[CONAN] GM's Closet

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-- SURVIVAL and FOOD & WATER --



This is a neat little rule I pulled out of Adventurer Essentials: Iron Rations, which is actually a pretty good short supplement with some nifty ideas and descriptions. DriveThru will run it for free sometimes, and even when it's not, we're talking about hardly anything to buy this pdf.

The rule I like for the Conan RPG is directed towards the Survival skill. The point is made that the skill covers all types of terrain, and it's the same throw for a character to eat off the land in desert as it is frozen tundra or thick tropical forests.

Check out this table.

Terrain Order

1. Desert
2. Plains
3. Hills
4. Mountains
5. Forest
6. Marsh
7. Aquatic

Allow a character to roll Survival checks in his home terrain at no penalty. When he tries to make a Survival check outside of his home terrain, we'll use the chart above to create a penalty. This addresses the issue of a Barbarian from Cimmerian attempting to find food and water in the deserts of Stygia.

To use the chart, simple find how many spaces apart the check terrain and the home terrain are, then multiply by two to get the modifier. Thus, a Cimmerian's home terrain is Mountains, and that's three spaces away from the Desert terrain on the chart. Therefore, whenever the Cimmerian attempts Survival checks in Cimmeria or other like Mountainous regions, he does so with no penalty. But, if he's in the deserts of Stygia, he'll use a -6 modifier on the check.

Simple rule. I like it a lot.
 
-- FOOD & DRINK --


Ever since I DMed the first Dragonlance adventure, where I learned of Otik's spiced potatoes, I've tried to use that tool in all my games. Instead of being generic, I try to describe to the players exactly what type of food is available at the tavern that they've just entered. It adds to atmosphere and immersion. I try to pick food appropriate to the region and people. It's about roleplaying, right?

For example, in Argos, if and when the players send their characters into a local inn, I'm going to describe the fish that is being pan-fried, whole, set on a bed of spiced shredded lettuce and topped with chopped almonds and diced tomatoes. This is served with a decent local vintage wine, cool well water, or spiced tomato juice. It sounds good. It's a bit exotic (I haven't seen that dish before in real life--I just made it up based on what I know grows around the Inn...and Argossean eat a lot of fish). And, it will be part of what makes the encounter in the inn memorable.

Here is a basic list of foods that the GM can use as a starting point when describing what is on the menu.

- Eggs, butter, milk, cheese (from cow or goat)
- Bread, porridge (from wheat, rye, barley, oats)
- Turnips, potatoes, beans, cabbage, asparagus, beets, carrots, radishes, cucumber, pickles (several items can be pickled).

- Apples, berries, grapes, raisins, and other fruits
- Nuts (hazelnuts, walnuts, almonds, peanuts, etc).
- Roast meat (cow, pig, sheep, deer)

- Poultry (chicken, duck, goose, turkey)
- Fish, eel, crab (saltwater or fresh)
- Ale, wine, mead, beer, water, juice, coffee, tea

- Spices like cinnamon, nutmeg, ginger, cloves, salt, sugar, etc.







TRAIL RATIONS

The core rule book's description suggests a few items, and page 220 discusses Thirst and Starvation. Most trail rats last about two weeks. Usually, these items are wrapped in cloth.

Humans need 1 lb. of food per day.

Humans need 1 gal. of water per day (2 or 3 gal. in hot climates)

Typical trail food items: Hard, dry cheese. Jerky (dried beef, pork, or fowl, usually, though horse meat isn't uncommon in some locales). Dried fruit or vegetables. Nuts. Biscuits, bread, and hard cakes.

Hardtack - This is an extremely dry, hard-cooked biscuit made from flour, water, and salt. This is baked so hard that it will keep for months if it is kept dry. And, since it is so hard, it must be soaked in water or wine in order to eat it. It is a bland food--a bare necessity. People often pour bacon fat over it in order to make it more palatable.
 
-- DAMN GOOD FOOD! --


It is said that an army travels on its stomach. Somebody has probably said the same about a band of adventurers.

When the party camps out in the wilderness, one person can be selected to cook. Roll a Profession - Cook check. If successful, those who eat the food gain a +1 morale bonus to any attack roll, saving throw, or skill check for the day. If the roll is 5 points higher than needed, then the bonus jumps to +2.

Randomly roll the DC in secret. Roll d20 +5 to determine the difficulty for the check, for a result of 6-25.

