giant crystal?
  • Is it a backdrop to a giant orbital station?

Steel

Giant crystalline suns will be hard to beat, but lets keep suns as the theme of the day.

As you move towards the poles of our world the days and nights become increasingly long depending on the time of the year. Far enough north and the darkness is eternal for half of the year. To people who don't understand science this concept on any world is rife with ideas.

  • The yearly darkness is spreading further south.
  • Some dark creature emerges from it's lair to hunt during the darkness.
  • Sorcery is at it's height at this time, the wizard must be stopped.
  • Every year champions are sent north to fight back the darkness.



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Friday, January 18, 2019

Friday's Forgotten Fiends: The Jungle Crawler

Friday is here and that means another fiend from a time immemorial! Today I am going to introduce you to a giant creepy crawly, something that should make at least one of your players dread the fact they ever entered that jungle.

The Jungle Crawler


In the wild places across the world forgotten by man. In places that grow lush with life, deep jungles and dark forests, things grow large. Things that time has turned it's back on and allowed to thrive against natures best judgement. In these places dragons roam. But in these places things creep and crawl with hundreds of legs, dripping poison and death.

Today I introduce you to the Jungle Crawler, a giant centipede. Will it's pincers slice through your players armor, or will it's venomous tail inject it's death into them? Perhaps their incessant chittering drive your players mad as these things invade their camp in the night?

Here is is The Jungle Crawler in a toughened and minion variety, may they strike terror into your players.




I am also include a couple of tokens that you should be able to resize and use in your favorite VTT. Tokens created with Token Tool 2.0!



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Friday, January 11, 2019

Friday's Forgotten Fiends: The Gibbering Darkness

Today I want to revisit a creature I came up awhile ago. The concept of this thing was a creature that would assail PCs in Conan 2d20 and cause a wound to a Character. Why would you do such a thing? Sometimes drama and tension can be increased when the PCs feel threatened and there are times when they simply don't in Conan because of how competent that they can be. A mob of these attacking in the deep ruins will generally use it's point of doom to attack first and most likely injure someone before being vanquished. I wouldn't recommend using something like this all the time, but everything in your toolbox has it's place.

The Gibbering Darkness


In the deep ruins of time immemorial there are places, rifts to some black place, where darkness seeps into our world as formless shapes, seeking the life energy of our existence like a wild predator seeks its prey.

The Gibbering Darkness is darkness made manifest, shifting shadows on the wall. Dark places in the corner of your eye. As easily as the dark is vanquished these creatures can be returned from which they came. Do not forget that like the darkness these hide things that are both physically and mentally deadly.

Many an naive adventurer has been reduced to lifeless husk, or worse a mindless husk, as unsuspecting they walked into a forgotten place and were assaulted by the dark mindless gibbering of these things.


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Monday, January 7, 2019

The Search for Clues: How I approached Investigation in Conan 2d20

Introduction

Whenever I write a new adventure for my players I try and include things that are not simply hack and slash. Ways for members less adept at combat to shine and have a great time. I have worked with placing "Trials" into combat situations so the non-combat characters can contribute in a more meaningful way. I like the idea, but often my party tunnel vision's on monsters and villains and won't do anything else until they are vanquished. Generally what I want the trials to do, don't work in this situation.

In my last adventure I wanted the players to start their adventure arriving at an abandoned Asgard village. They would need to investigate the village and figure out what had likely happened and go forward with the adventure from there. Previously i've had things in the adventure that were available for players to find, maybe some ancient script on the wall that would reveal some deeper meaning to the dungeon they were in, add some more COOL to it. Nothing that really *NEEDED* to be found to progress.

With an investigation you want your players to look around and find clues, and then use those clues to draw conclusions about what they should do. If you make this difficult they might not find those clues and end up with no way to progress. What to do!? Well I, like you, went out to the Internet and read a few articles and watched a few videos on running investigative games. What I came up with is the idea that there should be some clues that are going to be found if the players walk into a place and do a cursory examination. These clues are the most basic information the players need to move forward with the plot. Other clues are there and can be found which will add information or a better path for the players.

The Clues

Since running the adventure I have had time to think about this methodology for investigation and might do a larger adventure with it, but until then I will tell you about how I broke down my clues. I felt each clue should have a few basic elements: where it could be found, what skill was used to uncover it, what difficulty it was, what was the result of finding it and what was the result of not finding it.

