'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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Wednesday, November 29, 2017

Conan 2d20 Sorcery Example: Dismember.

**NOTE** It has been clarified that the below is not the way Dismember works. Consider this an optional rule interpretation now. The Sorcery FAQ is located here

Conal cautiously worked his way into the ancient Stygian tomb.  He came here in search of the treasures of Menkmek Amon, once said to be a powerful wizard, but now long dead and entombed here. 

Those Conal spoke too said he was a  Necromancer, but what is this childish belief in sorcery in this day and age.  Deep within the tomb is said to be Menkmek's most prized possession, a giant blue sapphire, said to be from Python itself.  The lure of the jewel far outweighed any thought of childish beliefs in the magic of long dead wizards.

Finally his torch illuminated the door to the final chamber and he pushed inside.  His touch slowly illuminating parts of the ancient sandstone tomb as he swept the fire across it.  Alcoves with long dead warriors on guard for eternity and after what seemed like an eternity the sarcophagus and above it, the blue sapphire of Python.

As Conal approaches the tomb he hears the sound of grating stone, and the distinct sound of metal and bone.  Wheeling with the torch he sees the two skeletons raise rusty blades and step towards him.

Fear grips Conal as the dead things stagger towards him, and then a commanding voice from the darkness causes him to turn momentarily away from the skeletons to see the open sarcophagus and the long dead wizard risen, holding his lotus staff, “You have chosen to die today.  You have defiled my resting place.  You will join my guardians.”
With the words spoken in this dark place the skeletons lurch to end his life.

Conal
Fortune 3. Melee 13/2. Parry 11/2. Acrobatics 9/1.  Vigor 12. Resolve 9. Disc. 10/2  Armor 2. Courage 1.
Two Handed Sword: R3, 2H, 5CD(+2 for brawn), V1

Skeletons(T)
Melee 11/2. Parry 11/2. Vigor 9. Resolve 8. Armor 2. Fear 1. Night vision
Pitted Sword: R2, 5cd, Parry
Battered Shiled: R2, 3cd, 1h, KD, Shield 2

Menkmek Amon(N)
Melee 8/0. Sorcery 16/5. Ranged 12/2. Vigor 10. Armor 1. Doom Hrld. Dread Creat 3. Night vision
Dagger: R1, 3cd, H1, Parrying, Thrown, Unforgiving
Spell: Dismember

Start of combat:
Doom=3(fortune)+1(Doom Herald)=4
Momentum 0

Round 1:
PLAYER
Conal is affected by Fear 1
Conal rolls 2d20 against his discipline.  Rolls 3 and 5 = 2 successes = 1 momentum.
Momentum=1
Doom=4
Conal swings at the first skeleton and rolls 5d20.  2 dice from doom and 1 from momentum.
Difficulty=2 due to the darkness of the tomb.
Momentum=0
Doom=6
Rolls: 5,10,6,9,16=4 successes=2 momentum.
Conal rolls 7cd for damage: 4,2,1,1,3,4,2, spends 1 momentum to re-roll misses. 6,6,2
Damage roll = 2,1,1,2,6,6,2=12 Damage.
Skeletons have 2 armor + shields 2 = (5,6) = 2 = 4 Soak.
Conal swings the mighty great sword against the first skeleton, the blade crushing deep into the animated bones, it barely slows and keep coming despite the crushing blow.
Damage=12-4soak=8.  Skeleton = 9vigor-8=1Vigor
Skeleton also suffers a single wound.
Momentum=1
Doom=6

Round 1:
CREATURES
Skeleton 1

The first skeleton swings at Conal and rolls 4d20, taking 2 from doom.
Difficulty=2 due to reach. Conal attempts to parry(+1 Doom), D2.  Rolls 4d20 as well. 1 momentum, 1 doom.
Skeleton 1 Rolls: 6,2,10,5=5 successes=3momentum
Conal Rolls: 16,17,5,8=2 successes=0 momentum
Momentum=0
Doom=9
Skeleton rolls damage, adds Penetration 2 (see page 118) for 1 doom.
Rolls: 1,5,5,1,6 – Penetration 2 = 5 damage
Conal has 2 armor soak which is negated by the penetration spend.
The Skeletons blade swings down in a deadly arc catching Conal below his breast plate causing him a grievous wound.
Conal Vigor=12-5=7.  5 Dmg in a round = +1wound.
Skeleton 2 rolls 4d20, taking 2 from doom.
Difficulty=2 due to reach. Conal attempts to parry (+2doom),D3. Rolls 5d20, adding 4 to doom.
Momentum=0
Doom=14