This can be used in combination with food gathered by using the Survival skill, but not all food gathered that way is appropriate for a good meal. It's one thing if a character is eating rabbit stew than it is raw roots freshly dug out of the ground. Therefore, consider that, if the Survival throw is even, the cooking check can be made with the food gathered. If the Survival throw is odd, then the cooking throw cannot be made.

Under some conditions, the GM may rule that the cooking rule cannot be used (usually when there isn't much to eat, as in the depths of the great deserts or during the hard northern winters). Of course, if you use the Survival Check Terrain Modifiers that I posted above and apply the same modifier to the secret cooking DC roll (as a positive penalty, to make the DC higher), then that may be sufficient to make success on the cooking throw impossible.

For example, Raan makes a Survival check of 16, which means he can feed himself plus 3 other people for the day. Since the check is an even number, then the cooking rule can apply. If the cooking check is successful, then Raan and the three other people gain a +1 or +2 morale bonus for the day.

This is a good way to spend PC funds. Spices are expensive. Plus, a cook will need to carry at least a minimum amount of cooking gear. In the novel, Conan The Outcast, Conan is found cooking river eels in a soup, using is helmet. Look to the Barbaric Treasures book for a list of foods and spices. Some of these things can be quite expensive, depending on how rare the supply in the area where the PC is attempting to make a purchase.

I find it easiest to buy spices in units equal to the amount needed by a single man for one day.
 
-- LODGING --



I'm pretty stingy with the money I put in the game for the PC to find. Conan always seemed to be broke in the stories, and the game has the High Living rule (which I enforce with rules like the one in this post). Remember, the prices in the rulebooks are rock-bottom starting points. The GM should always feel free to increase (and even greatly increase) the price of a service or item. Just look to the clothing rule in the Core book. The prices listed are for Commoners. Merchants pay 5 to 20 times more for their higher quality, more elaborate clothing items. Nobles pay 50 times the base price for their items. And, royalty has garments worth 100 times the base price.

You don't have to go that high, but if you think the area and circumstances dictate, then raise the heck out of the price of an item or service.

Player - Ten silvers? To sleep on the floor of the tap room? That's pretty damn pricey!

GM - A caravan is in town. The inn keeper can get it. That's the price today. It's 15 silver if you want a place by the fire. You want a space or not? They're going quick.

If you like, you can take the idea given above for the Morale Bonus to give players a tangible benefit for spending their characters' coin on more expensive lodging or food.

For example, if Poor quality food is purchased, there is no benefit other than a full stomach. Common quality allows for an automatic +1 Morale Bonus on the next day. Good quality allows for a +2 Morale Bonus.
 
-- REPUTATION --



People often ask me the differences in the Atlantean edition of the rules and the Second Edition. I usually point them to two main areas: The rule change in Second Edition that makes a Grapple Check easier (it's just one check instead of the standard d20 3.5 two checks to touch and then grapple), and the greater emphasis that Second Edition has on low level game play (besides the examples of Humans in the Beastiary, Second Edition includes a short section that defines what a "level" means).

Now, I've found a section of the rules that was actually truncated in the Second Edition--the rules for Reputation. The Atlantean Edition includes a large chart of Repuation Modifiers that is missing from Second Edition, but AE also includes a different table (than is in 2E) to show the effects of Travel and Distance on Reputation.

Also, AE goes into some detail defining the Nature of Reputation where as Second Edition condenses this into a single paragraph and largely leaves the definition up to the GM.

Some will see the 2E version as a more rules-lite and easier-to-use version of the same rules. Others will want the detail missing in 2E that is included in AE.

I'm just reporting the differences here.
 
-- The Hyborian Age --



This is the old Marvel Comics map of the Hyborian Age. I include it here because it is more detailed than most maps and covers the entire known world.



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-- MEADOW SHEMITE --



A foreigner common to The Shar (the southwestern part of Argos that shares a border with Shem) are collectively called Medow Shemites. These are the people from the cities states of Shem just across the border.

They aren't referred to as "Meadow Shemites", unless you are talking about them as a whole. They will be referred to by the city or tribe from which they hail.

This Meadow Shemite obviously comes from one of the grand city states in Shem. He is no tribal hill bandit. And, with that breastplate, and colored clothing, he's obviously a man of some wealth. Look at the gem in the pommel of his sword! The design features on his weapons and armor do not come cheap.

Note the soft leather boots with the pointed toes. The pointed toe design is extremely popular in Argos right now. All the wealthy merchants and nobles dress with shoes or boots with points like that.

Heck, the way this Shemite is dressed, he might be a prince! Or, just an adventurer who hit it big.