Finding & Using the Clues

I later decided that all clues should be found with an observation test, and once found a further test could be used to determine something useful from them. This way a player is always rolling against the same skill without the clue being hinted at. This will also allow the keen eyed character to find tracks and the expert tracker to follow them, allowing more non-combat team work for the party. ie A player makes a D1 Observation test to see the tracks, followed by a second D1 Survival test to learn about them. Of course common sense needs to be used, if the clue is a testimony from a dieing man, you probably don't need to find him.

There are times when you will want players to use a certain skill to gain knowledge about the clue, but what if they don't have that skill? Sometimes a secondary skill can be useful. If they found animal tracks, but don't have survival, you may want to allow them to use a skill like Observation, but probably with a higher difficulty.

Setting up the Clues

With this knowledge let's set up the clues following a set of five basic steps.
  1. Crime Scene: Describe what happened. This will give you a good founding of what went on in the scene and why clues are what and where they are. We see this all the time in detective and police shows, but from the other end, where the main characters have found clues and have pieced back together their version of the events that placed them there.
  2. Key Clues: Identify the key clues the players will need to find to lead them to the next phase of the adventure.
  3. Negative Effect Clues: Pick out things from the description that are key and build clues around them that might have negative consequences if not found.
  4. Informational Clues: Pick out further informational clues that have no real long term effect on the adventure.
  5. Red Herrings: Maybe a few clues scattered about to lead the players astray, and make things more difficult.
Step 1: Crime Scene.
Evening falls, and as most nights recently the village is huddled around their central fire pit for comfort and security. Something has been stalking them. Finally they hear a low growl as a giant cat appears on the edge of the fire light, with terror the villagers panic and run. Only the Shaman stands to stop the beast, striding forward he commands it to stop. He is struck down where he stands, as a giant claws tear through his flesh. The cat stalks the people while small dark humanoids chitter with glee as they pull down and bind villagers, the ones they do not capture escape into the cold night. The cat and the children of the night escape out towards the mountains, with the villagers for sacrifice by their Master on the coming Solstice. A light snow beings to fall..

Step 2: Key clues.
We know we need the players to find evidence that will lead them to the mountain. The easiest one is the tracks the cat and the little people leave behind, but with the commotion I think tracks might be harder to find, especially with the snow that had begun to fall. Instead we will see that the villagers have been stalked for sometime. Our first clue will be notes written by the chieftain about sending a party to the mountains and other similar information to make the players believe the mountain is important. We will place this note in the Chieftain's hut.

Clue
Location
Skill & Difficulty
Found
Not Found
Chieftain's Notes Chief's Hut Observ. D0 Notes describe The Chief's council with the village
shaman about omens in the mountains.
A party of warriors investigated and found
ruins of an ancient fortress inhabited by snow apes.
N/A

Players entering the hut and making a basic cursory look into the place will find this clue. It is possible they don't search all the huts and in the end don't find this clue and end up not knowing what to do. As much as I recognize this to be a possibility, I think players who have not found a plot hook and haven't searched all the huts deserve to be stumped a little bit. In short I think they should have to do something to get the clue, even if once that is done there is no dice rolled.

Step 3: Negative Effect Clues.
Now that we have this basic clue let's work from there. We know the cat and little people and villagers would leave tracks. We can make it more interesting by placing this clue in a few areas, maybe in the village where they are hard to find and outside the village where they are easier to find. If the players find this clue we should reward them, maybe give them a safer, faster way to the mountain fortress.

Clue
Location
Skill & Difficulty
Found
Not Found
Animal Tracks Outside the Village Observ. D1 ->
Survival D3
Observ. D5
Tracks of a large animal lead away.
Players use the easy passage through the ruins.
Players use the dangerous passage through the ruins.
Animal Tracks Inside the Village Observ. D1 ->
Survival D1
Observ. D3
Tracks are obscured by other tracks in the village
Tracks of a large animal lead away
Players use the easy passage through the ruins.
Players use the dangerous passage through the ruins.

We had a couple of other things happen in our description. One was the shaman being struck down. Perhaps he managed to drag himself to his hut and as the beast crashed in to finish the job, he managed to ward it off with some spell or alchemy? We can add clues to handle this as well.

Clue
Location
Skill & Difficulty
Found
Not Found
Blood Entrance to Village Observ. D1
Covered in snow
Blood stains in the snow.
Lead to Shaman's Hut
No effect.
Shaman Shaman's hut Auto find ->
Healing D1
Persuade D2
Tells of the battle with the cat &
solstice sacrifice.
Cat doesn't cause FEAR 1 when
the players encounter it.
+1M Gives the players a talisman
to ward off the cat.
On a failed test:
Shaman croaks a single word, "The Mountain."
and dies.
Star Charts Shaman's hut Observ. D1 ->
Lore D1
Observation D3
Shows how far away the solstice is.
Solstice is one day closer than previously determined.

