Module conversion for Conan

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The King
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Re: Module conversion for Conan

Postby The King » Wed Jan 27, 2016 7:35 pm

Another thing: there are 2 settings which can be used in some way for Conan. Both are from Necromancer games again (many of their adventures are gritty and easily convertible because they don't provide many weird races/creatures like we can find in D&D).
- Bard's gate
- City of the invincible Overlord
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Re: Module conversion for Conan

Postby The King » Wed Feb 17, 2016 1:11 am

Necromancer Games is out of business but Frog God Games replaced them. The did some reprints with both pathfinder and Swords and Wizardry rules (the latter being a D&D clone which should be somewhat less easy to adapt to Conan RPG). These reprints are much more than just an update of previously published adventures by NG and were developped into full campaigns like Cults of the Sundered Kingdoms and Stoneheart Valley.
They also very recently released a mega campagn (800 pages!) called the Northlands Saga Complete whose cover is very
Conan-like imo

These adventures can generally be considered as medium dark fantasy. Medium because of the D20/Pathfinder rules and dark because of the particular mood.
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Supplement Four
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Re: Module conversion for Conan

Postby Supplement Four » Wed Feb 17, 2016 3:01 pm

I've thought about getting the Cults of the Sundered Kingdoms book and using it for my Conan game, but it seems more background material than adventure material.

When converting, you don't need more background stuff from another world, imo. It's for use with the Hyborian Age that we are converting the material. The adventure stuff is what I look for--adventures that convey the mood of Conan's universe.
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Re: Module conversion for Conan

Postby The King » Thu Feb 25, 2016 6:06 pm

Supplement Four wrote:I've thought about getting the Cults of the Sundered Kingdoms book and using it for my Conan game, but it seems more background material than adventure material.

When converting, you don't need more background stuff from another world, imo. It's for use with the Hyborian Age that we are converting the material. The adventure stuff is what I look for--adventures that convey the mood of Conan's universe.
From what I know, Cults of the Sundered Kingdoms is not so much background as a rewrite of 3 independant adventures to make a campaign out of them: Morrick Mansion + Aberrations + Crystal Skull. I have Morrick Mansion and Aberrations and they are very suitable for Conan (imo).

Of course as a campaign they probably added some background to locate the adventures but this shouldn't be to heavy. The original 3 adventures have 250 pages in all, whereas Cults of the Sundered Kingdoms has approx. 435 pages. But the whole layout is very different with very clear maps.

For instance, I bought the wonderful Northlands Saga Complete (800 pages) which was deliberately written with a low fantasy setting (I recommend it if you intend to play in Nordheim/Asgard. There are 8 regions which are briefly described, which can be a good thing because the North was never fully described. There is a small chapter on (Norse) gods but even then you can recognize the god of the frost giant from his name: Thrymr, which is very close to Ymyr in the pronunciation.
There are surprisingly very few new feats, magic items and some new monsters.
There is a big chapter at the end (over 100 pages) with all the maps (which are already present in the several chapters) and an important chapter with wandering monsters/people most of which making a lot of sense and could deepen the campaign.
The rest of the book is dedicated to the adventures from level 1 to 20.

The only drawback imo is the frequent reference to some Pathfinder books (i.e. bestiaries or the tome of horrors complete)
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Re: Module conversion for Conan

Postby The King » Sun Mar 06, 2016 5:50 pm

I could also advise the Adventure path modules of Pathfinder, usually the first 3 books of most series (because the later are more about dungeon crawling) and would thus suggest:
- Jade Regent (Khitai campaign)
- Carrion Crown (horror campaign)
- Serpent's Skull (woud make an excellent Kull campaign)
- Curse of the Crimson Throne (urban campaign)
and may be
- Reign of Winter (Hyrkanian campaign).

The other series are too high fantasy for Conan imo.
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Re: Module conversion for Conan

Postby The King » Mon Mar 14, 2016 8:20 pm

I confirm that Jade Regent would make for an excellent campaign if combined with the Khitai sourcebook (there are onis and a jade emperor).

The 2nd book of Carrion Crown (Trial of the Beast) could be linked with the Conan Adventure "Conan and the Lurking Terror of Nahab". Both monsters are quite identical and both adventures are approximately for the same levels of adventurers.
The 4th book of Carrion Crown (Wake of the watcher) is specifially dedicated to fighting Lovecraft's monsters (Mi-Go, dark Young of Shub-Niggurath, etc.) while the outer gods and the great old ones are treated like usual gods with their specific entries (domains, sub-domains, etc.)

I am in fact surprised that some Pathfinder campaigns are very suitable for a Conan game.

Same is true with some Pathfinder adventures:
- Carrion Hill
- Mask of the living god (excellent infiltration adventure)
- From Shore to sea (a kind of deep ones conspiration)
- The midnight mirror
and probably some others.
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Supplement Four
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Re: Module conversion for Conan

Postby Supplement Four » Tue Mar 15, 2016 5:38 am

I was thinking of the old Basic D&D Expert modules X4 Master of the Desert Nomads and its sequel, X5 Temple of Death. I'm think they'd make for a good conversion to a Conan game--something along the lines of Black Colossus.

IIRC, the adventures are fairly high level in the 6-10 range, but this doesn't really matter. Use the story (adapted to the Hyborian Age, of course), the maps, and the situations. Replace the NPCs, bad guys, and critters with whatever level characters using the Conan RPG rules that you want. Make it a 1st level adventure, if you want. Take out a lot of the drops (no girdles or giant strength or anything like that) and the more fanciful, magical monsters (I wouldln't even replace them. I just take them out as Conan stories seem to have a lot less variety of monsters in them). The magical juggernaut is easily changed to a siege engine pulled by slaves or conscripts or soldiers.

It'd go perfect set somewhere in Shem, or Stygia, or Turan, or the Great Desert.

I notice that there is a lot of "givens" at the beginning of X4--a summary of what has happened to bring the characters to the beginning of the encounters. I good GM would turn this description into encounters and make his players play this stuff out.

I'm thinking of adapting it for Shem. The Shemmitsh gods certainly are interesting, and there can be a lot of religion in this adventure. Plus the Shem hardback would come in handy. I always like to take these things (published adventures), customize them, and add new encounters that I think up. Sometimes I take a piece of this adventure and a section of that module, add it to some fresh, made up stuff, all customized for the Hyborian Age, and I end up with a pretty cool adventure worthy of Conan himself.
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Re: Module conversion for Conan

Postby The King » Fri Mar 18, 2016 6:42 pm

Supplement Four wrote:I was thinking of the old Basic D&D Expert modules X4 Master of the Desert Nomads and its sequel, X5 Temple of Death. I'm think they'd make for a good conversion to a Conan game--something along the lines of Black Colossus.
It's true, many old D&D modules are fairly useful for Conan. I would say most of the Expert series in fact.
If you want to play in Shem, may be you should take a look at the module I9 - Day of Al'Akbar (AD&D) which is perfect for this region. There is a minor political plot.
I would also advise you to take a look at some the Al-Qadim AD&D setting (not all books are suitable, but the atmosphere is very Shemite).
An American-style kitchen is a kitchen in the living room.
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