Typically, when evaluating a person, the more colorful their clothing, the more wealthy they are, the higher their status. Commoners wear various shades of brown and pale green, since these dyes are simply derived from oak bark or weld. Brighter, more varied colors are more expensive, ranging from 5-100 times the base cost listed in the equipment list.

For example, a basic kafieh (the man's head cloth) will cost about 1/2 a silver piece. That's for a rough spun, bone white kafieh that hasn't been dyed. This man's kafieh is of a rich dyed color with gold embroidery. That one costs somewhere in the neighborhood of 10 silver, and it's 50 silvers if that is real gold thread being used.

Ten silver makes a gold piece, so this Meadow Shemite could have spent 5 gold on just the sheet he uses to cover his head!

The dude is really showing off his wealth with the different colored dyes he uses. That teal he has over his legs will cost quite a number of coins.

I have no doubt, either, that his weapons are of the highest quality, with higher than standard stats (masterwork).

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-- QUILTED JERKIN --



This is an excellent pic of a Quilted Jerkin. This guy must have put all of his coin into his greatsword with the fancy wavy blade. Greatswords are known primarily as Hyborian weapons (the damn things do 2-18 damage, which is 1d10 + 1d8, Critical on 19-20 for x2 dam, and have Armor Piercing 4).

For most races, the greatsword is an Exotic Weapon, but for Hyborians, it is a Martial Weapon. It is the only two-handed weapon that Hyborian Thieves learn to use (unless a special feat is taken), though the weapon is too big and unwieldy for the tastes of most Thieves. Occasionally, you will see a Hyborian Pirate swing this bloody weapon on the deck during a boarding action.

Note the mercenary in this pic has a buckler tied to his belt and a smaller, one handed weapon behind his right hip. He can drop the greatsword and use the buckler to get a +2 Parry AC bonus and fight with what looks to be (from the size of the hilt) an arming sword (1d10 Damage, Critical on 19-20 for x2 dam, Armor Piercing 2).

His torso may look like it is protected by leather, but if you look closely, you'll see that it's definitely cloth--cloth that is more dense that that used for the arms.

A quilted jerkin is hand-sewn from twenty or more layers of linen, making for a light armor that fits well. Notice how snugly the armor fits the mercenary. The quilted jerkin leaves the man completely unencumbered and offers protection of Damage Reduction 3, with Max DEX bonus of +7 and no Armor Check penalty. This is a favored armor of Thieves and Pirates.



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-- PELISHTIM MERCENARY --


Wearing a steel cap (+1 DR) and brigandine coat (steel plates sandwiched between layers of cloth and leather, Damage Reduction 6, Max DEX bonus +2, Armor Check Penalty -5). He carries a curved blade popular among the Shemites (1d10 Damage, Critical on 19-20 for x2 dam, Armor Piercing 2).

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-- RAEZE --



The city of Raeze, on the Argossean coast, near the border with Shem. This pic below, if you can imagine it not as ancient, weathered, and worn, is very similar to the design of the city.

The structure in the foreground is how most of Raeze is built. Raeze is in the middle of a desert area. Lumber has to be imported. Stone can be mined in the nearby hills. With Raeze, there are these grid-like structures making for most of the city. It makes a framework that people use for housing and other structures. Much of Raeze are these little plots with cloth stretched across the roof and sides. People enter through a flap. It's like a tent with a stone framework. The framework exists. When you get a space, you can fill in the walls however you can afford.

Not all of the framework is stone. There are some wooden frames. The more expensive way to go is to put up wood walls and ceiling within the framework. The floor can remain dirt or stone, or a flooring of wood can be added. Some places within the framework are quite elaborate, with wood or stone staircases to upper levels. There are a couple higher structures in Raeze, but rarely do buildings (the framework) go above two levels. Most of the city is spread out in a single story.

Thieves are known to climb up the sides of the framework and drop down on businesses from above. The citizens of Raeze call he roof structure the "Thieves Highway".

Here, in the pic, we see stone walkways. But not all of it is stone. There are sandy dirt paths between structures, down the narrow allies and the like.

Imagine this place in better shape (not an ancient ruin), and imagine cloth or wood closing up the holes between the columns. Then imagine all sort of people walking about--native Argosseans, hook-nosed Shemites, primarily--and you'll have a good idea of what the city looks like.

The outer structures of the city are filled in, making a sort of city wall. But,the wall connects directly to structures--it's not a wall, then path, then structure. The wall is like the side of the buildings, except it is filled in without the holes that you see.