Now we have three clues associated with the Shaman, one simply leads the players to him, and the others provide information and perhaps a little bit of advantage if the investigation here goes very well. I haven't included basic things such as claw marks on the body or the damage on the hut, but things like this should be improvised pretty easily based on your knowledge of what happened here.

Step 4: Informational Clues.
We also know there was struggles and villagers being bound and taken against their will. Players will probably make this assumption, especially based on other clues, but you can sprinkle a few things around the village to given them a deeper investigation.

Clue
Location
Skill & Difficulty
Found
Not Found
Bindings Next to one of the huts Observ. D1
Covered in snow
Iron shackles with arcane
glyphs.
No Effect
Small footprints Around village Observ. D3 -> Survival D2 One of the Children of the Night
erupts from the snow and attacks.
No Effect

Step 5: Red Herrings.
We know villagers ran off into the night from our look at the crime scene. We know not all were taken by the wizard. What happened to them?
Clue
Location
Skill & Difficulty
Found
Not Found
Blood West of the Village Observ. D1 ->
Observ. D2
Survival D1
Covered in snow
Blood stain leading southwest.
See BEAR ENCOUNTER if followed
No Effect

With a fairly simple crime scene description we are able to come up with 9 clues of varying merit, and at least one that will lead the characters the right direction. Hopefully this will give you some inspiration on ways to add clues and investigation into your own game. If you do I would love to hear how it worked out! Of course if you have other ideas or comments on this methodology please drop me a comment below.


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Thursday, December 20, 2018

Forgotten Creatures: The Dire Wolf.

The Dire Wolf


The dire wolf (Canis dirus, "fearsome dog") is an extinct species of the genus Canis. It is one of the most famous prehistoric carnivores in North America, along with its extinct competitor, the sabre-toothed cat Smilodon fatalis. The dire wolf lived in the Americas during the Late Pleistocene and Early Holocene epochs (125,000–9,440 years ago). The species was named in 1858, four years after the first specimen had been found. Two subspecies are recognized, these being Canis dirus guildayi and Canis dirus dirus. The dire wolf probably evolved from Armbruster's wolf (Canis armbrusteri) in North America. The largest collection of its fossils has been obtained from the Rancho La Brea Tar Pits in Los Angeles.

Wikipedia contributors. (2018, December 8). Dire wolf. In Wikipedia, The Free Encyclopedia. Retrieved 16:56, December 20, 2018, from https://en.wikipedia.org/w/index.php?title=Dire_wolf&oldid=872741641

We often see creatures taken out of time to populate the Hyborian Age. In Red Nails the dragon Conan defeats is described more like a dinosaur than the modern concept of a dragon. The core rulebook for the new 2d20 lists the Sabre-tooth cat, while the new release, "Horrors of the Hyborian Age", list creatures like cave bears and dire rhinoceros.

In actuality the size of the dire wolf and a regular wolf isn't that great, but this is the Hyborian age, so I think they should be scaled up to match the time.

Actual comparison of average sizes
Hyborian Age Sized

Canis Dirus (‬dire Wolf‭) Darren Pepper
http://www.prehistoric-wildlife.com/species/c/canis-dirus-dire-wolf.html

So I give to you my take on the dire wolf. A giant version of the wolves found within the pages of 2d20. This version is tougher, and can deal more damage than it's smaller cousins. It is simply more bad ass. Perhaps packs of these roam the frozen north of Nordheim or the vast steppe of Hyrkania. Either way a pack of these stalking your players should be enough to give them quite a challenge. I have included two versions of the dire wolf, a toughened version and the Alpha Dire Wolf.


I'll make note that I haven't had time to actually play test these yet, as I am building them for an upcoming adventure. If you do use them I would love to get feedback from how they worked out at your table. As always I love hearing from everyone, so if you have any feedback please drop me a note!

Until Next Time. Keep it Weird!

Monday, December 10, 2018

NPCs: A Codified Approach to the Man on the Street.

In a general session of play, you as GM may have a series of NPCs that you are aware of. A cast of characters you expect your players to interact with. You have an idea about them and how the interaction will go. You have at least some idea of how the social encounter will work. This article is generally not about those cases, although it may act as a guide to flesh those characters out if you generally haven't and have trouble figuring out how you want to role play them.

This is an approach to NPCs that will hopefully help you have better social interactions between your players and the cast of characters that populate your world. Not just the few have prepared in advance but everyone the PCs encounter. They are, after all, representing people with their own lives and aspirations, even if the PCs only encounter them during a single session. I am going to present a basic framework to help you give your NPCs more life, more direction, which in turn will allow you as the GM to role play them better.