Skeleton 2
The Second skeleton advances, it's blade cutting a deadly arc towards Conal
rolls: 5,13,19,1=3 successes=1 momentum
Conal rolls: 5,3,9,14,4=4 successes=1 momentum
Skeleton pays 1 doom to break tie.
Skeleton rolls damage, adds Penetration 2 for 1 doom.
Rolls: 5,6,6,5,2 – Penetration 2 = 6 damage.
Skeleton adds 1 damage to the total = 7 damage.
Conal has 2 armor soak which is negated by piercing.
The second skeleton crashes down on Conal, who nearly knocks the pitted sword to the side, but misses it by the breadth of a hair.  The old sword cuts deeply into Conal.
Conal Vigor = 7 – 7 = 0.  Conal suffers 2 wounds.  One for vigor being reduced to zero and 1 for suffering 5 vigor in a single attack.
Conal spends a fortune point to ignore the effects of the 3 wounds he has suffered.
Momentum=0
Doom=10

Menkmen Amon prepares to cast Dismember and uses a minor action to focus.
Menkmen Amon uses his standard action to cast Dismember. (D1)
Menkmen Amon is a Dread Creature 3 and gains an additional 3 doom.
Doom=13
Menkmen spends 3 doom to gain a fortune point.
Doom=10

Menkmen spends 2 doom to gain two dice and spends the fortune point to gain a 3rd rolled as a 1.
Doom=8
Menkmen rolls 4,14,3,16 = 6 successes = 5 momentum.
The spell successfully cast with 5 momentum, Menkmen adds.
Wounds of Sorcery: Vicious 2 = 2 momentum
Overwhelming Agony: Gain Intense = 2 momentum
Brutal Force: Gain 1cd = 1 momentum.

The energy seems to coalesce around him in tendrils so dark they are clearly seen in the darkness of the tomb.  With words of power, Menkmen strikes out at Conal with the summoned energy in an attack to end his life.
Menkmen spends 2 points of Doom and uses a swift action to attack Conal with the summoned energy. The attack is Difficulty 2.
Menkmen again uses 3 doom to gain a fortune point and spend it for an extra d20.
Menkmen then spends 2 more doom to gain an extra 2 dice.
Momentum=0
Doom=1
Conal attempts to dodge the force from beyond.
The dodge is difficulty 2.
Menkmen rolls his 4d20+fortune: 9,7,7,2,1=7 successes=6 momentum
Conal spends a fortune point and as well rolls 5d20, adding 2 to the doom pool.
Conal rolls: 6,9,19,2,1=6 successes = 4 momentum
Menkmen wins the struggle, gaining 2 doom.
Momentum=0
Doom=5
The force of the otherworldly energy strikes Conal and he feels things grabbing at him and pulling, hands reaching and tearing at his flesh.
Dismember = 4cd+1 = 5cd, Piercing 3, Intense, Vicious 2.
Rolls: 4,4,5,6,4.  Spends 1 doom to reroll.
Rolls: 2,6,3,5,6 = 2,(3),0,(3),(3) = 11 damage piercing 3. 
Conal takes 1 wound for suffering damage at 0 vigor.
Conal takes 1 wound for suffering 5 or more vigor damage.
Conal takes 1 wound due to the intense.


Conal screams in agony as the dark tendrils reach around him and pull, tearing flesh from bone, limbs from sockets and bringing agonizing death.
Menkmen smiles a deathly smile as he watches another intruder die horribly seeking what is not his.  Another guardian of the tomb will soon be on watch…………………..

Tuesday, November 7, 2017

Conan 2d20 Traps of DOOM!

I started a traps document awhile ago and then moved on to other things. I never finished it. Recently, as you may have guessed, I picked it up again and started looking through it. I decided a more modular approach might make it more interesting, as well as a defined methodology of detecting trap and it's trigger.

To that end I created the following document, which I call, "TRAPS OF DOOM". None of these have been used in game yet, so I don't know that the doom spends are exactly correct. If you do use them, please drop me some feedback so I can have a look and make any necessary revisions!

And without further ado....

Traps of DOOM!