Just inside the main city gate is a large, open area that serves as a bazaar. Some of the more established merchants have building stalls for their businesses, but many come to open bazaar to trade their goods. Beware of pick pockets that play their trade here!

If you enter the city gate and move to the left, you will travel through the bazaar and right into the Caravan Gate. Raeze sees a lot of trade as it is the last major city on a trade route connecting Argos and Shem, though the route has seen decreased traffic in the last eighteen months as bandit activity has picked up considerably.



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-- ARMOR DAMAGE --

The Core game already considers damage to armor. See page 179 of the 2E rulebook. The game addresses armor damage whenever Massive Damage is caused on the character (that is, the character suffers 20+ points of damage from a single blow). So, the same blow that may kill the character (you would check that first, of course, with the character's Fortitude Save per the Massive Damage rules) will degrade the armor from 1-4 points, per the rule.

That rule is fine for most. And, it reminds you to degrade the armor every time 20+ points of damage is delivered.

I've written this optional rule for those of you who think that armor should be able to degrade without a chance to kill the character. This rule will represent normal wear and tear on the armor, and it will encourage characters to use their repair skills and spend their coin on both repair necessities and new armor. During downtime, it will become common to make an armor repair check and soak up some of the character's resources (the armor repair expendables).

The rule works just like the official rule, except that the damage needed to trigger Armor Damage is lowered, and the armor damage will only be 1 point instead of 1d4.

Select either 10 or 15 points of damage, depending on how often you want this to be an issue.



I think the 15 point threshold works well (10 points may be too often). So, if 15+ hit points are delivered to a character, then automatically drop the armor's DR rating by 1 point. If 20+ damage is delivered, drop the armor DR rating by 1d4 points if the character survives the Massive Damage blow.

You would not use this rule, of course, unless if the attacker is successful with a Finesse Attack.



Another tweak to this idea is to consider the shield, if the character carries one. Deliver 10+ damage for 1 point of Armor Damage if the defender is not using a shield. Otherwise, deliver 1 point of Armor Damage when 15+ points are placed on the foe.



The original rule listed on page 179 should probably be appended to include the times when a character's hit points is less than 20. So, the rule should probably be triggered by a 20+ point blow or by the character being knocked to 0 or less hit points.
 
-- SHIELD DAMAGE / WEAPON DAMAGE --

Shields take damage in two ways under the Core 2E rules. The first is through a successful Sunder attack against the character's shield. The second occurs under the optional rule on page 174 (the Weapon Breakage Rule). When the character is using his Parry AC, and his foe's attack exactly equals the character's Parry AC, then, using the page 174 rule, a sunder attack is considered to be delivered equal to the amount of the damage. I always check the character's shield first (if he has one) before I check the weapon.

As an optional rule, why not allow a character's shield or weapon keep soak up some of the damage inflicted by a hit that does 20+ points of damage? This will sure keep a player's character alive longer in this gritty, dangerous game.

The rule would work like this:


1. Foe delivers 20+ points of damage to the character.

2. The character must be using his Parry AC. If using his Dodge AC, then use the Massive Damage rule and the Armor Damage rule as written in the Core rulebook.

3. If the attack throw is odd, then the character's Shield or Weapon will absorb some of the damage from the blow. If the attack throw is even, then use the Massive Damage rule and the Armor Damage rule normally.

4. If the character has a shield, and it was used to parry (it wasn't be used in a shield bash, and the character was using his Parry AC), then consider the shield first. If the character doesn't have a shield, consider that the character was defending using his weapon.

5. Consider that the total amount of damage was delivered to the shield or the weapon as a successful sunder attempt. Any left over damage is laid on the PC.



Example.

A Vanir warrior swings his double bladed axe at the character, hitting, doing 28 points of damage. The character is defending himself using his Parry AC, and he uses a targe.

As a successful sunder, the 28 points of damage are delivered to the target (which has Hardness 6 and 6 HP. Smash!, the shield caves in twain, but 6 points from the shield are removed from the damage. So, the character suffers 22 points of damage. That's still enough to trigger Massive Damage check.

The character makes the check, so the character does not die. But, he still takes the remaining 22 points of damage.
 
-- FROM THE CONAN STORIES --


Belit, the Shemite pirate of the Tigress, from Queen of the Black Coast.

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N'Gora, of Belit's fanatical crew, also from Queen of the Black Coast.

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Zaporavo, the Zingaran freebooter, Captain of the Wastrel. Some call him the "Hawk". From the story, The Pool of the Black One.

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