It's easy to want to boil these encounters down to a single roll of the die or an opposed test and go from there, and I won't tell you this doesn't have it's place. Instead this framework will allow you to use these rolls and give these NPCs desires to resist, or be difficult. Should the random guy on the street be as willing to help as someone the PCs have known, will bribing them be a way to get more information? I believe that simply boiling the encounter to a simple set of dice rolls is short changing a potentially rich encounter that may lead down different paths. Maybe that dancer they just tried to get information from is actually in cahoots with the villian and is laying a trap for the PCs? The possibilities!

The Framework

I see us needing to have a few known things to really flesh out the NPCs: What do they want? What is their disposition towards the players and what motivates the them? Certainly you can answer more questions about them, but I think knowing these three simple things will allow you to really add some realism to these people.

The Disposition of the NPC

If we accept the NPCs disposition is separate from their personality or charisma, then we must define it. Mechanically I see a scale, in the middle I see someone who is neutral, who just doesn't care. They might help. They might not. For this I think a simple social test at a basic difficulty is a fine way to determine if the NPC will be somewhat helpful or disinterested. I don't see this as an outward showing by the NPC towards the players, simply a concept of how easily they can be swayed.

As we move away from the middle of the scale we get the two basic dispositions you might encounter: positive and negative. One end of the scale is an NPC who thinks of the PCs as good friends and is willing to help them, go out of the way for them, maybe even endanger themselves. On the other end is an NPC who is openly hostile or rude to the PCs. Someone who hates them and who might become something more to them in an antagonistic way in the future.

I would probably leave the far ends of the scales alone for random NPCs unless the PCs have had numerous positive or negative dealings with the NPC.

What does the NPC want?

What the NPC wants can have a direct impact on their disposition. If they want to steal or cause harm to the PCs they are more likely to have a negative disposition towards the PCs. Is the NPC someone who wants something from the players? Is he a merchant looking to sell, or perhaps someone who needs something recovered? Or do they just want to be left alone to go about their business, that is probably the case of the neutrally disposed NPC.

Knowing what the NPC wants is something we should determine first and from there we can use this to determine a more accurate disposition for the NPC.

The Motivation of the NPC

The thing that motivates the NPC is something a player can use to change her disposition in their favor making social encounters easier? Is it money? Money is probably a motivator for a lot of people and is the easiest one for the players to figure out. Bribing someone with cash can be the easiest way to change there disposition towards a character. Of course there is probably a few people out there that will see an attempted bribe as an insult and may move disposition away from the players.

Maybe something else motivates them though, which could make things more interesting: family, friends, trinkets, food, jewels. You can use these to help flesh out the NPC. If the NPC is motivated by jewels, perhaps she is adorned in several of them, or mentions them in conversation. Likewise someone motivated by fine wine, might be overweight, or have a winejug with them. These small details might be picked up by the players making observation tests to determine more information about the NPC.

The NPCs motivation might not be something useful at all. The motivation of someone not motivated by money, who will do anything for their family, might not be useful to the players, unless they can determine that and are willing to do something....unsavory.

Quick Random NPC Tables

Now that we have a framework to build NPCs from, sometimes when the players encounter someone, or force and encounter with someone you will need to determine something about that NPC beyond basic stats. A few quick tables and a roll of a few D6 can generate this quickly and easily.

You can of course simply pick how you want the NPC to act, or build their framework however you want, but we all like rolling dice.

What do they want?
1 - Left alone (+)
2 - Left alone (-)
3 - Help finding something (+)
4 - Help finding someone (+)
5 - Rob the PCs (-)
6 - Lure the PCs into a trap(--)
Disposition
1 - Negative
2 - Negative
3 - Neutral
4 - Neutral
5 - Positive
6 - Positive
Motivated by Money?
1 - No
2 - Yes
3 - Yes
4 - Yes, but expensive
5 - Yes, but expensive
6 - Expensive and insulted by low offers
Other Motivation
1 - None
2 - None
3 - Delicacies
4 - Jewels
5 - Trinkets
6 - Family

So we roll 4d6 and consult the tables to describe the social aspects of the NPC. You will not that under the column, "What do they want?" each entry has a (+) or a (-) on it. Each + or minus will shift the disposition one direction, one step. So a (+) would move a hostile disposition to neutral and likewise a (--) would move a positive disposition to a negative one.

Lets see this idea in action

Your players are on a mission to rescue the king's beautiful daughter, the Princess of Zamora. They haven't simply ridden out to the evil Wizard's mountain as you expected, instead they have decided to hit the local tavern and see if they can glean any information from the tavern goers.

You are not really prepared for this, but as a good GM you have a set of generic human stats just in case, but of course these are not all generic people. The party warrior approaches someone at the bar and engages them in conversation........You as the GM, quickly roll 4d6.....and roll: 4,4,5,6. Suddenly the random generic tavern goer is someone in need of help, perhaps his own kin has been taken by the wizard, or maybe a more mundane kidnapping, either way as the PCs approach he sees warriors and maybe hope in finding his lost friend or family. He will react positively to the PCs, at least initially, although he *IS* motivated by money, he is expensive, but can also be swayed by family.

Now we have more than just a block of stats, now we have a somewhat fleshed out NPC that we put together at the drop of a hat with a few rolls on a very basic set of tables. How many options these tables get is limited only by you imagination and the world the NPC lives in.

Until Next Time. Keep it Weird!

Tuesday, December 4, 2018

Momentum in Conan 2d20! A Basic Guide to Spending Momentum in the Hyborian Age!

As we have discussed in this article on momentum, Momentum is a measure of success and a way to see that things are going in favor of the party. The mechanics around it have had questions raised about how and when it can be spent. This largely comes from the term "Immediate", and the two sources of momentum, personal and pool. We, myself included, have read far too much into how this works. The following is how I understand momentum within the Conan 2d20 rules and up until this morning, I would have described it differently.

Let's start with a few basic definitions.
  • Generated Momentum - Momentum generated from a successful test.
  • Pool Momentum - Momentum stored from another players successful test.
  • Immediate Spend - Can be used at anytime. You do not need to have had a successful skill test to use this spend.
  • Regular Spend - Spent after a successful skill test.

What kind of momentum can we spend on a given test?

Immediate Spend Regular Spend
Generated
Momentum
X
X
Pool
Momentum
X
X

Yes that is right. Momentum is momentum and can be used interchangeably. The real difference in these two types of spends is WHEN you can use them, and that may limit where the momentum comes from.

Immediate Spend Regular Spend
Successful Test
X
X
Unsuccessful Test/
No Skill Test
X


There is one more distinction between Immediate Spends and Regular Spends.

Immediate Spend Regular Spend
Bought with Doom?
YES
NO


For Example: Immediate Spend, No Skill Test
The group has stored 3 momentum in the pool and Dianan wants to roll more than 2 dice to attack the skeleton opposing her. Dianan at this time has not made a skill test, and so the only spends available to her are Immediate Spends. Dianan doesn't have any Generated Momentum because she hasn't rolled any dice yet. She can pull from the group pool using the "Create Opportunity" momentum spend which is an Immediate Spend.

For Example: Immediate Spend, Unsuccessful Skill Test
The group has stored 6 momentum in the pool. Dianan attacks the skeleton nearest her but misses! Her vigor is sitting at 2 and so she decides to use the Second Wind momentum spend, which is listed as an Immediate Spend. Again she is unable to use any Generated Momentum, simple because her attack failed and she has none. She can still spend all 6 points of Pool Momentum.

For Example: Immediate Spend, Successful Skill Test
The group has stored 1 momentum in the pool. Dianan continues her attack on the skeleton! She hits it and does enough damage to destroy it, in addition she has 2 points of Generated Momentum from the attack. She decides to use a Swift Action spend with her Generated Momentum. Her second attack she decides to roll an additional D20 using the Immediate Spend, Create Opportunity, with the last point of Pool Momentum
NOTE: She could have used the 1 point of Pool Momentum + 1 point of Generated Momentum for the Swift Action, and the last point of Generated Momentum for the Create Opportunity spend.

For Example: Regular Spend, Unsuccessful Skill Test
The group has stored 6 momentum in the pool. Dianan attacks the next skeleton nearest her but misses! She wants to use Swift Action to try and attack again, but since it is a Regular Spend, it requires a successful skill test. She is unable to use Swift Action.

For Example: Regular Spend, Successful Skill Test
The group has stored 1 momentum in the pool. In desperation Dianan strikes out again at the skeleton, but generates 0 momentum. Her damage fails to eliminate the skeleton and so She opts to use Swift Action, in an attempt to bash the skeleton with her shield. Since Swift Action with another weapon only costs 1 point of momentum, Dianan can use the Pool Momentum to make this Regular Spend.

I hope this quick guide helps you in your Hyborian Aged adventures! If you have questions or comments please drop them below. Maybe you disagree with this assessment of Immediate vs Regular Spends? Let me know!

Until Next Time. Keep it Weird!